cleaned yaml files

bradl/monsters-adult-gold-dragon
James R Miller 2020-02-20 17:38:54 -06:00
parent 16885ca59d
commit 605a2f6af3
15 changed files with 11621 additions and 4358 deletions

View File

@ -1,19 +1,3 @@
# NOTE: actioncategory assumes a single source entry
# TODO Requirements and triggers can be normalized in gendb.py and schema
actioncategory:
- name: Basic
descr: Basic actions represent common tasks like moving around, attacking, and helping others. As such, every creature can use basic actions except in some extreme circumstances, and many of those actions are used very frequently. Most notably, youll use Interact, Step, Stride, and Strike a great deal. Many feats and other actions call upon you to use one of these basic actions or modify them to produce different effects. For example, a more complex action might let you Stride up to double your Speed instead of just up to your Speed, and a large number of activities include a Strike.
source:
- abbr: CRB
page_start: 469
page_stop: 469
- name: Specialty Basic
descr: These actions are useful under specific circumstances. Some require you to have a special movement type.
source:
- abbr: CRB
page_start: 472
page_stop: 472
# NOTE: action assumes a single source entry
action:
- actioncategory: Basic
actioncost_name: Free Action
@ -430,31 +414,48 @@ action:
trigger: null
- actioncategory: Specialty Basic
actioncost_name: Varies
descr: "You cast a spell you have prepared or in your repertoire. Casting a Spell
descr: 'You cast a spell you have prepared or in your repertoire. Casting a Spell
is a special activity that takes a variable number of actions depending on the
spell, as listed in each spells stat block. As soon as the spellcasting actions
are complete, the spell effect occurs.\n\nSome spells are cast as a reaction or
free action. In those cases, you Cast the Spell as a reaction or free action (as
appropriate) instead of as an activity. Such cases will be noted in the spells
stat blockfor example, \"[reaction] verbal.\"\n\n**Long Casting Times** Some spells
take minutes or hours to cast. The Cast a Spell activity for these spells includes
a mix of the listed spell components, but its not necessary to break down which
one youre providing at a given time. You cant use other actions or reactions
while casting such a spell, though at the GMs discretion, you might be able to
speak a few sentences. As with other activities that take a long time, these spells
have the exploration trait, and you cant cast them in an encounter. If combat
breaks out while youre casting one, your spell is disrupted (see Disrupted and
Lost Spells on page 303 CRB).\n\n**Spell Components** Each spell lists the spell
components required to cast it after the action icons or text, such as \"[three-actions]
material, somatic, verbal.\" The spell components, described in detail below, add
traits and requirements to the Cast a Spell activity. If you cant provide the
components, you fail to Cast the Spell.\n\n- Material (manipulate)\n- Somatic
(manipulate)\n- Verbal (concentrate)\n- Focus (manipulate)\n\n**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, youve already expended the spell
slot, spent the spells costs and actions, and used the 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 on page 462 CRB."
are complete, the spell effect occurs.
Some spells are cast as a reaction or free action. In those cases, you Cast the
Spell as a reaction or free action (as appropriate) instead of as an activity.
Such cases will be noted in the spells stat blockfor example, "[reaction] verbal."
**Long Casting Times** Some spells take minutes or hours to cast. The Cast a Spell
activity for these spells includes a mix of the listed spell components, but its
not necessary to break down which one youre providing at a given time. You cant
use other actions or reactions while casting such a spell, though at the GMs
discretion, you might be able to speak a few sentences. As with other activities
that take a long time, these spells have the exploration trait, and you cant
cast them in an encounter. If combat breaks out while youre casting one, your
spell is disrupted (see Disrupted and Lost Spells on page 303 CRB).
**Spell Components** Each spell lists the spell components required to cast it
after the action icons or text, such as "[three-actions] material, somatic, verbal."
The spell components, described in detail below, add traits and requirements to
the Cast a Spell activity. If you cant provide the components, you fail to Cast
the Spell.
- Material (manipulate)
- Somatic (manipulate)
- Verbal (concentrate)
- Focus (manipulate)
**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, youve already expended
the spell slot, spent the spells costs and actions, and used the 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 on page 462 CRB.'
name: Cast a Spell
req: null
source:
@ -606,5 +607,23 @@ action:
trait:
- Concentrate
trigger: null
actioncategory:
- descr: Basic actions represent common tasks like moving around, attacking, and helping
others. As such, every creature can use basic actions except in some extreme circumstances,
and many of those actions are used very frequently. Most notably, youll use Interact,
Step, Stride, and Strike a great deal. Many feats and other actions call upon
you to use one of these basic actions or modify them to produce different effects.
For example, a more complex action might let you Stride up to double your Speed
instead of just up to your Speed, and a large number of activities include a Strike.
name: Basic
source:
- abbr: CRB
page_start: 469
page_stop: 469
- descr: These actions are useful under specific circumstances. Some require you to
have a special movement type.
name: Specialty Basic
source:
- abbr: CRB
page_start: 472
page_stop: 472

View File

@ -465,9 +465,9 @@ background:
- abbr: CRB
page_start: 64
page_stop: 64
- descr: You are the youngest child in a noble house (in [PI], [PI], or [PI])
and stand to inherit nothing from your family. Although you have a minor title,
it affords you no lands or wealth, but it has garnered you a small amount of respect
- descr: You are the youngest child in a noble house (in [PI], [PI], or [PI]) and
stand to inherit nothing from your family. Although you have a minor title, it
affords you no lands or wealth, but it has garnered you a small amount of respect
and deference in your travels. When play begins, you are riding in a caravan bound
for [PI], where a cousin has promised to allow you to stay with them for a month.\n\nChoose
two ability boosts. One must be to Dexterity or Intelligence, and one is a free
@ -480,14 +480,14 @@ background:
- abbr: TFoP
page_start: 55
page_stop: 55
- descr: You were training to become a knight in [PI] when the [PI]
escaped his imprisonment and destroyed the nation. It was only by dumb luck that
you are alive at all, but the memories of that fateful day haunt your dreams.
When play begins, you have boarded a caravan heading toward a new town, having
worn out your welcome at the taverns and inns of [PI].\n\nChoose two ability
boosts. One must be to Strength or Charisma, and one is a free ability boost.\n\nYou're
trained in the Intimidation skill and the Warfare Lore skill. You gain the Intimidating
Glare skill feat.
- descr: You were training to become a knight in [PI] when the [PI] escaped his imprisonment
and destroyed the nation. It was only by dumb luck that you are alive at all,
but the memories of that fateful day haunt your dreams. When play begins, you
have boarded a caravan heading toward a new town, having worn out your welcome
at the taverns and inns of [PI].\n\nChoose two ability boosts. One must be to
Strength or Charisma, and one is a free ability boost.\n\nYou're trained in the
Intimidation skill and the Warfare Lore skill. You gain the Intimidating Glare
skill feat.
is_comty_use: false
is_specific_to_adv: true
name: Lost and Alone
@ -510,14 +510,14 @@ background:
- abbr: TFoP
page_start: 55
page_stop: 55
- descr: The fighting around the [PI] region has forced many of the people
residing there to flee from the violence. Although your home is gone, you have
managed to survive and are making your way south in search of a better life. When
play begins, you are riding along in a caravan taking you to what might be either
a new home in [PI] or simply another waypoint in your journey.\n\nChoose two
ability boosts. One must be to Constitution or Intelligence, and one is a free
ability boost.\n\nYou're trained in the Survival skill and the Hunting Lore skill.
You gain the Forager skill feat.
- descr: The fighting around the [PI] region has forced many of the people residing
there to flee from the violence. Although your home is gone, you have managed
to survive and are making your way south in search of a better life. When play
begins, you are riding along in a caravan taking you to what might be either a
new home in [PI] or simply another waypoint in your journey.\n\nChoose two ability
boosts. One must be to Constitution or Intelligence, and one is a free ability
boost.\n\nYou're trained in the Survival skill and the Hunting Lore skill. You
gain the Forager skill feat.
is_comty_use: false
is_specific_to_adv: true
name: Refugee
@ -527,11 +527,11 @@ background:
page_stop: 55
- descr: You left your home a few months back for a life on the road, working for
one caravan company and then another, always on the lookout for a new job and
a better life. Last week, you were hired by the [PI] company in [PI].
You dont know anyone from the company just yet, but most of its members seem
to be honest merchants and traders.\n\nChoose two ability boosts. One must be
to Strength or Wisdom, and one is a free ability boost.\n\nYou're trained in the
Nature skill and the Mercantile Lore skill. You gain the Train Animal skill feat.
a better life. Last week, you were hired by the [PI] company in [PI]. You dont
know anyone from the company just yet, but most of its members seem to be honest
merchants and traders.\n\nChoose two ability boosts. One must be to Strength or
Wisdom, and one is a free ability boost.\n\nYou're trained in the Nature skill
and the Mercantile Lore skill. You gain the Train Animal skill feat.
is_comty_use: false
is_specific_to_adv: true
name: Teamster
@ -544,12 +544,11 @@ background:
the source of your interest, youve spent much of your life to this point immersed
in all things draconic. These studies have bolstered your self-confidence and
given you a wide range of methods and tactics you can use to impose your will
on others.\n\nYouve likely chosen to attend the [PI] as a way to seek
funds as an adventurer to afford more texts about dragons or perhaps out of a
desire to encounter one in real life.\n\nChoose two ability boosts. One must be
to Strength or Charisma, and one is a free ability boost.\n\nYou're trained in
the Intimidation skill and the Dragon Lore skill. You gain the Intimidating Glare
skill feat.
on others.\n\nYouve likely chosen to attend the [PI] as a way to seek funds as
an adventurer to afford more texts about dragons or perhaps out of a desire to
encounter one in real life.\n\nChoose two ability boosts. One must be to Strength
or Charisma, and one is a free ability boost.\n\nYou're trained in the Intimidation
skill and the Dragon Lore skill. You gain the Intimidating Glare skill feat.
is_comty_use: false
is_specific_to_adv: true
name: Dragon Scholar
@ -560,16 +559,16 @@ background:
- descr: Until recently, the nation of [PI] was part of the larger nation of [PI],
where the church of Asmodeus is the law and slaves are traded freely in the open
market. You had the poor fortune to be born into slavery, but the good luck to
have grown up in the city of [PI]. When [PI] seceded from [PI], the
leaders of this new nation freed all slaves, and youve wasted no time in exploring
and establishing your new life. How and why youve come to [PI] is left to
you to decide—but the fact that you feel empowered to determine your own destiny
continues to drive you!\n\n The chance to become an adventurer has excited you
for some time, as you hope to build a new life for yourself as a hero rewarded
with fame and fortune. Joining the [PI] is a great opportunity to find
a group to adventure with.\n\nChoose two ability boosts. One must be to Dexterity
or Charisma, and one is a free ability boost.\n\nYou're trained in the Stealth
skill and the [PI] Lore skill. You gain the Terrain Stalker skill feat.
have grown up in the city of [PI]. When [PI] seceded from [PI], the leaders of
this new nation freed all slaves, and youve wasted no time in exploring and establishing
your new life. How and why youve come to [PI] is left to you to decide—but the
fact that you feel empowered to determine your own destiny continues to drive
you!\n\n The chance to become an adventurer has excited you for some time, as
you hope to build a new life for yourself as a hero rewarded with fame and fortune.
Joining the [PI] is a great opportunity to find a group to adventure with.\n\nChoose
two ability boosts. One must be to Dexterity or Charisma, and one is a free ability
boost.\n\nYou're trained in the Stealth skill and the [PI] Lore skill. You gain
the Terrain Stalker skill feat.
is_comty_use: false
is_specific_to_adv: true
name: Emancipated
@ -586,11 +585,11 @@ background:
you can about the god. Your visions have bolstered your faith as well; even if
you dont worship a specific deity, you have a deep passion for matters of faith.\n\n
Your latest dream, for the first time, had enough details to identify its setting—in
this last dream, you saw the town of [PI] burning. Youve decided to join
the [PI] hoping to save the town you fear might burn to the ground
soon.\n\nChoose two ability boosts. One must be to Constitution or Wisdom, and
one is a free ability boost.\n\nYou're trained in the Religion skill and the [PI]
Lore skill. You gain the Student of the Canon skill feat.
this last dream, you saw the town of [PI] burning. Youve decided to join the
[PI] hoping to save the town you fear might burn to the ground soon.\n\nChoose
two ability boosts. One must be to Constitution or Wisdom, and one is a free ability
boost.\n\nYou're trained in the Religion skill and the [PI] Lore skill. You gain
the Student of the Canon skill feat.
is_comty_use: false
is_specific_to_adv: true
name: Haunting Vision
@ -598,15 +597,15 @@ background:
- abbr: AoAPG
page_start: 4
page_stop: 5
- descr: The various [PI] intrigue you, whether you seek to become one
of their number yourself, wish to oppose their goals at every turn, or are merely
inspired by or curious to learn more about them. Youve heard that when the [PI] abandoned [PI], they left behind the deed to the castle
so anyone brave enough to explore the ruins and the defenses no doubt left behind
would be rewarded with ownership of the abandoned fortress.\n\n You decided to
join the [PI] to hoping to gain an opportunity to explore [PI].\n\nChoose
two ability boosts. One must be to Strength or Intelligence, and one is a free
ability boost.\n\nYou're trained in the Society skill and the Architecture Lore
skill. You gain the Courtly Graces skill feat.
- descr: The various [PI] intrigue you, whether you seek to become one of their number
yourself, wish to oppose their goals at every turn, or are merely inspired by
or curious to learn more about them. Youve heard that when the [PI] abandoned
[PI], they left behind the deed to the castle so anyone brave enough to explore
the ruins and the defenses no doubt left behind would be rewarded with ownership
of the abandoned fortress.\n\n You decided to join the [PI] to hoping to gain
an opportunity to explore [PI].\n\nChoose two ability boosts. One must be to Strength
or Intelligence, and one is a free ability boost.\n\nYou're trained in the Society
skill and the Architecture Lore skill. You gain the Courtly Graces skill feat.
is_comty_use: false
is_specific_to_adv: true
name: Hellknight Historian
@ -614,16 +613,15 @@ background:
- abbr: AoAPG
page_start: 5
page_stop: 5
- descr: Youre from [PI] and have lived there most, if not all, of your life.
You might be the son or daughter of a wellknown local adventuring family, or a
family with a storied tradition of military or other martial service. You likely
also have some sort of skill with your hands, as the people of [PI] are very
self-sufficient.\n\n The [PI] is one of your hometowns most iconic
traditions, and you want to attend so you can prove your own merits to the council—beyond
simply those of your familys name.\n\nChoose two ability boosts. One must be
to Constitution or Charisma, and one is a free ability boost.\n\nYou're trained
in the Crafting skill and the [PI] Lore skill. You gain the Specialty Crafting
skill feat.
- descr: Youre from [PI] and have lived there most, if not all, of your life. You
might be the son or daughter of a wellknown local adventuring family, or a family
with a storied tradition of military or other martial service. You likely also
have some sort of skill with your hands, as the people of [PI] are very self-sufficient.\n\n
The [PI] is one of your hometowns most iconic traditions, and you want to attend
so you can prove your own merits to the council—beyond simply those of your familys
name.\n\nChoose two ability boosts. One must be to Constitution or Charisma, and
one is a free ability boost.\n\nYou're trained in the Crafting skill and the [PI]
Lore skill. You gain the Specialty Crafting skill feat.
is_comty_use: false
is_specific_to_adv: true
name: Local Scion
@ -631,17 +629,17 @@ background:
- abbr: AoAPG
page_start: 5
page_stop: 5
- descr: 'Youve never been to [PI], nor do you have roots in the town, but as
chance has it you find yourself visiting. You might be here traveling with a friend,
- descr: 'Youve never been to [PI], nor do you have roots in the town, but as chance
has it you find yourself visiting. You might be here traveling with a friend,
visiting an old acquaintance, or merely here to see a new part of the world. Before
coming to town, though, you spent many years living with an ancestry other than
your own, and your diverse childhood has left you with an open mind and a curious
nature.\n\n Youre excited to meet new people and cultures, and answering the
[PI] seems to be an interesting way to do so.\n\nChoose two ability
boosts. One must be to Constitution or Intelligence, and one is a free ability
boost.\n\nYou''re trained in the Diplomacy skill and a Lore skill thematically
associated with the members of the ancestry you grew up with: Dwarf, Elf, Gnome,
Goblin, or Halfling. You gain the Hobnobber skill feat.'
[PI] seems to be an interesting way to do so.\n\nChoose two ability boosts. One
must be to Constitution or Intelligence, and one is a free ability boost.\n\nYou''re
trained in the Diplomacy skill and a Lore skill thematically associated with the
members of the ancestry you grew up with: Dwarf, Elf, Gnome, Goblin, or Halfling.
You gain the Hobnobber skill feat.'
is_comty_use: false
is_specific_to_adv: true
name: Out-of-Towner
@ -649,20 +647,20 @@ background:
- abbr: AoAPG
page_start: 5
page_stop: 5
- descr: Youre likely from [PI], but unlike the Local Scion, your family has
no notable legacy in the area. You might not even have much of a family at all
to call your own, and could be an orphan. Youve seen so many people make names
for themselves that you set out on your own and spent some time abroad in the
jungles or deserts of Garund or in the upper reaches of the [PI]—regions
that proved too dangerous to remain in for long on your own. You returned home
with more caution and knowledge of the world beyond [PI]s borders, but still
determined to win fame.\n\n Youve decided that joining an adventuring group would
be the best way to secure aid in your quest to build your own reputation, and
are attending the [PI] to find such allies.\n\nChoose two ability boosts.
One must be to Dexterity or Intelligence, and one is a free ability boost.\n\nYou're
trained in the Survival skill and the [PI], Desert, or Jungle Lore skill.
You gain the Terrain Expertise skill feat (underground if you have [PI] Lore,
desert if you have Desert Lore, or forest if you have Jungle Lore).
- descr: Youre likely from [PI], but unlike the Local Scion, your family has no notable
legacy in the area. You might not even have much of a family at all to call your
own, and could be an orphan. Youve seen so many people make names for themselves
that you set out on your own and spent some time abroad in the jungles or deserts
of Garund or in the upper reaches of the [PI]—regions that proved too dangerous
to remain in for long on your own. You returned home with more caution and knowledge
of the world beyond [PI]s borders, but still determined to win fame.\n\n Youve
decided that joining an adventuring group would be the best way to secure aid
in your quest to build your own reputation, and are attending the [PI] to find
such allies.\n\nChoose two ability boosts. One must be to Dexterity or Intelligence,
and one is a free ability boost.\n\nYou're trained in the Survival skill and the
[PI], Desert, or Jungle Lore skill. You gain the Terrain Expertise skill feat
(underground if you have [PI] Lore, desert if you have Desert Lore, or forest
if you have Jungle Lore).
is_comty_use: false
is_specific_to_adv: true
name: Reputation Seeker
@ -670,18 +668,18 @@ background:
- abbr: AoAPG
page_start: 5
page_stop: 5
- descr: You arent from [PI] yourself—you might not even be from [PI] or [PI]
at all. Youve lived a hard life, in any event. You have often had to make tough
- descr: You arent from [PI] yourself—you might not even be from [PI] or [PI] at
all. Youve lived a hard life, in any event. You have often had to make tough
decisions, and have developed a knack for understanding how things work (and the
best way to take them apart) that has helped you support yourself. Recently you
discovered that an ancestor was from the town of [PI] and had a modest career
as an adventurer. You cant help but wonder if you would have had an easier life
if youd grown up there instead, and have decided to seek out this small town
to learn more about it.\n\nYouve decided to respond to the [PI] to
follow in your ancestors footsteps, either to honor their memory or accomplish
the great deeds they did not.\n\nChoose two ability boosts. One must be to Dexterity
or Wisdom, and one is a free ability boost.\n\nYou're trained in the Thievery
skill and the Engineering Lore skill. You gain the Pickpocket skill feat.
to learn more about it.\n\nYouve decided to respond to the [PI] to follow in
your ancestors footsteps, either to honor their memory or accomplish the great
deeds they did not.\n\nChoose two ability boosts. One must be to Dexterity or
Wisdom, and one is a free ability boost.\n\nYou're trained in the Thievery skill
and the Engineering Lore skill. You gain the Pickpocket skill feat.
is_comty_use: false
is_specific_to_adv: true
name: Returning Descendant
@ -691,15 +689,15 @@ background:
page_stop: 6
- descr: Whether you are a local or from out of town, youve heard rumors that [PI]s
past contains a hidden secret. Perhaps youve heard strange rumors that the towns
founder, [PI], was not the hero everyone touts, or maybe your grandmother
heard stories from her own grandmother that contradict the towns accepted narrative
founder, [PI], was not the hero everyone touts, or maybe your grandmother heard
stories from her own grandmother that contradict the towns accepted narrative
of its establishment. In the pursuit of the truth, youve learned to navigate
the tangles of politics, and to never take anyones word at face value.\n\n You
plan to join the [PI] so that you can make yourself known to the council,
or perhaps even ingratiating yourself to them, so you can seek the truth and eventually
uncover [PI]s secrets!\n\nChoose two ability boosts. One must be to Strength
or Wisdom, and one is a free ability boost.\n\nYou're trained in the Deception
skill and the Politics Lore skill. You gain the Lie to Me skill feat.
plan to join the [PI] so that you can make yourself known to the council, or perhaps
even ingratiating yourself to them, so you can seek the truth and eventually uncover
[PI]s secrets!\n\nChoose two ability boosts. One must be to Strength or Wisdom,
and one is a free ability boost.\n\nYou're trained in the Deception skill and
the Politics Lore skill. You gain the Lie to Me skill feat.
is_comty_use: true
is_specific_to_adv: true
name: Truth Seeker

View File

@ -1,67 +1,66 @@
---
abilityscore:
- flag_rep: 1
short_name: STR
long_name: Strength
short_name: STR
- flag_rep: 2
short_name: DEX
long_name: Dexterity
short_name: DEX
- flag_rep: 4
short_name: CON
long_name: Constitution
short_name: CON
- flag_rep: 8
short_name: INT
long_name: Intelligence
short_name: INT
- flag_rep: 16
short_name: Wis
long_name: Wisdom
short_name: Wis
- flag_rep: 32
short_name: CHA
long_name: Charisma
short_name: CHA
- flag_rep: 64
short_name: Free1
long_name: Free 1
short_name: Free1
- flag_rep: 128
short_name: Free2
long_name: Free 2
short_name: Free2
actioncost:
- name: Single Action
abbr: 1
- name: Two Actions
abbr: 2
- name: Three Actions
abbr: 3
- name: Free Action
abbr: F
- name: Reaction
abbr: R
- name: Varies
abbr: V
- name: 1 minute
abbr: 1m
- name: 10 minutes
abbr: 10m
- name: 1 hour
abbr: 1h
- abbr: 1
name: Single Action
- abbr: 2
name: Two Actions
- abbr: 3
name: Three Actions
- abbr: F
name: Free Action
- abbr: R
name: Reaction
- abbr: V
name: Varies
- abbr: 1m
name: 1 minute
- abbr: 10m
name: 10 minutes
- abbr: 1h
name: 1 hour
alignment:
- name: Lawful Good
abbr: LG
- name: Neutral Good
abbr: NG
- name: Chaotic Good
abbr: CG
- name: Lawful Neutral
abbr: LN
- name: True Neutral
abbr: N
- name: Chaotic Neutral
abbr: CN
- name: Lawful Evil
abbr: LE
- name: Neutral Evil
abbr: NE
- name: Chaotic Evil
abbr: CE
- abbr: LG
name: Lawful Good
- abbr: NG
name: Neutral Good
- abbr: CG
name: Chaotic Good
- abbr: LN
name: Lawful Neutral
- abbr: N
name: True Neutral
- abbr: CN
name: Chaotic Neutral
- abbr: LE
name: Lawful Evil
- abbr: NE
name: Neutral Evil
- abbr: CE
name: Chaotic Evil
frequency:
- once per round
- once per turn
@ -106,32 +105,31 @@ movement:
- Woodland Stride
size:
- name: Tiny
space_in_ft: 4
reach_tall_ft: 0
reach_long_ft: 0
reach_tall_ft: 0
space_in_ft: 4
- name: Small
space_in_ft: 5
reach_tall_ft: 5
reach_long_ft: 5
reach_tall_ft: 5
space_in_ft: 5
- name: Medium
space_in_ft: 5
reach_long_ft: 5
reach_tall_ft: 5
reach_long_ft: 5
space_in_ft: 5
- name: Large
space_in_ft: 10
reach_tall_ft: 10
reach_long_ft: 5
reach_tall_ft: 10
space_in_ft: 10
- name: Huge
space_in_ft: 15
reach_tall_ft: 15
reach_long_ft: 10
reach_tall_ft: 15
space_in_ft: 15
- name: Gargantuan
space_in_ft: 20
reach_tall_ft: 20
reach_long_ft: 15
reach_tall_ft: 20
space_in_ft: 20
weaponcategory:
- Unarmed
- Simple
- Martial
- Advanced
...

View File

@ -1,4 +1,3 @@
# NOTE: python script assumes that each bulk item only has a single source entry
bulk:
- abbr: '-'
name: Negligible

View File

@ -8,7 +8,7 @@ yfiles = ["actions.yaml",
"basics.yaml",
"bulks.yaml",
"conditions.yaml",
"damages.yaml",
"damage.yaml",
"feats-levels-false-matches.yaml",
"feats.yaml",
"langs.yaml",
@ -23,11 +23,13 @@ yfiles = ["actions.yaml",
def main():
for x in yfiles:
print("Doing: {}".formate(X))
with open(x, 'r') as r:
data = yaml.full_load(r)
final = yaml.safe_dump(data, allow_unicode=True)
with open(x, 'w') as f:
f.write(final)
print("\tDone.")
if __name__ == "__main__":

View File

@ -1,7 +1,11 @@
condition:
- name: Blinded
- descr: You can't see. All normal terrain is difficult terrain to you. You can't
detect anything using vision. You automatically critically fail Perception checks
that require you to be able to see, and if vision is your only precise sense,
you take a 4 status penalty to Perception checks. You are immune to visual effects.
Blinded overrides dazzled.
name: Blinded
short_descr: You're unable to see.
descr: "You can't see. All normal terrain is difficult terrain to you. You can't detect anything using vision. You automatically critically fail Perception checks that require you to be able to see, and if vision is your only precise sense, you take a 4 status penalty to Perception checks. You are immune to visual effects. Blinded overrides dazzled."
source:
- abbr: CRB
page_start: 454
@ -9,9 +13,12 @@ condition:
- abbr: CRB
page_start: 618
page_stop: 618
- name: Clumsy
- descr: Your movements become clumsy and inexact. Clumsy always includes a value.
You take a status penalty equal to the condition value to Dexterity-based checks
and DCs, including AC, Reflex saves, ranged attack rolls, and skill checks using
Acrobatics, Stealth, and Thievery.
name: Clumsy
short_descr: All your actions become clumsy and inexact.
descr: "Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs, including AC, Reflex saves, ranged attack rolls, and skill checks using Acrobatics, Stealth, and Thievery."
source:
- abbr: CRB
page_start: 454
@ -19,9 +26,14 @@ condition:
- abbr: CRB
page_start: 618
page_stop: 618
- name: Concealed
- descr: While you are concealed from a creature, such as in a thick fog, you are
difficult for that creature to see. You can still be observed, but youre tougher
to target. A creature that youre concealed from must succeed at a DC 5 flat check
when targeting you with an attack, spell, or other effect. Area effects arent
subject to this flat check. If the check fails, the attack, spell, or effect doesnt
affect you.
name: Concealed
short_descr: You become difficult for a creature to see.
descr: "While you are concealed from a creature, such as in a thick fog, you are difficult for that creature to see. You can still be observed, but youre tougher to target. A creature that youre concealed from must succeed at a DC 5 flat check when targeting you with an attack, spell, or other effect. Area effects arent subject to this flat check. If the check fails, the attack, spell, or effect doesnt affect you."
source:
- abbr: CRB
page_start: 454
@ -29,9 +41,23 @@ condition:
- abbr: CRB
page_start: 618
page_stop: 618
- name: Confused
- descr: 'You dont have your wits about you, and you attack wildly. You are flat-footed,
you dont treat anyone as your ally (though they might still treat you as theirs),
and you cant Delay, Ready, or use reactions.
You use all your actions to Strike or cast offensive cantrips, though the GM can
have you use other actions to facilitate attack, such as draw a weapon, move so
that a target is in reach, and so forth. Your targets are determined randomly
by the GM. If you have no other viable targets, you target yourself, automatically
hitting but not scoring a critical hit. If its impossible for you to attack or
cast spells, you babble incoherently, wasting your actions.
Each time you take damage from an attack or spell, you can attempt a DC 11 flat
check to recover from your confusion and end the condition.'
name: Confused
short_descr: You lose your wits and attack wildly.
descr: "You dont have your wits about you, and you attack wildly. You are flat-footed, you dont treat anyone as your ally (though they might still treat you as theirs), and you cant Delay, Ready, or use reactions.\n\nYou use all your actions to Strike or cast offensive cantrips, though the GM can have you use other actions to facilitate attack, such as draw a weapon, move so that a target is in reach, and so forth. Your targets are determined randomly by the GM. If you have no other viable targets, you target yourself, automatically hitting but not scoring a critical hit. If its impossible for you to attack or cast spells, you babble incoherently, wasting your actions.\n\nEach time you take damage from an attack or spell, you can attempt a DC 11 flat check to recover from your confusion and end the condition."
source:
- abbr: CRB
page_start: 454
@ -39,9 +65,13 @@ condition:
- abbr: CRB
page_start: 618
page_stop: 618
- name: Controlled
- descr: Someone else is making your decisions for you, usually because youre being
commanded or magically dominated. The controller dictates how you act and can
make you use any of your actions, including attacks, reactions, or even Delay.
The controller usually does not have to spend their own actions when controlling
you.
name: Controlled
short_descr: You are no longer in control of your own actions.
descr: "Someone else is making your decisions for you, usually because youre being commanded or magically dominated. The controller dictates how you act and can make you use any of your actions, including attacks, reactions, or even Delay. The controller usually does not have to spend their own actions when controlling you."
source:
- abbr: CRB
page_start: 454
@ -49,9 +79,10 @@ condition:
- abbr: CRB
page_start: 618
page_stop: 618
- name: Dazzled
- descr: Your eyes are overstimulated. If vision is your only precise sense, all creatures
and objects are concealed from you.
name: Dazzled
short_descr: Your eyes are overstimulated and you can't see clearly.
descr: "Your eyes are overstimulated. If vision is your only precise sense, all creatures and objects are concealed from you."
source:
- abbr: CRB
page_start: 454
@ -59,9 +90,14 @@ condition:
- abbr: CRB
page_start: 619
page_stop: 619
- name: Deafened
- descr: You cant hear. You automatically critically fail Perception checks that
require you to be able to hear. You take a 2 status penalty to Perception checks
for initiative and checks that involve sound but also rely on other senses. If
you perform an action with the auditory trait, you must succeed at a DC 5 flat
check or the action is lost; attempt the check after spending the action but before
any effects are applied. You are immune to auditory effects.
name: Deafened
short_descr: You are unable to hear.
descr: "You cant hear. You automatically critically fail Perception checks that require you to be able to hear. You take a 2 status penalty to Perception checks for initiative and checks that involve sound but also rely on other senses. If you perform an action with the auditory trait, you must succeed at a DC 5 flat check or the action is lost; attempt the check after spending the action but before any effects are applied. You are immune to auditory effects."
source:
- abbr: CRB
page_start: 454
@ -69,9 +105,15 @@ condition:
- abbr: CRB
page_start: 619
page_stop: 619
- name: Doomed
- descr: 'A powerful force has gripped your soul, calling you closer to death. Doomed
always includes a value. The dying value at which you die is reduced by your doomed
value. If your maximum dying value is reduced to 0, you instantly die. When you
die, youre no longer doomed.
Your doomed value decreases by 1 each time you get a full nights rest.'
name: Doomed
short_descr: A powerful force is calling you to death.
descr: "A powerful force has gripped your soul, calling you closer to death. Doomed always includes a value. The dying value at which you die is reduced by your doomed value. If your maximum dying value is reduced to 0, you instantly die. When you die, youre no longer doomed.\n\nYour doomed value decreases by 1 each time you get a full nights rest."
source:
- abbr: CRB
page_start: 454
@ -79,9 +121,21 @@ condition:
- abbr: CRB
page_start: 619
page_stop: 619
- name: Drained
- descr: 'When a creature successfully drains you of blood or life force, you become
less healthy. Drained always includes a value. You take a status penalty equal
to your drained value on Constitution-based checks, such as Fortitude saves. You
also lose a number of Hit Points equal to your level (minimum 1) times the drained
value, and your maximum Hit Points are reduced by the same amount. For example,
if youre hit by an effect that inflicts drained 3 and youre a 3rd-level character,
you lose 9 Hit Points and reduce your maximum Hit Points by 9. Losing these Hit
Points doesnt count as taking damage.
Each time you get a full nights rest, your drained value decreases by 1. This
increases your maximum Hit Points, but you dont immediately recover the lost
Hit Points.'
name: Drained
short_descr: You have lost some of your blood or life force.
descr: "When a creature successfully drains you of blood or life force, you become less healthy. Drained always includes a value. You take a status penalty equal to your drained value on Constitution-based checks, such as Fortitude saves. You also lose a number of Hit Points equal to your level (minimum 1) times the drained value, and your maximum Hit Points are reduced by the same amount. For example, if youre hit by an effect that inflicts drained 3 and youre a 3rd-level character, you lose 9 Hit Points and reduce your maximum Hit Points by 9. Losing these Hit Points doesnt count as taking damage.\n\nEach time you get a full nights rest, your drained value decreases by 1. This increases your maximum Hit Points, but you dont immediately recover the lost Hit Points."
source:
- abbr: CRB
page_start: 454
@ -89,9 +143,22 @@ condition:
- abbr: CRB
page_start: 619
page_stop: 619
- name: Dying
- descr: 'You are bleeding out or otherwise at deaths door. While you have this condition,
you are unconscious. Dying always includes a value, and if it ever reaches dying
4, you die. If youre dying, you must attempt a recovery check (page 459) at the
start of your turn each round to determine whether you get better or worse. Your
dying condition increases by 1 if you take damage while dying, or by 2 if you
take damage from an enemys critical hit or a critical failure on your save.
If you lose the dying condition by succeeding at a recovery check and are still
at 0 Hit Points, you remain unconscious, but you can wake up as described in that
condition. You lose the dying condition automatically and wake up if you ever
have 1 Hit Point or more. Any time you lose the dying condition, you gain the
wounded 1 condition, or increase your wounded condition value by 1 if you already
have that condition.'
name: Dying
short_descr: You are nearly dead.
descr: "You are bleeding out or otherwise at deaths door. While you have this condition, you are unconscious. Dying always includes a value, and if it ever reaches dying 4, you die. If youre dying, you must attempt a recovery check (page 459) at the start of your turn each round to determine whether you get better or worse. Your dying condition increases by 1 if you take damage while dying, or by 2 if you take damage from an enemys critical hit or a critical failure on your save.\n\nIf you lose the dying condition by succeeding at a recovery check and are still at 0 Hit Points, you remain unconscious, but you can wake up as described in that condition. You lose the dying condition automatically and wake up if you ever have 1 Hit Point or more. Any time you lose the dying condition, you gain the wounded 1 condition, or increase your wounded condition value by 1 if you already have that condition."
source:
- abbr: CRB
page_start: 454
@ -99,9 +166,11 @@ condition:
- abbr: CRB
page_start: 619
page_stop: 619
- name: Encumbered
- descr: You are carrying more weight than you can manage. While youre encumbered,
youre clumsy 1 and take a 10-foot penalty to all your Speeds. As with all penalties
to your Speed, this cant reduce your Speed below 5 feet.
name: Encumbered
short_descr: You are carrying too much weight to carry.
descr: "You are carrying more weight than you can manage. While youre encumbered, youre clumsy 1 and take a 10-foot penalty to all your Speeds. As with all penalties to your Speed, this cant reduce your Speed below 5 feet."
source:
- abbr: CRB
page_start: 454
@ -109,9 +178,12 @@ condition:
- abbr: CRB
page_start: 619
page_stop: 619
- name: Enfeebled
- descr: Youre physically weakened. Enfeebled always includes a value. When you are
enfeebled, you take a status penalty equal to the condition value to Strength-based
rolls and DCs, including Strength-based melee attack rolls, Strength-based damage
rolls, and Athletics checks.
name: Enfeebled
short_descr: You are physically weakened.
descr: "Youre physically weakened. Enfeebled always includes a value. When you are enfeebled, you take a status penalty equal to the condition value to Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks."
source:
- abbr: CRB
page_start: 454
@ -119,9 +191,16 @@ condition:
- abbr: CRB
page_start: 619
page_stop: 619
- name: Fascinated
- descr: You are compelled to focus your attention on something, distracting you from
whatever else is going on around you. You take a 2 status penalty to Perception
and skill checks, and you cant use actions with the concentrate trait unless
they or their intended consequences are related to the subject of your fascination
(as determined by the GM). For instance, you might be able to Seek and Recall
Knowledge about the subject, but you likely couldnt cast a spell targeting a
different creature. This condition ends if a creature uses hostile actions against
you or any of your allies.
name: Fascinated
short_descr: You are compelled to focus your attention on something.
descr: "You are compelled to focus your attention on something, distracting you from whatever else is going on around you. You take a 2 status penalty to Perception and skill checks, and you cant use actions with the concentrate trait unless they or their intended consequences are related to the subject of your fascination (as determined by the GM). For instance, you might be able to Seek and Recall Knowledge about the subject, but you likely couldnt cast a spell targeting a different creature. This condition ends if a creature uses hostile actions against you or any of your allies."
source:
- abbr: CRB
page_start: 454
@ -129,9 +208,13 @@ condition:
- abbr: CRB
page_start: 619
page_stop: 620
- name: Fatigued
- descr: 'Youre tired and cant summon much energy. You take a 1 status penalty to
AC and saving throws. While exploring, you cant choose an exploration activity.
You recover from fatigue after a full nights rest.'
name: Fatigued
short_descr: You are tired and can not summon much energy.
descr: "Youre tired and cant summon much energy. You take a 1 status penalty to AC and saving throws. While exploring, you cant choose an exploration activity.\n\nYou recover from fatigue after a full nights rest."
source:
- abbr: CRB
page_start: 454
@ -139,9 +222,14 @@ condition:
- abbr: CRB
page_start: 620
page_stop: 620
- name: Flat-Footed
- descr: Youre distracted or otherwise unable to focus your full attention on defense.
You take a 2 circumstance penalty to AC. Some effects give you the flat-footed
condition only to certain creatures or against certain attacks. Othersespecially
conditionscan make you universally flat-footed against everything. If a rule doesnt
specify that the condition applies only to certain circumstances, it applies to
all of them; for example, many effects simply say “The target is flat-footed.”
name: Flat-Footed
short_descr: You are unable to focus your attention on your own defense.
descr: "Youre distracted or otherwise unable to focus your full attention on defense. You take a 2 circumstance penalty to AC. Some effects give you the flat-footed condition only to certain creatures or against certain attacks. Othersespecially conditionscan make you universally flat-footed against everything. If a rule doesnt specify that the condition applies only to certain circumstances, it applies to all of them; for example, many effects simply say “The target is flat-footed.”"
source:
- abbr: CRB
page_start: 454
@ -149,9 +237,14 @@ condition:
- abbr: CRB
page_start: 620
page_stop: 620
- name: Fleeing
- descr: Youre forced to run away due to fear or some other compulsion. On your turn,
you must spend each of your actions trying to escape the source of the fleeing
condition as expediently as possible (such as by using move actions to flee, or
opening doors barring your escape). The source is usually the effect or caster
that gave you the condition, though some effects might define something else as
the source. You cant Delay or Ready while fleeing.
name: Fleeing
short_descr: You are forced to run away.
descr: "Youre forced to run away due to fear or some other compulsion. On your turn, you must spend each of your actions trying to escape the source of the fleeing condition as expediently as possible (such as by using move actions to flee, or opening doors barring your escape). The source is usually the effect or caster that gave you the condition, though some effects might define something else as the source. You cant Delay or Ready while fleeing."
source:
- abbr: CRB
page_start: 454
@ -159,9 +252,16 @@ condition:
- abbr: CRB
page_start: 620
page_stop: 620
- name: Friendly
- descr: This condition reflects a creatures disposition toward a particular character,
and it affects only creatures that are not player characters. A creature that
is friendly to a character likes that character. The character can attempt to
make a Request of a friendly creature, and the friendly creature is likely to
agree to a simple and safe request that doesnt cost it much to fulfill. If the
character or one of their allies uses hostile actions against the creature, the
creature gains a worse attitude condition depending on the severity of the hostile
action, as determined by the GM.
name: Friendly
short_descr: This creature likes you.
descr: "This condition reflects a creatures disposition toward a particular character, and it affects only creatures that are not player characters. A creature that is friendly to a character likes that character. The character can attempt to make a Request of a friendly creature, and the friendly creature is likely to agree to a simple and safe request that doesnt cost it much to fulfill. If the character or one of their allies uses hostile actions against the creature, the creature gains a worse attitude condition depending on the severity of the hostile action, as determined by the GM."
source:
- abbr: CRB
page_start: 454
@ -169,9 +269,12 @@ condition:
- abbr: CRB
page_start: 620
page_stop: 620
- name: Frightened
- descr: Youre gripped by fear and struggle to control your nerves. The frightened
condition always includes a value. You take a status penalty equal to this value
to all your checks and DCs. Unless specified otherwise, at the end of each of
your turns, the value of your frightened condition decreases by 1.
name: Frightened
short_descr: You are gripped with fear.
descr: "Youre gripped by fear and struggle to control your nerves. The frightened condition always includes a value. You take a status penalty equal to this value to all your checks and DCs. Unless specified otherwise, at the end of each of your turns, the value of your frightened condition decreases by 1."
source:
- abbr: CRB
page_start: 454
@ -179,9 +282,12 @@ condition:
- abbr: CRB
page_start: 620
page_stop: 620
- name: Grabbed
- descr: Youre held in place by another creature, giving you the flat-footed and
immobilized conditions. If you attempt a manipulate action while grabbed, you
must succeed at a DC 5 flat check or it is lost; roll the check after spending
the action, but before any effects are applied.
name: Grabbed
short_descr: Another creature is holding you in place.
descr: "Youre held in place by another creature, giving you the flat-footed and immobilized conditions. If you attempt a manipulate action while grabbed, you must succeed at a DC 5 flat check or it is lost; roll the check after spending the action, but before any effects are applied."
source:
- abbr: CRB
page_start: 454
@ -189,9 +295,16 @@ condition:
- abbr: CRB
page_start: 620
page_stop: 620
- name: Helpful
- descr: This condition reflects a creatures disposition toward a particular character,
and it affects only creatures that are not player characters. A creature that
is helpful to a character wishes to actively aid that character. It will accept
reasonable Requests from that character, as long as such requests arent at the
expense of the helpful creatures goals or quality of life. If the character or
one of their allies uses a hostile action against the creature, the creature gains
a worse attitude condition depending on the severity of the hostile action, as
determined by the GM.
name: Helpful
short_descr: This creature feels a desire to help you.
descr: "This condition reflects a creatures disposition toward a particular character, and it affects only creatures that are not player characters. A creature that is helpful to a character wishes to actively aid that character. It will accept reasonable Requests from that character, as long as such requests arent at the expense of the helpful creatures goals or quality of life. If the character or one of their allies uses a hostile action against the creature, the creature gains a worse attitude condition depending on the severity of the hostile action, as determined by the GM."
source:
- abbr: CRB
page_start: 454
@ -199,9 +312,19 @@ condition:
- abbr: CRB
page_start: 620
page_stop: 620
- name: Hidden
- descr: 'While youre hidden from a creature, that creature knows the space youre
in but cant tell precisely where you are. You typically become hidden by using
Stealth to Hide. When Seeking a creature using only imprecise senses, it remains
hidden, rather than observed. A creature youre hidden from is flat-footed to
you, and it must succeed at a DC 11 flat check when targeting you with an attack,
spell, or other effect or it fails affect you. Area effects arent subject to
this flat check.
A creature might be able to use the Seek action to try to observe you, as described
on page 471 CRB.'
name: Hidden
short_descr: A creature knows you are around but cannot find you.
descr: "While youre hidden from a creature, that creature knows the space youre in but cant tell precisely where you are. You typically become hidden by using Stealth to Hide. When Seeking a creature using only imprecise senses, it remains hidden, rather than observed. A creature youre hidden from is flat-footed to you, and it must succeed at a DC 11 flat check when targeting you with an attack, spell, or other effect or it fails affect you. Area effects arent subject to this flat check.\n\nA creature might be able to use the Seek action to try to observe you, as described on page 471 CRB."
source:
- abbr: CRB
page_start: 454
@ -209,9 +332,12 @@ condition:
- abbr: CRB
page_start: 620
page_stop: 620
- name: Hostile
- descr: This condition reflects a creatures disposition toward a particular character,
and it affects only creatures that are not player characters. A creature that
is hostile to a character actively seeks to harm that character. It doesnt necessarily
attack, but it wont accept Requests from the character.
name: Hostile
short_descr: This creature wished haem upon you.
descr: "This condition reflects a creatures disposition toward a particular character, and it affects only creatures that are not player characters. A creature that is hostile to a character actively seeks to harm that character. It doesnt necessarily attack, but it wont accept Requests from the character."
source:
- abbr: CRB
page_start: 454
@ -219,9 +345,13 @@ condition:
- abbr: CRB
page_start: 620
page_stop: 620
- name: Immobilized
- descr: You cant use any action with the move trait. If youre immobilized by something
holding you in place and an external force would move you out of your space, the
force must succeed at a check against either the DC of the effect holding you
in place or the relevant defense (usually Fortitude DC) of the monster holding
you in place.
name: Immobilized
short_descr: You are unable to move.
descr: "You cant use any action with the move trait. If youre immobilized by something holding you in place and an external force would move you out of your space, the force must succeed at a check against either the DC of the effect holding you in place or the relevant defense (usually Fortitude DC) of the monster holding you in place."
source:
- abbr: CRB
page_start: 454
@ -229,9 +359,13 @@ condition:
- abbr: CRB
page_start: 620
page_stop: 620
- name: Indifferent
- descr: This condition reflects a creatures disposition toward a particular character,
and it affects only creatures that are not player characters. A creature that
is indifferent to a character doesnt really care one way or the other about that
character. Assume a creatures attitude to a given character is indifferent unless
specified otherwise.
name: Indifferent
short_descr: This creature doesn't care about you.
descr: "This condition reflects a creatures disposition toward a particular character, and it affects only creatures that are not player characters. A creature that is indifferent to a character doesnt really care one way or the other about that character. Assume a creatures attitude to a given character is indifferent unless specified otherwise."
source:
- abbr: CRB
page_start: 454
@ -239,9 +373,15 @@ condition:
- abbr: CRB
page_start: 620
page_stop: 620
- name: Invisible
- descr: While invisible, you cant be seen. Youre undetected to everyone. Creatures
can Seek to attempt to detect you; if a creature succeeds at its Perception check
against your Stealth DC, you become hidden to that creature until you Sneak to
become undetected again. If you become invisible while someone can already see
you, you start out hidden to the observer (instead of undetected) until you successfully
Sneak. You cant become observed while invisible except via special abilities
or magic.
name: Invisible
short_descr: You cannot be seen.
descr: "While invisible, you cant be seen. Youre undetected to everyone. Creatures can Seek to attempt to detect you; if a creature succeeds at its Perception check against your Stealth DC, you become hidden to that creature until you Sneak to become undetected again. If you become invisible while someone can already see you, you start out hidden to the observer (instead of undetected) until you successfully Sneak. You cant become observed while invisible except via special abilities or magic."
source:
- abbr: CRB
page_start: 454
@ -249,9 +389,14 @@ condition:
- abbr: CRB
page_start: 620
page_stop: 621
- name: Observed
- descr: Anything in plain view is observed by you. If a creature takes measures to
avoid detection, such as by using Stealth to Hide, it can become hidden or undetected
instead of observed. If you have another precise sense instead of or in addition
to sight, you might be able to observe a creature or object using that sense instead.
You can observe a creature only with precise senses. When Seeking a creature using
only imprecise senses, it remains hidden, rather than observed.
name: Observed
short_descr: Anything in plain view is observed by you.
descr: "Anything in plain view is observed by you. If a creature takes measures to avoid detection, such as by using Stealth to Hide, it can become hidden or undetected instead of observed. If you have another precise sense instead of or in addition to sight, you might be able to observe a creature or object using that sense instead. You can observe a creature only with precise senses. When Seeking a creature using only imprecise senses, it remains hidden, rather than observed."
source:
- abbr: CRB
page_start: 454
@ -259,9 +404,12 @@ condition:
- abbr: CRB
page_start: 621
page_stop: 621
- name: Paralyzed
- descr: Your body is frozen in place. You have the flat-footed condition and cant
act except to Recall Knowledge and use actions that require only the use of your
mind (as determined by the GM). Your senses still function, but only in the areas
you can perceive without moving your body, so you cant Seek while paralyzed.
name: Paralyzed
short_descr: You are frozen in place.
descr: "Your body is frozen in place. You have the flat-footed condition and cant act except to Recall Knowledge and use actions that require only the use of your mind (as determined by the GM). Your senses still function, but only in the areas you can perceive without moving your body, so you cant Seek while paralyzed."
source:
- abbr: CRB
page_start: 454
@ -269,9 +417,15 @@ condition:
- abbr: CRB
page_start: 621
page_stop: 621
- name: Persistent Damage
- descr: 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 15 flat check to see if you recover from the persistent damage.
If you succeed, the condition ends.
name: Persistent Damage
short_descr: You take damage from a source over time.
descr: "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 15 flat check to see if you recover from the persistent damage. If you succeed, the condition ends."
source:
- abbr: CRB
page_start: 454
@ -279,9 +433,15 @@ condition:
- abbr: CRB
page_start: 621
page_stop: 621
- name: Petrified
- descr: You have been turned to stone. You cant act, nor can you sense anything.
You become an object with a Bulk double your normal Bulk (typically 12 for a petrified
Medium creature or 6 for a petrified Small creature), AC 9, Hardness 8, and the
same current Hit Points you had when alive. You dont have a Broken Threshold.
When youre turned back into flesh, you have the same number of Hit Points you
had as a statue. If the statue is destroyed, you immediately die. While petrified,
your mind and body are in stasis, so you dont age or notice the passing of time.
name: Petrified
short_descr: You have been turned to stone.
descr: "You have been turned to stone. You cant act, nor can you sense anything. You become an object with a Bulk double your normal Bulk (typically 12 for a petrified Medium creature or 6 for a petrified Small creature), AC 9, Hardness 8, and the same current Hit Points you had when alive. You dont have a Broken Threshold. When youre turned back into flesh, you have the same number of Hit Points you had as a statue. If the statue is destroyed, you immediately die. While petrified, your mind and body are in stasis, so you dont age or notice the passing of time."
source:
- abbr: CRB
page_start: 454
@ -289,9 +449,18 @@ condition:
- abbr: CRB
page_start: 621
page_stop: 621
- name: Prone
- descr: 'Youre lying on the ground. You are flat-footed and take a 2 circumstance
penalty to attack rolls. The only move actions you can use while youre prone
are Crawl and Stand. Standing up ends the prone condition. You can Take Cover
while prone to hunker down and gain cover against ranged attacks, even if you
dont have an object to get behind, gaining a +4 circumstance bonus to AC against
ranged attacks (but you remain flat-footed).
If you would be knocked prone while youre Climbing or Flying, you fall (see pages
463464 for the rules on falling). You cant be knocked prone when Swimming.'
name: Prone
short_descr: You are lying on the ground.
descr: "Youre lying on the ground. You are flat-footed and take a 2 circumstance penalty to attack rolls. The only move actions you can use while youre prone are Crawl and Stand. Standing up ends the prone condition. You can Take Cover while prone to hunker down and gain cover against ranged attacks, even if you dont have an object to get behind, gaining a +4 circumstance bonus to AC against ranged attacks (but you remain flat-footed).\n\nIf you would be knocked prone while youre Climbing or Flying, you fall (see pages 463464 for the rules on falling). You cant be knocked prone when Swimming."
source:
- abbr: CRB
page_start: 454
@ -299,9 +468,14 @@ condition:
- abbr: CRB
page_start: 621
page_stop: 621
- name: Quickened
- descr: You gain 1 additional action at the start of your turn each round. Many effects
that make you quickened specify the types of actions you can use with this additional
action. If you become quickened from multiple sources, you can use the extra action
youve been granted for any single action allowed by any of the effects that made
you quickened. Because quickened has its effect at the start of your turn, you
dont immediately gain actions if you become quickened during your turn.
name: Quickened
short_descr: You are able to move faster than normal.
descr: "You gain 1 additional action at the start of your turn each round. Many effects that make you quickened specify the types of actions you can use with this additional action. If you become quickened from multiple sources, you can use the extra action youve been granted for any single action allowed by any of the effects that made you quickened. Because quickened has its effect at the start of your turn, you dont immediately gain actions if you become quickened during your turn."
source:
- abbr: CRB
page_start: 454
@ -309,9 +483,12 @@ condition:
- abbr: CRB
page_start: 622
page_stop: 622
- name: Restrained
- descr: Youre tied up and can barely move, or a creature has you pinned. You have
the flat-footed and immobilized conditions, and you cant use any actions with
the attack or manipulate traits except to attempt to Escape or Force Open your
bonds. Restrained overrides grabbed.
name: Restrained
short_descr: You are tied up and can barely move.
descr: "Youre tied up and can barely move, or a creature has you pinned. You have the flat-footed and immobilized conditions, and you cant use any actions with the attack or manipulate traits except to attempt to Escape or Force Open your bonds. Restrained overrides grabbed."
source:
- abbr: CRB
page_start: 454
@ -319,9 +496,17 @@ condition:
- abbr: CRB
page_start: 622
page_stop: 622
- name: Sickened
- descr: 'You feel ill. Sickened always includes a value. You take a status penalty
equal to this value on all your checks and DCs. You cant willingly ingest anythingincluding
elixirs and potionswhile sickened.
You can spend a single action retching in an attempt to recover, which lets you
immediately attempt a Fortitude save against the DC of the effect that made you
sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical
success).'
name: Sickened
short_descr: You feel ill.
descr: "You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs. You cant willingly ingest anythingincluding elixirs and potionswhile sickened.\n\nYou can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success)."
source:
- abbr: CRB
page_start: 454
@ -329,9 +514,12 @@ condition:
- abbr: CRB
page_start: 622
page_stop: 622
- name: Slowed
- descr: You have fewer actions. Slowed always includes a value. When you regain your
actions at the start of your turn, reduce the number of actions you regain by
your slowed value. Because slowed has its effect at the start of your turn, you
dont immediately lose actions if you become slowed during your turn.
name: Slowed
short_descr: You move slower than normal.
descr: "You have fewer actions. Slowed always includes a value. When you regain your actions at the start of your turn, reduce the number of actions you regain by your slowed value. Because slowed has its effect at the start of your turn, you dont immediately lose actions if you become slowed during your turn."
source:
- abbr: CRB
page_start: 454
@ -339,9 +527,26 @@ condition:
- abbr: CRB
page_start: 622
page_stop: 622
- name: Stunned
- descr: 'Youve become senseless. You cant act while stunned. Stunned usually includes
a value, which indicates how many total actions you lose, possibly over multiple
turns, from being stunned. Each time you regain actions (such as at the start
of your turn), reduce the number you regain by your stunned value, then reduce
your stunned value by the number of actions you lost. For example, if you were
stunned 4, you would lose all 3 of your actions on your turn, reducing you to
stunned 1; on your next turn, you would lose 1 more action, and then be able to
use your remaining 2 actions normally. Stunned might also have a duration instead
of a value, such as “stunned for 1 minute.” In this case, you lose all your actions
for the listed duration.
Stunned overrides slowed. If the duration of your stunned condition ends while
you are slowed, you count the actions lost to the stunned condition toward those
lost to being slowed. So, if you were stunned 1 and slowed 2 at the beginning
of your turn, you would lose 1 action from stunned, and then lose only 1 additional
action by being slowed, so you would still have 1 action remaining to use that
turn.'
name: Stunned
short_descr: You lose your senses.
descr: "Youve become senseless. You cant act while stunned. Stunned usually includes a value, which indicates how many total actions you lose, possibly over multiple turns, from being stunned. Each time you regain actions (such as at the start of your turn), reduce the number you regain by your stunned value, then reduce your stunned value by the number of actions you lost. For example, if you were stunned 4, you would lose all 3 of your actions on your turn, reducing you to stunned 1; on your next turn, you would lose 1 more action, and then be able to use your remaining 2 actions normally. Stunned might also have a duration instead of a value, such as “stunned for 1 minute.” In this case, you lose all your actions for the listed duration.\n\nStunned overrides slowed. If the duration of your stunned condition ends while you are slowed, you count the actions lost to the stunned condition toward those lost to being slowed. So, if you were stunned 1 and slowed 2 at the beginning of your turn, you would lose 1 action from stunned, and then lose only 1 additional action by being slowed, so you would still have 1 action remaining to use that turn."
source:
- abbr: CRB
page_start: 454
@ -349,9 +554,14 @@ condition:
- abbr: CRB
page_start: 622
page_stop: 622
- name: Stupefied
- descr: Your thoughts and indistinct and clouded. Stupefied always includes a value.
You take a status penalty equal to this value on Intelligence-, Wisdom-, and Charisma-based
checks and DCs, including Will saving throws, spell attack rolls, spell DCs, and
skill checks that use these ability scores. Any time you attempt to Cast a Spell
while stupefied, the spell is disrupted unless you succeed at a flat check with
a DC equal to 5 + your stupefied value.
name: Stupefied
short_descr: Your thoughts are indistinct and clouded
descr: "Your thoughts and indistinct and clouded. Stupefied always includes a value. You take a status penalty equal to this value on Intelligence-, Wisdom-, and Charisma-based checks and DCs, including Will saving throws, spell attack rolls, spell DCs, and skill checks that use these ability scores. Any time you attempt to Cast a Spell while stupefied, the spell is disrupted unless you succeed at a flat check with a DC equal to 5 + your stupefied value."
source:
- abbr: CRB
page_start: 454
@ -359,9 +569,49 @@ condition:
- abbr: CRB
page_start: 622
page_stop: 622
- name: Unconscious
- descr: 'Youre sleeping, or youve been knocked out. You cant act. You take a 4
status penalty to AC, Perception, and Reflex saves, and you have the blinded and
flat-footed conditions. When you gain this condition, you fall prone and drop
items you are wielding or holding unless the effect states otherwise or the GM
determines youre in a position in which you wouldnt.
If youre unconscious because youre dying, you cant wake up while you have 0
Hit Points. If you are restored to 1 Hit Point or more via healing, you lose the
dying and unconscious conditions and can act normally on your next turn.
If you are unconscious and at 0 Hit Points, but not dying, you naturally return
to 1 Hit Point and awaken after sufficient time passes. The GM determines how
long you remain unconscious, from a minimum of 10 minutes to several hours. If
you receive healing during this time, you lose the unconscious condition and can
act normally on your next turn.
If youre unconscious and have more than 1 Hit Point (typically because you are
asleep or unconscious due to an effect), you wake up in one of the following ways.
Each causes you to lose the unconscious condition.
- You take damage, provided the damage doesnt reduce you to 0 Hit Points. If
the damage reduces you to 0 Hit Points, you remain unconscious and gain the dying
condition as normal.
- You receive healing, other than the natural healing you get from resting.
- Someone shakes you awake with an Interact action.
- Theres loud noise going on around youthough this isnt automatic. At the start
of your turn, you automatically attempt a Perception check against the noises
DC (or the lowest DC if there is more than one noise), waking up if you succeed.
If creatures are attempting to stay quiet around you, this Perception check uses
their Stealth DCs. Some magical effects make you sleep so deeply that they dont
allow you to attempt this Perception check.
- If you are simply asleep, the GM decides you wake up either because you have
had a restful nights sleep or something disrupted that rest.'
name: Unconscious
short_descr: You are sleeping or knocked out.
descr: "Youre sleeping, or youve been knocked out. You cant act. You take a 4 status penalty to AC, Perception, and Reflex saves, and you have the blinded and flat-footed conditions. When you gain this condition, you fall prone and drop items you are wielding or holding unless the effect states otherwise or the GM determines youre in a position in which you wouldnt.\n\nIf youre unconscious because youre dying, you cant wake up while you have 0 Hit Points. If you are restored to 1 Hit Point or more via healing, you lose the dying and unconscious conditions and can act normally on your next turn.\n\nIf you are unconscious and at 0 Hit Points, but not dying, you naturally return to 1 Hit Point and awaken after sufficient time passes. The GM determines how long you remain unconscious, from a minimum of 10 minutes to several hours. If you receive healing during this time, you lose the unconscious condition and can act normally on your next turn.\n\nIf youre unconscious and have more than 1 Hit Point (typically because you are asleep or unconscious due to an effect), you wake up in one of the following ways. Each causes you to lose the unconscious condition.\n\n- You take damage, provided the damage doesnt reduce you to 0 Hit Points. If the damage reduces you to 0 Hit Points, you remain unconscious and gain the dying condition as normal.\n- You receive healing, other than the natural healing you get from resting.\n- Someone shakes you awake with an Interact action.\n- Theres loud noise going on around youthough this isnt automatic. At the start of your turn, you automatically attempt a Perception check against the noises DC (or the lowest DC if there is more than one noise), waking up if you succeed. If creatures are attempting to stay quiet around you, this Perception check uses their Stealth DCs. Some magical effects make you sleep so deeply that they dont allow you to attempt this Perception check.\n- If you are simply asleep, the GM decides you wake up either because you have had a restful nights sleep or something disrupted that rest."
source:
- abbr: CRB
page_start: 454
@ -369,9 +619,24 @@ condition:
- abbr: CRB
page_start: 622
page_stop: 623
- name: Undetected
- descr: 'When you are undetected by a creature, that creature cannot see you at all,
has no idea what space you occupy, and cant target you, though you still can
be affected by abilities that target an area. When youre undetected by a creature,
that creature is flat-footed to you.
A creature youre undetected by can guess which square youre in to try targeting
you. It must pick a square and attempt an attack. This works like targeting a
hidden creature (requiring a DC 11 flat check, as described on page 466), but
the flat check and attack roll are rolled in secret by the GM, who doesnt reveal
whether the attack missed due to failing the flat check, failing the attack roll,
or choosing the wrong square.
A creature can use the Seek action to try to find you, as described on page 471
CRB.'
name: Undetected
short_descr: A creature can not sense or track you.
descr: "When you are undetected by a creature, that creature cannot see you at all, has no idea what space you occupy, and cant target you, though you still can be affected by abilities that target an area. When youre undetected by a creature, that creature is flat-footed to you.\n\nA creature youre undetected by can guess which square youre in to try targeting you. It must pick a square and attempt an attack. This works like targeting a hidden creature (requiring a DC 11 flat check, as described on page 466), but the flat check and attack roll are rolled in secret by the GM, who doesnt reveal whether the attack missed due to failing the flat check, failing the attack roll, or choosing the wrong square.\n\nA creature can use the Seek action to try to find you, as described on page 471 CRB."
source:
- abbr: CRB
page_start: 454
@ -379,9 +644,12 @@ condition:
- abbr: CRB
page_start: 623
page_stop: 623
- name: Unfriendly
- descr: This condition reflects a creatures disposition toward a particular character,
and it affects only creatures that are not player characters. A creature that
is unfriendly to a character dislikes and specifically distrusts that character.
The unfriendly creature wont accept Requests from the character.
name: Unfriendly
short_descr: A creature feels disdain for you.
descr: "This condition reflects a creatures disposition toward a particular character, and it affects only creatures that are not player characters. A creature that is unfriendly to a character dislikes and specifically distrusts that character. The unfriendly creature wont accept Requests from the character."
source:
- abbr: CRB
page_start: 454
@ -389,9 +657,12 @@ condition:
- abbr: CRB
page_start: 623
page_stop: 623
- name: Unnoticed
- descr: If you are unnoticed by a creature, that creature has no idea you are present
at all. When youre unnoticed, youre also undetected by the creature. This condition
matters for abilities that can be used only against targets totally unaware of
your presence.
name: Unnoticed
short_descr: A creature has no idea about your presence.
descr: "If you are unnoticed by a creature, that creature has no idea you are present at all. When youre unnoticed, youre also undetected by the creature. This condition matters for abilities that can be used only against targets totally unaware of your presence."
source:
- abbr: CRB
page_start: 454
@ -399,9 +670,17 @@ condition:
- abbr: CRB
page_start: 623
page_stop: 623
- name: Wounded
- descr: 'You have been seriously injured. If you lose the dying 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.
The wounded condition ends if someone successfully restores Hit Points to you
with Treat Wounds, or if you are restored to full Hit Points and rest for 10 minutes.'
name: Wounded
short_descr: You have been seriously injured.
descr: "You have been seriously injured. If you lose the dying 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.\n\nThe wounded condition ends if someone successfully restores Hit Points to you with Treat Wounds, or if you are restored to full Hit Points and rest for 10 minutes."
source:
- abbr: CRB
page_start: 454
@ -409,9 +688,24 @@ condition:
- abbr: CRB
page_start: 623
page_stop: 623
- name: Broken
- descr: 'Broken is a condition that affects objects. An object is broken when damage
has reduced its Hit Points below its Broken Threshold. A broken object cant be
used for its normal function, nor does it grant bonuses-with the exception of
armor. Broken armor still grants its item bonus to AC, but it also imparts a status
penalty to AC depending on its category: -1 for broken light armor, -2 for broken
medium armor, or -3 for broken heavy armor.
A broken item still imposes penalties and limitations normally incurred by carrying,
holding, or wearing it. For example, broken armor would still impose its Dexterity
modifier cap, check penalty, and so forth.
If an effect makes an item broken automatically and the item has more HP than
its Broken Threshold, that effect also reduces the items current HP to the Broken
Threshold.'
name: Broken
short_descr: This object has been broken.
descr: "Broken is a condition that affects objects. An object is broken when damage has reduced its Hit Points below its Broken Threshold. A broken object cant be used for its normal function, nor does it grant bonuses-with the exception of armor. Broken armor still grants its item bonus to AC, but it also imparts a status penalty to AC depending on its category: -1 for broken light armor, -2 for broken medium armor, or -3 for broken heavy armor.\n\nA broken item still imposes penalties and limitations normally incurred by carrying, holding, or wearing it. For example, broken armor would still impose its Dexterity modifier cap, check penalty, and so forth.\n\nIf an effect makes an item broken automatically and the item has more HP than its Broken Threshold, that effect also reduces the items current HP to the Broken Threshold."
source:
- abbr: CRB
page_start: 618

View File

@ -1,161 +1,222 @@
damagecategory:
- name: Physical
source:
- abbr: CRB
page_start: 452
descr: "Damage dealt by weapons, many physical hazards, and a handful of spells is collectively called physical damage. The main types of physical damage are bludgeoning, piercing, and slashing. **Bludgeoning damage** comes from weapons and hazards that deal blunt-force trauma, like a hit from a club or being dashed against rocks. **Piercing damage** is dealt from stabs and punctures, whether from a dragons fangs or the thrust of a spear. **Slashing damage** is delivered by a cut, be it the swing of the sword or the blow from a scythe blades trap.\n\nGhosts and other incorporeal creatures have a high resistance to physical attacks that arent magical (attacks that lack the magical trait). Furthermore, most incorporeal creatures have additional, though lower, resistance to magical physical damage (such as damage dealt from a mace with the magic trait) and most other damage types."
- name: Energy
source:
- abbr: CRB
page_start: 452
descr: "Many spells and other magical effects deal energy damage. Energy damage is also dealt from effects in the world, such as the biting cold of a blizzard to a raging forest fire. The main types of energy damage are acid, cold, electricity, fire, and sonic. **Acid damage** can be delivered by gases, liquids, and certain solids that dissolve flesh, and sometimes by harder materials. **Cold damage** freezes material by way of contact with chilling gases and ice. **Electricity damage** comes from the discharge of powerful lightning and sparks. **Fire damage** burns through heat and combustion. **Sonic damage** assaults matter with high-frequency vibration and sound waves. Many times, you deal energy damage by casting magic spells, and doing so is often useful against creatures that have immunities or resistances to physical damage.\n\nTwo special types of energy damage specifically target the living and the undead. Positive energy often manifests as healing energy to living creatures but can create **positive damage** that withers undead bodies and disrupts and injures incorporeal undead. Negative energy often revivifies the unnatural, unliving power of undead, while manifesting as **negative damage** that gnaws at the living.\n\nPowerful and pure magical energy can manifest itself as **force damage**. Few things can resist this type of damage—not even incorporeal creatures such as ghosts and wraiths."
- name: Alignment
source:
- abbr: CRB
page_start: 452
descr: "Weapons and effects keyed to a particular alignment can deal **chaotic**, **evil**, **good**, or **lawful** damage. These damage types apply only to creatures that have the opposing alignment trait. Chaotic damage harms only lawful creatures, evil damage harms only good creatures, good damage harms only evil creatures, and lawful damage harms only chaotic creatures."
- name: Mental
source:
- abbr: CRB
page_start: 452
descr: "Sometimes an effect can target the mind with enough psychic force to actually deal damage to the creature. When it does, it deals **mental damage**. Mindless creatures and those with only programmed or rudimentary intelligence are often immune to mental damage and effects."
- name: Poison
source:
- abbr: CRB
page_start: 452
descr: "Venoms, toxins, and the like can deal **poison damage**, which affects creatures by way of contact, ingestion, innhalation, or injury, In addition to coming from monster attacks, alchemical items, and spells, poison damage is often caused by ongoing afflictions, which follow special rules described on page 457."
- name: Bleed
source:
- abbr: CRB
page_start: 452
descr: "Another special type of physical damage is **bleed damage**. This is persistent damage that represents loss of blood. As such, it has no effect on nonliving creatures or living creatures that dont need blood to live. Weaknesses and resistances to physical damage apply."
- name: Precision
source:
- abbr: CRB
page_start: 452
descr: "Sometimes you are able to make the most of your attack through sheer precision. When you hit with an ability that grants you **precision damage**, you increase the attacks listed damage, using the same damage type, rather than tracking a separate pool of damage. For example, a non-magical dagger Strike that deals 1d6 precision damage from a rogues sneak attack increases the piercing damage by 1d6.\n\nSome creatures are immune to precision damage, regardless of the damage type; these are often amorphous creatures that lack vulnerable anatomy. A creature immune to precision damage would ignore the 1d6 precision damage in the example above, but it would still take the rest of the piercing damage from the Strike. Likewise, since precision damage is always the same type of damage as the attack its augmenting, a creature that is resistant to non-magical damage, like a ghost or other incorporeal creature, would resist not only the daggers damage but also the precision damage, even though it is not specifically resistant to precision damage."
- name: Precious Materials
source:
- abbr: CRB
page_start: 452
descr: "While not their own damage category, precious materials can modify damage to penetrate a creatures resistances or take advantage of its weaknesses. For instance, silver weapons are particularly effective against lycanthropes and bypass the resistances to physical damage that most devils have."
- descr: 'Damage dealt by weapons, many physical hazards, and a handful of spells
is collectively called physical damage. The main types of physical damage are
bludgeoning, piercing, and slashing. **Bludgeoning damage** comes from weapons
and hazards that deal blunt-force trauma, like a hit from a club or being dashed
against rocks. **Piercing damage** is dealt from stabs and punctures, whether
from a dragons fangs or the thrust of a spear. **Slashing damage** is delivered
by a cut, be it the swing of the sword or the blow from a scythe blades trap.
# TODO Figure out some more abbreviations for the various damages. I.e. Acd for
# Acid or Pos for Positive
damagetype:
- damagecategory: Physical
abbr: B
name: Bludgeoning
Ghosts and other incorporeal creatures have a high resistance to physical attacks
that arent magical (attacks that lack the magical trait). Furthermore, most incorporeal
creatures have additional, though lower, resistance to magical physical damage
(such as damage dealt from a mace with the magic trait) and most other damage
types.'
name: Physical
source:
- abbr: CRB
page_start: 452
- damagecategory: Physical
abbr: P
name: Piercing
- descr: 'Many spells and other magical effects deal energy damage. Energy damage
is also dealt from effects in the world, such as the biting cold of a blizzard
to a raging forest fire. The main types of energy damage are acid, cold, electricity,
fire, and sonic. **Acid damage** can be delivered by gases, liquids, and certain
solids that dissolve flesh, and sometimes by harder materials. **Cold damage**
freezes material by way of contact with chilling gases and ice. **Electricity
damage** comes from the discharge of powerful lightning and sparks. **Fire damage**
burns through heat and combustion. **Sonic damage** assaults matter with high-frequency
vibration and sound waves. Many times, you deal energy damage by casting magic
spells, and doing so is often useful against creatures that have immunities or
resistances to physical damage.
Two special types of energy damage specifically target the living and the undead.
Positive energy often manifests as healing energy to living creatures but can
create **positive damage** that withers undead bodies and disrupts and injures
incorporeal undead. Negative energy often revivifies the unnatural, unliving power
of undead, while manifesting as **negative damage** that gnaws at the living.
Powerful and pure magical energy can manifest itself as **force damage**. Few
things can resist this type of damage—not even incorporeal creatures such as ghosts
and wraiths.'
name: Energy
source:
- abbr: CRB
page_start: 452
- damagecategory: Physical
abbr: S
name: Slashing
- descr: Weapons and effects keyed to a particular alignment can deal **chaotic**,
**evil**, **good**, or **lawful** damage. These damage types apply only to creatures
that have the opposing alignment trait. Chaotic damage harms only lawful creatures,
evil damage harms only good creatures, good damage harms only evil creatures,
and lawful damage harms only chaotic creatures.
name: Alignment
source:
- abbr: CRB
page_start: 452
- damagecategory: Energy
abbr: null
name: Acid
source:
- abbr: CRB
page_start: 452
- damagecategory: Energy
abbr: null
name: Cold
source:
- abbr: CRB
page_start: 452
- damagecategory: Energy
abbr: null
name: Electricity
source:
- abbr: CRB
page_start: 452
- damagecategory: Energy
abbr: null
name: Fire
source:
- abbr: CRB
page_start: 452
- damagecategory: Energy
abbr: null
name: Sonic
source:
- abbr: CRB
page_start: 452
- damagecategory: Energy
abbr: null
name: Positive
source:
- abbr: CRB
page_start: 452
- damagecategory: Energy
abbr: null
name: Negative
source:
- abbr: CRB
page_start: 452
- damagecategory: Alignment
abbr: null
name: Chaotic
source:
- abbr: CRB
page_start: 452
- damagecategory: Alignment
abbr: null
name: Evil
source:
- abbr: CRB
page_start: 452
- damagecategory: Alignment
abbr: null
name: Good
source:
- abbr: CRB
page_start: 452
- damagecategory: Alignment
abbr: null
name: Lawful
source:
- abbr: CRB
page_start: 452
- damagecategory: Mental
abbr: null
- descr: Sometimes an effect can target the mind with enough psychic force to actually
deal damage to the creature. When it does, it deals **mental damage**. Mindless
creatures and those with only programmed or rudimentary intelligence are often
immune to mental damage and effects.
name: Mental
source:
- abbr: CRB
page_start: 452
- damagecategory: Poison
abbr: null
- descr: Venoms, toxins, and the like can deal **poison damage**, which affects creatures
by way of contact, ingestion, innhalation, or injury, In addition to coming from
monster attacks, alchemical items, and spells, poison damage is often caused by
ongoing afflictions, which follow special rules described on page 457.
name: Poison
source:
- abbr: CRB
page_start: 452
- damagecategory: Bleed
abbr: null
- descr: Another special type of physical damage is **bleed damage**. This is persistent
damage that represents loss of blood. As such, it has no effect on nonliving creatures
or living creatures that dont need blood to live. Weaknesses and resistances
to physical damage apply.
name: Bleed
source:
- abbr: CRB
page_start: 452
- damagecategory: Precision
abbr: null
- descr: 'Sometimes you are able to make the most of your attack through sheer precision.
When you hit with an ability that grants you **precision damage**, you increase
the attacks listed damage, using the same damage type, rather than tracking a
separate pool of damage. For example, a non-magical dagger Strike that deals 1d6
precision damage from a rogues sneak attack increases the piercing damage by
1d6.
Some creatures are immune to precision damage, regardless of the damage type;
these are often amorphous creatures that lack vulnerable anatomy. A creature immune
to precision damage would ignore the 1d6 precision damage in the example above,
but it would still take the rest of the piercing damage from the Strike. Likewise,
since precision damage is always the same type of damage as the attack its augmenting,
a creature that is resistant to non-magical damage, like a ghost or other incorporeal
creature, would resist not only the daggers damage but also the precision damage,
even though it is not specifically resistant to precision damage.'
name: Precision
source:
- abbr: CRB
page_start: 452
- damagecategory: Precious Materials
abbr: null
- descr: While not their own damage category, precious materials can modify damage
to penetrate a creatures resistances or take advantage of its weaknesses. For
instance, silver weapons are particularly effective against lycanthropes and bypass
the resistances to physical damage that most devils have.
name: Precious Materials
source:
- abbr: CRB
page_start: 452
damagetype:
- abbr: B
damagecategory: Physical
name: Bludgeoning
source:
- abbr: CRB
page_start: 452
- abbr: P
damagecategory: Physical
name: Piercing
source:
- abbr: CRB
page_start: 452
- abbr: S
damagecategory: Physical
name: Slashing
source:
- abbr: CRB
page_start: 452
- abbr: null
damagecategory: Energy
name: Acid
source:
- abbr: CRB
page_start: 452
- abbr: null
damagecategory: Energy
name: Cold
source:
- abbr: CRB
page_start: 452
- abbr: null
damagecategory: Energy
name: Electricity
source:
- abbr: CRB
page_start: 452
- abbr: null
damagecategory: Energy
name: Fire
source:
- abbr: CRB
page_start: 452
- abbr: null
damagecategory: Energy
name: Sonic
source:
- abbr: CRB
page_start: 452
- abbr: null
damagecategory: Energy
name: Positive
source:
- abbr: CRB
page_start: 452
- abbr: null
damagecategory: Energy
name: Negative
source:
- abbr: CRB
page_start: 452
- abbr: null
damagecategory: Alignment
name: Chaotic
source:
- abbr: CRB
page_start: 452
- abbr: null
damagecategory: Alignment
name: Evil
source:
- abbr: CRB
page_start: 452
- abbr: null
damagecategory: Alignment
name: Good
source:
- abbr: CRB
page_start: 452
- abbr: null
damagecategory: Alignment
name: Lawful
source:
- abbr: CRB
page_start: 452
- abbr: null
damagecategory: Mental
name: Mental
source:
- abbr: CRB
page_start: 452
- abbr: null
damagecategory: Poison
name: Poison
source:
- abbr: CRB
page_start: 452
- abbr: null
damagecategory: Bleed
name: Bleed
source:
- abbr: CRB
page_start: 452
- abbr: null
damagecategory: Precision
name: Precision
source:
- abbr: CRB
page_start: 452
- abbr: null
damagecategory: Precious Materials
name: Precious Materials
source:
- abbr: CRB
page_start: 452

File diff suppressed because it is too large Load Diff

View File

@ -1,252 +1,246 @@
# NOTE: This assumes only a single source entry in gendb.py; if adding in more
# than once source, we'll need to modify the SQL scheme and gendb.py
language:
# COMMON LANGUAGES
- name: Common
rarity: Common
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Humans, dwarves, elves, halflings, and other common ancestries
rarity: Common
source:
- abbr: CRB
page_start: 65
page_stop: 65
- name: Draconic
rarity: Common
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Dragons, reptilian humanoids
rarity: Common
source:
- abbr: CRB
page_start: 65
page_stop: 65
- name: Dwarven
rarity: Common
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Dwarves
rarity: Common
source:
- abbr: CRB
page_start: 65
page_stop: 65
- name: Elven
rarity: Common
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Elves, half-elves
rarity: Common
source:
- abbr: CRB
page_start: 65
page_stop: 65
- name: Gnomish
rarity: Common
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Gnomes
rarity: Common
source:
- abbr: CRB
page_start: 65
page_stop: 65
- name: Goblin
rarity: Common
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Goblins, hobgoblins, bugbears
rarity: Common
source:
- abbr: CRB
page_start: 65
page_stop: 65
- name: Halfling
rarity: Common
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Halflings
rarity: Common
source:
- abbr: CRB
page_start: 65
page_stop: 65
- name: Jotun
rarity: Common
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Giants, ogres, trolls, ettins, cyclopes
rarity: Common
source:
- abbr: CRB
page_start: 65
page_stop: 65
- name: Orcish
rarity: Common
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Orcs, half-orcs
rarity: Common
source:
- abbr: CRB
page_start: 65
page_stop: 65
- name: Sylvan
rarity: Common
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Fey, centaurs, plant creatures
rarity: Common
source:
- abbr: CRB
page_start: 65
page_stop: 65
- name: Undercommon
speakers: Drow, duergars, xulgaths
rarity: Common
source:
- abbr: CRB
page_start: 65
page_stop: 65
# UNCOMMON LANGUAGES
speakers: Drow, duergars, xulgaths
- name: Abyssal
rarity: Uncommon
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Demons
rarity: Uncommon
source:
- abbr: CRB
page_start: 65
page_stop: 65
- name: Aklo
rarity: Uncommon
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Deros, evil fey, otherworldly monsters
rarity: Uncommon
source:
- abbr: CRB
page_start: 65
page_stop: 65
- name: Aquan
rarity: Uncommon
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Aquatic creatures, water elemental creatures
rarity: Uncommon
source:
- abbr: CRB
page_start: 65
page_stop: 65
- name: Auran
rarity: Uncommon
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Air elemental creatures, flying creatures
rarity: Uncommon
source:
- abbr: CRB
page_start: 65
page_stop: 65
- name: Celestial
rarity: Uncommon
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Angels
rarity: Uncommon
source:
- abbr: CRB
page_start: 65
page_stop: 65
- name: Gnoll
rarity: Uncommon
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Gnolls
rarity: Uncommon
source:
- abbr: CRB
page_start: 65
page_stop: 65
- name: Ignan
rarity: Uncommon
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Fire elemental creatures
rarity: Uncommon
source:
- abbr: CRB
page_start: 65
page_stop: 65
- name: Infernal
rarity: Uncommon
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Devils
rarity: Uncommon
source:
- abbr: CRB
page_start: 65
page_stop: 65
- name: Necril
rarity: Uncommon
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Ghouls, intelligent undead
rarity: Uncommon
source:
- abbr: CRB
page_start: 65
page_stop: 65
- name: Shadowtongue
rarity: Uncommon
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Nidalese, Shadow Plane creatures
rarity: Uncommon
source:
- abbr: CRB
page_start: 65
page_stop: 65
- name: Terran
speakers: Earth elemental creatures
rarity: Uncommon
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Earth elemental creatures
- name: Alghollthu
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
speakers: Alghollthus and their thralls
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
- name: Amurrun
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
speakers: Catfolk
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
- name: Arboreal
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
speakers: Arboreals and other plant creatures
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
- name: Boggard
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
speakers: Boggards
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
- name: Caligni
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
speakers: Calignis
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
- name: Cyclops
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
speakers: Cyclops
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
- name: Daemonic
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
speakers: Daemons
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
- name: Iruxi
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
speakers: Lizardfolk
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
- name: Protean
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
speakers: Proteans
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
- name: Requian
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
speakers: Psychopomps
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
- name: Sphinx
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
speakers: Sphinxes
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
- name: Utopian
speakers: Axiomites and inevitables
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
# SECRET LANGUAGES
speakers: Axiomites and inevitables
- name: Druidic
speakers: Druids
rarity: Secret
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Druids

View File

@ -1,17 +1,17 @@
requirement:
- You are holding an infused alchemical bomb you crafted, with a level at least 3 lower than your advanced alchemy level.
- "You haven't used this ability since you last Raged."
- You are holding an infused alchemical bomb you crafted, with a level at least 3
lower than your advanced alchemy level.
- You haven't used this ability since you last Raged.
- You are Medium or smaller.
- You have a foe grabbed.
- Your last action was a successful Strike.
- Your last action was a successful Strike, and either you have a hand free or your Strike used a grapple weapon.
- Your last action was a successful Strike, and either you have a hand free or your
Strike used a grapple weapon.
- You are unarmored or wearing light armor.
- "You're under the effect of Come and Get Me."
- "You haven't acted yet on your turn."
- You're under the effect of Come and Get Me.
- You haven't acted yet on your turn.
- You are wielding a shield.
# Fiendsbane Oath may be errated to a requirement. Marking it incase to find easier.
- Fiendsbane Oath'
# Shining Oath may be errated to a requirement. Marking it incase to find easier.
- Shining Oath
- exalt and Vengeful Oath
- Dragonslayer Oath
@ -21,13 +21,15 @@ requirement:
- You are wielding a ranged weapon.
- You have one hand free, and your target is within reach of that hand.
- You are wielding a two-handed melee weapon.
- You are wielding only a single one-handed melee weapon and have your other hand or hands free.
- You are wielding only a single one-handed melee weapon and have your other hand
or hands free.
- You are wielding a melee weapon.
- You are wielding a ranged weapon with reload 0.
- You are wielding a one-handed melee weapon and have a free hand.
- You are flanked by at least two enemies.
- You are wielding two melee weapons, one in each hand.
- You are wielding a single one-handed melee weapon and have your other hand or hands free.
- You are wielding a single one-handed melee weapon and have your other hand or hands
free.
- You are wielding a melee weapon that deals piercing damage.
- A frightened creature is in your melee reach.
- You are benefiting from Dueling Parry.
@ -40,7 +42,7 @@ requirement:
- You are wielding a ranged weapon with the volley trait and reload 0.
- You are unarmored.
- You are unarmored and touching the ground.
- "You're aware of the attack, are not flat-footed against it, and have a hand free."
- You're aware of the attack, are not flat-footed against it, and have a hand free.
- You are in Crrane Stance.
- You are in Dragon Stance.
- You are in Mountain Stance.
@ -53,14 +55,22 @@ requirement:
- This is the first action of your turn.
- You are not armored or fatigued.
- You are benefiting from Twin Parry.
- You are wielding a loaded ranged weapon with reload 1 or more, and you have not reloaded your weapon since your last turn.
- You are wielding a loaded ranged weapon with reload 1 or more, and you have not
reloaded your weapon since your last turn.
- You are not encumbered.
- You are wielding a piercing or slashing weapon and have a free hand.
- You have a free hand.
- Your last action was a melee Strike that dealt sneak attack damage to a flat-footed target.
- You are currently affected by a mental effect that you gained by failing, but not critically failing, a saving throw.
- Your last action was a melee Strike that dealt sneak attack damage to a flat-footed
target.
- You are currently affected by a mental effect that you gained by failing, but not
critically failing, a saving throw.
- You are adjacent to a floor or vertical wall.
- When you make your daily preparations, you must specify a trigger for this reaction using the same restrictions as the triggers for the Ready action. You also choose a single spell from the arcane, divine, occult, or primal list of 4th level or lower. The spell cant have a cost, nor can its casting time be more than 10 minutes. The spell must be able to target a single creature, and you must be a valid target for it.
- When you make your daily preparations, you must specify a trigger for this reaction
using the same restrictions as the triggers for the Ready action. You also choose
a single spell from the arcane, divine, occult, or primal list of 4th level or lower.
The spell cant have a cost, nor can its casting time be more than 10 minutes. The
spell must be able to target a single creature, and you must be a valid target for
it.
- You have Perfect Distraction ready to use.
- You have an unexpended spell slot you could use to cast the triggered spell.
- Your most recent action was to cast a non-cantrip spell.

View File

@ -1,87 +1,86 @@
# TODO all the descriptions
skill:
- name: Acrobatics
- descr: TODO
name: Acrobatics
source:
- abbr: CRB
page_start: 240
descr: TODO
- name: Arcana
- descr: TODO
name: Arcana
source:
- abbr: CRB
page_start: 241
descr: TODO
- name: Athletics
- descr: TODO
name: Athletics
source:
- abbr: CRB
page_start: 241
descr: TODO
- name: Crafting
- descr: TODO
name: Crafting
source:
- abbr: CRB
page_start: 243
descr: TODO
- name: Deception
- descr: TODO
name: Deception
source:
- abbr: CRB
page_start: 245
descr: TODO
- name: Diplomacy
- descr: TODO
name: Diplomacy
source:
- abbr: CRB
page_start: 246
descr: TODO
- name: Intimidation
- descr: TODO
name: Intimidation
source:
- abbr: CRB
page_start: 247
descr: TODO
- name: Lore
- descr: TODO
name: Lore
source:
- abbr: CRB
page_start: 247
descr: TODO
- name: Medicine
- descr: TODO
name: Medicine
source:
- abbr: CRB
page_start: 248
descr: TODO
- name: Nature
- descr: TODO
name: Nature
source:
- abbr: CRB
page_start: 249
descr: TODO
- name: Occultism
- descr: TODO
name: Occultism
source:
- abbr: CRB
page_start: 249
descr: TODO
- name: Performance
- descr: TODO
name: Performance
source:
- abbr: CRB
page_start: 250
descr: TODO
- name: Religion
- descr: TODO
name: Religion
source:
- abbr: CRB
page_start: 250
descr: TODO
- name: Society
- descr: TODO
name: Society
source:
- abbr: CRB
page_start: 250
descr: TODO
- name: Stealth
- descr: TODO
name: Stealth
source:
- abbr: CRB
page_start: 251
descr: TODO
- name: Survival
- descr: TODO
name: Survival
source:
- abbr: CRB
page_start: 252
descr: TODO
- name: Thievery
- descr: TODO
name: Thievery
source:
- abbr: CRB
page_start: 253
descr: TODO

View File

@ -1,80 +1,125 @@
# TODO Normalize the ogl_copyright_block to make future lookups based on what's
# in the ogl copyright block easier
# TODO Add publisher data to each of these and modify schema and gendb.py
publisher:
- name: Paizo, Inc.
website: https://paizo.com
source:
- full_name: Pathfinder Core Rulebook (Second Edition)
isbn: 978-1-64078-168-9
pzocode: PZO2101
short_name: Core Rulebook
abbr: CRB
- abbr: CRB
descr: Volume containing the rules core rules for players and Game Masters
release_date: 2019-08-01
full_name: Pathfinder Core Rulebook (Second Edition)
is_first_party: true
ogl_copyright_block: "Open Game License v.1.0a (c) 2000, Wizards of the Coast, Inc.; System Reference Document (c) 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Core Rulebook (Second Edition) (c) 2019, Paizo, Inc.; Designers: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter."
isbn: 978-1-64078-168-9
ogl_copyright_block: 'Open Game License v.1.0a (c) 2000, Wizards of the Coast, Inc.;
System Reference Document (c) 2000, Wizards of the Coast, Inc.; Authors: Jonathan
Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave
Arneson. Pathfinder Core Rulebook (Second Edition) (c) 2019, Paizo, Inc.; Designers:
Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.'
publisher_name: Paizo, Inc.
- full_name: Pathfinder Core Rulebook (Second Edition), First Printing, Update 1.0
pzocode: PZO2101
release_date: 2019-08-01
short_name: Core Rulebook
- abbr: ERR-CRB-1.0
descr: Errata to the Core Rulebook
full_name: Pathfinder Core Rulebook (Second Edition), First Printing, Update 1.0
is_first_party: true
isbn: null
ogl_copyright_block: 'Open Game License v.1.0a (c) 2000, Wizards of the Coast, Inc.;
System Reference Document (c) 2000, Wizards of the Coast, Inc.; Authors: Jonathan
Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave
Arneson. Pathfinder Core Rulebook (Second Edition) (c) 2019, Paizo, Inc.; Designers:
Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter. Pathfinder
Core Rulebook (Second Edition), First Printing, Update 1.0 (c) 2019, Paizo, Inc.;
Authors: Logan Bonner, Lyz Liddell, and Mark Seifter.'
publisher_name: Paizo, Inc.
pzocode: PZO2101+Errata+1.0
short_name: "Core Rulebook Errata 1.0"
abbr: ERR-CRB-1.0
descr: "Errata to the Core Rulebook"
release_date: 2019-10-30
is_first_party: true
ogl_copyright_block: "Open Game License v.1.0a (c) 2000, Wizards of the Coast, Inc.; System Reference Document (c) 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Core Rulebook (Second Edition) (c) 2019, Paizo, Inc.; Designers: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter. Pathfinder Core Rulebook (Second Edition), First Printing, Update 1.0 (c) 2019, Paizo, Inc.; Authors: Logan Bonner, Lyz Liddell, and Mark Seifter."
publisher_name: Paizo, Inc.
- full_name: Pathfinder Bestiary (Second Edition)
isbn: 978-1-64078-170-2
pzocode: PZO2102
short_name: Bestiary
abbr: BST1
short_name: Core Rulebook Errata 1.0
- abbr: BST1
descr: Volume containing monster stat blocks and rules primarily for Game Masters
release_date: 2019-08-01
full_name: Pathfinder Bestiary (Second Edition)
is_first_party: true
ogl_copyright_block: "Open Game License v.1.0a (c) 2000, Wizards of the Coast, Inc.; System Reference Document (c) 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Daemon, Guardian from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Ian McDowall. Dark Creeper from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Rik Shepard. Dark Stalker from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Simon Muth. Dragon, Faerie from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Brian Jaeger and Gary Gygax. Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Mite from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Ian Livingstone and Mark Barnes. Pathfinder Bestiary (Second Edition) © 2019, Paizo Inc.; Authors: Alexander Augunas, Logan Bonner, Jason Bulmahn, John Compton, Paris Crenshaw, Adam Daigle, Eleanor Ferron, Leo Glass, Thurston Hillman, James Jacobs, Jason Keeley, Lyz Liddell, Ron Lundeen, Robert G. McCreary, Tim Nightengale, Stephen Radney-MacFarland, Alex Riggs, David N. Ross, Michael Sayre, Mark Seifter, Chris S. Sims, Jeffrey Swank, Jason Tondro, Tonya Woldridge, and Linda Zayas-Palmer."
isbn: 978-1-64078-170-2
ogl_copyright_block: 'Open Game License v.1.0a (c) 2000, Wizards of the Coast, Inc.;
System Reference Document (c) 2000, Wizards of the Coast, Inc.; Authors: Jonathan
Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave
Arneson. Daemon, Guardian from the Tome of Horrors Complete © 2011, Necromancer
Games, Inc., published and distributed by Frog God Games; Author: Scott Greene,
based on original material by Ian McDowall. Dark Creeper from the Tome of Horrors
Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God
Games; Author: Scott Greene, based on original material by Rik Shepard. Dark Stalker
from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and
distributed by Frog God Games; Author: Scott Greene, based on original material
by Simon Muth. Dragon, Faerie from the Tome of Horrors Complete © 2011, Necromancer
Games, Inc., published and distributed by Frog God Games; Author: Scott Greene,
based on original material by Brian Jaeger and Gary Gygax. Genie, Marid from the
Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed
by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
Mite from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published
and distributed by Frog God Games; Author: Scott Greene, based on original material
by Ian Livingstone and Mark Barnes. Pathfinder Bestiary (Second Edition) © 2019,
Paizo Inc.; Authors: Alexander Augunas, Logan Bonner, Jason Bulmahn, John Compton,
Paris Crenshaw, Adam Daigle, Eleanor Ferron, Leo Glass, Thurston Hillman, James
Jacobs, Jason Keeley, Lyz Liddell, Ron Lundeen, Robert G. McCreary, Tim Nightengale,
Stephen Radney-MacFarland, Alex Riggs, David N. Ross, Michael Sayre, Mark Seifter,
Chris S. Sims, Jeffrey Swank, Jason Tondro, Tonya Woldridge, and Linda Zayas-Palmer.'
publisher_name: Paizo, Inc.
- full_name: "Pathfinder Adventure: The Fall of Plaguestone"
isbn: 978-1-64078-174-0
pzocode: PZO9555
short_name: The Fall of Plaguestone
abbr: TFoP
# TODO Fix description
pzocode: PZO2102
release_date: 2019-08-01
short_name: Bestiary
- abbr: TFoP
descr: TODO
full_name: 'Pathfinder Adventure: The Fall of Plaguestone'
is_first_party: true
isbn: 978-1-64078-174-0
ogl_copyright_block: 'Open Game License v.1.0a (c) 2000, Wizards of the Coast, Inc.;
System Reference Document (c) 2000, Wizards of the Coast, Inc.; Authors: Jonathan
Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave
Arneson. Pathfinder Adventure: The Fall of Plaguestone © 2019, Paizo Inc.; Author:
Jason Bulmahn.'
publisher_name: Paizo, Inc.
pzocode: PZO9555
release_date: 2019-08-01
short_name: The Fall of Plaguestone
- abbr: AoAPG
descr: Player's Guide for the Age of Ashes Adventure Path
full_name: Age of Ashes Player's Guide
is_first_party: true
ogl_copyright_block: "Open Game License v.1.0a (c) 2000, Wizards of the Coast, Inc.; System Reference Document (c) 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Adventure: The Fall of Plaguestone © 2019, Paizo Inc.; Author: Jason Bulmahn."
publisher_name: Paizo, Inc.
- full_name: "Age of Ashes Player's Guide"
isbn: null
ogl_copyright_block: 'Open Game License v.1.0a (c) 2000, Wizards of the Coast, Inc.;
System Reference Document (c) 2000, Wizards of the Coast, Inc.; Authors: Jonathan
Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave
Arneson. Age of Ashes Player''''s Guide © 2019, Paizo Inc.; Authors: James Jacobs
with Amanda Hamon.'
publisher_name: Paizo, Inc.
pzocode: PZO9000-25E
short_name: "Age of Ashes Player's Guide"
abbr: AoAPG
# TODO Fix description
descr: "Player's Guide for the Age of Ashes Adventure Path"
release_date: 2019
short_name: Age of Ashes Player's Guide
- abbr: APHH
descr: Book 1 in the Age of Ashes Adventure Path.
full_name: 'Pathfinder Adventure Path #145: Hellknight Hill'
is_first_party: true
ogl_copyright_block: "Open Game License v.1.0a (c) 2000, Wizards of the Coast, Inc.; System Reference Document (c) 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Age of Ashes Player''s Guide © 2019, Paizo Inc.; Authors: James Jacobs with Amanda Hamon."
publisher_name: Paizo, Inc.
- full_name: "Pathfinder Adventure Path #145: Hellknight Hill"
isbn: 978-1-64078-173-3
ogl_copyright_block: 'Open Game License v.1.0a (c) 2000, Wizards of the Coast, Inc.;
System Reference Document (c) 2000, Wizards of the Coast, Inc.; Authors: Jonathan
Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave
Arneson. Pathfinder Adventure Path #145: Hellknight Hill (c) 2019, Paizo, Inc.;
Authors: Amanda Hamon, with Logan Bonner, James Jacobs, and Jason Tondro.'
publisher_name: Paizo, Inc.
pzocode: PZO90145
short_name: "Hellknight Hill"
abbr: APHH
descr: "Book 1 in the Age of Ashes Adventure Path."
release_date: 2019
short_name: Hellknight Hill
- abbr: LOWG
descr: A gazeteer of Golarion detailing 10 diverse regions.
full_name: Pathfinder Lost Omens World Guide (Second Edition)
is_first_party: true
ogl_copyright_block: "Open Game License v.1.0a (c) 2000, Wizards of the Coast, Inc.; System Reference Document (c) 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Adventure Path #145: Hellknight Hill (c) 2019, Paizo, Inc.; Authors: Amanda Hamon, with Logan Bonner, James Jacobs, and Jason Tondro."
publisher_name: Paizo, Inc.
- full_name: "Pathfinder Lost Omens World Guide (Second Edition)"
isbn: 978-1-64078-172-6
pzocode: PZO9301
short_name: "Lost Omens World Guide"
abbr: LOWG
descr: "A gazeteer of Golarion detailing 10 diverse regions."
release_date: 2019-08-28
is_first_party: true
ogl_copyright_block: "Open Game License v 1.0a © Wizards of the Coast, Inc.; System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Genie, Marid from the Tome of Horrors Complete © 2011 Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Pathfinder Lost Omens World Guide (Second Edition) © 2019, Paizo, Inc.; Authors: Tanya DePass, James Jacobs, Lyz Liddell, Ron Lundeen, Liane Merciel, Erik Mona, Mark Seifter, James L Sutter."
ogl_copyright_block: 'Open Game License v 1.0a © Wizards of the Coast, Inc.; System
Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet,
Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Genie, Marid from the Tome of Horrors Complete © 2011 Necromancer Games, Inc.,
published and distributed by Frog God Games; Author: Scott Greene, based on original
material by Gary Gygax. Pathfinder Lost Omens World Guide (Second Edition) © 2019,
Paizo, Inc.; Authors: Tanya DePass, James Jacobs, Lyz Liddell, Ron Lundeen, Liane
Merciel, Erik Mona, Mark Seifter, James L Sutter.'
publisher_name: Paizo, Inc.
pzocode: PZO9301
release_date: 2019-08-28
short_name: Lost Omens World Guide

File diff suppressed because one or more lines are too long

View File

@ -1,20 +1,3 @@
traittype:
- None
- Alignment
- Ancestry
- Armor
- Class
- Creature Type
- Elemental
- Energy
- Equipment
- Monster
- Poison
- Rarity
- School
- Tradition
- Weapon
# TODO NEEDS EDITING/PROOFREADING
trait:
- descr: Feats with the additive trait allow you to spend actions to add special substances
to bombs or elixirs. You can add only one additive to a single alchemical item,
@ -68,7 +51,6 @@ trait:
level rounded up.
name: Cantrip
type: None
# TODO fix the undefined at some point
- descr: undefined
name: Charm
type: None
@ -765,7 +747,8 @@ trait:
- descr: Boggards are frog-like humanoids. They typically have darkvision.
name: Boggard
type: Monster
- descr: A ranged attack with this trait uses its Strength modifier instead of Dexterity on the attack roll.
- descr: A ranged attack with this trait uses its Strength modifier instead of Dexterity
on the attack roll.
name: Brutal
type: Weapon
- descr: These subterranean people have darkvision, and some have powers to create
@ -1032,7 +1015,6 @@ trait:
salvaged.
name: Attached
type: Weapon
# TODO Fix description?
- descr: When you hit a flat-footed creature, this weapon deals 1 precision damage
in addition to its normal damage. The precision damage increases to 2 if the weapon
is a
@ -1043,7 +1025,6 @@ trait:
bonus to your next attack with this weapon before the end of your turn.
name: Backswing
type: Weapon
# TODO Fix deadly description?
- descr: On a critical hit, the weapon adds a weapon damage die of the listed size.
Roll this after doubling the weapons damage. This increases to two dice if the
weapon has a
@ -1068,7 +1049,11 @@ trait:
adds one additional damage die of the listed size.
name: Fatal
type: Weapon
- descr: "**Player**: You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still use your Strength modifier when calculating damage. **Creature**: This melee attack is Dexterity-based. Even if a weapon normally has the finesse trait, this trait is omittedi n the Strike entry if the monster is applying its Strength."
- descr: '**Player**: You can use your Dexterity modifier instead of your Strength
modifier on attack rolls using this melee weapon. You still use your Strength
modifier when calculating damage. **Creature**: This melee attack is Dexterity-based.
Even if a weapon normally has the finesse trait, this trait is omittedi n the
Strike entry if the monster is applying its Strength.'
name: Finesse
type: Weapon
- descr: This weapon becomes more dangerous as you build momentum. When you attack
@ -1137,7 +1122,6 @@ trait:
follows the normal rules for range increments.
name: Range
type: Weapon
# TODO Fix descr
- descr: This weapon can be used to Trip with the
name: Ranged Trip
type: Weapon
@ -1158,17 +1142,15 @@ trait:
this turn using this weapon.
name: Sweep
type: Weapon
# TODO Fix descr
- descr: This weapon is attached to a length of rope or chain that allows you to
retrieve it after it has left your hand. If you have a free hand while wielding
this weapon, you can use an
- descr: This weapon is attached to a length of rope or chain that allows you to retrieve
it after it has left your hand. If you have a free hand while wielding this weapon,
you can use an
name: Tethered
type: Weapon
# TODO Fix descr
- descr: You can throw this weapon as a ranged attack. A thrown weapon adds your
Strength modifier to damage just like a melee weapon does. When this trait appears
on a melee weapon, it also includes the range increment. Ranged weapons with
this trait use the range increment specified in the weapons Range entry.
- descr: You can throw this weapon as a ranged attack. A thrown weapon adds your Strength
modifier to damage just like a melee weapon does. When this trait appears on a
melee weapon, it also includes the range increment. Ranged weapons with this trait
use the range increment specified in the weapons Range entry.
name: Thrown
type: Weapon
- descr: You can use this weapon to Trip with the Athletics skill even if you dont
@ -1185,7 +1167,6 @@ trait:
from this trait, but they dont need to have the same runes.
name: Twin
type: Weapon
# TODO Fix descr
- descr: This weapon can be wielded with two hands. Doing so changes its weapon damage
die to the indicated value. This change applies to all the weapons damage dice,
such as those from
@ -1238,25 +1219,23 @@ trait:
The mixtures item level must be no higher than your advanced alchemy level.
name: Additive 3
type: None
- descr: You can throw this weapon as a ranged attack. A thrown weapon adds your
Strength modifier to damage just like a melee weapon does. When this trait appears
on a melee weapon, it also includes the range increment. Ranged weapons with
this trait use the range increment specified in the weapons Range entry.
- descr: You can throw this weapon as a ranged attack. A thrown weapon adds your Strength
modifier to damage just like a melee weapon does. When this trait appears on a
melee weapon, it also includes the range increment. Ranged weapons with this trait
use the range increment specified in the weapons Range entry.
name: Thrown 10ft.
type: Weapon
- descr: You can throw this weapon as a ranged attack. A thrown weapon adds your
Strength modifier to damage just like a melee weapon does. When this trait appears
on a melee weapon, it also includes the range increment. Ranged weapons with
this trait use the range increment specified in the weapons Range entry.
- descr: You can throw this weapon as a ranged attack. A thrown weapon adds your Strength
modifier to damage just like a melee weapon does. When this trait appears on a
melee weapon, it also includes the range increment. Ranged weapons with this trait
use the range increment specified in the weapons Range entry.
name: Thrown 20ft.
type: Weapon
# TODO Fix descr
- descr: On a critical hit, the weapon adds a weapon damage die of the listed size.
Roll this after doubling the weapons damage. This increases to two dice if the
weapon has a
name: Deadly d8
type: Weapon
# TODO Fix descr
- descr: On a critical hit, the weapon adds a weapon damage die of the listed size.
Roll this after doubling the weapons damage. This increases to two dice if the
weapon has a
@ -1280,19 +1259,16 @@ trait:
slashing damage. You choose the damage type each time you make an attack.
name: Versatile B
type: Weapon
# TODO Fix descr
- descr: This weapon can be wielded with two hands. Doing so changes its weapon damage
die to the indicated value. This change applies to all the weapons damage dice,
such as those from
name: Two-Hand d8
type: Weapon
# TODO Fix descr
- descr: This weapon can be wielded with two hands. Doing so changes its weapon damage
die to the indicated value. This change applies to all the weapons damage dice,
such as those from
name: Two-Hand d10
type: Weapon
# TODO Fix descr
- descr: This weapon can be wielded with two hands. Doing so changes its weapon damage
die to the indicated value. This change applies to all the weapons damage dice,
such as those from
@ -1324,3 +1300,19 @@ trait:
targets that are at a distance within the range listed take a 2 penalty.
name: Volley 30 ft.
type: Weapon
traittype:
- None
- Alignment
- Ancestry
- Armor
- Class
- Creature Type
- Elemental
- Energy
- Equipment
- Monster
- Poison
- Rarity
- School
- Tradition
- Weapon

View File

@ -5,41 +5,59 @@ trigger:
- You would be reduced to 0 Hit Points but not immediately killed.
- You attempt a saving throw against a spell or magical effect, before rolling.
- You bring a foe to 0 Hit Points.
- You use Quick Alchemy to craft an alchemical bomb with a level at least 1 lower than your advanced alchemy level.
- You use Quick Alchemy to craft an alchemical item that has the elixer trait and is at least 2 levels lower than your advanced alchemy level.
- You use Quick Alchemy to craft an alchemical bomb that is at least 2 levels lower than your advanced alchemy level.
- You craft an elixer of life using Quick Alchemy, and that elixir is at least 2 levels lower than your advanced alchemy level.
- You craft an alchemical bomb using Quick Alchemy thats at least 2 levels lower than your advanced alchemy level.
- You use Quick Alchemy to craft an alchemical bomb with a level at least 1 lower
than your advanced alchemy level.
- You use Quick Alchemy to craft an alchemical item that has the elixer trait and
is at least 2 levels lower than your advanced alchemy level.
- You use Quick Alchemy to craft an alchemical bomb that is at least 2 levels lower
than your advanced alchemy level.
- You craft an elixer of life using Quick Alchemy, and that elixir is at least 2 levels
lower than your advanced alchemy level.
- You craft an alchemical bomb using Quick Alchemy thats at least 2 levels lower
than your advanced alchemy level.
- A foe within reach attempts to move away from you.
- You take damage and are capable of entering a rage.
- A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action its using.
- Your melee Strike kills a creature or knocks it unconscious, and another foe is adjacent to that creature.
- A creature within your reach succeeds or critically succeeds at an attack against you.
- A creature within your reach uses a manipulate action or a move action, makes a
ranged attack, or leaves a square during a move action its using.
- Your melee Strike kills a creature or knocks it unconscious, and another foe is
adjacent to that creature.
- A creature within your reach succeeds or critically succeeds at an attack against
you.
- Your turn begins, and you are at half or fewer Hit Points.
- You fail or critically fail an attack roll or Will save.
- You attempt a save against a spell, before you roll.
- "A foe's attack against an ally matches the trigger for both your Shield Block reaction and your champion's reaction."
- A foe's attack against an ally matches the trigger for both your Shield Block reaction
and your champion's reaction.
- You finish Casting a Spell using one of your divine spell slots on your turn.
- You critically hit a creature that is not on its home plane.
- An opponent adjacent to you critically hits you with a melee weapon or melee unarmed attack.
- An opponent adjacent to you critically hits you with a melee weapon or melee unarmed
attack.
- An enemy hits you with a melee Strike.
- You use the Shield Block reaction, and the opponent that triggered Shield Block is adjacent to you and is your size or smaller.
- An ally within your melee reach is hit by an attack, you can see the attacker, and the ally gaining a +2 circumstance bonus to AC would turn the critical hit into a hit or the hit into a miss.
- You use the Shield Block reaction, and the opponent that triggered Shield Block
is adjacent to you and is your size or smaller.
- An ally within your melee reach is hit by an attack, you can see the attacker, and
the ally gaining a +2 circumstance bonus to AC would turn the critical hit into
a hit or the hit into a miss.
- A creature within your reach critically fails a Strike against you.
- An opponent casting a spell that targets you critically fails a speel attack roll against your AC.
- An opponent casting a spell that targets you critically fails a speel attack roll
against your AC.
- You complete the last action on your turn, and your turn has not ended yet.
- You roll initiative.
- You are the target of a physical ranged attack.
- "A creature within your reach uses a move action or leaves a square during a move action it's using."
- A creature within your reach uses a move action or leaves a square during a move
action it's using.
- You are targeted with a melee attack by an attacker you can see.
- Your turn ends and you have a status penalty to your Speed or are immobilized or slowed.
- "An enemy's attack hits you or you fail a saving throw against an enemys ability."
- "Your hunted prey is within your reach, and it uses a manipulate action, uses a move action, or leaves a square during a move action it's using."
- Your turn ends and you have a status penalty to your Speed or are immobilized or
slowed.
- An enemy's attack hits you or you fail a saving throw against an enemys ability.
- Your hunted prey is within your reach, and it uses a manipulate action, uses a move
action, or leaves a square during a move action it's using.
- You are about to roll a Perception or Survival check for initiative.
- You fail a check to Seek.
- A creature targets you with an attack and you can see the attacker.
- You reduce an enemy to 0 hit points.
- An adjacent foe moves away from you, and you can reach at least one space adjacent to the foe with a Stride action.
- An adjacent foe moves away from you, and you can reach at least one space adjacent
to the foe with a Stride action.
- A trap within your reach is triggered.
- A creature within your melee reach is hit by a melee attack from one of your allies.
- The attack roll for a Strike targeting you fails or critically fails.
@ -47,11 +65,16 @@ trigger:
- A physical attack would reduce you to 0 Hit Points.
- Your turn ends.
- You specify the trigger when your daily preparations(see Requirements).
- You successfully use Stealth to Hide and become hidden from all of your current foes, or use Stealth to Sneak and become undetected to all your current foes.
- "You would be hit by an attack or targeted by an effect, or you are within an effect's area."
- You successfully use Stealth to Hide and become hidden from all of your current
foes, or use Stealth to Sneak and become undetected to all your current foes.
- You would be hit by an attack or targeted by an effect, or you are within an effect's
area.
- A creature casts a spell that you have in your repertoire.
- A creature Casts a Spell that you have prepared.
- A creature within line of sight casts a spell that you dont have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.
- A creature within line of sight casts a spell that you dont have prepared or in
your spell repertoire, or a trap or similar object casts such a spell. You must
be aware of the casting.
- While you have your shield raised, you would take damage from a physical attack.
- An adjacent creature you are hunting attempts to move away from you using an action that has the move trait.
- An adjacent creature you are hunting attempts to move away from you using an action
that has the move trait.
- You attempt a saving throw against a magical effect, but you haven't rolled yet.