Merge branch 'yaml-cleaner'

bradl/monsters-adult-gold-dragon
James R Miller 2020-02-20 17:39:17 -06:00
commit 7dcd6124dd
15 changed files with 11654 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
@ -50,7 +34,7 @@ action:
page_start: 470
page_stop: 470
trait:
- Move
- Move
trigger: null
- actioncategory: Basic
actioncost_name: Free Action
@ -86,7 +70,7 @@ action:
page_start: 470
page_stop: 470
trait:
- Move
- Move
trigger: null
- actioncategory: Basic
actioncost_name: Single Action
@ -110,7 +94,7 @@ action:
page_start: 470
page_stop: 470
trait:
- Attack
- Attack
trigger: null
- actioncategory: Basic
actioncost_name: Single Action
@ -125,7 +109,7 @@ action:
page_start: 470
page_stop: 470
trait:
- Manipulate
- Manipulate
trigger: null
- actioncategory: Basic
actioncost_name: Varies
@ -165,7 +149,7 @@ action:
page_start: 470
page_stop: 470
trait:
- Move
- Move
trigger: null
- actioncategory: Basic
actioncost_name: Two Actions
@ -185,7 +169,7 @@ action:
page_start: 470
page_stop: 470
trait:
- Concentrate
- Concentrate
trigger: null
- actioncategory: Basic
actioncost_name: Free Action
@ -203,7 +187,7 @@ action:
page_start: 470
page_stop: 470
trait:
- Manipulate
- Manipulate
trigger: null
- actioncategory: Basic
actioncost_name: Single Action
@ -234,8 +218,8 @@ action:
page_start: 471
page_stop: 471
trait:
- Concentrate
- Secret
- Concentrate
- Secret
trigger: null
- actioncategory: Basic
actioncost_name: Single Action
@ -259,8 +243,8 @@ action:
page_start: 471
page_stop: 471
trait:
- Concentrate
- Secret
- Concentrate
- Secret
trigger: null
- actioncategory: Basic
actioncost_name: Single Action
@ -272,7 +256,7 @@ action:
page_start: 471
page_stop: 471
trait:
- Move
- Move
trigger: null
- actioncategory: Basic
actioncost_name: Single Action
@ -288,7 +272,7 @@ action:
page_start: 471
page_stop: 471
trait:
- Move
- Move
trigger: null
- actioncategory: Basic
actioncost_name: Single Action
@ -300,7 +284,7 @@ action:
page_start: 471
page_stop: 471
trait:
- Move
- Move
trigger: null
- actioncategory: Basic
actioncost_name: Single Action
@ -317,7 +301,7 @@ action:
page_start: 471
page_stop: 471
trait:
- Attack
- Attack
trigger: null
- actioncategory: Basic
actioncost_name: Single Action
@ -426,35 +410,52 @@ action:
page_start: 472
page_stop: 472
trait:
- Move
- Move
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:
@ -476,7 +477,7 @@ action:
page_start: 305
page_stop: 305
trait:
- Concentrate
- Concentrate
trigger: null
- actioncategory: Specialty Basic
actioncost_name: Single Action
@ -493,7 +494,7 @@ action:
page_start: 472
page_stop: 472
trait:
- Move
- Move
trigger: null
- actioncategory: Specialty Basic
actioncost_name: Free Action
@ -517,7 +518,7 @@ action:
page_start: 472
page_stop: 472
trait:
- Manipulate
- Manipulate
trigger: You fall from or past an edge or handhold.
- actioncategory: Specialty Basic
actioncost_name: Single Action
@ -532,7 +533,7 @@ action:
page_start: 472
page_stop: 472
trait:
- Move
- Move
trigger: null
- actioncategory: Specialty Basic
actioncost_name: Single Action
@ -551,9 +552,9 @@ action:
page_start: 472
page_stop: 472
trait:
- Auditory
- Manipulate
- Visual
- Auditory
- Manipulate
- Visual
trigger: null
- actioncategory: Specialty Basic
actioncost_name: Single Action
@ -585,7 +586,7 @@ action:
page_start: 304
page_stop: 304
trait:
- Concentrate
- Concentrate
trigger: null
- actioncategory: Specialty Basic
actioncost_name: Single Action
@ -604,7 +605,25 @@ action:
page_start: 534
page_stop: 534
trait:
- Concentrate
- 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

@ -9,9 +9,9 @@ background:
is_specific_to_adv: false
name: Acolyte
source:
- abbr: CRB
page_start: 60
page_stop: 60
- abbr: CRB
page_start: 60
page_stop: 60
- descr: In a circus or on the streets, you earned your pay by performing as an acrobat.
You might have turned to adventuring when the money dried up, or simply decided
to put your skills to better use.\n\nChoose two ability boosts. One must be to
@ -22,9 +22,9 @@ background:
is_specific_to_adv: false
name: Acrobat
source:
- abbr: CRB
page_start: 60
page_stop: 60
- abbr: CRB
page_start: 60
page_stop: 60
- descr: You have always felt a connection to animals, and it was only a small leap
to learn to train them. As you travel, you continuously encounter different creatures,
befriending them along the way.\n\nChoose two ability boosts. One must be to Wisdom
@ -35,9 +35,9 @@ background:
is_specific_to_adv: false
name: Animal Whisperer
source:
- abbr: CRB
page_start: 60
page_stop: 60
- abbr: CRB
page_start: 60
page_stop: 60
- descr: As an apprentice, you practiced a particular form of building or crafting,
developing specialized skill. You might have been a blacksmiths apprentice toiling
over the forge for countless hours, a young tailor sewing garments of all kinds,
@ -49,9 +49,9 @@ background:
is_specific_to_adv: false
name: Artisan
source:
- abbr: CRB
page_start: 60
page_stop: 60
- abbr: CRB
page_start: 60
page_stop: 60
- descr: Your art is your greatest passion, whatever form it takes. Adventuring might
help you find inspiration, or simply be a way to survive until you become a world-famous
artist.\n\nChoose two ability boosts. One must be to Dexterity or Charisma, and
@ -61,9 +61,9 @@ background:
is_specific_to_adv: false
name: Artist
source:
- abbr: CRB
page_start: 60
page_stop: 60
- abbr: CRB
page_start: 60
page_stop: 60
- descr: 'You have five specialties: hefting barrels, drinking, polishing steins,
drinking, and drinking. You worked in a bar, where you learned how to hold your
liquor and rowdily socialize.\n\nChoose two ability boosts. One must be to Constitution
@ -73,9 +73,9 @@ background:
is_specific_to_adv: false
name: Barkeep
source:
- abbr: CRB
page_start: 60
page_stop: 60
- abbr: CRB
page_start: 60
page_stop: 60
- descr: Piles of legal manuals, stern teachers, and experience in the courtroom have
instructed you in legal matters. Youre capable of mounting a prosecution or defense
in court, and you tend to keep abreast of local laws, as you never can tell when
@ -87,9 +87,9 @@ background:
is_specific_to_adv: false
name: Barrister
source:
- abbr: CRB
page_start: 60
page_stop: 60
- abbr: CRB
page_start: 60
page_stop: 60
- descr: Bringing in lawbreakers lined your pockets. Maybe you had an altruistic motive
and sought to bring in criminals to make the streets safer, or maybe the coin
was motivation enough. Your techniques for hunting down criminals transfer easily
@ -100,9 +100,9 @@ background:
is_specific_to_adv: false
name: Bounty Hunter
source:
- abbr: CRB
page_start: 61
page_stop: 61
- abbr: CRB
page_start: 61
page_stop: 61
- descr: You traveled from place to place, peddling false fortunes and snake oil in
one town, pretending to be royalty in exile to seduce a wealthy heir in the next.
Becoming an adventurer might be your next big scam or an attempt to put your talents
@ -115,9 +115,9 @@ background:
is_specific_to_adv: false
name: Charlatan
source:
- abbr: CRB
page_start: 61
page_stop: 61
- abbr: CRB
page_start: 61
page_stop: 61
- descr: As an unscrupulous independent or as a member of an underworld organization,
you lived a life of crime. You might have become an adventurer to seek redemption,
to escape the law, or simply to get access to bigger and better loot.\n\nChoose
@ -128,9 +128,9 @@ background:
is_specific_to_adv: false
name: Criminal
source:
- abbr: CRB
page_start: 61
page_stop: 61
- abbr: CRB
page_start: 61
page_stop: 61
- descr: You solved crimes as a police inspector or took jobs for wealthy clients
as a private investigator. You might have become an adventurer as part of your
next big mystery, but likely it was due to the consequences or aftermath of a
@ -141,9 +141,9 @@ background:
is_specific_to_adv: false
name: Detective
source:
- abbr: CRB
page_start: 61
page_stop: 61
- abbr: CRB
page_start: 61
page_stop: 61
- descr: As a diplomat or messenger, you traveled to lands far and wide. Communicating
with new people and forming alliances were your stock and trade.\n\nChoose two
ability boosts. One must be to Intelligence or Charisma, and one is a free ability
@ -153,9 +153,9 @@ background:
is_specific_to_adv: false
name: Emissary
source:
- abbr: CRB
page_start: 61
page_stop: 61
- abbr: CRB
page_start: 61
page_stop: 61
- descr: Through an education in the arts or sheer dogged practice, you learned to
entertain crowds. You might have been an actor, a dancer, a musician, a street
magician, or any other sort of performer.\n\nChoose two ability boosts. One must
@ -166,9 +166,9 @@ background:
is_specific_to_adv: false
name: Entertainer
source:
- abbr: CRB
page_start: 61
page_stop: 62
- abbr: CRB
page_start: 61
page_stop: 62
- descr: With a strong back and an understanding of seasonal cycles, you tilled the
land and tended crops. Your farm could have been razed by invaders, you could
have lost the family tying you to the land, or you might have simply tired of
@ -180,9 +180,9 @@ background:
is_specific_to_adv: false
name: Farmhand
source:
- abbr: CRB
page_start: 62
page_stop: 62
- abbr: CRB
page_start: 62
page_stop: 62
- descr: In the chaotic rush of battle, you learned to adapt to rapidly changing conditions
as you administered to battle casualties. You patched up soldiers, guards, or
other combatants, and learned a fair amount about the logistics of war.\n\nChoose
@ -193,9 +193,9 @@ background:
is_specific_to_adv: false
name: Field Medic
source:
- abbr: CRB
page_start: 62
page_stop: 62
- abbr: CRB
page_start: 62
page_stop: 62
- descr: The strands of fate are clear to you, as you have learned many traditional
forms by which laypeople can divine the future. You might have used these skills
to guide your community, or simply to make money. But even the slightest peek
@ -207,9 +207,9 @@ background:
is_specific_to_adv: false
name: Fortune Teller
source:
- abbr: CRB
page_start: 62
page_stop: 62
- abbr: CRB
page_start: 62
page_stop: 62
- descr: The thrill of the win drew you into games of chance. This might have been
a lucrative sideline that paled in comparison to the real risks of adventuring,
or you might have fallen on hard times due to your gambling and pursued adventuring
@ -220,9 +220,9 @@ background:
is_specific_to_adv: false
name: Gambler
source:
- abbr: CRB
page_start: 62
page_stop: 62
- abbr: CRB
page_start: 62
page_stop: 62
- descr: The bloody games of the arena taught you the art of combat. Before you attained
true fame, you departed—or escaped—the arena to explore the world. Your skill
at drawing both blood and a crowds attention pay off in a new adventuring life.\n\nChoose
@ -233,9 +233,9 @@ background:
is_specific_to_adv: false
name: Gladiator
source:
- abbr: CRB
page_start: 62
page_stop: 62
- abbr: CRB
page_start: 62
page_stop: 62
- descr: You served in the guard, out of either patriotism or the need for coin. Either
way, you know how to get a difficult suspect to talk. However you left the guard,
you might think of adventuring as a way to use your skills on a wider stage.\n\nChoose
@ -246,9 +246,9 @@ background:
is_specific_to_adv: false
name: Guard
source:
- abbr: CRB
page_start: 62
page_stop: 62
- abbr: CRB
page_start: 62
page_stop: 62
- descr: As a formally trained apothecary or a rural practitioner of folk medicine,
you learned the healing properties of various herbs. Youre adept at collecting
the right natural cures in all sorts of environments and preparing them properly.\n\nChoose
@ -259,9 +259,9 @@ background:
is_specific_to_adv: false
name: Herbalist
source:
- abbr: CRB
page_start: 62
page_stop: 62
- abbr: CRB
page_start: 62
page_stop: 62
- descr: In an isolated place—like a cave, remote oasis, or secluded mansion—you lived
a life of solitude. Adventuring might represent your first foray out among other
people in some time. This might be a welcome reprieve from solitude or an unwanted
@ -274,9 +274,9 @@ background:
is_specific_to_adv: false
name: Hermit
source:
- abbr: CRB
page_start: 62
page_stop: 62
- abbr: CRB
page_start: 62
page_stop: 62
- descr: You stalked and took down animals and other creatures of the wild. Skinning
animals, harvesting their flesh, and cooking them were also part of your training,
all of which can give you useful resources while you adventure.\n\nChoose two
@ -287,9 +287,9 @@ background:
is_specific_to_adv: false
name: Hunter
source:
- abbr: CRB
page_start: 62
page_stop: 62
- abbr: CRB
page_start: 62
page_stop: 62
- descr: Youve spent years performing arduous physical labor. It was a difficult
life, but you somehow survived. You may have embraced adventuring as an easier
method to make your way in the world, or you might adventure under someone elses
@ -300,9 +300,9 @@ background:
is_specific_to_adv: false
name: Laborer
source:
- abbr: CRB
page_start: 62
page_stop: 63
- abbr: CRB
page_start: 62
page_stop: 63
- descr: 'You dedicated yourself to intense training and rigorous study to become
a great warrior. The school you attended might have been a traditionalist monastery,
an elite military academy, or the local branch of a prestigious mercenary organization.\n\nChoose
@ -314,9 +314,9 @@ background:
is_specific_to_adv: false
name: Martial Disciple
source:
- abbr: CRB
page_start: 63
page_stop: 63
- abbr: CRB
page_start: 63
page_stop: 63
- descr: In a dusty shop, market stall, or merchant caravan, you bartered wares for
coin and trade goods. The skills you picked up still apply in the adventuring
life, in which a good deal on a suit of armor could prevent your death.\n\nChoose
@ -327,9 +327,9 @@ background:
is_specific_to_adv: false
name: Merchant
source:
- abbr: CRB
page_start: 63
page_stop: 63
- abbr: CRB
page_start: 63
page_stop: 63
- descr: You earned a living wrenching precious minerals from the lightless depths
of the earth. Adventuring might have seemed lucrative or glamorous compared to
this backbreaking labor— and if you have to head back underground, this time you
@ -341,9 +341,9 @@ background:
is_specific_to_adv: false
name: Miner
source:
- abbr: CRB
page_start: 63
page_stop: 63
- abbr: CRB
page_start: 63
page_stop: 63
- descr: 'To the common folk, the life of a noble seems one of idyllic luxury, but
growing up as a noble or member of the aspiring gentry, you know the reality:
a nobles lot is obligation and intrigue. Whether you seek to escape your duties
@ -356,9 +356,9 @@ background:
is_specific_to_adv: false
name: Noble
source:
- abbr: CRB
page_start: 63
page_stop: 63
- abbr: CRB
page_start: 63
page_stop: 63
- descr: Traveling far and wide, you picked up basic tactics for surviving on the
road and in unknown lands, getting by with few supplies and even fewer comforts.
As an adventurer, you travel still, often into even more dangerous places.\n\nChoose
@ -370,9 +370,9 @@ background:
is_specific_to_adv: false
name: Nomad
source:
- abbr: CRB
page_start: 63
page_stop: 63
- abbr: CRB
page_start: 63
page_stop: 63
- descr: You might have been imprisoned for crimes (whether you were guilty or not),
or enslaved for some part of your upbringing. In your adventuring life, you take
full advantage of your newfound freedom.\n\nChoose two ability boosts. One must
@ -383,9 +383,9 @@ background:
is_specific_to_adv: false
name: Prisoner
source:
- abbr: CRB
page_start: 63
page_stop: 63
- abbr: CRB
page_start: 63
page_stop: 63
- descr: You heard the call of the sea from a young age. Perhaps you signed onto a
merchants vessel, joined the navy, or even fell in with a crew of pirates and
scalawags.\n\nChoose two ability boosts. One must be to Strength or Dexterity,
@ -395,9 +395,9 @@ background:
is_specific_to_adv: false
name: Sailor
source:
- abbr: CRB
page_start: 63
page_stop: 63
- abbr: CRB
page_start: 63
page_stop: 63
- descr: You have a knack for learning, and sequestered yourself from the outside
world to learn all you could. You read about so many wondrous places and things
in your books, and always dreamed about one day seeing the real things. Eventually,
@ -409,9 +409,9 @@ background:
is_specific_to_adv: false
name: Scholar
source:
- abbr: CRB
page_start: 63
page_stop: 64
- abbr: CRB
page_start: 63
page_stop: 64
- descr: You called the wilderness home as you found trails and guided travelers.
Your wanderlust could have called you to the adventuring life, or perhaps you
served as a scout for soldiers and found you liked battle.\n\nChoose two ability
@ -422,9 +422,9 @@ background:
is_specific_to_adv: false
name: Scout
source:
- abbr: CRB
page_start: 64
page_stop: 64
- abbr: CRB
page_start: 64
page_stop: 64
- descr: You eked out a living by picking pockets on the streets of a major city,
never knowing where youd find your next meal. While some folk adventure for the
glory, you do so to survive.\n\nChoose two ability boosts. One must be to Dexterity
@ -435,9 +435,9 @@ background:
is_specific_to_adv: false
name: Street Urchin
source:
- abbr: CRB
page_start: 64
page_stop: 64
- abbr: CRB
page_start: 64
page_stop: 64
- descr: Creating all sorts of minor inventions scratches your itch for problem-solving.
Your engineering skills take a particularly creative bent, and no one know what
youll come up with next. It might be a genius device with tremendous potential...
@ -448,9 +448,9 @@ background:
is_specific_to_adv: false
name: Tinker
source:
- abbr: CRB
page_start: 64
page_stop: 64
- abbr: CRB
page_start: 64
page_stop: 64
- descr: In your younger days, you waded into battle as a mercenary, a warrior defending
a nomadic people, or a member of a militia or army. You might have wanted to break
out from the regimented structure of these forces, or you could have always been
@ -462,12 +462,12 @@ background:
is_specific_to_adv: false
name: Warrior
source:
- 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
- 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
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
@ -477,24 +477,24 @@ background:
is_specific_to_adv: true
name: Lesser Scion
source:
- 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.
- 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.
is_comty_use: false
is_specific_to_adv: true
name: Lost and Alone
source:
- abbr: TFoP
page_start: 55
page_stop: 55
- abbr: TFoP
page_start: 55
page_stop: 55
- descr: You received training from clergy in a faraway temple, who sent you out into
the world to spread the faith. Although you are relatively new at this, you are
always on the lookout for new places in need of your deitys teachings and guidance.
@ -507,76 +507,75 @@ background:
is_specific_to_adv: true
name: Missionary
source:
- 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.
- 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.
is_comty_use: false
is_specific_to_adv: true
name: Refugee
source:
- abbr: TFoP
page_start: 55
page_stop: 55
- abbr: TFoP
page_start: 55
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
source:
- abbr: TFoP
page_start: 55
page_stop: 55
- abbr: TFoP
page_start: 55
page_stop: 55
- descr: Dragons have fascinated you for as long as you can remember. The potent power
they possess, the long lives they lead, the ancient traditions they inspire—whatever
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
source:
- abbr: AoAPG
page_start: 4
page_stop: 4
- abbr: AoAPG
page_start: 4
page_stop: 4
- 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
source:
- abbr: AoAPG
page_start: 4
page_stop: 4
- abbr: AoAPG
page_start: 4
page_stop: 4
- descr: Youve been haunted by frightening dreams of fires your whole life. This
could be the result of a past, neardeath experience with fire or it might have
no obvious source that you know of. Recently, you stumbled upon an image, story,
@ -586,124 +585,123 @@ 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
source:
- 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.
- 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.
is_comty_use: false
is_specific_to_adv: true
name: Hellknight Historian
source:
- 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.
- 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.
is_comty_use: false
is_specific_to_adv: true
name: Local Scion
source:
- 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,
- 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,
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
source:
- 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).
- 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).
is_comty_use: false
is_specific_to_adv: true
name: Reputation Seeker
source:
- 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
- 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
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
source:
- abbr: AoAPG
page_start: 5
page_stop: 6
- abbr: AoAPG
page_start: 5
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
source:
- abbr: AoAPG
page_start: 6
page_stop: 6
- abbr: AoAPG
page_start: 6
page_stop: 6

View File

@ -1,138 +1,135 @@
---
abilityscore:
- flag_rep: 1
short_name: STR
long_name: Strength
- flag_rep: 2
short_name: DEX
long_name: Dexterity
- flag_rep: 4
short_name: CON
long_name: Constitution
- flag_rep: 8
short_name: INT
long_name: Intelligence
- flag_rep: 16
short_name: Wis
long_name: Wisdom
- flag_rep: 32
short_name: CHA
long_name: Charisma
- flag_rep: 64
short_name: Free1
long_name: Free 1
- flag_rep: 128
short_name: Free2
long_name: Free 2
- flag_rep: 1
long_name: Strength
short_name: STR
- flag_rep: 2
long_name: Dexterity
short_name: DEX
- flag_rep: 4
long_name: Constitution
short_name: CON
- flag_rep: 8
long_name: Intelligence
short_name: INT
- flag_rep: 16
long_name: Wisdom
short_name: Wis
- flag_rep: 32
long_name: Charisma
short_name: CHA
- flag_rep: 64
long_name: Free 1
short_name: Free1
- flag_rep: 128
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
- once per minute
- once every 10 minutes
- once per hour
- once per day
- once per round
- once per turn
- once per minute
- once every 10 minutes
- once per hour
- once per day
lang_rarity:
- Common
- Uncommon
- Secret
- Common
- Uncommon
- Secret
movement:
- Air Walk (constant)
- Land
- Burrow
- Burrow (sand only)
- Burrow (snow only)
- Can't Move
- Climb
- Climb Stone
- Ice Climb
- Ice Stride
- Trickster's Step
- Earth Glide
- Sand Glide
- Glide
- Compression
- Suction
- Freedom of Movement (constant)
- Spider Climb (constant)
- Unstoppable Burrow
- Fly
- Fly (from fly)
- Magma Swim
- Swim
- Swamp Stride
- Swiftness
- Woodland Stride
- Trackless Step
- Cloud Walk
- Powerful Jumper
- Swiftness
- Walk in Shadow
- Air Walk (constant)
- Burrow
- Burrow (sand only)
- Burrow (snow only)
- Can't Move
- Climb
- Climb Stone
- Cloud Walk
- Compression
- Earth Glide
- Fly
- Fly (from fly)
- Freedom of Movement (constant)
- Glide
- Ice Climb
- Ice Stride
- Land
- Magma Swim
- Powerful Jumper
- Sand Glide
- Spider Climb (constant)
- Suction
- Swim
- Swamp Stride
- Swiftness
- Trickster's Step
- Trackless Step
- Unstoppable Burrow
- Walk in Shadow
- Woodland Stride
size:
- name: Tiny
space_in_ft: 4
reach_tall_ft: 0
reach_long_ft: 0
- name: Small
space_in_ft: 5
reach_tall_ft: 5
reach_long_ft: 5
- name: Medium
space_in_ft: 5
reach_tall_ft: 5
reach_long_ft: 5
- name: Large
space_in_ft: 10
reach_tall_ft: 10
reach_long_ft: 5
- name: Huge
space_in_ft: 15
reach_tall_ft: 15
reach_long_ft: 10
- name: Gargantuan
space_in_ft: 20
reach_tall_ft: 20
reach_long_ft: 15
- name: Tiny
reach_long_ft: 0
reach_tall_ft: 0
space_in_ft: 4
- name: Small
reach_long_ft: 5
reach_tall_ft: 5
space_in_ft: 5
- name: Medium
reach_long_ft: 5
reach_tall_ft: 5
space_in_ft: 5
- name: Large
reach_long_ft: 5
reach_tall_ft: 10
space_in_ft: 10
- name: Huge
reach_long_ft: 10
reach_tall_ft: 15
space_in_ft: 15
- name: Gargantuan
reach_long_ft: 15
reach_tall_ft: 20
space_in_ft: 20
weaponcategory:
- Unarmed
- Simple
- Martial
- Advanced
...
- Unarmed
- Simple
- Martial
- Advanced

View File

@ -1,51 +1,50 @@
# NOTE: python script assumes that each bulk item only has a single source entry
bulk:
- abbr: '-'
name: Negligible
numerical: 0.0
source:
- abbr: CRB
page_start: 271
page_stop: 272
- abbr: L
name: Light
numerical: 0.1
source:
- abbr: CRB
page_start: 271
page_stop: 272
- abbr: 1
name: One
numerical: 1.0
source:
- abbr: CRB
page_start: 271
page_stop: 272
- abbr: 2
name: Two
numerical: 2.0
source:
- abbr: CRB
page_start: 271
page_stop: 272
- abbr: 3
name: Three
numerical: 3.0
source:
- abbr: CRB
page_start: 271
page_stop: 272
- abbr: 4
name: Four
numerical: 4.0
source:
- abbr: CRB
page_start: 271
page_stop: 272
- abbr: 5
name: Five
numerical: 5.0
source:
- abbr: CRB
page_start: 271
page_stop: 272
- abbr: '-'
name: Negligible
numerical: 0.0
source:
- abbr: CRB
page_start: 271
page_stop: 272
- abbr: L
name: Light
numerical: 0.1
source:
- abbr: CRB
page_start: 271
page_stop: 272
- abbr: 1
name: One
numerical: 1.0
source:
- abbr: CRB
page_start: 271
page_stop: 272
- abbr: 2
name: Two
numerical: 2.0
source:
- abbr: CRB
page_start: 271
page_stop: 272
- abbr: 3
name: Three
numerical: 3.0
source:
- abbr: CRB
page_start: 271
page_stop: 272
- abbr: 4
name: Four
numerical: 4.0
source:
- abbr: CRB
page_start: 271
page_stop: 272
- abbr: 5
name: Five
numerical: 5.0
source:
- abbr: CRB
page_start: 271
page_stop: 272

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@ -0,0 +1,36 @@
# THIS FILE SIMPLY LOADS THE YAML FILE INTO PYYAML AND THEN SPITS IT BACK OUT
# TO CLEAN UP AND ORDER ALL THE YAML
import yaml
yfiles = ["actions.yaml",
"backgrounds.yaml",
"basics.yaml",
"bulks.yaml",
"conditions.yaml",
"damage.yaml",
"feats-levels-false-matches.yaml",
"feats.yaml",
"langs.yaml",
"monsters.yaml",
"requirements.yaml",
"skills.yaml",
"sources.yaml",
"spells.yaml",
"traits.yaml",
"triggers.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__":
main()

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@ -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
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
- 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
- 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
- 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
- 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
- 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
- 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
- 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:
- damagecategory: Physical
abbr: B
name: Bludgeoning
source:
- abbr: CRB
page_start: 452
- damagecategory: Physical
abbr: P
name: Piercing
source:
- abbr: CRB
page_start: 452
- damagecategory: Physical
abbr: S
name: Slashing
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
name: Mental
source:
- abbr: CRB
page_start: 452
- damagecategory: Poison
abbr: null
name: Poison
source:
- abbr: CRB
page_start: 452
- damagecategory: Bleed
abbr: null
name: Bleed
source:
- abbr: CRB
page_start: 452
- damagecategory: Precision
abbr: null
name: Precision
source:
- abbr: CRB
page_start: 452
- damagecategory: Precious Materials
abbr: null
name: Precious Materials
source:
- abbr: CRB
page_start: 452
- 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

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@ -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
speakers: Humans, dwarves, elves, halflings, and other common ancestries
rarity: Common
source:
- abbr: CRB
page_start: 65
page_stop: 65
- name: Draconic
speakers: Dragons, reptilian humanoids
rarity: Common
source:
- abbr: CRB
page_start: 65
page_stop: 65
- name: Dwarven
speakers: Dwarves
rarity: Common
source:
- abbr: CRB
page_start: 65
page_stop: 65
- name: Elven
speakers: Elves, half-elves
rarity: Common
source:
- abbr: CRB
page_start: 65
page_stop: 65
- name: Gnomish
speakers: Gnomes
rarity: Common
source:
- abbr: CRB
page_start: 65
page_stop: 65
- name: Goblin
speakers: Goblins, hobgoblins, bugbears
rarity: Common
source:
- abbr: CRB
page_start: 65
page_stop: 65
- name: Halfling
speakers: Halflings
rarity: Common
source:
- abbr: CRB
page_start: 65
page_stop: 65
- name: Jotun
speakers: Giants, ogres, trolls, ettins, cyclopes
rarity: Common
source:
- abbr: CRB
page_start: 65
page_stop: 65
- name: Orcish
speakers: Orcs, half-orcs
rarity: Common
source:
- abbr: CRB
page_start: 65
page_stop: 65
- name: Sylvan
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
- name: Abyssal
speakers: Demons
rarity: Uncommon
source:
- abbr: CRB
page_start: 65
page_stop: 65
- name: Aklo
speakers: Deros, evil fey, otherworldly monsters
rarity: Uncommon
source:
- abbr: CRB
page_start: 65
page_stop: 65
- name: Aquan
speakers: Aquatic creatures, water elemental creatures
rarity: Uncommon
source:
- abbr: CRB
page_start: 65
page_stop: 65
- name: Auran
speakers: Air elemental creatures, flying creatures
rarity: Uncommon
source:
- abbr: CRB
page_start: 65
page_stop: 65
- name: Celestial
speakers: Angels
rarity: Uncommon
source:
- abbr: CRB
page_start: 65
page_stop: 65
- name: Gnoll
speakers: Gnolls
rarity: Uncommon
source:
- abbr: CRB
page_start: 65
page_stop: 65
- name: Ignan
speakers: Fire elemental creatures
rarity: Uncommon
source:
- abbr: CRB
page_start: 65
page_stop: 65
- name: Infernal
speakers: Devils
rarity: Uncommon
source:
- abbr: CRB
page_start: 65
page_stop: 65
- name: Necril
speakers: Ghouls, intelligent undead
rarity: Uncommon
source:
- abbr: CRB
page_start: 65
page_stop: 65
- name: Shadowtongue
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
- name: Alghollthu
speakers: Alghollthus and their thralls
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
- name: Amurrun
speakers: Catfolk
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
- name: Arboreal
speakers: Arboreals and other plant creatures
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
- name: Boggard
speakers: Boggards
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
- name: Caligni
speakers: Calignis
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
- name: Cyclops
speakers: Cyclops
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
- name: Daemonic
speakers: Daemons
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
- name: Iruxi
speakers: Lizardfolk
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
- name: Protean
speakers: Proteans
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
- name: Requian
speakers: Psychopomps
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
- name: Sphinx
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
- name: Druidic
speakers: Druids
rarity: Secret
source:
- abbr: CRB
page_start: 65
page_stop: 65
- name: Common
rarity: Common
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Humans, dwarves, elves, halflings, and other common ancestries
- name: Draconic
rarity: Common
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Dragons, reptilian humanoids
- name: Dwarven
rarity: Common
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Dwarves
- name: Elven
rarity: Common
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Elves, half-elves
- name: Gnomish
rarity: Common
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Gnomes
- name: Goblin
rarity: Common
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Goblins, hobgoblins, bugbears
- name: Halfling
rarity: Common
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Halflings
- name: Jotun
rarity: Common
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Giants, ogres, trolls, ettins, cyclopes
- name: Orcish
rarity: Common
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Orcs, half-orcs
- name: Sylvan
rarity: Common
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Fey, centaurs, plant creatures
- name: Undercommon
rarity: Common
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Drow, duergars, xulgaths
- name: Abyssal
rarity: Uncommon
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Demons
- name: Aklo
rarity: Uncommon
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Deros, evil fey, otherworldly monsters
- name: Aquan
rarity: Uncommon
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Aquatic creatures, water elemental creatures
- name: Auran
rarity: Uncommon
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Air elemental creatures, flying creatures
- name: Celestial
rarity: Uncommon
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Angels
- name: Gnoll
rarity: Uncommon
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Gnolls
- name: Ignan
rarity: Uncommon
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Fire elemental creatures
- name: Infernal
rarity: Uncommon
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Devils
- name: Necril
rarity: Uncommon
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Ghouls, intelligent undead
- name: Shadowtongue
rarity: Uncommon
source:
- abbr: CRB
page_start: 65
page_stop: 65
speakers: Nidalese, Shadow Plane creatures
- name: Terran
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
- name: Amurrun
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
speakers: Catfolk
- name: Arboreal
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
speakers: Arboreals and other plant creatures
- name: Boggard
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
speakers: Boggards
- name: Caligni
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
speakers: Calignis
- name: Cyclops
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
speakers: Cyclops
- name: Daemonic
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
speakers: Daemons
- name: Iruxi
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
speakers: Lizardfolk
- name: Protean
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
speakers: Proteans
- name: Requian
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
speakers: Psychopomps
- name: Sphinx
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
speakers: Sphinxes
- name: Utopian
rarity: Uncommon
source:
- abbr: BST1
page_start: 348
page_stop: 348
speakers: Axiomites and inevitables
- name: Druidic
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
source:
- abbr: CRB
page_start: 240
descr: TODO
- name: Arcana
source:
- abbr: CRB
page_start: 241
descr: TODO
- name: Athletics
source:
- abbr: CRB
page_start: 241
descr: TODO
- name: Crafting
source:
- abbr: CRB
page_start: 243
descr: TODO
- name: Deception
source:
- abbr: CRB
page_start: 245
descr: TODO
- name: Diplomacy
source:
- abbr: CRB
page_start: 246
descr: TODO
- name: Intimidation
source:
- abbr: CRB
page_start: 247
descr: TODO
- name: Lore
source:
- abbr: CRB
page_start: 247
descr: TODO
- name: Medicine
source:
- abbr: CRB
page_start: 248
descr: TODO
- name: Nature
source:
- abbr: CRB
page_start: 249
descr: TODO
- name: Occultism
source:
- abbr: CRB
page_start: 249
descr: TODO
- name: Performance
source:
- abbr: CRB
page_start: 250
descr: TODO
- name: Religion
source:
- abbr: CRB
page_start: 250
descr: TODO
- name: Society
source:
- abbr: CRB
page_start: 250
descr: TODO
- name: Stealth
source:
- abbr: CRB
page_start: 251
descr: TODO
- name: Survival
source:
- abbr: CRB
page_start: 252
descr: TODO
- name: Thievery
source:
- abbr: CRB
page_start: 253
descr: TODO
- descr: TODO
name: Acrobatics
source:
- abbr: CRB
page_start: 240
- descr: TODO
name: Arcana
source:
- abbr: CRB
page_start: 241
- descr: TODO
name: Athletics
source:
- abbr: CRB
page_start: 241
- descr: TODO
name: Crafting
source:
- abbr: CRB
page_start: 243
- descr: TODO
name: Deception
source:
- abbr: CRB
page_start: 245
- descr: TODO
name: Diplomacy
source:
- abbr: CRB
page_start: 246
- descr: TODO
name: Intimidation
source:
- abbr: CRB
page_start: 247
- descr: TODO
name: Lore
source:
- abbr: CRB
page_start: 247
- descr: TODO
name: Medicine
source:
- abbr: CRB
page_start: 248
- descr: TODO
name: Nature
source:
- abbr: CRB
page_start: 249
- descr: TODO
name: Occultism
source:
- abbr: CRB
page_start: 249
- descr: TODO
name: Performance
source:
- abbr: CRB
page_start: 250
- descr: TODO
name: Religion
source:
- abbr: CRB
page_start: 250
- descr: TODO
name: Society
source:
- abbr: CRB
page_start: 250
- descr: TODO
name: Stealth
source:
- abbr: CRB
page_start: 251
- descr: TODO
name: Survival
source:
- abbr: CRB
page_start: 252
- descr: TODO
name: Thievery
source:
- abbr: CRB
page_start: 253

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
- 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
descr: Volume containing the rules core rules for players and Game Masters
release_date: 2019-08-01
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."
publisher_name: Paizo, Inc.
- full_name: Pathfinder Core Rulebook (Second Edition), First Printing, Update 1.0
isbn: null
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
descr: Volume containing monster stat blocks and rules primarily for Game Masters
release_date: 2019-08-01
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."
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
descr: TODO
release_date: 2019-08-01
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
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
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
pzocode: PZO90145
short_name: "Hellknight Hill"
abbr: APHH
descr: "Book 1 in the Age of Ashes Adventure Path."
release_date: 2019
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."
publisher_name: Paizo, Inc.
- abbr: CRB
descr: Volume containing the rules core rules for players and Game Masters
full_name: Pathfinder Core Rulebook (Second Edition)
is_first_party: true
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.
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
release_date: 2019-10-30
short_name: Core Rulebook Errata 1.0
- abbr: BST1
descr: Volume containing monster stat blocks and rules primarily for Game Masters
full_name: Pathfinder Bestiary (Second Edition)
is_first_party: true
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.
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
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
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
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
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
isbn: 978-1-64078-172-6
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

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View File

@ -1,57 +1,80 @@
trigger:
- An ally ends a move action adjacent to you.
- You fail a skill check or saving throw.
- You attempt a check using a skill youre untrained in.
- 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.
- 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.
- 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."
- 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 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.
- 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.
- 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."
- 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."
- 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.
- 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.
- An adjacent enemy begins to use a reaction.
- 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."
- 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.
- 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.
- You attempt a saving throw against a magical effect, but you haven't rolled yet.
- An ally ends a move action adjacent to you.
- You fail a skill check or saving throw.
- You attempt a check using a skill youre untrained in.
- 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.
- 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.
- 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.
- 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 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- An adjacent enemy begins to use a reaction.
- 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.
- 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.
- 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.
- You attempt a saving throw against a magical effect, but you haven't rolled yet.