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v0.1.5
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- Tagging / Typos
- Minor Bugfixes
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Pf2eTools committed Feb 11, 2022
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415 changes: 8 additions & 407 deletions Pf2eTools.html

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4 changes: 2 additions & 2 deletions css/style.css

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36 changes: 29 additions & 7 deletions data/abilities.json
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"number": 1,
"unit": "action"
},
"traits": ["Concentrate"],
"traits": [
"Concentrate"
],
"source": "GMG",
"page": 205,
"entries": [
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"name": "Butter Up",
"source": "GMG",
"page": 204,
"traits": ["Emotion", "Mental"],
"traits": [
"Emotion",
"Mental"
],
"entries": [
"When someone eats a dish or treat made by this NPC, the NPC can attempt a {@skill Lore||Baking Lore}, {@skill Lore||Cooking Lore}, or similar check against that creature's Will DC, with the same results as the {@action Make an Impression} action of {@skill Diplomacy}. If more than one creature partakes, the NPC uses the same check result against each creature's Will DC."
]
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"name": "Coven",
"source": "Bst",
"page": 342,
"traits": ["Divination", "Mental", "Occult"],
"traits": [
"Divination",
"Mental",
"Occult"
],
"entries": [
"This monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Coven members can sense other members' locations and conditions by spending a single action, which has the {@trait concentrate}, and can sense what another coven member is sensing as a two-action activity, which has the {@trait concentrate} as well.",
"Covens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single-action spellcasting activity that has a single verbal component. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-level {@spell baleful polymorph|CRB} spell and all the following spells, which the coven can cast at any level up to 5th: {@spell augury|CRB}, {@spell charm|CRB}, {@spell clairaudience|CRB}, {@spell clairvoyance|CRB}, {@spell dream message|CRB}, {@spell illusory disguise|CRB}, {@spell illusory scene|CRB}, {@spell prying eye|CRB}, and {@spell talking corpse|CRB}. Individual creatures with the coven ability also grant additional spells to any coven they join. A coven can also cast the {@ritual control weather} ritual, with a DC of 23 instead of the standard DC.",
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"name": "Frightful Presence",
"source": "Bst",
"page": 343,
"traits": ["Aura", "Emotion", "Fear", "Mental"],
"traits": [
"Aura",
"Emotion",
"Fear",
"Mental"
],
"entries": [
"A creature that first enters the area must attempt a Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.",
{
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"unit": "action"
},
"requirements": "The monster's last action was a success with a Strike that lists Knockdown in its damage entry.",
"entries": ["The monster knocks the target {@condition prone}."]
"entries": [
"The monster knocks the target {@condition prone}."
]
},
{
"name": "Lifesense",
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"number": 1,
"unit": "action"
},
"traits": ["Attack"],
"traits": [
"Attack"
],
"entries": [
"The monster attempts to swallow a creature of the listed size or smaller that it has {@condition grabbed} in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an {@skill Athletics} check opposed by the {@condition grabbed} creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to {@action Strike|CRB} or Grab once again. The monster can't attack creatures it has swallowed.",
"A swallowed creature is {@condition grabbed}, is {@condition slowed} 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim {@action Escape||Escapes} this ability's {@condition grabbed} condition, it exits through the monster's mouth. This frees any other creature {@condition grabbed} in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The engulfing creature is {@condition flat-footed} against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the engulfed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.",
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"name": "Telepathy",
"source": "Bst",
"page": 344,
"traits": ["Aura", "Divination", "Magical"],
"traits": [
"Aura",
"Divination",
"Magical"
],
"entries": [
"A monster with {@spell telepathy|CRB} can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would."
]
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30 changes: 22 additions & 8 deletions data/actions.json
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"{@b Disrupted and Lost Spells} Some abilities and spells can disrupt a spell, causing it to have no effect and be lost. When you lose a spell, you've already expended the spell slot, spent the spell's costs and actions, and used the {@action Cast a Spell} activity. If a spell is disrupted during a Sustain a Spell action, the spell immediately ends. The full rules for disrupting actions appear here."
]
},
{
"name": "Detect Magic",
"source": "CRB",
"page": 479,
"traits": [
"Exploration",
"Concentrate"
],
"actionType": {
"basic": true
},
"entries": [
"You cast {@spell detect magic} at regular intervals. You move at half your travel speed or slower. You have no chance of accidentally overlooking a magic aura at a travel speed up to 300 feet per minute, but must be traveling no more than 150 feet per minute to detect magic auras before the party moves into them."
]
},
{
"name": "Change Shape",
"source": "LOAG",
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"type": "list",
"items": [
"The item is your level or lower. An item that doesn't list a level is level 0. If the item is 9th level or higher, you must be a master in {@skill Crafting}, and if it's 16th or higher, you must be legendary.",
"You have the formula for the item; see Getting Formulas below for more information.",
"You have the formula for the item; see {@quickref Getting Formulas||1|Formulas} below for more information.",
"You have an appropriate set of tools and, in many cases, a workshop. For example, you need access to a smithy to forge a metal shield.",
"You must supply raw materials worth at least half the item's Price. You always expend at least that amount of raw materials when you Craft successfully. If you're in a settlement, you can usually spend currency to get the amount of raw materials you need, except in the case of rarer precious materials."
]
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"Failure": "You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over.",
"Critical Failure": "You fail to complete the item. You ruin 10% of the raw materials you supplied, but you can salvage the rest. If you want to try again, you must start over."
}
}
],
"info": [
},
{
"type": "pf2-sample-box",
"name": "Consumables and Ammunition",
"entries": [
"You can Craft items with the consumable trait in batches, making up to four of the same item at once with a single check. This requires you to include the raw materials for all the items in the batch at the start, and you must complete the batch all at once. You also {@action Craft} non-magical ammunition in batches, using the quantity listed in {@table Ranged Weapons||Table 6\u20138: Ranged Weapons} (typically 10)."
"You can Craft items with the {@trait consumable} trait in batches, making up to four of the same item at once with a single check. This requires you to include the raw materials for all the items in the batch at the start, and you must complete the batch all at once. You also {@action Craft} non-magical ammunition in batches, using the quantity listed in {@table Ranged Weapons||Table 6\u20138: Ranged Weapons} (typically 10)."
]
},
{
"type": "pf2-sample-box",
"name": "Getting Formulas",
"entries": [
"You can gain access to the formulas for all common items in Chapter 6: Equipment by purchasing a {@item basic crafter's book}. See the rules on page 293 for information on how to acquire other formulas."
"You can gain access to the formulas for {@filter all common items in Chapter 6: Equipment|items||Source=CRB|Rarity=Common} by purchasing a {@item basic crafter's book}. {@quickref See the rules on page 293 for information on how to acquire other formulas.||1|Formulas}"
]
},
{
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"Because he's a 5th-level character and an expert at {@skill Crafting}, he reduces the amount he has to pay by 1 gp for each day spent. After spending 10 days working, he reduces the cost to complete the item from 65 gp to 55 gp. He spends the remaining portion of its Price in materials, completes the {@item striking} rune, and goes out on his next adventure. (He could have stayed home to keep working on the striking rune, eventually reducing the item's total Price to just the half he paid up front, but adventuring is far more lucrative!) If Ezren's {@skill Crafting} check result were a 29 or higher, he'd have gotten a critical success. In that case, he'd reduce the remaining amount by 2 gp per day, lowering the amount needed to complete the item after 10 additional days of work to 45 gp."
]
}
]
],
"info": []
},
{
"name": "Crawl",
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},
"entries": [
"You follow tracks, moving at up to half your {@quickref travel Speed||0|Exploration Mode}.. 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 {@trait 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.",
"You attempt your {@skill 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.",
"You attempt your {@skill Survival} check when you start {@action Track||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.",
{
"type": "successDegree",
"entries": {
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2 changes: 1 addition & 1 deletion data/ancestries/ancestry-azarketi.json
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"source": "LOAG",
"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.",
"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."
]
},
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2 changes: 1 addition & 1 deletion data/ancestries/ancestry-dwarf.json
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}
],
"flavor": [
"Dwarves have a well-earned reputation as a stoic and stern people, ensconced within citadels and cities carved from solid rock. While some see them as dour and humorless crafters of stone and metal, dwarves and those who have spent time among them understand their unbridled zeal for their work, caring far more about quality than quantity. To a stranger, they can seem untrusting and clannish, but to their friends and family, they are warm and caring, their halls filled with the sounds of laughter and hammers hitting anvils."
"Dwarves have a well-earned reputation as a stoic and stern people, ensconced within citadels and cities carved from solid rock. While some see them as dour and humorless crafters of stone and metal, dwarves and those who have spent time among them understand their unbridled zeal for their work, caring far more about quality than quantity. To a stranger, they can seem untrusting and clannish, but to their friends and family, they are warm and caring, their halls filled with the sounds of laughter and hammers hitting anvils."
],
"info": [
"Dwarves are slow to trust those outside their kin, but this wariness is not without reason. Dwarves have a long history of forced exile from ancestral holds and struggles against the depredations of savage foes, especially giants, goblinoids, orcs, and the horrors that dwell deep below the surface. While trust from a dwarf is hard-won, once gained it is as strong as iron.",
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2 changes: 1 addition & 1 deletion data/ancestries/ancestry-elf.json
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Expand Up @@ -288,7 +288,7 @@
"source": "CRB",
"page": 40,
"entries": [
"Your ears are finely tuned, able to detect even the slightest whispers of sound. As long as you can hear normally, you can use the {@action Seek} action to sense {@condition undetected} creatures in a 60-foot cone instead of a 30-foot cone. You also gain a +2 circumstance bonus to locate {@condition undetected} creatures that you could hear within 30 feet with a {@action Seek} action."
"Your ears are finely tuned, able to detect even the slightest whispers of sound. As long as you can hear normally, you can use the {@action Seek} action to sense {@condition undetected} creatures in a 60-foot cone instead of a 30-foot cone. You also gain a +2 circumstance bonus to locate {@condition undetected} creatures that you could hear within 30 feet with a {@action Seek} action."
]
},
{
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2 changes: 1 addition & 1 deletion data/ancestries/ancestry-hobgoblin.json
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Expand Up @@ -203,7 +203,7 @@
"source": "LOCG",
"page": 49,
"entries": [
"Your ancestors lived underground. Your ears are larger than those of other hobgoblins and sensitive to echoes. When you are underground, you can use the {@action Seek} action to sense {@condition undetected} creatures within a 30-foot burst instead of a 15-foot burst. In addition, if you roll a success on an {@skill Acrobatics} check to {@action Squeeze}, you get a critical success instead."
"Your ancestors lived underground. Your ears are larger than those of other hobgoblins and sensitive to echoes. When you are underground, you can use the {@action Seek} action to sense {@condition undetected} creatures within a 30-foot burst instead of a 15-foot burst. In addition, if you roll a success on an {@skill Acrobatics} check to {@action Squeeze}, you get a critical success instead."
]
}
],
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