pathfinder-2-sqlite-MIRROR/data/damage.yaml

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damagecategory:
- 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.
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:
- 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