From 8b38152ff1943280bad2d39a1f84d86f43d459ed Mon Sep 17 00:00:00 2001 From: kozhilya Date: Tue, 8 Apr 2025 17:56:11 +0400 Subject: [PATCH] =?UTF-8?q?=D0=98=20=D0=B5=D1=89=D1=91=20=D0=B8=D0=B7?= =?UTF-8?q?=D0=BC=D0=B5=D0=BD=D0=B5=D0=BD=D0=B8=D1=8F?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- output/pf2e/packs/1-00.txt | 4 - output/pf2e/packs/1-01.txt | 88 -------------- output/pf2e/packs/1-02.txt | 5 - output/pf2e/packs/1-03.txt | 7 -- output/pf2e/packs/1-04.txt | 3 - output/pf2e/packs/1-05.txt | 6 - output/pf2e/packs/1-06.txt | 16 --- output/pf2e/packs/1-07.txt | 4 - output/pf2e/packs/1-08.txt | 8 -- output/pf2e/packs/1-09.txt | 4 - output/pf2e/packs/1-10.txt | 10 -- output/pf2e/packs/1-11.txt | 13 --- output/pf2e/packs/1-12.txt | 8 -- output/pf2e/packs/1-13.txt | 16 --- output/pf2e/packs/1-14.txt | 17 --- output/pf2e/packs/1-15.txt | 4 - output/pf2e/packs/1-16.txt | 88 -------------- output/pf2e/packs/1-17.txt | 7 -- output/pf2e/packs/1-18.txt | 7 -- output/pf2e/packs/1-19.txt | 10 -- output/pf2e/packs/1-20.txt | 4 - output/pf2e/packs/1-21.txt | 3 - output/pf2e/packs/1-24.txt | 14 --- output/pf2e/packs/2 - Ashes for Ozem.txt | 6 - output/pf2e/packs/2-00.txt | 24 ---- output/pf2e/packs/2-01.txt | 7 -- output/pf2e/packs/2-03.txt | 10 -- output/pf2e/packs/2-06.txt | 24 ---- output/pf2e/packs/2-08.txt | 5 - output/pf2e/packs/2-09.txt | 3 - output/pf2e/packs/2-13.txt | 7 -- output/pf2e/packs/2-14.txt | 41 ------- output/pf2e/packs/2-15.txt | 4 - output/pf2e/packs/2-16.txt | 11 -- output/pf2e/packs/2-17.txt | 29 ----- output/pf2e/packs/2-18.txt | 5 - output/pf2e/packs/2-19.txt | 5 - output/pf2e/packs/2-20.txt | 7 -- output/pf2e/packs/2-21.txt | 17 --- output/pf2e/packs/3 - Of Blood and Faith.txt | 16 --- output/pf2e/packs/3-01.txt | 11 -- output/pf2e/packs/3-02.txt | 10 -- output/pf2e/packs/3-03.txt | 18 --- output/pf2e/packs/3-04.txt | 4 - output/pf2e/packs/3-06.txt | 3 - output/pf2e/packs/3-09.txt | 30 ----- output/pf2e/packs/3-10.txt | 10 -- output/pf2e/packs/3-11.txt | 21 ---- output/pf2e/packs/3-12.txt | 15 --- output/pf2e/packs/3-14.txt | 18 --- output/pf2e/packs/3-15.txt | 14 --- output/pf2e/packs/3-16.txt | 19 --- output/pf2e/packs/3-18.txt | 8 -- output/pf2e/packs/3-19.txt | 5 - output/pf2e/packs/3-98.txt | 33 ------ output/pf2e/packs/3-99.txt | 17 --- output/pf2e/packs/4-01.txt | 10 -- output/pf2e/packs/4-02.txt | 15 --- output/pf2e/packs/4-04.txt | 12 -- output/pf2e/packs/4-05.txt | 14 --- output/pf2e/packs/4-06.txt | 8 -- output/pf2e/packs/4-08.txt | 7 -- output/pf2e/packs/4-09.txt | 9 -- output/pf2e/packs/4-10.txt | 13 --- output/pf2e/packs/4-11.txt | 49 -------- output/pf2e/packs/4-13.txt | 9 -- output/pf2e/packs/4-14.txt | 12 -- output/pf2e/packs/4-15.txt | 15 --- output/pf2e/packs/4-16.txt | 5 - output/pf2e/packs/4-17.txt | 4 - output/pf2e/packs/4-99.txt | 8 -- output/pf2e/packs/5-02.txt | 23 ---- output/pf2e/packs/5-05.txt | 15 --- output/pf2e/packs/5-06.txt | 10 -- output/pf2e/packs/5-08.txt | 9 -- output/pf2e/packs/5-09.txt | 6 - output/pf2e/packs/5-10.txt | 5 - output/pf2e/packs/5-11.txt | 9 -- output/pf2e/packs/5-15.txt | 8 -- output/pf2e/packs/5-17.txt | 4 - output/pf2e/packs/5-18.txt | 10 -- output/pf2e/packs/5-19.txt | 4 - output/pf2e/packs/5-20.txt | 16 --- output/pf2e/packs/6-01.txt | 8 -- output/pf2e/packs/6-03.txt | 7 -- output/pf2e/packs/6-04.txt | 14 --- output/pf2e/packs/6-05.txt | 20 ---- output/pf2e/packs/6-06.txt | 10 -- output/pf2e/packs/6-08.txt | 5 - output/pf2e/packs/6-10.txt | 13 --- output/pf2e/packs/6-11.txt | 18 --- output/pf2e/packs/6-12.txt | 6 - output/pf2e/packs/6-13.txt | 4 - output/pf2e/packs/Bestiary 3.txt | 16 --- .../pf2e/packs/Book 1 - Broken Tusk Moon.txt | 40 ------- .../Book 1 - Devil at the Dreaming Palace.txt | 10 -- .../pf2e/packs/Book 1 - Hellknight Hill.txt | 41 ------- output/pf2e/packs/Book 1 - Packbreaker.txt | 13 --- .../packs/Book 1 - Ruins of Gauntlight.txt | 38 ------ output/pf2e/packs/Book 1 - Stage Fright.txt | 34 ------ output/pf2e/packs/Book 1 - The Choosing.txt | 20 ---- .../pf2e/packs/Book 1 - The Seventh Arch.txt | 51 -------- .../packs/Book 1 - The Show Must Go On.txt | 26 ----- .../pf2e/packs/Book 1 - Thirst for Blood.txt | 23 ---- .../pf2e/packs/Book 2 - Cradle of Quartz.txt | 14 --- .../pf2e/packs/Book 2 - Cult of Cinders.txt | 22 ---- .../packs/Book 2 - Cult of the Cave Worm.txt | 13 --- .../packs/Book 2 - Hands of the Devil.txt | 19 --- .../Book 2 - Hoof, Cinder, and Storm.txt | 17 --- .../packs/Book 2 - Legacy of the Lost God.txt | 21 ---- .../packs/Book 2 - Let the Leaves Fall.txt | 13 --- .../packs/Book 2 - Lost Mammoth Valley.txt | 9 -- output/pf2e/packs/Book 2 - Ready_ Fight!.txt | 23 ---- .../packs/Book 2 - Severed at the Root.txt | 17 --- .../Book 2 - Singer, Stalker, Skinsaw Man.txt | 22 ---- .../pf2e/packs/Book 2 - Sixty Feet Under.txt | 3 - .../Book 2 - Spoken on the Song Wind.txt | 31 ----- .../pf2e/packs/Book 2 - The Destiny War.txt | 39 ------- ...ook 2 - The Secret of Deathstalk Tower.txt | 9 -- .../packs/Book 2 - They Watched the Stars.txt | 9 -- .../packs/Book 3 - A Voice in the Blight.txt | 18 --- output/pf2e/packs/Book 3 - Burning Tundra.txt | 6 - ...ok 3 - Dreamers of the Nameless Spires.txt | 23 ---- .../packs/Book 3 - Eyes of Empty Death.txt | 17 --- .../pf2e/packs/Book 3 - Field of Maidens.txt | 31 ----- .../pf2e/packs/Book 3 - Hurricane's Howl.txt | 7 -- .../packs/Book 3 - King of the Mountain.txt | 14 --- .../pf2e/packs/Book 3 - No Breath to Cry.txt | 73 ------------ .../packs/Book 3 - Tomorrow Must Burn.txt | 18 --- .../Book 3 - Worst of All Possible Worlds.txt | 12 -- .../Book 4 - Fires of the Haunted City.txt | 15 --- .../Book 4 - Secrets of the Temple-City.txt | 21 ---- .../packs/Book 4 - To Bloom Below the Web.txt | 4 - .../pf2e/packs/Book 5 - A Taste of Ashes.txt | 12 -- .../Book 5 - Against the Scarlet Triad.txt | 17 --- .../Book 5 - Belly of the Black Whale.txt | 8 -- .../Book 5 - Doorway to the Red Star.txt | 17 --- .../Book 5 - Lord of the Black Sands.txt | 22 ---- .../pf2e/packs/Book 6 - Broken Promises.txt | 10 -- .../Book 6 - Ruins of the Radiant Siege.txt | 9 -- .../packs/Book 6 - The Apocalypse Prophet.txt | 32 ----- output/pf2e/packs/Book of the Dead.txt | 23 ---- .../pf2e/packs/Crown of the Kobold King.txt | 16 --- output/pf2e/packs/Dark Archive.txt | 5 - output/pf2e/packs/Dinner at Lionlodge.txt | 17 --- output/pf2e/packs/Equipment.txt | 9 -- output/pf2e/packs/Explorer.txt | 10 -- output/pf2e/packs/Fall of Plaguestone.txt | 12 -- ...oolish Housekeeping and Other Articles.txt | 16 --- output/pf2e/packs/Introductions.txt | 22 ---- .../packs/Little Trouble in Big Absalom.txt | 13 --- .../packs/Lost Omens_ Monsters of Myth.txt | 9 -- output/pf2e/packs/Mark of the Mantis.txt | 16 --- output/pf2e/packs/Menace Under Otari.txt | 17 --- output/pf2e/packs/Monster Core.txt | 7 -- output/pf2e/packs/Mystic.txt | 9 -- output/pf2e/packs/NPC Gallery.txt | 4 - output/pf2e/packs/Night of the Gray Death.txt | 9 -- output/pf2e/packs/Paizo Blog.txt | 15 --- output/pf2e/packs/Quests.txt | 31 ----- output/pf2e/packs/Ritual.txt | 27 ----- output/pf2e/packs/Rusthenge.txt | 29 ----- output/pf2e/packs/Shadows at Sundown.txt | 46 -------- output/pf2e/packs/Sundered Waves.txt | 33 ------ output/pf2e/packs/The Enmity Cycle.txt | 22 ---- output/pf2e/packs/Troubles in Otari.txt | 32 ----- output/pf2e/types/Actor.character.txt | 21 +--- output/pf2e/types/Item.ancestry.txt | 8 +- output/pf2e/types/Item.background.txt | 8 +- output/pf2e/types/Item.class.txt | 4 +- output/pf2e/types/Item.consumable.txt | 17 +-- output/pf2e/types/Item.deity.txt | 4 +- output/pf2e/types/Item.feat.txt | 4 +- output/pf2e/types/Item.kit.txt | 8 +- output/pf2e/types/Item.spell.txt | 109 +++--------------- output/pf2e/types/Item.weapon.txt | 20 ---- 176 files changed, 44 insertions(+), 2804 deletions(-) diff --git a/output/pf2e/packs/1-00.txt b/output/pf2e/packs/1-00.txt index 2c6619a..982325d 100644 --- a/output/pf2e/packs/1-00.txt +++ b/output/pf2e/packs/1-00.txt @@ -299,10 +299,6 @@ object {1-00} '

The trap deactivates after 1 minute, at which point its acid reservoir is empty. It can\'t reactivate until this reservoir is refilled.

' (x1) '

The protoplasmic extruder must gather reagents from the arcane slurry of the sewers for 24 hours before it can be reactivated.

' (x1) [routine] : string {1-00.system.details.routine} (2 different values) - '

(3 actions) On its initiative, the trap makes an acid spray Strike against a random creature in the room for each of its actions.

' (x1) - '

(1 action) On its initiative, the trap creates an ooze in an adjacent unoccupied space. The first time the protoplasmic extruder uses this action, it creates a @UUID[Compendium.pf2e.pathfinder-bestiary.Actor.Gelatinous Cube] that acts immediately and thereafter acts on the protoplasmic extruder\'s initiative. In following rounds, the protoplasmic extruder instead creates @UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Sewer Ooze]{Sewer Oozes} that act in the same manner.

-

Oozes created by the protoplasmic extruder are a nacreous green color; a gelatinous cube loses its transparent ability. All oozes created by the protoplasmic extruder are loyal to the Ohrlavis and act as they command.

-

The protoplasmic extruder can create no more than four oozes in total before it deactivates and resets.

' (x1) saves : object {1-00.system.saves} fortitude : object {1-00.system.saves.fortitude} saveDetail : string {1-00.system.saves.fortitude.saveDetail} (same value: '') diff --git a/output/pf2e/packs/1-01.txt b/output/pf2e/packs/1-01.txt index 68763ad..96ace0b 100644 --- a/output/pf2e/packs/1-01.txt +++ b/output/pf2e/packs/1-01.txt @@ -493,81 +493,6 @@ object {1-01} '

The crowd is riled up enough to start throwing chamberpots at the interlopers, but not riled up enough to risk their lives. The crowd fills nine contiguous squares but can be shaped to fit the streets. Characters can move through the crowd, but spaces occupied by the crowd are difficult terrain.

' (x1) '

The crowd is riled up enough to start throwing garbage at the interlopers, but not riled up enough to risk their lives. The crowd fills nine contiguous squares but can be shaped to fit the streets. Characters can move through the crowd, but spaces occupied by the crowd are difficult terrain.

' (x1) [disable] : string {1-01.system.details.disable} (9 different values) - '

After more people in the crowd have become shaken or taken damage than there are crowd leaders left standing, the crowd disperses. For abilities affecting an area, count each affected square as one member of the crowd.

' (x2) - '

@Check[crafting|dc:16|name:Reinforce Beams] to reinforce the beams

' (x1) - '

@Check[crafting|dc:14|name:Reinforce Beams] to reinforce the beams

' (x1) - '

Seven flaws have appeared in the ritual circle, dancing like shadowy flames. Each of Tavvar\'s three aides keeps one flaw under control as long as they are alive, while Tavvar herself staves off the ritual\'s implosion as listed in the ritual anchor ability below.

-

Each flaw can be repaired with a successful @Check[occultism|dc:24] check or DC 20 (trained) check using a skill related to the flaw\'s original cause (see the table below). Regardless of success or failure, a PC who attempts an Occultism check to disable the hazard learns the cause of the flaws and the skills that can be used to overcome it.

-

Each success on a check to repair a flaw using these other skills reduces the DC of the Occultism check to repair a flaw by 2. Instead of using skill checks, the PCs can use force to stabilize the ritual. A PC who defeats a shadow wisp automatically repairs one flaw.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
d4Cause of FlawSkills to Overcome
1Harried (a "publish or perish" culture at the College of Mystery led to Tavvar cutting corners in the ritual\'s execution, so some runes aren\'t drawn quite right)@Check[arcana|dc:20] (trained) or @Check[thievery|dc:20] (trained)
2Misplaced Affection (Tavvar is from Nidal and subconsciously hopes the ritual will show that there is some good in her homeland; she included some Shadowtongue in the runes and it\'s enhancing the energy@Check[society|dc:20] (trained) or @Check[religion|dc:20] (trained)
3Cloistered (Tavvar hasn\'t done much field work and made a dangerous mistake in which mushrooms she used in the ink for the runes)@Check[crafting|dc:20] (trained) or @Check[nature|dc:20] (trained)
4Restrained (Tavvar\'s own hesitation and self-doubt has led to the ritual slipping out of her control)@Check[deception|dc:20] (trained) or @Check[diplomacy|dc:20] (trained)
' (x1) - '

Seven flaws have appeared in the ritual circle, dancing like shadowy flames. Each of Tavvar\'s three aides keeps one flaw under control as long as they are alive, while Tavvar herself staves off the ritual\'s implosion as listed in the ritual anchor ability below.

-

Each flaw can be repaired with a successful @Check[occultism|dc:22] or DC 18 (trained) check using a skill related to the flaw\'s original cause (see the table below). Regardless of success or failure, a PC who attempts an Occultism check to disable the hazard learns the cause of the flaws and the skills that can be used to overcome it.

-

Each success on a check to repair a flaw using these other skills reduces the DC of the Occultism check to repair a flaw by 2. Instead of using skill checks, the PCs can use force to stabilize the ritual. A PC who defeats a shadow wisp automatically repairs one flaw.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
d4Cause of FlawSkills to Overcome
1Harried (a "publish or perish" culture at the College of Mystery led to Tavvar cutting corners in the ritual\'s execution, so some runes aren\'t drawn quite right)@Check[arcana|dc:18] (trained) or @Check[thievery|dc:18] (trained)
2Misplaced Affection (Tavvar is from Nidal and subconsciously hopes the ritual will show that there is some good in her homeland; she included some Shadowtongue in the runes and it\'s enhancing the energy@Check[society|dc:18] (trained) or @Check[religion|dc:18] (trained)
3Cloistered (Tavvar hasn\'t done much field work and made a dangerous mistake in which mushrooms she used in the ink for the runes)@Check[crafting|dc:18] (trained) or @Check[nature|dc:18] (trained)
4Restrained (Tavvar\'s own hesitation and self-doubt has led to the ritual slipping out of her control)@Check[deception|dc:18] (trained) or @Check[diplomacy|dc:18] (trained)
' (x1) - '

@Check[religion|dc:20|name:Exorcize the Spirits] (trained) to exorcize the spirits

' (x1) - '

@Check[religion|dc:16|name:Exorcize the Spirits] (trained) to exorcize the spirits

' (x1) - '

@Check[religion|dc:19|name:Supress the Spirits] (trained) to suppress the spirits or @Check[performance|dc:19|name:Drown Out the Spirits] (trained) to drown them out

' (x1) - '

@Check[religion|dc:16|name:Supress the Spirits] (trained) to suppress the spirits or @Check[performance|dc:16|name:Drown Out the Spirits] (trained) to drown them out

' (x1) [isComplex] : boolean {1-01.system.details.isComplex} (2 different values) False (x6) True (x4) @@ -599,19 +524,6 @@ object {1-01} 'daemonic' (x1) [privateNotes] : string {1-01.system.details.privateNotes} (same value: '') [publicNotes] : string {1-01.system.details.publicNotes} (4 different values) - '' (x16) - '

The frontline fighters of goblin tribes prefer to fight in large groups-especially when they can outnumber their foes at least three to one.

-
-

These small humanoids have green or gray skin and large heads with wide ears. While some goblins are civilized and have worked hard to be considered upstanding members of humanoid communities, most are impetuous and vicious creatures who delight in wreaking havoc. These goblins think nothing of slaughtering livestock, stealing infants, or burning down a building purely for momentary delight. They revel in playing malicious tricks on taller humanoids, whom they call "longshanks."

-

Goblins are superstitious, with an intense awe of magic and a fascination with fire; goblins who master magic or fire earn great respect from their kin. Most other humanoids find it difficult to understand goblins\' outlook: they hate canines but eagerly share their lairs with so-called "goblin dogs," they fearlessly attack larger creatures but are terrified of horses, and they despise vegetables yet consider pickles a delicacy. To a goblin, of course, these are all perfectly sensible life choices.

' (x1) - '

Necromantic augmentations have granted this zombie increased size and power.

-
-

A zombie\'s only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they\'re destroyed.

' (x1) - '

Ceustodaemons are formed from the souls of vile mortals, particularly those who took efforts to hasten their own death, their willingness shaping them into daemonic servants. Their otherworldly senses make them useful for protecting vaults and similar locations on the Material Plane. Ceustodaemons are created to serve, but always seek ways to subvert their bindings, so they can rend their mortal summoners\' flesh. The worst type of conjurer calls upon ceustodaemons merely to set them free into the world in hopes of currying favor with the powers of Abaddon.

-
-

Denizens of the bleak and terrible plane of Abaddon, daemons are shaped by and devoted to the destruction of life in all its forms. They seek the death of every mortal being by the most painful and horrible means possible, all in service to the apocalyptic entities known as the Four Horsemen. Each kind of daemon represents a different way to die, and their powers are nearly always aimed at spreading that particular form of death. Through the use of these powers, they seek to drag all existence down into a pit of hopelessness and despair, and to commit all souls to oblivion.

-

While those who summon daemons to the Material Plane usually seek to use the creatures\' destructive and corrupting powers for their own ends, daemons always look for ways to spread fear, doubt, and despair wherever they go. Often, daemons disguise their plots as the workings of other fiends, knowing that such confusion compounds mortals\' fear.

-

While all fiends seek to tempt mortals into lives of evil to increase their own numbers and power on their native planes, daemons are further driven by a supernatural hunger for mortal souls and use a variety of methods-not least of which is the cacodaemons\' soul gems-to entrap them. On Abaddon and in other forbidding places across the multiverse, souls are simultaneously a delicacy, a trade good, and a source of magical power, and the daemons are among the greatest gluttons, merchants, and abusers of this spiritual "resource."

' (x1) [reset] : string {1-01.system.details.reset} (5 different values) '

As the damage to the floor spreads, the areas adjacent to the new pit become new areas of this hazard.

' (x2) '

After more people in the crowd have become shaken or taken damage than there are crowd leaders left standing, the crowd disperses. For abilities affecting an area, count each affected square as one member of the crowd.

' (x2) diff --git a/output/pf2e/packs/1-02.txt b/output/pf2e/packs/1-02.txt index 250db31..a1fbde9 100644 --- a/output/pf2e/packs/1-02.txt +++ b/output/pf2e/packs/1-02.txt @@ -379,11 +379,6 @@ object {1-02} -1 (x1) privateNotes : string {1-02.system.details.privateNotes} (same value: '') publicNotes : string {1-02.system.details.publicNotes} (3 different values) - '' (x4) - '

Mitflits, also known as mites, are self-loathing and pitiful cowards, easily bullied into servitude by other creatures or even slightly more powerful mitflit leaders. They tame insects, spiders, and other such creatures to serve as faithful allies. Mitflits have lost most of their ancestral gremlin magic, leaving these incomplete beings full of doubt and insecurity. Mitflits find companionship in the other base creatures of the world, and forge bonds of friendship with vermin, the only other beings that seem willing to accept them. A social structure, even one in which they are bullied, partially fills the hole within mitflits\' personalities, and they rarely rebel or rail out unless their rage hits a breaking point.

-
-

Gremlins are cruel fey tricksters and saboteurs who have fully acclimated to life on the Material Plane, finding distinct niches for their inventive destructiveness. All gremlins delight in ruining or breaking things, whether it\'s something physical like a device or vehicle or something intangible such as an alliance or relationship. A gremlin\'s greatest joy is watching the collapse of complex creations, preferably after the lightest and slightest, carefully targeted push from the gremlin. Gremlins tend to denigrate, bully, or even slaughter their lesser kin, particularly mitflits, whom gremlins (and many others) derisively call "mites."

' (x1) - '

Swarms of centipedes are dangerous indeed, ravenous carpets of skittering hunger capable of devouring a traveler whole in a matter of minutes. Some alchemists submerge whole centipedes taken from swarms in their elixirs and some mutagens, claiming such infusions increase potency, though other say this is nothing more than quackish claptrap. Kobolds and mitflits are both known to incorporate swarms of centipedes into cunning traps, from simple pits filled with vermin or more complex affairs involving chutes that dump the vermin onto the heads of unwary intruders.

' (x1) publication : object {1-02.system.details.publication} license : string {1-02.system.details.publication.license} (same value: 'OGL') remaster : boolean {1-02.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/1-03.txt b/output/pf2e/packs/1-03.txt index 164c5db..cfc093a 100644 --- a/output/pf2e/packs/1-03.txt +++ b/output/pf2e/packs/1-03.txt @@ -815,13 +815,6 @@ object {1-03} 'wildsong' (x1) [privateNotes] : string {1-03.system.details.privateNotes} (same value: '') [publicNotes] : string {1-03.system.details.publicNotes} (3 different values) - '' (x7) - '

Most giant centipedes nest in small groups but hunt alone when they seek out food. Attempts to domesticate giant centipedes for use as guardians or pets generally end poorly, but some tribes of goblins, kobolds, and mitflits have developed effective methods of utilizing these vermin as guardians. Other tribes and some humanoid societies roast and eat centipedes, often with pungent peppers as a savory delicacy, although care must be taken in preparing the meal to avoid tainting the flesh with the creature\'s venom.

-
-

Hunters and scavengers that live amid dung and detritus, centipedes are a relatively common and often reviled threat faced by adventurers. Scurrying about with surprising speed on the scores of legs attached to their long, segmented bodies, centipedes strike with poisoned mandibles to slow and torment their prey with a vicious toxin before they settle down to feed in slow and disgusting leisure.

' (x1) - '

A zombie shambler is a slow-moving horror dangerous in larger groups.

-
-

A zombie\'s only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they\'re destroyed.

' (x1) [reset] : string {1-03.system.details.reset} (same value: '') [routine] : string {1-03.system.details.routine} (same value: '') saves : object {1-03.system.saves} diff --git a/output/pf2e/packs/1-04.txt b/output/pf2e/packs/1-04.txt index 4efe333..4412b2f 100644 --- a/output/pf2e/packs/1-04.txt +++ b/output/pf2e/packs/1-04.txt @@ -604,9 +604,6 @@ object {1-04} 2 (x1) 5 (x1) [privateNotes] : string {1-04.system.details.privateNotes} (2 different values) - '' (x11) - '

Squirrel Swarm size is incorrect in the PDF and was corrected to be large.

-

https://paizo.com/threads/rzs42s73?PFS-104-Bandits-of-Immenwood#10

' (x1) [publicNotes] : string {1-04.system.details.publicNotes} (2 different values) '' (x9) '

Swarms of centipedes are dangerous indeed, ravenous carpets of skittering hunger capable of devouring a traveler whole in a matter of minutes. Some alchemists submerge whole centipedes taken from swarms in their elixirs and some mutagens, claiming such infusions increase potency, though other say this is nothing more than quackish claptrap. Kobolds and mitflits are both known to incorporate swarms of centipedes into cunning traps, from simple pits filled with vermin or more complex affairs involving chutes that dump the vermin onto the heads of unwary intruders.

' (x3) diff --git a/output/pf2e/packs/1-05.txt b/output/pf2e/packs/1-05.txt index 49f1274..f02b1cd 100644 --- a/output/pf2e/packs/1-05.txt +++ b/output/pf2e/packs/1-05.txt @@ -453,12 +453,6 @@ object {1-05} 0 (x1) privateNotes : string {1-05.system.details.privateNotes} (same value: '') publicNotes : string {1-05.system.details.publicNotes} (3 different values) - '' (x8) - '

A flock of ravens is known as an unkindness. Certainly the name lives up to its meaning when a swarm of ravens decides to work together. In most cases, a raven swarm like the one presented here won\'t attack larger foes, but when manipulated by supernatural forces or simple desperation born from hunger, an unkindness of ravens can be a surprisingly dangerous foe.

' (x2) - '

Ogre gluttons take the act of feeding to a horrific extreme, capable of extending their already cavernous mouths wide enough to gulp down a halfling. Stories of ogre gluttons being tricked into eating razor-edged shields or barrels filled with poisoned meat are common, but such tales are of little consolation to those who have been gobbled down whole by these ravenous giants. In addition to their sadistic table manners, ogre gluttons have a disturbing knack for coming up with violent "games" that are little more than drawn-out torments, yet those who somehow manage to beat a glutton at the rules of its own game can often enrage and frustrate the ogre enough that the resulting tantrum is more than enough distraction to afford a last-ditch escape from doom.

-
-

Ogres embody brutish, amoral violence and cruelty. Standing 10 feet tall and densely muscled, ogres are as strong as they are cruel. Ogres are sadists that enjoy remorseless murder, torture, degradation, and mutilation in all of its forms. Although they prefer to vent their violent urges on smaller humanoids-the smaller and more beautiful, the better-ogres promise a horrifying fate for anyone unlucky enough to fall within their meaty grasp. But for all their creativity in developing methods of violence, ogres often remain too dim-witted to realize that their playthings lack an ogre\'s robust fortitude and high pain tolerance, so most captives die far sooner than the ogres might prefer. Such a fate is perhaps preferable however, as those who survive too long as ogres\' playthings suffer lasting mental scars from the horrifying abuse. A captive able to keep their wits can sometimes trick the brutes by promising treasure, meatier captives, or other crude amusements, taking advantage of an ogre\'s limited intellect to engineer opportunities to escape.

-

Ogres are social creatures only in the most debased sense. They gather together in groups called families, though members are not always related by blood. Ogres practice incest regularly, believing that it makes for stronger familial bonds, and most ogres are misshapen or mutated from generations of inbreeding. The most powerful ogre in any family is the "boss"-usually the family\'s patriarch or matriarch-while other ogres in the family learn to obey or risk being brutalized by the boss\'s loyal kin. Ogres lair in caves, crumbling ruins, or dilapidated shacks close enough to humanoid settlements or animal trails to make raiding easy. These lairs are filthy and frequently contain all-too-recognizable evidence of their depravity.

' (x1) publication : object {1-05.system.details.publication} license : string {1-05.system.details.publication.license} (same value: 'OGL') remaster : boolean {1-05.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/1-06.txt b/output/pf2e/packs/1-06.txt index 948fe2f..0b0e15d 100644 --- a/output/pf2e/packs/1-06.txt +++ b/output/pf2e/packs/1-06.txt @@ -984,22 +984,6 @@ object {1-06} [isComplex] : boolean {1-06.system.details.isComplex} (same value: True) [reset] : string {1-06.system.details.reset} (same value: '') [routine] : string {1-06.system.details.routine} (2 different values) - '

(3 actions) On its initiative, the haunt uses its first two actions to attempt to terrify a random target in its area that is not already @UUID[Compendium.pf2e.conditionitems.Item.Frightened]. The target must attempt a @Check[will|dc:20|name:Resist Terror|traits:emotion,fear,mental,hazard,haunt] save.

-
-

Critical Success The target is unaffected and is temporarily immune to this haunt for 24 hours.

-

Success The target is @UUID[Compendium.pf2e.conditionitems.Item.Frightened]{Frightened 1}.

-

Failure The target is frightened 1. The value of the frightened condition does not automatically decrease by 1 at the end of each of the target\'s turns. Instead, the target can attempt a @Check[will|dc:18|name:Reduce Frightened|traits:emotion,fear,mental,hazard,haunt] save at the end of each of their turns to remove the condition.

-

Critical Failure The target is @UUID[Compendium.pf2e.conditionitems.Item.Frightened]{Frightened 2}. The value of the frightened condition does not automatically decrease by 1 at the end of each of the target\'s turns. Instead, the target can attempt a @Check[will|dc:18|name:Reduce Frightened|traits:emotion,fear,mental,hazard,haunt] save at the end of each of their turns to lower their frightened value by 1.

-
-

The haunt then spends an action to compels one of the creatures that it has frightened to harm itself with surrounding forest debris, its strength fueled by spirit possession. The creature must succeed at a @Check[will|dc:20|name:Resist Attacking Yourself|traits:emotion,fear,mental,hazard,haunt] save or attempt to Strike itself during its turn as its first action, using the haunt\'s statistics below. Note that frightened applies equally to the creature\'s attack roll and AC, and therefore does not affect the accuracy of the attack.

' (x1) - '

(3 actions) On its initiative, the haunt uses its first two actions to attempt to terrify a random target in its area that is not already @UUID[Compendium.pf2e.conditionitems.Item.Frightened]. The target must attempt a @Check[will|dc:22|name:Resist Terror|traits:emotion,fear,mental,hazard,haunt] save.

-
-

Critical Success The target is unaffected and is temporarily immune to this haunt for 24 hours.

-

Success The target is @UUID[Compendium.pf2e.conditionitems.Item.Frightened]{Frightened 1}.

-

Failure The target is frightened 1. The value of the frightened condition does not automatically decrease by 1 at the end of each of the target\'s turns. Instead, the target can attempt a @Check[will|dc:18|name:Reduce Frightened|traits:emotion,fear,mental,hazard,haunt] save at the end of each of their turns to lower their frightened value by 1.

-

Critical Failure The target is @UUID[Compendium.pf2e.conditionitems.Item.Frightened]{Frightened 2}. The value of the frightened condition does not automatically decrease by 1 at the end of each of the target\'s turns. Instead, the target can attempt a @Check[will|dc:18|name:Reduce Frightened|traits:emotion,fear,mental,hazard,haunt] save at the end of each of their turns to lower their frightened value by 1.

-
-

The haunt then spends an action to compels one of the creatures that it has frightened to harm itself with surrounding forest debris, its strength fueled by spirit possession. The creature must succeed at a @Check[will|dc:22|name:Resist Attacking Yourself|traits:emotion,fear,mental,hazard,haunt] save or attempt to Strike itself during its turn as its first action, using the haunt\'s statistics below. Note that frightened applies equally to the creature\'s attack roll and AC, and therefore does not affect the accuracy of the attack.

' (x1) [initiative] : object {1-06.system.initiative} statistic : string {1-06.system.initiative.statistic} (same value: 'perception') [perception] : object {1-06.system.perception} diff --git a/output/pf2e/packs/1-07.txt b/output/pf2e/packs/1-07.txt index 7c3f857..41915c3 100644 --- a/output/pf2e/packs/1-07.txt +++ b/output/pf2e/packs/1-07.txt @@ -220,10 +220,6 @@ object {1-07} -1 (x1) privateNotes : string {1-07.system.details.privateNotes} (same value: '') publicNotes : string {1-07.system.details.publicNotes} (2 different values) - '' (x4) - '

Ghasts-feral, foul-smelling, and constantly hungry-are the more powerful kin of ghouls. They are relentless in the pursuit of their prey.

-
-

Few creatures are more ubiquitous to sinister locations such as lonely graveyards and ruined crypts than the flesh-eating undead known as ghouls.

' (x1) publication : object {1-07.system.details.publication} license : string {1-07.system.details.publication.license} (same value: 'OGL') remaster : boolean {1-07.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/1-08.txt b/output/pf2e/packs/1-08.txt index 4380239..edb5d2a 100644 --- a/output/pf2e/packs/1-08.txt +++ b/output/pf2e/packs/1-08.txt @@ -713,10 +713,6 @@ object {1-08} 4 (x1) [privateNotes] : string {1-08.system.details.privateNotes} (same value: '') [publicNotes] : string {1-08.system.details.publicNotes} (2 different values) - '' (x15) - '

An abundance of food, the sudden hatching of a clutch of eggs, or magical influence can cause smaller spiders to gather in terrifying, deadly masses.

-
-

Few everyday vermin inspire as much dread as the infamous spider.

' (x1) publication : object {1-08.system.details.publication} license : string {1-08.system.details.publication.license} (same value: 'OGL') remaster : boolean {1-08.system.details.publication.remaster} (same value: False) @@ -728,10 +724,6 @@ object {1-08} [isComplex] : boolean {1-08.system.details.isComplex} (same value: True) [reset] : string {1-08.system.details.reset} (same value: '

The hazard still submerges anyone who walks in, but the surface doesn\'t become hidden again until it settles over the course of 24 hours

') [routine] : string {1-08.system.details.routine} (2 different values) - '

(1 action) On its initiative, the quagmire pulls each creature within it 1 square toward the center of the quagmire and 1 step further submerged; a creature that is submerged up to its waist becomes submerged up to its neck, and a creature that is submerged up to its neck is pulled under and has to hold its breath to avoid suffocation.

-

A creature in the quagmire can attempt a @Check[athletics|dc:17|name:Swim Out of Quagmire|traits:environmental,hazard,action:swim] check to Swim to either raise itself by 1 step if its submerged to its neck or worse, or to swim out of the quagmire if its submerged up to only its waist. On a critical failure, the creature is pulled down 1 step. A creature that Swims out of the quagmire escapes the hazard and is @UUID[Compendium.pf2e.conditionitems.Item.Prone] adjacent to the quagmire. Other creatures can @UUID[Compendium.pf2e.actionspf2e.Item.Aid] the creature, typically by using a rope or similar tool, or attempt to pull a creature within their reach out with a @Check[athletics|dc:17|name:Pull Out of Quagmire] check, with the same results as if the creature attempted the check.

' (x1) - '

(1 action) On its initiative, the quagmire pulls each creature within it 1 square toward the center of the quagmire and 1 step further submerged; a creature that is submerged up to its waist becomes submerged up to its neck, and a creature that is submerged up to its neck is pulled under and has to hold its breath to avoid suffocation.

-

A creature in the quagmire can attempt a @Check[athletics|dc:20|name:Swim Out of Quagmire|traits:environmental,hazard,action:swim] check to Swim to either raise itself by 1 step if its submerged to its neck or worse, or to swim out of the quagmire if its submerged up to only its waist. On a critical failure, the creature is pulled down 1 step. A creature that Swims out of the quagmire escapes the hazard and is @UUID[Compendium.pf2e.conditionitems.Item.Prone] adjacent to the quagmire. Other creatures can @UUID[Compendium.pf2e.actionspf2e.Item.Aid] the creature, typically by using a rope or similar tool, or attempt to pull a creature within their reach out with a @Check[athletics|dc:20|name:Pull Out of Quagmire|traits:environmental,hazard,action:aid] check, with the same results as if the creature attempted the check.

' (x1) [initiative] : object {1-08.system.initiative} statistic : string {1-08.system.initiative.statistic} (same value: 'perception') [perception] : object {1-08.system.perception} diff --git a/output/pf2e/packs/1-09.txt b/output/pf2e/packs/1-09.txt index 6a2e3d1..a83552f 100644 --- a/output/pf2e/packs/1-09.txt +++ b/output/pf2e/packs/1-09.txt @@ -419,10 +419,6 @@ object {1-09} 1 (x1) privateNotes : string {1-09.system.details.privateNotes} (same value: '') publicNotes : string {1-09.system.details.publicNotes} (2 different values) - '' (x7) - '

Boggard warriors exalt in single combat, and prefer to fight alone so that none can contest their kills. They have been known to pursue enemies who flee combat with a single-mindedness that seems almost supernatural.

-
-

Boggards are aggressive humanoid amphibians that thrive in swamps, marshes, and even some rain forests. Boggards hatch from eggs into tadpoles, fiercely competing for food and even consuming their siblings in that struggle. Over 3 years, the surviving boggards develops arms, legs, and lungs while learning the rudiments of hunting, crafts, and warfare-everything needed to survive in their might-makes-right society. At the top of most boggard hierarchies lords a hulking swampseer imbued with sinister divine magic.

' (x1) publication : object {1-09.system.details.publication} license : string {1-09.system.details.publication.license} (same value: 'OGL') remaster : boolean {1-09.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/1-10.txt b/output/pf2e/packs/1-10.txt index af94d08..5a87769 100644 --- a/output/pf2e/packs/1-10.txt +++ b/output/pf2e/packs/1-10.txt @@ -52,16 +52,6 @@ object {1-10} damageType : string {1-10.items.[].system.damageRolls.rkttgx90yhkbrfiqiayt.damageType} (same value: 'piercing') description : object {1-10.items.[].system.description} value : string {1-10.items.[].system.description.value} (6 different values) - '' (x4) - '

@Localize[PF2E.NPC.Abilities.Glossary.AttackOfOpportunity]

' (x2) - '

The giant short-faced bear Strides and makes a Strike at the end of that movement. During the Stride, the giant short-faced bear gains a +10-foot circumstance bonus to its Speed.

' (x2) - '

@Localize[PF2E.NPC.Abilities.Glossary.Grab]

' (x2) - '

Requirements The giant short-faced bear has a creature grabbed

-
-

Effect The giant short-faced bear throws its grabbed target up to 20 feet in any direction and deals its claw damage to the target.

' (x1) - '

Requirements The giant short-faced bear has a creature grabbed

-
-

Effect The giant shortfaced bear throws its grabbed target up to 20 feet in any direction and deals its claw damage to the target.

' (x1) publication : object {1-10.items.[].system.publication} license : string {1-10.items.[].system.publication.license} (same value: 'OGL') remaster : boolean {1-10.items.[].system.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/1-11.txt b/output/pf2e/packs/1-11.txt index ee3bc62..50c2f82 100644 --- a/output/pf2e/packs/1-11.txt +++ b/output/pf2e/packs/1-11.txt @@ -613,19 +613,6 @@ object {1-11} 'necril' (x1) [privateNotes] : string {1-11.system.details.privateNotes} (same value: '') [publicNotes] : string {1-11.system.details.publicNotes} (4 different values) - '' (x8) - '

Kobold dragon mages use magic to carry out their secret schemes. The presence of a dragon mage in a kobold warren is one of the greatest testaments to the kobolds\' claim to draconic heritage.

-
-

Kobolds are small, reptilian humanoids who carry physical similarities to true dragons. They lurk in dark spaces, usually tunnels and mines beneath the earth, in either warrens of their own design or complexes discovered and colonized after the original builders have moved on. Though kobolds are far more pragmatic than they are courageous, they use every inch of their cunning to even the playing field between themselves and other, stronger creatures. They attack from the darkness and at range, and kobold artificers and engineers master the art of simple but effective traps, which they use to protect their lairs. Kobolds are skilled at working together by necessity, and they often set up ambushes or hit-and-run assaults that allow them to do the most damage possible without being harmed in return.

-

Kobolds are diligent and hardworking creatures, though they often turn these virtues toward selfish ends. While some kobolds live in communal collectives that maintain neutral relations with the creatures around them, they can be easily swayed into serving malevolent powers or megalomaniac leaders. This is in part due to kobolds\' innate pragmatism, as they would rather concede to servitude than risk being killed, but it is also in part due to a reverence for the power that kobolds generally lack. Dragons in particular are viewed with a deferential awe, and kobolds eagerly offer their services to such mighty and glorious creatures when they can. While kobolds may scheme against other leaders, especially those that control them via subjugation, dragons are usually viewed with adoration, no matter how brutal they might be to their kobold minions.

' (x1) - '

Most kobolds encountered outside of a well-defended warren or lair are kobold scouts, creatures trained for stalking and the hunt.

-
-

Kobolds are small, reptilian humanoids who carry physical similarities to true dragons. They lurk in dark spaces, usually tunnels and mines beneath the earth, in either warrens of their own design or complexes discovered and colonized after the original builders have moved on. Though kobolds are far more pragmatic than they are courageous, they use every inch of their cunning to even the playing field between themselves and other, stronger creatures. They attack from the darkness and at range, and kobold artificers and engineers master the art of simple but effective traps, which they use to protect their lairs. Kobolds are skilled at working together by necessity, and they often set up ambushes or hit-and-run assaults that allow them to do the most damage possible without being harmed in return.

-

Kobolds are diligent and hardworking creatures, though they often turn these virtues toward selfish ends. While some kobolds live in communal collectives that maintain neutral relations with the creatures around them, they can be easily swayed into serving malevolent powers or megalomaniac leaders. This is in part due to kobolds\' innate pragmatism, as they would rather concede to servitude than risk being killed, but it is also in part due to a reverence for the power that kobolds generally lack. Dragons in particular are viewed with a deferential awe, and kobolds eagerly offer their services to such mighty and glorious creatures when they can. While kobolds may scheme against other leaders, especially those that control them via subjugation, dragons are usually viewed with adoration, no matter how brutal they might be to their kobold minions.

' (x1) - '

The typical kobold trains with agile weaponry, favoring the light pick for its use in crafting new tunnels to expand their domains through underground reaches. Kobolds are capable of landing sneaky strikes against unsuspecting foes but are just as quick to scamper off to safety when they don\'t, as a group, outnumber their enemies at least two to one.

-
-

Kobolds are small, reptilian humanoids who carry physical similarities to true dragons. They lurk in dark spaces, usually tunnels and mines beneath the earth, in either warrens of their own design or complexes discovered and colonized after the original builders have moved on. Though kobolds are far more pragmatic than they are courageous, they use every inch of their cunning to even the playing field between themselves and other, stronger creatures. They attack from the darkness and at range, and kobold artificers and engineers master the art of simple but effective traps, which they use to protect their lairs. Kobolds are skilled at working together by necessity, and they often set up ambushes or hit-and-run assaults that allow them to do the most damage possible without being harmed in return.

-

Kobolds are diligent and hardworking creatures, though they often turn these virtues toward selfish ends. While some kobolds live in communal collectives that maintain neutral relations with the creatures around them, they can be easily swayed into serving malevolent powers or megalomaniac leaders. This is in part due to kobolds\' innate pragmatism, as they would rather concede to servitude than risk being killed, but it is also in part due to a reverence for the power that kobolds generally lack. Dragons in particular are viewed with a deferential awe, and kobolds eagerly offer their services to such mighty and glorious creatures when they can. While kobolds may scheme against other leaders, especially those that control them via subjugation, dragons are usually viewed with adoration, no matter how brutal they might be to their kobold minions.

' (x1) [reset] : string {1-11.system.details.reset} (2 different values) '' (x2) '

The trap resets each day at dawn.

' (x2) diff --git a/output/pf2e/packs/1-12.txt b/output/pf2e/packs/1-12.txt index 2bde5a9..c7e3deb 100644 --- a/output/pf2e/packs/1-12.txt +++ b/output/pf2e/packs/1-12.txt @@ -485,14 +485,6 @@ object {1-12} 2 (x1) [privateNotes] : string {1-12.system.details.privateNotes} (same value: '') [publicNotes] : string {1-12.system.details.publicNotes} (3 different values) - '' (x4) - '

An apex predator among the coastal surface waters where it hunts, the great white shark is one of the largest shark species. These silent killers glide gracefully through the ocean, always in search of their next meal.

-
-

Sharks of all shapes and sizes have stalked the oceans, largely unchanged, since primordial times. They are efficient, ruthless predators with multiple rows of razor-sharp teeth capable of rending prey in an instant. Their uncanny ability to smell blood in the water means sharks might show up at any scene of aquatic carnage.

' (x1) - '

Reefclaws are aquatic monsters that resemble huge shrimp or lobsters. As one might expect from its name, a reefclaw\'s oversized claws are powerful weapons with their vicelike grip and the ability to inject potent venom into unfortunate prey.

-

While reefclaws can\'t speak, they are intelligent enough to understand the local language of humanoids near their hunting grounds. The creatures sometimes listen to conversations, either to gain intelligence on the best place to ambush aquatic or land-dwelling prey, or merely for entertainment value-reefclaws are particularly fond of listening to people with high-pitched voices. Reefclaws are usually solitary hunters, but small swarms of female reefclaws have been known to gather around a single male for mating purposes or together for the communal raising of their broods. In the latter case, the females will perform widespread hunts in order to bring back a large enough bounty to feed their young. Such hunting parties are extremely dangerous-they\'ve been known to tip over small flshing boats and attack those who fall overboard.

-

Once a reefclaw has decided upon a course of action, it follows through even if doing so spells its own end. More than one reefclaw survivor has said that the creature released its bone-crushing grasp only after its brains were leaking from its broken skull, and even then the reefclaw was able to perform a terrible last slash as part of its dying breath. During mating season, female reefclaws are often a little more pragmatic and release their prey before endangering themselves and their offspring.

-

Despite their intelligence and the accompanying moral quandaries, reefclaws frequently find their way onto the dinner plates of land-dwelling hunters such as humans and hobgoblins. According to those who have a taste for reefclaw flesh, the meat is either delectably sweet or slightly tangy (in the case of warm-water reefclaws). Most civilized people who know of reefclaws\' intellect find the act of eating them distasteful, but this does not dissuade unscrupulous nobles in coastal regions, for whom reefclaw meat is a delicacy well worth the expense. Likewise, fisherfolk whose focus is on the bottom line of their ledgers are more than willing to hunt the dangerous creatures-or, even better, hire out the task to naive adventurers.

' (x1) publication : object {1-12.system.details.publication} license : string {1-12.system.details.publication.license} (same value: 'OGL') remaster : boolean {1-12.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/1-13.txt b/output/pf2e/packs/1-13.txt index f9d078d..5f3a11d 100644 --- a/output/pf2e/packs/1-13.txt +++ b/output/pf2e/packs/1-13.txt @@ -420,28 +420,12 @@ object {1-13} 3 (x1) privateNotes : string {1-13.system.details.privateNotes} (same value: '') publicNotes : string {1-13.system.details.publicNotes} (2 different values) - '' (x2) - '

Necromantic augmentations have granted this zombie increased size and power.

-
-

A zombie\'s only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they\'re destroyed.

' (x1) publication : object {1-13.system.details.publication} license : string {1-13.system.details.publication.license} (same value: 'OGL') remaster : boolean {1-13.system.details.publication.remaster} (same value: False) title : string {1-13.system.details.publication.title} (same value: 'Pathfinder Society Scenario #1-13: Devil at the Crossroads') [reset] : string {1-13.system.details.reset} (same value: '

The haunt deactivates and resets after 1 minute.

') [routine] : string {1-13.system.details.routine} (2 different values) - '

(one action) One creature within the room must attempt a @Check[will|dc:23] save as the haunt attempts to drown them.

-
-

Critical Success The creature is unaffected and temporarily immune for 1 minute.

-

Success The creature is unaffected.

-

Failure A ghostly version of the creature\'s face appears in the water of the sink, the bath, or the wash bucket. The creature immediately experiences the sensation of being underwater, and if it can\'t breathe water, it must begin to hold its breath to avoid suffocation. The haunt can affect only one creature per container remaining in the haunt. If the creature leaves the room, it\'s immediately freed.

-

Critical Failure As failure, but the creature immediately loses [[/r 1d4 #Actions]]{1d4} actions\' worth of air.

' (x1) - '

(one action) One creature within the room must attempt a @Check[will|dc:25] save as the haunt attempts to drown them.

-
-

Critical Success The creature is unaffected and temporarily immune for 1 minute.

-

Success The creature is unaffected.

-

Failure A ghostly version of the creature\'s face appears in the water of the sink, the bath, or the wash bucket. The creature immediately experiences the sensation of being underwater, and if it can\'t breathe water, it must begin to hold its breath to avoid suffocation. The haunt can affect only one creature per container remaining in the haunt. If the creature leaves the room, it\'s immediately freed.

-

Critical Failure As failure, but the creature immediately loses [[/r 1d4 #Actions]]{1d4} actions\' worth of air.

' (x1) initiative : object {1-13.system.initiative} statistic : string {1-13.system.initiative.statistic} (same value: 'perception') perception : object {1-13.system.perception} diff --git a/output/pf2e/packs/1-14.txt b/output/pf2e/packs/1-14.txt index ae51351..6231f42 100644 --- a/output/pf2e/packs/1-14.txt +++ b/output/pf2e/packs/1-14.txt @@ -734,23 +734,6 @@ object {1-14} 0 (x1) privateNotes : string {1-14.system.details.privateNotes} (same value: '') publicNotes : string {1-14.system.details.publicNotes} (6 different values) - '' (x10) - '

The most common skeletal minions are mere guardians.

' (x1) - '

Kobold dragon mages use magic to carry out their secret schemes. The presence of a dragon mage in a kobold warren is one of the greatest testaments to the kobolds\' claim to draconic heritage.

-
-

Kobolds are small, reptilian humanoids who carry physical similarities to true dragons. They lurk in dark spaces, usually tunnels and mines beneath the earth, in either warrens of their own design or complexes discovered and colonized after the original builders have moved on. Though kobolds are far more pragmatic than they are courageous, they use every inch of their cunning to even the playing field between themselves and other, stronger creatures. They attack from the darkness and at range, and kobold artificers and engineers master the art of simple but effective traps, which they use to protect their lairs. Kobolds are skilled at working together by necessity, and they often set up ambushes or hit-and-run assaults that allow them to do the most damage possible without being harmed in return.

-

Kobolds are diligent and hardworking creatures, though they often turn these virtues toward selfish ends. While some kobolds live in communal collectives that maintain neutral relations with the creatures around them, they can be easily swayed into serving malevolent powers or megalomaniac leaders. This is in part due to kobolds\' innate pragmatism, as they would rather concede to servitude than risk being killed, but it is also in part due to a reverence for the power that kobolds generally lack. Dragons in particular are viewed with a deferential awe, and kobolds eagerly offer their services to such mighty and glorious creatures when they can. While kobolds may scheme against other leaders, especially those that control them via subjugation, dragons are usually viewed with adoration, no matter how brutal they might be to their kobold minions.

' (x1) - '

Most kobolds encountered outside of a well-defended warren or lair are kobold scouts, creatures trained for stalking and the hunt.

-
-

Kobolds are small, reptilian humanoids who carry physical similarities to true dragons. They lurk in dark spaces, usually tunnels and mines beneath the earth, in either warrens of their own design or complexes discovered and colonized after the original builders have moved on. Though kobolds are far more pragmatic than they are courageous, they use every inch of their cunning to even the playing field between themselves and other, stronger creatures. They attack from the darkness and at range, and kobold artificers and engineers master the art of simple but effective traps, which they use to protect their lairs. Kobolds are skilled at working together by necessity, and they often set up ambushes or hit-and-run assaults that allow them to do the most damage possible without being harmed in return.

-

Kobolds are diligent and hardworking creatures, though they often turn these virtues toward selfish ends. While some kobolds live in communal collectives that maintain neutral relations with the creatures around them, they can be easily swayed into serving malevolent powers or megalomaniac leaders. This is in part due to kobolds\' innate pragmatism, as they would rather concede to servitude than risk being killed, but it is also in part due to a reverence for the power that kobolds generally lack. Dragons in particular are viewed with a deferential awe, and kobolds eagerly offer their services to such mighty and glorious creatures when they can. While kobolds may scheme against other leaders, especially those that control them via subjugation, dragons are usually viewed with adoration, no matter how brutal they might be to their kobold minions.

' (x1) - '

The typical kobold trains with agile weaponry, favoring the light pick for its use in crafting new tunnels to expand their domains through underground reaches. Kobolds are capable of landing sneaky strikes against unsuspecting foes but are just as quick to scamper off to safety when they don\'t, as a group, outnumber their enemies at least two to one.

-
-

Kobolds are small, reptilian humanoids who carry physical similarities to true dragons. They lurk in dark spaces, usually tunnels and mines beneath the earth, in either warrens of their own design or complexes discovered and colonized after the original builders have moved on. Though kobolds are far more pragmatic than they are courageous, they use every inch of their cunning to even the playing field between themselves and other, stronger creatures. They attack from the darkness and at range, and kobold artificers and engineers master the art of simple but effective traps, which they use to protect their lairs. Kobolds are skilled at working together by necessity, and they often set up ambushes or hit-and-run assaults that allow them to do the most damage possible without being harmed in return.

-

Kobolds are diligent and hardworking creatures, though they often turn these virtues toward selfish ends. While some kobolds live in communal collectives that maintain neutral relations with the creatures around them, they can be easily swayed into serving malevolent powers or megalomaniac leaders. This is in part due to kobolds\' innate pragmatism, as they would rather concede to servitude than risk being killed, but it is also in part due to a reverence for the power that kobolds generally lack. Dragons in particular are viewed with a deferential awe, and kobolds eagerly offer their services to such mighty and glorious creatures when they can. While kobolds may scheme against other leaders, especially those that control them via subjugation, dragons are usually viewed with adoration, no matter how brutal they might be to their kobold minions.

' (x1) - '

Leopards are among the smallest of the big cats, yet they are still dangerous creatures to tangle with. Leopard statistics can also be used for black panthers, white-spotted snow leopards, or tawny-coated cougars.

-
-

Few predators of the natural world can match the cat\'s talent for stalking and stealth.

' (x1) publication : object {1-14.system.details.publication} license : string {1-14.system.details.publication.license} (same value: 'OGL') remaster : boolean {1-14.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/1-15.txt b/output/pf2e/packs/1-15.txt index ef1c693..b6dc498 100644 --- a/output/pf2e/packs/1-15.txt +++ b/output/pf2e/packs/1-15.txt @@ -297,10 +297,6 @@ object {1-15} [blurb] : string {1-15.system.details.blurb} (same value: '') description : string {1-15.system.details.description} (same value: '

A fire engulfs a 10-foot-by-10-foot section of forest, then spreads on each of its turns.

') disable : string {1-15.system.details.disable} (2 different values) - '

A successful @Check[athletics|dc:15|name:Smother Fire|traits:hazard,environmental,fire], @Check[nature|dc:15|name:Smother Fire|traits:hazard,environmental,fire], or @Check[survival|dc:15|name:Smother Fire|traits:hazard,environmental,fire] check from an adjacent square is sufficient to smother one 5-foot-square of fire; each attempt is an Interact action. Dousing the flames automatically extinguishes one or more sections of fire, with no check. Water typically clears a 5-foot square if the amount is small (such as that from @UUID[Compendium.pf2e.spells-srd.Item.Create Water] or @UUID[Compendium.pf2e.spells-srd.Item.Hydraulic Push]). Larger amounts of water, such as a full bucket, typically douse a 10-foot-by-10-foot area (or 4 squares in some other shape). Throwing a bucket of water on flames requires an Interact action. A @UUID[Compendium.pf2e.equipment-srd.Item.Waterskin] doesn\'t contain enough water to put out even 1 square of fire.

-

Cold can also put out fire, but only if the cold can affect an area; cold is usually less effective than water, so a @UUID[Compendium.pf2e.equipment-srd.Item.Frost Vial (Lesser)]{Frost Vial} typically puts out only 1 square of fire, and @UUID[Compendium.pf2e.spells-srd.Item.Ray of Frost] is ineffective.

' (x1) - '

A successful @Check[athletics|dc:13|name:Smother Fire|traits:hazard,environmental,fire], @Check[nature|dc:13|name:Smother Fire|traits:hazard,environmental,fire], or @Check[survival|dc:13|name:Smother Fire|traits:hazard,environmental,fire] check from an adjacent square is sufficient to smother one 5-foot-square of fire; each attempt is an Interact action. Dousing the flames automatically extinguishes one or more sections of fire, with no check. Water typically clears a 5-foot square if the amount is small (such as that from create water or hydraulic push). Larger amounts of water, such as a full bucket, typically douse a 10-foot-by-10-foot area (or 4 squares in some other shape). Throwing a bucket of water on flames requires an Interact action. A waterskin doesn\'t contain enough water to put out even 1 square of fire.

-

Cold can also put out fire, but only if the cold can affect an area; cold is usually less effective than water, so a @UUID[Compendium.pf2e.equipment-srd.Item.Frost Vial (Lesser)]{Frost Vial} typically puts out only 1 square of fire, and @UUID[Compendium.pf2e.spells-srd.Item.Ray of Frost] is ineffective.

' (x1) isComplex : boolean {1-15.system.details.isComplex} (same value: True) [languages] : object {1-15.system.details.languages} details : string {1-15.system.details.languages.details} (3 different values) diff --git a/output/pf2e/packs/1-16.txt b/output/pf2e/packs/1-16.txt index db5f2ef..ab9c30c 100644 --- a/output/pf2e/packs/1-16.txt +++ b/output/pf2e/packs/1-16.txt @@ -487,11 +487,6 @@ object {1-16} [blurb] : string {1-16.system.details.blurb} (same value: '') description : string {1-16.system.details.description} (same value: '

Arcs of primal energy emerge from the L-shaped stone wall at the center of each alcove.

') disable : string {1-16.system.details.disable} (2 different values) - '

1 @Check[crafting|dc:25] or @Check[thievery|dc:25] (expert) to rig up a dummy or other object to distract one of the trap\'s sensors, or

-

1 @Check[nature|dc:23] (trained) to temporarily befuddle one of the sensors with knowledge of primal magic.

-

Alternatively, inserting the correct key into an alcove\'s keyhole disables that alcove\'s sensor.

' (x1) - '

@Check[crafting|dc:28] or @Check[thievery|dc:28] (expert) to rig up a dummy or other object to distract one of the trap\'s sensors, or @Check[nature|dc:26] (trained) to temporarily befuddle one of the sensors with knowledge of primal magic.

-

Alternatively, inserting the correct key into an alcove\'s keyhole disables that alcove\'s sensor.

' (x1) isComplex : boolean {1-16.system.details.isComplex} (same value: True) [languages] : object {1-16.system.details.languages} details : string {1-16.system.details.languages.details} (2 different values) @@ -515,95 +510,12 @@ object {1-16} 6 (x1) [privateNotes] : string {1-16.system.details.privateNotes} (same value: '') [publicNotes] : string {1-16.system.details.publicNotes} (4 different values) - '' (x4) - '

A biloko who has led a sufficient number of successful hunts garners the respect (and fear) of their companions.

-
-

Bilokos are crocodile-snouted fey who stalk the Mwangi Jungle and feast upon the flesh of humanoids. As cunning as they are vicious, bilokos employ deadly traps and guerrilla hunting tactics to capture prey-typically hapless explorers or, occasionally, wayward villagers, many of whom believe bilokos to be cruel ancestral spirits. The most powerful of these creatures, known as elokos, wield potent transformative magic.

-

Bilokos have a fondness for bells, and the sound of ringing bells often indicates their presence. In addition to carrying and ringing them while out hunting, bilokos sometimes enchant bells with potent magic, or hang them on strings to serve as alarms for their encampments.

-

Bilokos look like slender but wiry humanoids with crocodile-like heads, rust-colored skin, and blood-red eyes. They eat only the meat of humanoids, though they can survive for extended periods of time on a single meal thanks to their snakelike ability to consume a Medium humanoid creature whole. They do this by unhinging their jaws and slowly swallowing the victim from head to foot. Thanks to their acidic saliva and sharp teeth, a biloko can masticate their food into an easy-to-digest pulp, grinding flesh and bone into a compact mush, even while swallowing; thus, they do not flinch while devouring meals two or three times their own size.

-

A recently-fed biloko can be easily recognized by their sagging, distended belly. However, despite their slow appearance, the fey is no less dangerous then, as they delight in killing and might have hungry comrades hiding nearby, waiting to feed.

' (x1) - '

Bilokos prefer to move in small, stealthy packs through dark, isolated sections of the forest. When a band of bilokos finds a suitable hunting ground, they claim the area exclusively, digging pit traps, crafting snares from vines, and building blinds high in trees where they can lie in ambush.

-
-

Bilokos are crocodile-snouted fey who stalk the Mwangi Jungle and feast upon the flesh of humanoids. As cunning as they are vicious, bilokos employ deadly traps and guerrilla hunting tactics to capture prey-typically hapless explorers or, occasionally, wayward villagers, many of whom believe bilokos to be cruel ancestral spirits. The most powerful of these creatures, known as elokos, wield potent transformative magic.

-

Bilokos have a fondness for bells, and the sound of ringing bells often indicates their presence. In addition to carrying and ringing them while out hunting, bilokos sometimes enchant bells with potent magic, or hang them on strings to serve as alarms for their encampments.

-

Bilokos look like slender but wiry humanoids with crocodile-like heads, rust-colored skin, and blood-red eyes. They eat only the meat of humanoids, though they can survive for extended periods of time on a single meal thanks to their snakelike ability to consume a Medium humanoid creature whole. They do this by unhinging their jaws and slowly swallowing the victim from head to foot. Thanks to their acidic saliva and sharp teeth, a biloko can masticate their food into an easy-to-digest pulp, grinding flesh and bone into a compact mush, even while swallowing; thus, they do not flinch while devouring meals two or three times their own size.

-

A recently-fed biloko can be easily recognized by their sagging, distended belly. However, despite their slow appearance, the fey is no less dangerous then, as they delight in killing and might have hungry comrades hiding nearby, waiting to feed.

' (x1) - '

Dryads are fey guardians of the trees and creatures who dwell in wooded areas. They prefer using indirect methods to dissuade those who would harm their sacred groves and beloved forests, but they are not above using enchantments to enlist the aid of allies when evil threats cannot be dissuaded with words alone. In times of peace, dryads happily live secluded lives inside their trees, and a community at harmony with nature might not even realize a dryad lives nearby.

-

Though they watch over all the woods around them, dryads are inextricably tied to a specific tree, usually an oak. Dryads who are bonded to another type of tree are fundamentally the same, but they may differ in temperament and appearance to match their ward. For instance, kraneiai, or cherry-tree dryads, have beautiful pink coloration and concern themselves with the fragile beauty of life.

-
-

Nymphs are a family of fey that take the form of beautiful humanoids with elven features and have a deep association with the natural world. The most common of their kind are the dryads, which are spirits that embody great trees, but many other kinds of nymphs exist, including naiads, who watch over bodies of water. All nymphs are guardians of some element of nature, typically a specific tree or pond, or even-in the case of nymph queens-whole forests or massive bodies of water

' (x1) publication : object {1-16.system.details.publication} license : string {1-16.system.details.publication.license} (same value: 'OGL') remaster : boolean {1-16.system.details.publication.remaster} (same value: False) title : string {1-16.system.details.publication.title} (same value: 'Pathfinder Society Scenario #1-16: The Perennial Crown Part 1, Opal of Bhopan') reset : string {1-16.system.details.reset} (same value: '

The trap is powered by the Eternal Bloom. It resets after 5 minutes, at which time the doors to the vault slam shut once again.

') routine : string {1-16.system.details.routine} (2 different values) - '

(4 actions) The trap loses one action per magical sensor disabled. On its initiative, the trap uses each of its actions to target one creature adjacent to or within an alcove with a negative effect that corresponds to the season opposite the one depicted on the alcove\'s murals (@Check[fortitude|dc:24] to resist). For the purposes of this trap, creatures who are within an alcove\'s landscape count are within that alcove. The trap can target only one creature per alcove per round.

-
-

Spring Alcove (death) The decay of late autumn takes hold of the target.

- -
-

Summer Alcove (cold) Winter\'s bitter chill descends on the target.

- -
-

Autumn Alcove (poison) Poisonous springtime pollen sprays at the target.

- -
-

Winter Alcove (fire) Heat greater than the hottest summer afternoon engulfs the target.

- ' (x1) - '

(4 actions) The trap loses one action per magical sensor disabled. On its initiative, the trap uses each of its actions to target one creature adjacent to or within an alcove with a negative effect that corresponds to the season opposite the one depicted on the alcove\'s murals (@Check[fortitude|dc:27] to resist). For the purposes of this trap, creatures who are within an alcove\'s landscape count are within that alcove. The trap can target only one creature per alcove per round.

-
-

Spring Alcove (death) The decay of late autumn takes hold of the target.

- -
-

Summer Alcove (cold) Winter\'s bitter chill descends on the target.

- -
-

Autumn Alcove (poison) Poisonous springtime pollen sprays at the target.

- -
-

Winter Alcove (fire) Heat greater than the hottest summer afternoon engulfs the target.

- ' (x1) [initiative] : object {1-16.system.initiative} statistic : string {1-16.system.initiative.statistic} (same value: 'perception') [perception] : object {1-16.system.perception} diff --git a/output/pf2e/packs/1-17.txt b/output/pf2e/packs/1-17.txt index 6ff3027..89cf613 100644 --- a/output/pf2e/packs/1-17.txt +++ b/output/pf2e/packs/1-17.txt @@ -695,13 +695,6 @@ object {1-17} 5 (x1) privateNotes : string {1-17.system.details.privateNotes} (same value: '') publicNotes : string {1-17.system.details.publicNotes} (3 different values) - '' (x6) - '

Guards are rank-and-file members of a town watch or city guard, trained to look for trouble, take down criminals, and follow orders. They are a match for only the most fledgling of adventurers and criminals, but, given time, the settlement can usually muster them in numbers sufficient to neutralize most threats.

-
-

Larger societies rely on those with the authority and the ability to interpret and enforce laws. In good-aligned societies, these officials carry out their duties fairly. In neutral and evil ones, these officials can be harsh and cruel (with an altered alignment to reflect this), imposing severe punishments on those who can\'t pay for mercy.

' (x2) - '

Jinkins are sadistic tinkers who steal and sabotage items and take great pride in their power to curse precious objects. They hold grudges and create convoluted plans for revenge whenever they feel slighted, such as when a creature dares to remove one of their curses. Rarely content to wreak simple mayhem, jinkins also take immense pleasure in torture and murder, though they prefer to lead victims into traps designed to capture or incapacitate rather than kill outright. Deep pits are favorites, since victims who survive the fall face a slow death from starvation and thirst. Jinkins enjoy gathering at the edge of pits to mock, tease, and torment.

-
-

Gremlins are cruel fey tricksters and saboteurs who have fully acclimated to life on the Material Plane, finding distinct niches for their inventive destructiveness. All gremlins delight in ruining or breaking things, whether it\'s something physical like a device or vehicle or something intangible such as an alliance or relationship. A gremlin\'s greatest joy is watching the collapse of complex creations, preferably after the lightest and slightest, carefully targeted push from the gremlin. Gremlins tend to denigrate, bully, or even slaughter their lesser kin, particularly mitflits, whom gremlins (and many others) derisively call "mites."

' (x1) publication : object {1-17.system.details.publication} license : string {1-17.system.details.publication.license} (same value: 'OGL') remaster : boolean {1-17.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/1-18.txt b/output/pf2e/packs/1-18.txt index ffb4d16..0d1e279 100644 --- a/output/pf2e/packs/1-18.txt +++ b/output/pf2e/packs/1-18.txt @@ -427,13 +427,6 @@ object {1-18} 0 (x1) privateNotes : string {1-18.system.details.privateNotes} (same value: '') publicNotes : string {1-18.system.details.publicNotes} (3 different values) - '' (x8) - '

The reanimated bones of giants make excellent necromantic thralls.

-
-

Made from bones held together by foul necromancy, skeletons are among the most common types of undead, found haunting old dungeons and forgotten cemeteries.

' (x1) - '

Necromantic augmentations have granted this zombie increased size and power.

-
-

A zombie\'s only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they\'re destroyed.

' (x1) publication : object {1-18.system.details.publication} license : string {1-18.system.details.publication.license} (same value: 'OGL') remaster : boolean {1-18.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/1-19.txt b/output/pf2e/packs/1-19.txt index 434b34b..47a50ff 100644 --- a/output/pf2e/packs/1-19.txt +++ b/output/pf2e/packs/1-19.txt @@ -62,16 +62,6 @@ object {1-19} damageType : string {1-19.items.[].system.damageRolls.oqf8u8jy06z5g4zwlmki.damageType} (all different values) description : object {1-19.items.[].system.description} value : string {1-19.items.[].system.description.value} (4 different values) - '' (x2) - '

Saving Throw @Check[fortitude|dc:25]

-
-

Maximum Duration 8 rounds

-

Stage 1 @Damage[1d4[poison]] damage (1 round)

-

Stage 2 1d4 poison, @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard], and @UUID[Compendium.pf2e.conditionitems.Item.Clumsy]{Clumsy 1}(1 round)

-

Stage 3 1d4 poison, off-guard, and @UUID[Compendium.pf2e.conditionitems.Item.Clumsy]{Clumsy 2}

-

Stage 4 1d4 poison and @UUID[Compendium.pf2e.conditionitems.Item.Paralyzed] (1 round).

' (x1) - '

The tarantula flicks its legs, flinging spiky hairs in a @Template[cone|distance:15]. This deals @Damage[3d8[piercing]|options:area-damage] damage with a @Check[reflex|dc:19|basic|options:area-effect] save.

' (x1) - '

@Localize[PF2E.NPC.Abilities.Glossary.Knockdown]

' (x1) publication : object {1-19.items.[].system.publication} license : string {1-19.items.[].system.publication.license} (all different values) remaster : boolean {1-19.items.[].system.publication.remaster} (all different values) diff --git a/output/pf2e/packs/1-20.txt b/output/pf2e/packs/1-20.txt index 90bddfd..78aee62 100644 --- a/output/pf2e/packs/1-20.txt +++ b/output/pf2e/packs/1-20.txt @@ -460,10 +460,6 @@ object {1-20} 2 (x1) privateNotes : string {1-20.system.details.privateNotes} (same value: '') publicNotes : string {1-20.system.details.publicNotes} (2 different values) - '

The boggard swampseer has been gifted with magic through its worship of the demon lord Gogunta, and uses its power to rule a boggard village, keeping the rest of the village in line and planning raids on nearby communities.

-
-

Boggards are aggressive humanoid amphibians that thrive in swamps, marshes, and even some rain forests. Boggards hatch from eggs into tadpoles, fiercely competing for food and even consuming their siblings in that struggle. Over 3 years, the surviving boggards develops arms, legs, and lungs while learning the rudiments of hunting, crafts, and warfare-everything needed to survive in their might-makes-right society. At the top of most boggard hierarchies lords a hulking swampseer imbued with sinister divine magic.

' (x3) - '' (x2) publication : object {1-20.system.details.publication} license : string {1-20.system.details.publication.license} (same value: 'OGL') remaster : boolean {1-20.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/1-21.txt b/output/pf2e/packs/1-21.txt index bd3c1b7..0fd0f11 100644 --- a/output/pf2e/packs/1-21.txt +++ b/output/pf2e/packs/1-21.txt @@ -474,9 +474,6 @@ object {1-21} 6 (x1) privateNotes : string {1-21.system.details.privateNotes} (same value: '') publicNotes : string {1-21.system.details.publicNotes} (2 different values) - '' (x5) - '

Witchwyrds conceal most of their faces, leaving only their eyes unmasked. Their inscrutability is a boon to one of their most significant interests-mercantilism- and many haughty witchwyrds openly revel in the befuddlement inspired by their mysterious guises and mannerisms. Witchwyrds have a keen eye for new opportunities and markets, and a witchwyrd almost always knows when someone is trying to pull one over on them.

-

These four-armed humanoid creatures have hairless blue-gray skin, are typically 6-1/2 feet tall, and weigh 300 pounds. Their hands have three evenly sized and spaced digits in a tripod-like arrangement. When not trying to blend in with the local community, witchwyrds favor outlandish, loose-fitting clothes in bright reds or yellows and a signature conical hat. They tend to prefer the driest, warmest regions of the lands they visit-perhaps an indicator of their mysterious home world. This, however, is the only indicator; witchwyrds are notoriously close-mouthed about details of this distant world, and with good reason: most witchwyrds on Golarion have never visited their ancestral home. To these witchwyrds, the notion of a home planet is a constant thorn in their side, and when asked, many choose to ignore the question altogether. Others are so agitated by these queries that they respond with impatience or even violence. Some scholars have theorized a connection between witchwyrds and several other four-armed creatures, but like with questions of their place of origin, witchwyrds have little to say about the topic.

' (x1) publication : object {1-21.system.details.publication} license : string {1-21.system.details.publication.license} (same value: 'OGL') remaster : boolean {1-21.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/1-24.txt b/output/pf2e/packs/1-24.txt index 915cbac..70148ef 100644 --- a/output/pf2e/packs/1-24.txt +++ b/output/pf2e/packs/1-24.txt @@ -704,20 +704,6 @@ object {1-24} remaster : boolean {1-24.system.details.publication.remaster} (same value: False) title : string {1-24.system.details.publication.title} (same value: 'Pathfinder Society Scenario #1-24: Lightning Strikes, Stars Fall') [description] : string {1-24.system.details.description} (6 different values) - '

A gargantuan scorpion-like robot, covered in signs of damage, has been bolted into the canyon\'s rock walls.

-
-

Integrated Chain Gun Hardness 10, HP 40 (BT 20) per integrated chain gun

-

Plasma Lance Hardness 10, Plasma Lance HP 20 (BT 10)

' (x1) - '

A gargantuan scorpion-like robot, covered in signs of damage, has been bolted into the canyon\'s rock walls.

-
-

Integrated Chain Gun Hardness 10, HP 50 (BT 25) per integrated chain gun

-

Plasma Lance Hardness 10, Plasma Lance HP 26 (BT 13)

' (x1) - '

Four techno-organic "bush" structures featuring mini-acid pumps activate. The first lashes out with sharp "branches" as it activates, and then all of the bushes spit acid at movement nearby.

-

HP is 10 per bush with a BT of 5

' (x1) - '

Four techno-organic "bush"; structures featuring mini-acid pumps activate. The first lashes out with sharp "branches" as it activates, and then all of the bushes spit acid at movement nearby.

-

HP is 14 per bush with a BT of 7

' (x1) - '

A field of warm mist covers an open plain. Pockets of highly pressurized steam lie @UUID[Compendium.pf2e.conditionitems.Item.Hidden] in the earth; pressure releases jets of steam.

' (x1) - 'A field of warm mist covers an open plain. Pockets of highly pressurized steam lie @UUID[Compendium.pf2e.conditionitems.Item.Hidden] in the earth; pressure releases jets of steam.' (x1) [disable] : string {1-24.system.details.disable} (6 different values) '

@Check[thievery|dc:23] (expert) to successfully disable the annihilator at the control box on the northwest ledge, @Check[thievery|dc:20] (trained) or @Check[engineering-lore|dc:15] (trained) to jam the mechanics of either of the two chain guns, or the "tail" mechanism where the plasma lance is mounted, preventing it from firing. Jamming the guns or tail requires first getting on top of the @UUID[Compendium.pf2e.conditionitems.Item.Immobilized] annihilator, which counts as difficult terrain. All attempts take 2 actions.

' (x1) '

@Check[thievery|dc:26] (expert) to successfully disable the annihilator at the control box on the northwest ledge, @Check[thievery|dc:23] (trained) or @Check[engineering-lore|dc:18] to jam the mechanics of either of the two chain guns, or the "tail" mechanism where the plasma lance is mounted, preventing it from firing. Jamming the guns or tail require first getting on top of the immobilized annihilator, which counts as difficult terrain. All attempts take 2 actions.

' (x1) diff --git a/output/pf2e/packs/2 - Ashes for Ozem.txt b/output/pf2e/packs/2 - Ashes for Ozem.txt index 5603af2..bd6e4c2 100644 --- a/output/pf2e/packs/2 - Ashes for Ozem.txt +++ b/output/pf2e/packs/2 - Ashes for Ozem.txt @@ -722,12 +722,6 @@ object {2 - Ashes for Ozem} 'fey' (x1) [privateNotes] : string {2 - Ashes for Ozem.system.details.privateNotes} (same value: '') [publicNotes] : string {2 - Ashes for Ozem.system.details.publicNotes} (3 different values) - '' (x4) - '

Born of those who sacrificed their lives for something greater than themselves, engerras resemble swarms of glowing fireflies and are sometimes mistaken for will-o\'-wisps or simple tricks of the light. They are most often encountered in the tombs of legendary heroes but might linger anywhere such a hero has drawn their final breath.

-

Engerras believe that tales of worthy sacrifice hold great power. They gather the memories of those who died in service of a noble cause and then share those memories with mortals who might be inspired or cheered by them. An engerra\'s trademark glow is a sign of both sorrow and hope, for it simultaneously associates the death of a great hero with the determination to honor that hero\'s legacy.

' (x1) - '

Stelemoras are nature-loving fey dedicated to beautifying the natural world by ensnaring unsuspecting creatures and transforming their bodies into elaborate topiaries from the inside out. Aside from their bulbous, spiked seed pods, stelemoras are composed entirely of vines, which they can grow, retract, and shed at will. Stelemoras regrow damaged vines at an alarming rate, allowing them to recover from nearly any injury over time.

-

Young stelemoras travel the world looking for a piece of wilderness to call their own. Once they select a proper spot, they use their vines to snare passing creatures, holding their target still as they forcibly implant their seeds inside the victim. The implanted seeds then take root, using the creature itself as fertilizer and slowly transforming its body into a mass of vines and leaves. Once they complete their work, the stelemora sheds their vines and regrows in a new location to begin their next masterpiece.

-

While stelemoras prefer to fill their gardens with once-living creatures, they entomb inanimate objects in vines if they can\'t capture their preferred subjects. Stelemoras have also been known to transform statues, treasure chests, and even entire buildings into topiaries in order to lure in their favored prey.

' (x1) [reset] : string {2 - Ashes for Ozem.system.details.reset} (5 different values) '' (x2) '

1 minute

' (x1) diff --git a/output/pf2e/packs/2-00.txt b/output/pf2e/packs/2-00.txt index bfc6de3..da0dbee 100644 --- a/output/pf2e/packs/2-00.txt +++ b/output/pf2e/packs/2-00.txt @@ -766,30 +766,6 @@ object {2-00} 9 (x1) [privateNotes] : string {2-00.system.details.privateNotes} (same value: '') [publicNotes] : string {2-00.system.details.publicNotes} (10 different values) - '

This nonvenomous snake\'s name comes from its tendency to curl into a ball when frightened, though most people know it for its hunting tactic of coiling around prey and crushing victims with its powerful muscles. Nonetheless, brave herpetologists sometimes keep ball pythons as pets.

-
-

Snakes come in an array of forms, from jungle-dwelling constrictors that wrap around their prey to venomous vipers with deadly bites. Regardless, all snakes consume their prey whole by unhinging their jaws and using powerful muscles to move the food down their throats and into their stomachs.

' (x1) - '

Giant chameleons are legendary for their ability to change their skin color in response to their surroundings. Their eyes are capable of peering in different directions independently, making them almost as difficult to sneak up on as they are to notice in the first place.

' (x1) - '

Found in warm and tropical forests and savannas, these immense lizards are a deadly threat to the unsuspecting traveler. When they aren\'t sleeping or stalking prey, giant frilled lizards bask in the sunlight for hours at a time. Explorers sometimes mistakenly think them related to dragons due to their large size, elaborate neck frills (which, when displayed in a show of aggression and dominance, can be mistaken for wings), and ferocious hissing vocalizations used to frighten away creatures too large to eat.

-

A giant frilled lizard\'s primary food sources are oversized arthropods and other invertebrates, but it won\'t hesitate to augment its diet with vertebrates, including other lizards, monkeys, and just about anything it can fit into its mouth-even humanoids. Although capable of short bursts of speed, a giant frilled lizard normally lies perfectly still while hunting, hoping to ambush its prey.

-
-

Lizards have a wide range of appearances and abilities, but most share a basic reptilian shape-long tails, wide toothy mouths, and four legs. While a few species are capable of movement on two legs for short periods of time, most are strictly quadrupedal. The three species presented here represent the most common and well-known of the larger species.

' (x1) - '

Megalanias, like their smaller cousins the giant monitor lizards, strike fast and use their powerful bite to grip their prey. They prefer to swallow their prey whole rather than risk others getting a bite of a hard-won meal.

' (x1) - '

The longer criminals hold on to stolen loot, the greater the chance they will get caught. Fences make themselves indispensable in the underworld by paying for stolen goods in order to resell them later, whether through a seemingly legitimate business or to a closed group of elite buyers.

-
-

Some criminals are the desperate who have no option but to break the law to survive, while others choose a life of crime for thrills, forming gangs or underworld guilds that specialize in certain illegal ventures.

' (x1) - '

Jinkins are sadistic tinkers who steal and sabotage items and take great pride in their power to curse precious objects. They hold grudges and create convoluted plans for revenge whenever they feel slighted, such as when a creature dares to remove one of their curses. Rarely content to wreak simple mayhem, jinkins also take immense pleasure in torture and murder, though they prefer to lead victims into traps designed to capture or incapacitate rather than kill outright. Deep pits are favorites, since victims who survive the fall face a slow death from starvation and thirst. Jinkins enjoy gathering at the edge of pits to mock, tease, and torment.

-
-

Gremlins are cruel fey tricksters and saboteurs who have fully acclimated to life on the Material Plane, finding distinct niches for their inventive destructiveness. All gremlins delight in ruining or breaking things, whether it\'s something physical like a device or vehicle or something intangible such as an alliance or relationship. A gremlin\'s greatest joy is watching the collapse of complex creations, preferably after the lightest and slightest, carefully targeted push from the gremlin. Gremlins tend to denigrate, bully, or even slaughter their lesser kin, particularly mitflits, whom gremlins (and many others) derisively call "mites."

' (x1) - '

The "towering" hunchbacked nuglubs are among the largest gremlins, though they\'re not quite three feet tall. Nuglubs have three glowing blue eyes and black, oily hair on their head and back that covers them like a cloak. Nuglubs enjoy killing with a glee that other gremlins reserve for sabotage. Indeed, they spend long hours preparing ambushes for unwary travelers or plotting the murders of sleeping villagers. Though less technically inclined than their kin, nuglubs do enjoy building traps. They delight in stealthily constructing traps in places their victims consider familiar, such as front doors and the floors around beds. If someone else gets blamed for the mayhem the nuglub creates, all the better.

-

In combat, nuglubs focus on targets wearing metal armor. Some attribute this to envy on the part of the nuglubs, who find it difficult to fit armor on their twisted bodies. Nuglubs are particularly talented at causing those nearby to stumble over them and fall prone. Once an enemy falls to the ground, all the nuglubs descend upon the target, biting and scratching until nothing remains.

-

Nuglubs rarely gather in groups larger than half a dozen, as quarrels often lead to violence and cannibalism. A lone nuglub who bullies a group of smaller gremlins is more likely to get their way, and thus less likely to attack their allies.

' (x1) - '

Insatiably curious, overly excitable, and just a bit puckish, pixies are wanderers and tricksters who use their pixie dust to create all sorts of whimsical situations, as well as to defend themselves. Other creatures often have trouble understanding a pixie\'s rapid, rambling way of speaking.

-
-

Elusive, flighty, and ebullient, sprites are what many villagers first imagine when they hear the terms "fey" or "fairy." While their dispositions vary from the benevolent grig to the trickster pixie, all sprites share a connection to magic and diminutive size. This family of fey shares its name with its slightest and most populous member, the common sprite.

' (x1) - '

Few creatures can match a quickling\'s speed. These malicious fey creatures delight in striking with blinding speed and accuracy, racing in to stab and slash at foes before scampering away for cover with maddening- even frightening-swiftness. Stories of people simply doubling over, bleeding from what appear to be spontaneously opening wounds, are often eyewitness accounts of quickling attacks.

-

Quicklings actively hate the "slow-paced dullards" they encounter every day, delighting in inflicting suffering and pain on creatures they deem too sluggish to matter. While they are related to kinder fey such as brownies and pixies, quicklings care only for their own merriment. They see their own cruel pranks as the height of humor and have full confidence that their speed and invisibility will keep them safe from harm. They occasionally form gangs of up to a dozen individuals, although the group usually devolves very quickly into mayhem, as they inevitably perform increasingly deadly pranks against each other.

' (x1) - '' (x1) publication : object {2-00.system.details.publication} license : string {2-00.system.details.publication.license} (same value: 'OGL') remaster : boolean {2-00.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/2-01.txt b/output/pf2e/packs/2-01.txt index 1b75d1b..0c01915 100644 --- a/output/pf2e/packs/2-01.txt +++ b/output/pf2e/packs/2-01.txt @@ -421,13 +421,6 @@ object {2-01} [isComplex] : boolean {2-01.system.details.isComplex} (same value: False) [reset] : string {2-01.system.details.reset} (same value: '

1 minute, as the bone fragments slowly move back into a neat pile with the skull on top.

') [routine] : string {2-01.system.details.routine} (2 different values) - '

Trigger A creature comes within 15 feet of the dragon skull

-
-

Effect All living creatures within 20 feet of the nest are peppered with bone shards and take @Damage[(2d10+7)[slashing]] damage (@Check[reflex|dc:20|basic|name:Dragon\'s Death|traits:haunt,divine,necromancy] save).

' (x1) - '

Trigger A creature comes within 15 feet of the dragon skull

-
-

Effect All living creatures within 20 feet of the nest are peppered with bone shards and take @Damage[(4d8+10)[slashing]] damage (@Check[reflex|dc:22|basic|name:Dragon\'s Death|traits:haunt,divine,necromancy] save).

-

On a critical failure, the creature is @UUID[Compendium.pf2e.conditionitems.Item.Blinded] for [[/gmr 1d4 #hours]]{1d4 hours}.

' (x1) [initiative] : object {2-01.system.initiative} statistic : string {2-01.system.initiative.statistic} (same value: 'perception') [perception] : object {2-01.system.perception} diff --git a/output/pf2e/packs/2-03.txt b/output/pf2e/packs/2-03.txt index 2ad39a7..2d7e39e 100644 --- a/output/pf2e/packs/2-03.txt +++ b/output/pf2e/packs/2-03.txt @@ -386,21 +386,11 @@ object {2-03} 5 (x1) [privateNotes] : string {2-03.system.details.privateNotes} (same value: '') [publicNotes] : string {2-03.system.details.publicNotes} (2 different values) - '' (x6) - '

Trollhounds are squat, slavering beasts akin to trolls in canine form. Requiring vast quantities of meat to fuel their regenerative metabolisms, packs of wild trollhounds prowl the foothills of regions where trolls dwell, their voracious hunger driving them to slaughter and consume any prey they encounter. In some regions, trolls breed trollhounds as pets, utilizing the trollhounds\' keen sense of smell to aid in the hunt.

-

Covered in fetid, weeping sores, trollhounds are carriers of a debilitating contagion known as bloodfire fever. Creatures that contract the disease through the bite of a trollhound experience deep internal pain, as if their blood were on fire. Additional symptoms include loss of muscle coordination, pus-filled blisters, and overall lethargy and fatigue. Other than suffering from skin irritation, both trolls and trollhounds are immune to the major effects of the disease.

-

Trollhounds are fearless on the hunt and in combat, relying on their ability to regenerate to carry them through. Not even the threat of fire is enough to repel them, as the beasts don\'t recognize the danger it represents. Nevertheless, fire is one of the most effective tools in combating trollhounds; canny hunters know to burn every last remnant of a supposedly slain trollhound, for their regenerative powers are potent indeed.

-

While trolls themselves have had great success in domesticating, training, and even befriending trollhounds, the same cannot be said for other would-be masters. Whether impeded by constant exposure to trollhounds\' diseased slobber, their ravenous hunger that never seems to be fully sated, or simply their foul personality and quick-to-bite temperament, most attempts to use trollhounds in place of more reliable guardians end in pain, misery, and a pack of feral trollhounds escaping into the hinterlands. Left to their own devices, a pack of escaped trollhounds can breed relatively quickly, and it can take less than a year for a small pack to multiply into a significant threat to the countryside. Best to leave the trollhounds to the trolls, as they say!

' (x1) publication : object {2-03.system.details.publication} license : string {2-03.system.details.publication.license} (same value: 'OGL') remaster : boolean {2-03.system.details.publication.remaster} (same value: False) title : string {2-03.system.details.publication.title} (same value: 'Pathfinder Society Scenario #2-03: Catastrophe\'s Spark') [description] : string {2-03.system.details.description} (3 different values) - '

One of the potions has decayed, putting it under immense pressure. Its contents have become poisonous. When handled improperly, the bottle bursts, sending glass shards flying everywhere.

' (x2) - '

Fluids from leaking beakers have eaten nearly through the supports holding up this cabinet.

-

This Broken Threshold for this trap is 5, not 10.

' (x1) - '

Fluids from leaking beakers have eaten nearly through the supports holding up this cabinet.

-

This Broken Threshold for this trap is 10, not 20.

' (x1) [disable] : string {2-03.system.details.disable} (4 different values) '

@Check[thievery|dc:15|name:Support Cabinet|traits:mechanical,trap] (trained) to gently place something under the cabinet to support its weight.

' (x1) '

@Check[thievery|dc:18|name:Support Cabinet|traits:mechanical,trap] (trained) to gently place something under the cabinet to support its weight.

' (x1) diff --git a/output/pf2e/packs/2-06.txt b/output/pf2e/packs/2-06.txt index f6f17c4..4537938 100644 --- a/output/pf2e/packs/2-06.txt +++ b/output/pf2e/packs/2-06.txt @@ -429,20 +429,6 @@ object {2-06} 0 (x1) [privateNotes] : string {2-06.system.details.privateNotes} (same value: '') [publicNotes] : string {2-06.system.details.publicNotes} (5 different values) - '' (x13) - '

Bunyips are dangerous aquatic predators that resemble a cross between a shark and a seal. Found in freshwater inlets or saltwater coves worldwide, bunyips hunt where prey is plentiful, often to the consternation of coastal residents and fisherfolk.

-

Despite their outlandish appearance and tendency to defend their territory with loud, bellowing roars that echo for great distances, bunyips are very rarely sighted by humanoids, leaving many to question their existence. For hundreds of years, bunyips were widely regarded as nothing more than folk tales, and even now that their existence as a species has been proven, the existence of any particular bunyip in a local area is often met with heavy skepticism. While their limited shapechanging abilities are no doubt a significant part of the reason for this air of mystery, another major factor is that the aquatic creatures rarely hunt humanoids, preferring to eat smaller animals. Most bunyips avoid human contact, except when one wanders too close to their den or favorite hunting spot, at which point the territorial bunyip attacks with swift and terrible ferocity. Many scholars agree that a large number of unexplained disappearances near coastal areas are the result of unreported bunyip aggression.

-

In some ports, bunyips have learned that delicious prizes can be had from the chum and garbage discarded by fishing boats and merchant vessels. They lurk close to the shore and carefully choose their victims, plucking them off docks and small boats. These bunyips are particularly careful to keep their true forms hidden, but this does little to dull rumors of monster-infested waters.

' (x1) - '

The tentacled mist stalker shrouds itself in a cloak of mist through which its single, never-blinking eye can see with clarity, allowing it an advantage when stalking its prey.

-
-

Water elementals that become infused with cold or mist have increased mobility in regions outside of bodies of water.

' (x1) - '

In its resting form, a mudwretch looks like a large puddle of thick, dark mud, heaped at the center in a slightly drier patch of loam. When a living creature approaches, though, the mudwretch lurches upward, piling its muddy flesh upon itself to form a roughly humanoid shape, often in vague mockery of the approaching creature\'s general form in cases where the creature is a humanoid itself.

-

Mudwretches possess a low level of intellect, and while they do not form societies or cultures of their own, they are attracted to ruins or abandoned settlements. They have little need to eat, but without a constant source of moisture, a mudwretch dries out, suffering from low throbbing aches until it can resaturate. Often, blood from living creatures has to do-a dried mudwretch is more dangerous to intruders than one that\'s comfortably wallowing on a river bank.

' (x1) - '

Scouts, among the lowliest of sea devils, ply the inky waters of the ocean in search of aquatic prey, tread ashore to gauge landborne threats, or charge into battle with the advance forces of a greater sea devil war party.

-
-

Sea devils are horrid, amphibious humanoids who lurk in Golarion\'s oceans and crawl ashore to steal away victims beneath the veil of darkness. When an entire fishing village disappears overnight, sea devils are the first suspects.

-

Far from mindless monstrosities, sea devils are terribly intelligent, with a cunning limited only by their strict adherence to hierarchy. They call themselves "sahuagin" but have wholly embraced their enemies\' name for their kind as their own. Their cultural militancy enables sea devils to act in concert to perform grand acts of sabotage, marauding, and pillaging, and only the strongest (and most conniving) members of the tribe make it to the top of the social ladder. For all their discipline, however, sea devils are widely known to snap into murderous frenzies at the scent of blood. Even the best-laid plans can fall apart when a sea devil breaks ranks to revel in the spilled blood of their victims, an indulgence that can quickly cause a chain reaction of bloodthirsty ecstasy throughout an entire raiding party. For this reason, sea devils typically capture landborne quarry using nets and ropes, dragging them to the depths of the sea before making even a single incision.

-

Among sea devil society, individuals are rewarded based on their performance during hunts and shore excursions, with rebels and outliers quickly culled from the ranks. Every pup is given a fair chance, however, and even the lowest-born sea devil can strive for the rank of commander, general, or perhaps even king or queen. Sea devils in positions of leadership tend to be among the largest, most violent, and most calculating of their kind, and fully realized sea devils are skilled warriors capable of capturing entire villages on their own. The most powerful sea devils are mighty kings and queens who coordinate the activity of lesser sea devils across territories spanning leagues, foiling attempts at their positions via manufactured blood feuds and wars against their numerous enemies ashore and underwater.

' (x1) publication : object {2-06.system.details.publication} license : string {2-06.system.details.publication.license} (same value: 'OGL') remaster : boolean {2-06.system.details.publication.remaster} (same value: False) @@ -456,16 +442,6 @@ object {2-06} [isComplex] : boolean {2-06.system.details.isComplex} (same value: True) [reset] : string {2-06.system.details.reset} (same value: '') [routine] : string {2-06.system.details.routine} (2 different values) - '

All creatures within 40 feet of the vortex except Silaqui are drawn toward it. They must attempt either a @Check[fortitude|dc:14] save or an @Check[athletics|dc:14|traits:action:swim] check to Swim with a DC of 14, with the following results.

-
-

Success The creature is not moved.

-

Failure The creature is moved 10 feet closer to the center of the vortex. If this causes the creature to reach the center square of the vortex, they are exposed to Consuming Maelstrom.

-

Critical Failure As failure, except the creature is moved 20 feet closer to the center of the vortex.

' (x1) - '

All creatures within 40 feet of the vortex except Silaqui are drawn toward it. They must attempt either a @Check[fortitude|dc:17] save or an @Check[athletics|dc:17|traits:action:swim] check to Swim with a DC of 17, with the following results.

-
-

Success The creature is not moved.

-

Failure The creature is moved 10 feet closer to the center of the vortex. If this causes the creature to reach the center square of the vortex, they are exposed to Consuming Maelstrom.

-

Critical Failure As failure, except the creature is moved 20 feet closer to the center of the vortex.

' (x1) [initiative] : object {2-06.system.initiative} statistic : string {2-06.system.initiative.statistic} (same value: 'perception') [perception] : object {2-06.system.perception} diff --git a/output/pf2e/packs/2-08.txt b/output/pf2e/packs/2-08.txt index de90f83..af2e519 100644 --- a/output/pf2e/packs/2-08.txt +++ b/output/pf2e/packs/2-08.txt @@ -721,11 +721,6 @@ object {2-08} 3 (x1) privateNotes : string {2-08.system.details.privateNotes} (same value: '') publicNotes : string {2-08.system.details.publicNotes} (2 different values) - '' (x10) - '

Maladjusted forest denizens, twigjacks form from the cruel and prankish combination of fey and the very woods in which they reside. A twigjack\'s body is made up of prickly brambles woven with vines. Shaggy, mossy growth, not unlike hair, tops a twigjack\'s head. Its mouth is just a canyon of splintered and broken sticks bisecting its face. Leaves and sprigs of new growth randomly sprout from the creature\'s body. Many dense forests on Golarion have at least a handful of twigjacks living in the undergrowth.

-

While truculent and violent, twigjacks care deeply for what they consider to be their forests. These creatures harass outsiders who delve deep into their wooded domains, forcing back even the most determined explorers, foresters, and travelers, especially when those intruders cut roads through the forest. However, they are not terribly territorial when it comes to other forest creatures. When sylvan creatures, especially fey, rally against an outside threat, twigjacks in the area eagerly arrive to fight, even if they were not invited.

-

Less seasoned travelers who encounter twigjacks in their canopied homes often mistake them for leshys, a tendency that frustrates twigjacks, as they have a low opinion of such creatures. More broadly, twigjacks resent being considered mere animated plants at all. Rather, they embrace their fey heritage-often to a foolish end. Twigjacks go out of their way to ingratiate themselves to the fey creatures they live among. Several popular comic songs weave the tale of a twigjack attempting to woo a powerful and graceful dryad, only to be comically disgraced after many loutish attempts. Many fey seem embarrassed by these strange cousins, but some spriggans, quicklings, and redcaps harness the twigjacks\' violent urges and disruptive behavior for their own purposes.

-

While twigjacks are fey, and as such are often found in the First World, it\'s somewhat curious that those twigjacks who find religion only rarely turn to the Eldest of the First World. Instead, twigjacks tend to worship false deities of their own design: figures spotted in tangles of tree branches, clots of undergrowth, or other hidden nooks in the natural world. These religions are always highly localized, and while these faiths do not support clerics, they often inspire zealous crusades against non-fey.

' (x1) publication : object {2-08.system.details.publication} license : string {2-08.system.details.publication.license} (same value: 'OGL') remaster : boolean {2-08.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/2-09.txt b/output/pf2e/packs/2-09.txt index a5fad17..c1b6a68 100644 --- a/output/pf2e/packs/2-09.txt +++ b/output/pf2e/packs/2-09.txt @@ -462,9 +462,6 @@ object {2-09} 5 (x1) [privateNotes] : string {2-09.system.details.privateNotes} (same value: '') [publicNotes] : string {2-09.system.details.publicNotes} (2 different values) - '' (x5) - '

Akizendris gnaw at sources of knowledge and lore, gleefully corrupting and altering them to vex scholars and sages across the planes with contradictions and untruths. These proteans appear as cackling, serpentine creatures with elongated crocodilian faces, luminous eyes, and arms that vanish at the elbows into swirling clouds of runes before reforming into solid talons.

-

Akizendris amuse themselves by rearranging or deleting texts, placing insulting acrostics in poetic verses, and penning crude insults upon title pages. Libraries in such places as Heaven, Axis, and Hell are especially keen to avoid such contamination, knowing that their records are choice targets for every akizendri in existence.

' (x2) publication : object {2-09.system.details.publication} license : string {2-09.system.details.publication.license} (same value: 'OGL') remaster : boolean {2-09.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/2-13.txt b/output/pf2e/packs/2-13.txt index 43d2338..e17dda1 100644 --- a/output/pf2e/packs/2-13.txt +++ b/output/pf2e/packs/2-13.txt @@ -604,13 +604,6 @@ object {2-13} 2 (x1) [privateNotes] : string {2-13.system.details.privateNotes} (same value: '') [publicNotes] : string {2-13.system.details.publicNotes} (3 different values) - '' (x6) - '

Lions are cooperative hunters, ambushing dangerous prey in groups of lionesses that work in tandem to trap and kill their prey. Male lions are typically larger, with long manes, and when they hunt, they tend to do so on their own.

-
-

Few predators of the natural world can match the cat\'s talent for stalking and stealth.

' (x2) - '

Though not every commoner is downtrodden, many live hard lives of toil as they work to keep their families fed and housed in relative comfort. While many commoners are just simple folks who keep to themselves, sometimes commoners rebel, either rising up to face their oppressors or persuaded or even duped into joining nefarious plans and criminal conspiracies. Commoners benefit from power in numbers, and a crowd of commoners can accomplish a great deal more than their rulers often expect.

-
-

Unfortunately, every society has people living on its fringes. While good communities work to grant aid and respite to their downtrodden, sometimes-due to economic downturn, famine, or war-the ranks of the less fortunate exceed the community\'s capacity to support them. In heartless neutral and evil societies, poverty is seen as an inevitability that can never be truly eradicated, or even worse, as a tool to be manipulated for political gain.

' (x1) publication : object {2-13.system.details.publication} license : string {2-13.system.details.publication.license} (same value: 'OGL') remaster : boolean {2-13.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/2-14.txt b/output/pf2e/packs/2-14.txt index 7b9f6ca..b1bc4dc 100644 --- a/output/pf2e/packs/2-14.txt +++ b/output/pf2e/packs/2-14.txt @@ -229,14 +229,6 @@ object {2-14} 1 (x1) [privateNotes] : string {2-14.system.details.privateNotes} (same value: '') [publicNotes] : string {2-14.system.details.publicNotes} (3 different values) - '' (x2) - '

Ember foxes resemble their canid namesakes, save for the flames that make their fur and the tips of their long whiskers flicker and glow.

' (x1) - '

The ahuizotl is a vicious, semi-aquatic predator that resembles a hideous cross between a badger and an otter, with disturbingly web-fingered paws supplemented by a fifth hand at the end of a long, serpentine tail. A clever and stealthy hunter, the ahuizotl lures unwary prey to their doom by mimicking the cries of people in distress.

-

The ahuizotl\'s macabre habit of feeding on a victim\'s eyes, fingernails, and teeth leaves the corpses of its kills uniquely mutilated. Some say the creatures consider these body parts delicacies, while others insist ahuizotls collect them as tribute to a powerful but unknown entity.

-

The fact that an ahuizotl does not eat the actual flesh of its victims, instead depositing their savaged and waterlogged corpses in locations where the remains are sure to be found by friends or family, points to a third and perhaps more likely possibility-the ahuizotl simply enjoys using its violent dietary quirks to spread fear and despair.

-

An ahuizotl walks on all fours, but its hands are capable of manipulating simple tools and other objects. Ahuizotls have roughly mustelid features and an extra membrane covering their eyes, giving their eyes a dull color suggestive of cataracts and somewhat blunting the creature\'s vision.

-

Yet despite their bestial appearance, ahuizotls are nearly as intelligent as the average human, and wiser than most. Although they don\'t form societies of their own, they have been known to ally with violent cults or conclaves of monsters, and even to found small shrines and temples to sinister deities.

-

The cult of Charon, the horseman of Death, is particularly popular among certain ahuizotls, who look forward to an afterlife spent wallowing in the waters of the River Styx.

' (x1) publication : object {2-14.system.details.publication} license : string {2-14.system.details.publication.license} (same value: 'OGL') remaster : boolean {2-14.system.details.publication.remaster} (same value: False) @@ -245,42 +237,9 @@ object {2-14} '

A burst of abyssal energy ignites the sap in a nearby bruorsivi, which explodes in a burst of fiery splinters.

' (x2) '

A surge of abyssal energy creates a powerful wave pushing away from the monolith.

' (x2) [disable] : string {2-14.system.details.disable} (4 different values) - '

@Check[arcana|dc:17], @Check[occultism|dc:17], or @Check[religion|dc:17] to magically alter the runes, or @Check[thievery|dc:20] to physically alter them. A PC that can read Abyssal or Cyclops is better able to identify key runes, gaining a +1 circumstance bonus to these check (+2 if they speak both).

-

Each check requires two actions, and disabling the monolith requires three successful checks. A PC that critically succeeds earns two success. On a failed check, the attempting PC is exposed to the burning flames wreathing the monolith, taking @Damage[2d6[fire]] damage(@Check[reflex|dc:17|basic|name:Explosive Monolith]).

' (x1) - '

@Check[arcana|dc:20], @Check[occultism|dc:20], or @Check[religion|dc:20] to magically alter the runes, or @Check[thievery|dc:23] to physically alter them. A PC that can read Abyssal or Cyclops is better able to identify key runes, gaining a +1 circumstance bonus to these check (+2 if they speak both).

-

Each check requires two actions, and disabling the monolith requires three successful checks. A PC that critically succeeds earns two success. On a failed check, the attempting PC is exposed to the burning flames wreathing the monolith, taking @Damage[2d6[fire]] damage (@Check[reflex|dc:20|basic|name:Explosive Monolith]).

' (x1) - '

@Check[arcana|dc:18], @Check[occultism|dc:18], or @Check[religion|dc:18] to magically alter the runes, or @Check[thievery|dc:21] to physically alter them. A PC that can read Abyssal or Cyclops is better able to identify key runes, gaining a +1 circumstance bonus to these check (+2 if they speak both).

-

Each check requires two actions, and disabling the monolith requires three successful checks. A PC that critically succeeds earns two success. On a failed check, the attempting PC is exposed to the burning flames wreathing the monolith, taking @Damage[2d6[fire]] damage (@Check[reflex|dc:18|basic|name:Flooding Monolith] save).

' (x1) - '

@Check[arcana|dc:22], @Check[occultism|dc:22], or @Check[religion|dc:22] to magically alter the runes, or @Check[thievery|dc:25] to physically alter them. A PC that can read Abyssal or Cyclops is better able to identify key runes, gaining a +1 circumstance bonus to these check (+2 if they speak both). Each check requires two actions, and disabling the monolith requires three successful checks. A PC that critically succeeds earns two success. On a failed check, the attempting PC is exposed to the burning flames wreathing the monolith, taking @Damage[2d6[fire]] damage (@Check[reflex|dc:22|basic] save).

' (x1) [isComplex] : boolean {2-14.system.details.isComplex} (same value: True) [reset] : string {2-14.system.details.reset} (same value: '') [routine] : string {2-14.system.details.routine} (4 different values) - '

(1 action) On the hazard\'s turn, randomly select a PC within 40 feet of the monolith. A tree near that PC explodes in a @Template[burst|distance:10], dealing @Damage[1d6[piercing],1d6[fire]]{1d6 piercing damage and 1d6 fire damage}. Each creature in the area must attempt a @Check[reflex|dc:17|name:Explosive Monolith|traits:damaging-effect] save.

-
-

Critical Success The creature takes no damage.

-

Success The creature takes half damage.

-

Failure The creature takes full damage and is @UUID[Compendium.pf2e.conditionitems.Item.Dazzled] for 1 round.

-

Critical Failure The creature takes double damage and is @UUID[Compendium.pf2e.conditionitems.Item.Blinded] for 1 round.

' (x1) - '

(1 action) On the hazard\'s turn, randomly select a PC within 40 feet of the monolith. A tree near that PC explodes in a @Template[burst|distance:10], dealing @Damage[2d6[piercing],2d6[fire]]{2d6 piercing damage and 2d6 fire damage}. Each creature in the area must attempt a @Check[reflex|dc:20|name:Explosive Monolith|traits:damaging-effect] save.

-
-

Critical Success The creature takes no damage.

-

Success The creature takes half damage.

-

Failure The creature takes full damage and is @UUID[Compendium.pf2e.conditionitems.Item.Dazzled] for 1 round.

-

Critical Failure The creature takes double damage and is @UUID[Compendium.pf2e.conditionitems.Item.Blinded] for 1 round.

' (x1) - '

(1 action) On the hazard\'s turn it sends a wave of water along the fork of the river (North, South, or East) that contains the nearest PC. Any creature along that fork in or on the surface of the water must attempt a @Check[fortitude|dc:18|name:Flooding Monolith] save.

-

The monolith\'s guardians are accustomed to these surges and are immune to this effect.

-
-

Critical Success The creature takes advantage of the undertow after the surge to reposition themselves. The creature can Step, ignoring difficult terrain caused by the water.

-

Success The creature is unaffected.

-

Failure The creature is pushed 10 feet away from the monolith.

-

Critical Failure The creature is pushed 15 feet away from the monolith and knocked @UUID[Compendium.pf2e.conditionitems.Item.Prone].

' (x1) - '

(1 action) On the hazard\'s turn it sends a wave of water along the fork of the river (North, South, or East) that contains the nearest PC. Any creature along that fork in or on the surface of the water must attempt a @Check[fortitude|dc:22|name:Flooding Monolith] save.

-

The monolith\'s guardians are accustomed to these surges and are immune to this effect.

-
-

Critical Success The creature takes advantage of the undertow after the surge to reposition themselves. The creature can Step, ignoring difficult terrain caused by the water.

-

Success The creature is unaffected.

-

Failure The creature is pushed 10 feet away from the monolith.

-

Critical Failure The creature is pushed 15 feet away from the monolith and knocked @UUID[Compendium.pf2e.conditionitems.Item.Prone].

' (x1) [initiative] : object {2-14.system.initiative} statistic : string {2-14.system.initiative.statistic} (same value: 'perception') [perception] : object {2-14.system.perception} diff --git a/output/pf2e/packs/2-15.txt b/output/pf2e/packs/2-15.txt index 04978f8..0e8a9e0 100644 --- a/output/pf2e/packs/2-15.txt +++ b/output/pf2e/packs/2-15.txt @@ -489,10 +489,6 @@ object {2-15} 1 (x2) [privateNotes] : string {2-15.system.details.privateNotes} (same value: '') [publicNotes] : string {2-15.system.details.publicNotes} (2 different values) - '' (x8) - '

Plague zombies are infested with hideous contagions.

-
-

A zombie\'s only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they\'re destroyed.

' (x1) publication : object {2-15.system.details.publication} license : string {2-15.system.details.publication.license} (same value: 'OGL') remaster : boolean {2-15.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/2-16.txt b/output/pf2e/packs/2-16.txt index b07ca8c..9c21fc5 100644 --- a/output/pf2e/packs/2-16.txt +++ b/output/pf2e/packs/2-16.txt @@ -543,17 +543,6 @@ object {2-16} '

The cracks re-form after 1 hour.

' (x2) '

The melody remains for 1 minute, after which it disperses into several holes in the walls. It returns after an hour unless disabled.

' (x2) [routine] : string {2-16.system.details.routine} (3 different values) - '

(2 actions) For each action in the routine, the melody makes a solid refrain Strike against one creature in its area. This trap doesn\'t take a multiple attack penalty.

' (x2) - '

(1 action) A surge of energy strikes a random non-mephit creature in the foyer. Roll [[/r 1d4]] to determine the element of the energy surge.

-

1-Energy from the Plane of Air: the creature takes @Damage[2d8[electricity]] damage (@Check[reflex|dc:22|basic|name:Planar Cracks|traits:air,electricity] save); on a failure, the creature is pushed back 10 feet toward the entryway. The hazard gains the air and electricity traits for this round.

-

2-Energy from the Plane of Earth: the creature takes @Damage[2d8[bludgeoning]] damage (@Check[reflex|dc:22|basic|name:Planar Cracks|traits:earth] save); on a failed save, the creature is knocked @UUID[Compendium.pf2e.conditionitems.Item.Prone]. The hazard gains the earth trait for this round.

-

3-Energy from the Plane of Fire: the creature takes @Damage[(2d8+7)[fire]] damage (@Check[reflex|dc:22|basic|name:Planar Cracks|traits:fire] save). The hazard gains the fire trait for this round.

-

4-Energy from the Plane of Water: the creature takes @Damage[2d8[cold]] damage (@Check[reflex|dc:22|basic|name:Planar Cracks|traits:water,cold] save); on a failed save, the creature\'s lungs fill with water, making them @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 1}. The hazard gains the cold and water traits for this round.

' (x1) - '

(1 action) A surge of energy strikes a random non-mephit creature in the foyer. Roll [[/r 1d4]] to determine the element of the energy surge.

-

1-Energy from the Plane of Air: the creature takes @Damage[(2d10+3)[electricity]] damage (@Check[reflex|dc:25|basic|name:Planar Cracks|traits:air,electricity] save); on a failure, the creature is pushed back 10 feet toward the entryway. The hazard gains the air and electricity traits for this round.

-

2-Energy from the Plane of Earth: the creature takes @Damage[(2d10+3)[bludgeoning]] damage (@Check[reflex|dc:25|basic|name:Planar Cracks|traits:earth] save); on a failed save, the creature is knocked @UUID[Compendium.pf2e.conditionitems.Item.Prone]. The hazard gains the earth trait for this round.

-

3-Energy from the Plane of Fire: the creature takes @Damage[(2d10+9)[fire]] damage (@Check[reflex|dc:25|basic|name:Planar Cracks|traits:fire] save). The hazard gains the fire trait for this round.

-

4-Energy from the Plane of Water: the creature takes @Damage[(2d10+3)[cold]] damage (@Check[reflex|dc:25|basic|name:Planar Cracks|traits:water,cold] save); on a failed save, the creature\'s lungs fill with water, making them @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 2}. The hazard gains the cold and water traits for this round.

' (x1) [initiative] : object {2-16.system.initiative} statistic : string {2-16.system.initiative.statistic} (same value: 'perception') [perception] : object {2-16.system.perception} diff --git a/output/pf2e/packs/2-17.txt b/output/pf2e/packs/2-17.txt index 549bba0..cbf9a34 100644 --- a/output/pf2e/packs/2-17.txt +++ b/output/pf2e/packs/2-17.txt @@ -61,35 +61,6 @@ object {2-17} 'offensive' (x2) description : object {2-17.items.[].system.description} value : string {2-17.items.[].system.description.value} (7 different values) - '' (x18) - '

@Localize[PF2E.NPC.Abilities.Glossary.NegativeHealing]

' (x4) - '

Trigger The leaded skeleton is hit by a melee attack

-
-

Effect A cloud of lead dust is released, forming a @Template[burst|distance:5]{5-foot radius} cloud of fine particles surrounding the skeleton. The cloud persists for 1 round, exposing creatures within it to an inhaled form of rapid lead poison.

' (x2) - '

5 feet. A creature entering the aura or starting its turn in the aura must attempt a @Check[fortitude|dc:19] save.

-
-

Success The creature is unaffected and is temporarily immune to for 1 minute.

-

Failure The creature is @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 1}.

-

Critical Failure The creature is @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 2}.

' (x1) - '

High amounts of lead can cause headache, difficulty concentrating, and joint pain. Necromantic magic has augmented the lead that infuses this skeleton, causing it to take effect far more quickly than is typical for lead poisoning.

-

Saving Throw @Check[fortitude|dc:18]

-
-

Maximum Duration 4 rounds

-

Stage 1 @UUID[Compendium.pf2e.conditionitems.Item.Stupefied]{Stupefied 1} (1 round)

-

Stage 2 @Damage[1d6[poison]] damage, stupefied 1, and @UUID[Compendium.pf2e.conditionitems.Item.Clumsy]{Clumsy 1} (1 round)

-

Stage 3 @Damage[2d6[poison]] damage, @UUID[Compendium.pf2e.conditionitems.Item.Stupefied]{Stupefied 2}, and @UUID[Compendium.pf2e.conditionitems.Item.Clumsy]{Clumsy 2} (2 rounds)

' (x1) - '

5 feet. A creature entering the aura or starting its turn in the aura must attempt a @Check[fortitude|dc:17] save.

-
-

Success The creature is unaffected and is temporarily immune to for 1 minute.

-

Failure The creature is @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 1}.

-

Critical Failure The creature is @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 2}.

' (x1) - '

High amounts of lead can cause headache, difficulty concentrating, and joint pain. Necromantic magic has augmented the lead that infuses this skeleton, causing it to take effect far more quickly than is typical for lead poisoning.

-
-

Saving Throw @Check[fortitude|dc:20]

-

Maximum Duration 4 rounds

-

Stage 1 @Damage[1d6[poison]] damage,@UUID[Compendium.pf2e.conditionitems.Item.Stupefied]{Stupefied 1} (1 round)

-

Stage 2 @Damage[2d6[poison]] damage, stupefied 1, and @UUID[Compendium.pf2e.conditionitems.Item.Clumsy]{Clumsy 1} (1 round)

-

Stage 3 @Damage[2d6[poison]] damage, @UUID[Compendium.pf2e.conditionitems.Item.Stupefied]{Stupefied 2}, and @UUID[Compendium.pf2e.conditionitems.Item.Clumsy]{Clumsy 2} (2 rounds)

' (x1) publication : object {2-17.items.[].system.publication} license : string {2-17.items.[].system.publication.license} (same value: 'OGL') remaster : boolean {2-17.items.[].system.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/2-18.txt b/output/pf2e/packs/2-18.txt index 490c50d..5d98e75 100644 --- a/output/pf2e/packs/2-18.txt +++ b/output/pf2e/packs/2-18.txt @@ -486,11 +486,6 @@ object {2-18} 5 (x1) [privateNotes] : string {2-18.system.details.privateNotes} (same value: '') [publicNotes] : string {2-18.system.details.publicNotes} (3 different values) - '' (x4) - '

Hunting spiders are the most common type of giant spider, though not the largest.

-
-

Few everyday vermin inspire as much dread as the infamous spider.

' (x1) - '

These terrifying creatures grow as large as elephants. The placement of their eyes above their wide mandibles evokes the grimacing visage of an ogre\'s leer. Ogres themselves find the appearance of ogre spider faces simultaneously amusing and adorable, but in most cases, ogres\' attempts to keep these spiders as pets result in dead ogres and well-fed spiders.

' (x1) publication : object {2-18.system.details.publication} license : string {2-18.system.details.publication.license} (same value: 'OGL') remaster : boolean {2-18.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/2-19.txt b/output/pf2e/packs/2-19.txt index 7b8211b..4849b55 100644 --- a/output/pf2e/packs/2-19.txt +++ b/output/pf2e/packs/2-19.txt @@ -414,11 +414,6 @@ object {2-19} '

If not completely destroyed, the mold spreads to one additional square within 10 feet of lava each day until it fully regenerates and regains its state of equilibrium. If every square is cleaned of mold, the hazard is destroyed.

' (x2) '

Unless deactivated, the haunt deactivates 1 minute after all creatures leave the area but resets immediately thereafter. If deactivated, the haunt resets after 24 hours.

' (x2) [routine] : string {2-19.system.details.routine} (3 different values) - '

(1 action) On the its initiative, the churning lava targets a random creature in the area with a ranged spatter attack as a magma bubble bursts.

' (x2) - '

(1 action) Phantom dwarves trample toward the exit, dealing @Damage[(1d10+4)[bludgeoning]] damage to each living creature in the area (@Check[reflex|dc:20|basic|name:Trampled by Spirits|traits:complex,haunt,unique] save). On a critical failure, a creature is also knocked @UUID[Compendium.pf2e.conditionitems.Item.Prone].

-

A creature that attempts to Stand after being inside the haunt\'s area must succeed at a @Check[flat|dc:11] check or else get knocked back down by the trampling spirits.

' (x1) - '

(1 action) Phantom dwarves trample toward the exit, dealing @Damage[(2d8+5)[bludgeoning]] damage to each living creature in the area (@Check[reflex|dc:23|basic|name:Trampled by Spirits|traits:complex,haunt,unique] save). On a critical failure, a creature is also knocked @UUID[Compendium.pf2e.conditionitems.Item.Prone].

-

A creature that attempts to Stand after being inside the haunt\'s area must succeed at a @Check[flat|dc:11] check or else get knocked back down by the trampling spirits.

' (x1) [initiative] : object {2-19.system.initiative} statistic : string {2-19.system.initiative.statistic} (same value: 'perception') [perception] : object {2-19.system.perception} diff --git a/output/pf2e/packs/2-20.txt b/output/pf2e/packs/2-20.txt index 205b611..1f92aca 100644 --- a/output/pf2e/packs/2-20.txt +++ b/output/pf2e/packs/2-20.txt @@ -438,13 +438,6 @@ object {2-20} 4 (x1) privateNotes : string {2-20.system.details.privateNotes} (same value: '') publicNotes : string {2-20.system.details.publicNotes} (3 different values) - '

Insatiable scavengers stalking the eternal gloom of the Darklands, cavern trolls consume all in their path-even rocks and minerals when more nourishing sustenance is scarce. These rocky goliaths can tunnel through stone with their iron-sharp claws.

-

Cavern trolls rarely venture to the surface world, for they have a debilitating vulnerability to sunlight that petrifies them on sustained contact. Unlike common trolls, cavern trolls can regenerate wounds dealt by fire. The crystalline nature of their skin, however, permits sonic attacks to neutralize their signature regeneration.

-

As cavern trolls age, their flinty skin becomes studded with small crystals and stones of various composition. Paragons of their kind have toothy maws replete with large, crystalline fangs. A typical cavern troll stands 14 feet in height and weighs about 2,000 pounds.

' (x3) - '' (x1) - '

Wicked canine creatures who live for the thrill of the hunt, yeth hounds often serve evil masters as guardians and trackers. Yeth hounds resemble lean, sleek dogs with overlarge ears and narrow paws that can tread on air as easily as the ground. Despite their canine appearance, yeth hounds are remarkably intelligent, although they rarely display this intelligence except when devising intricate tactics to ensnare their quarry. Their eerie bays echo across the countryside when they are engaged in a hunt, and they particularly enjoy baying to frighten and disorient intelligent creatures. Yeth hound packs can number as many as a dozen members, each working in uncanny communion with its packmates to corner and kill their prey. Yeth hounds like to drag their victims back to their lairs to eat at their leisure, so these lairs often contain discarded treasures from the hounds\' previous meals.

-

Yeth hounds despise two things: sunlight and other canines. They hunt only at night if they can, often breaking off their hunt at dawn to retreat to a subterranean lair or den, no matter how close they had come to catching their prey. Yeth hounds usually attack wargs, wolves, and similar creatures on sight, working to drive larger or more powerful canines from their hunting areas when then can\'t simply overpower and kill them.

-

Evil rangers, bestial demons, and wicked cults are frequently gifted yeth hound servants by fiendish patrons. Such hounds often serve as spies and are quick to turn against those who fail to advance the patrons\' wicked aims. The cult of Lamashtu, in particular, is fond of using yeth hounds as temple guardians.

' (x1) publication : object {2-20.system.details.publication} license : string {2-20.system.details.publication.license} (same value: 'OGL') remaster : boolean {2-20.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/2-21.txt b/output/pf2e/packs/2-21.txt index bc4465a..a9cf474 100644 --- a/output/pf2e/packs/2-21.txt +++ b/output/pf2e/packs/2-21.txt @@ -697,10 +697,6 @@ object {2-21} 0 (x1) privateNotes : string {2-21.system.details.privateNotes} (same value: '') publicNotes : string {2-21.system.details.publicNotes} (2 different values) - '' (x4) - '

A zombie shambler is a slow-moving horror dangerous in larger groups.

-
-

A zombie\'s only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they\'re destroyed.

' (x1) publication : object {2-21.system.details.publication} license : string {2-21.system.details.publication.license} (same value: 'OGL') remaster : boolean {2-21.system.details.publication.remaster} (same value: False) @@ -710,19 +706,6 @@ object {2-21} '

The hazard resets at the beginning of each round until it is disabled

' (x1) '

The hazard resets at the beginning of each round until it is disabled.

' (x1) [routine] : string {2-21.system.details.routine} (3 different values) - '' (x2) - '

Routine (4 actions) The trap loses 1 action each turn for each disabled pillar. On its initiative, the trap uses each action to afflict a different non-evil creature in the room with thirst. The creature must attempt a @Check[fortitude|dc:17|name:Foretold Ruin|traits:damaging-effect] save.

-
-

Critical Success The creature is temporarily immune to additional negative effects from the foretold ruin hazard\'s reaction for 24 hours. The hazard has no awareness of this immunity and continues to target this creature.

-

Success The creature is unaffected.

-

Failure The creature is @UUID[Compendium.pf2e.conditionitems.Item.Fatigued] until they drink water. If the creature was already fatigued, they take @Damage[1d6[nonlethal,mental]]{1d6 nonlethal mental} damage.

-

Critical Failure The creature is fatigued until they drink water and takes 1d6 nonlethal mental damage. If the creature was already fatigued, they instead take @Damage[2d6[nonlethal,mental]]{2d6 nonlethal mental} damage.

' (x1) - '

Routine (4 actions) The trap loses 1 action each turn for each disabled pillar. On its initiative, the trap uses each action to afflict a different non-evil creature in the room with thirst. The creature must attempt a @Check[fortitude|dc:20|name:Foretold Ruin|traits:damaging-effect] save.

-
-

Critical Success The creature is temporarily immune to additional negative effects from the foretold ruin hazard\'s reaction for 24 hours. The hazard has no awareness of this immunity and continues to target this creature.

-

Success The creature is unaffected.

-

Failure The creature is @UUID[Compendium.pf2e.conditionitems.Item.Fatigued] until they drink water. If the creature was already fatigued, they take @Damage[1d6[nonlethal,mental]]{1d6 nonlethal mental} damage.

-

Critical Failure The creature is fatigued until they drink water and takes 1d6 nonlethal mental damage. If the creature was already fatigued, they instead take @Damage[2d6[nonlethal,mental]]{2d6 nonlethal mental} damage.

' (x1) initiative : object {2-21.system.initiative} statistic : string {2-21.system.initiative.statistic} (same value: 'perception') perception : object {2-21.system.perception} diff --git a/output/pf2e/packs/3 - Of Blood and Faith.txt b/output/pf2e/packs/3 - Of Blood and Faith.txt index 498c271..6d11fa0 100644 --- a/output/pf2e/packs/3 - Of Blood and Faith.txt +++ b/output/pf2e/packs/3 - Of Blood and Faith.txt @@ -773,10 +773,6 @@ object {3 - Of Blood and Faith} type : string {3 - Of Blood and Faith.items.[].system.spell.system.damage.0.type} (same value: 'force') description : object {3 - Of Blood and Faith.items.[].system.spell.system.description} value : string {3 - Of Blood and Faith.items.[].system.spell.system.description.value} (2 different values) - '

You form an @UUID[Compendium.pf2e.conditionitems.Item.Invisible] wall of pure magical force up to 50 feet long and up to 20 feet high. The wall has no discernible thickness. You must create the wall in an unbroken open space so its edges don\'t pass through any creatures or objects, or the spell is lost. The wall has AC 10, Hardness 30, and 60 Hit Points, and it\'s immune to critical hits and precision damage. The wall blocks physical effects from passing through it, and because it\'s made of force, it blocks incorporeal and ethereal creatures as well. Teleportation effects can pass through the barrier, as can visual effects (since the wall is invisible). Wall of force is immune to counteracting effects of its level or lower, but the wall is automatically destroyed by a @UUID[Compendium.pf2e.spells-srd.Item.Disintegrate] spell of any rank.


Heightened (+2) The Hit Points of the wall increase by 20.

' (x1) - '

You fire a shard of solidified magic toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of shards you shoot by one, to a maximum of three shards for 3 actions. You choose the target for each shard individually. If you shoot more than one shard at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.

-
-

Heightened (+2) You fire one additional shard with each action you spend.

' (x1) duration : object {3 - Of Blood and Faith.items.[].system.spell.system.duration} sustained : boolean {3 - Of Blood and Faith.items.[].system.spell.system.duration.sustained} (same value: False) value : string {3 - Of Blood and Faith.items.[].system.spell.system.duration.value} (2 different values) @@ -1118,18 +1114,6 @@ object {3 - Of Blood and Faith} 17 (x1) [privateNotes] : string {3 - Of Blood and Faith.system.details.privateNotes} (same value: '') [publicNotes] : string {3 - Of Blood and Faith.system.details.publicNotes} (7 different values) - '' (x8) - '

In their relentless pursuit of more magical might, some liches use their rotting forms to hold magical secrets, hiding precious tomes in their ribcage, inscribing formulas on their withered flesh, even replacing some bones with powerful magical items. The process is painstaking, as the soul cage tries to repair any damage caused by such alterations.


A desire to live eternally motivates a spellcaster to become a lich, and necromantic knowledge makes the desire real. The typical lich takes the most direct path, keeping their undead form fairly close to their appearance in life. But undeath can also bring greater freedom for those with a less conventional view of what they can become. The horde lich and runecarved lich reshape themselves entirely.

' (x1) - '

Ancient beyond imagining, norns are powerful fey women who hold in their hands the physical manifestation of fate and destiny in the form of golden thread. They watch over all life, intervening with reluctance when called upon—or with a vengeance when the strands of fate are twisted and abused by lesser beings. They cut imposing figures, standing 14 feet tall and weighing 800 pounds.

-

Norns\' relationship with the Eldest of the First World is complex. Many among norns serve Magdh the Three, the triune Eldest who some norns believe to be the first norn triumvirate bound together into one entity, as Magdh has three bodies: a Maiden, a Mother, and a Matriarch. Magdh claims to be watching the threads of fate for some ominous prophesied cataclysm, and in addition to assisting in her divinations, Magdh expects the norns who serve her to follow her cryptic commands to help nudge the future away from the brink. However, norns are powerful beings in their own right, themselves capable of granting divine power, and many balk at serving the enigmatic demigod. These norns find the other Eldest even more alien and challenging to interact with, for they believe that while the Eldest wield great power, even these powerful beings should not be granted leave to meddle with fate as much as they desire.

-

While even the weakest of the Eldest could destroy an unaffiliated norn with ease, they tend to obey the proclamations and judgments of norns when they are spoken. These norns, for their part, use their perceived neutrality judiciously. They know better than to issue too many demands to the Eldest, lest the capricious demigods grow frustrated. And so the balance of power remains tenuous between unaffiliated norns and the Eldest, as it has for eons. Norns know that it\'s merely a matter of time before the Eldest lose their respect for this tradition and start acting entirely as they please, despite norns\' best efforts to rein in their most disruptive actions.

Followers of Fate

In the mortal Universe, some mortals worship norns as deities, while others, especially witches and bards, admire them as patrons or muses. Those who uphold norns as deities are known as Followers of Fate. Norns neither discourage this veneration nor go out of their way to support such worship. Clerics who venerate norns might worship a specific norn or norn triumvirate, or all norns as a whole, but they gain the same benefits regardless of their choice. The religious symbol of Followers of Fate is a pair of shears cutting a golden thread, and their areas of concern are destiny, fate, and the aging process.

' (x1) - '

Belief is a powerful force. When strong-willed individuals gather beneath a common banner, their unified conviction can take on a life of its own. The result is a garrholdion, a spirit construct that defends the meeting place of the faction that created it.

-

A garrholdion usually appears as a shimmering, idealized version of a typical faction member, though it might instead shift its appearance among that of specific individuals, never settling on just one. Whatever form it takes, a garrholdion is always marked by its faction\'s symbol. A Firebrands garrholdion, for example, bears that faction\'s crossed swords symbol, while a Pathfinder Society garrholdion is marked with the Glyph of the Open Road.

' (x1) - '

A moldering steed is a horse whose unshakable will couldn\'t be broken, even by death. Draped in rotting flesh and trailing its own stinking entrails, the steed fights unrelentingly against its undead state, seeking out the spirits of strong-willed creatures to consume in a vain attempt to repair its fractured soul. Once it catches a scent, the steed pursues its prey until it consumes the creature\'s spirit or finds stronger-willed prey to track.

-

The few moldering steeds that arise naturally often died attempting to escape desperate situations, such as floods or fires. More often, necromancers create moldering steeds to serve as mounts for their undead armies. Unlike living mounts, moldering steeds don\'t need to be fed or cared for, and they\'ll often accept an undead rider who allows them to hunt down living prey. Due to the steed\'s insatiable hunger, however, living necromancers must take care not to become their steed\'s next meal.

' (x1) - '

Swirling down from misty peaks and through howling mountain passes like an evil wind, the vortex of bones known as a skulltaker is a terrible manifestation of the delirium and agony experienced by doomed climbers and lost trailblazers just before they met their end. In some places, a skulltaker is also known as a saxra.

' (x1) - '

An army of mindless undead possesses a fatal flaw: it requires near-constant babysitting from its maker. Yet, any undead with enough sentience to command such an army runs the risk of turning on its creator. Skilled necromancers have endeavored to strike a balance between these two extremes with the creation of splinter officers. Capable of leading small battalions of undead, splinter officers are at the same time uniquely bound to their creator—and easily disposed of should they ever decide to go rogue.

-

The first splinter officer was created when a lich separated his soul cage into multiple parts and implanted each shard into a unique undead champion, over which the lich enjoyed complete control. Ultimately, the lich decided the risk to his soul cage wasn\'t worth the benefits, but the technique of soul-splitting proved too useful to abandon. Today, splinter officers are created by plucking an intelligent creature\'s soul from Pharasma\'s clutches at the moment of the creature\'s death. The fresh soul is then shattered, with the splinter officer receiving the largest portion and the remaining splinters being implanted into the mindless undead soldiers the officer controls.

' (x1) publication : object {3 - Of Blood and Faith.system.details.publication} license : string {3 - Of Blood and Faith.system.details.publication.license} (same value: 'ORC') remaster : boolean {3 - Of Blood and Faith.system.details.publication.remaster} (same value: True) diff --git a/output/pf2e/packs/3-01.txt b/output/pf2e/packs/3-01.txt index a543c79..b022b58 100644 --- a/output/pf2e/packs/3-01.txt +++ b/output/pf2e/packs/3-01.txt @@ -358,17 +358,6 @@ object {3-01} -1 (x1) [privateNotes] : string {3-01.system.details.privateNotes} (same value: '') [publicNotes] : string {3-01.system.details.publicNotes} (5 different values) - '

Scourges of swamps and damp, abandoned places, bloodseekers are ravenous blood drinkers. Farmers curse the creatures for sucking their livestock dry. It is from such beleaguered people that the bloodseeker\'s regional name "stirge", possibly a corruption of the word "scourge", comes. Folk wisdom holds that the appearance of bloodseekers in a region signals a healthy herd of livestock, but more often it means bogs or old buildings that haven\'t been properly tended to. Certainly, no amount of folksy parable can assuage a farmer driven to destitution by a bloodseeker infestation. But despite their role as parasites, bloodseekers aren\'t hated by all villages. In some cases, the inhabitants of remote backwoods thorps even keep the things as pets or use them as doubtful medicinal "tools" to drain away unwanted humors or test for evil spirits possessing the blood. Worshippers of gods of pestilence and parasites often view bloodseekers as sacred to their faith and allow the creatures to feed freely from their bodies. In such societies, those who accidentally give too much are considered to have been "blessed" by the village\'s hungry god.

-

Bloodseekers seem to be constantly hungry, but they are not inherently malevolent. They can be scared away fairly easily and prefer to swiftly retreat rather than risk death. Some adventurers report that these creatures can be scared away by waving torches at the flying pests. However, bloodseekers are much bolder when encountered in larger numbers, as bringing down one victim lets an entire colony feed. Bloodseeker colonies are called clots, for obvious and disgusting reasons. If a lone bloodseeker finds a likely victim while its clot is nearby, it emits a high-pitched, keening noise to summon reinforcements.

-

Most humanoids avoid bloodseekers, but boggards sometimes cultivate bloodseeker nests around the perimeter of their territory. These colonies serve as a deterrent to intruders, and the boggards sometimes check for bloodseeker prey, collecting the hides or bodies of animals killed by the pests. Meals prepared from slain bloodseekers that have gorged on the blood of specific creatures are a staple among certain boggard communities. The boggards not only eat the actual bloodseekers, but they also make a gelled slurry from the drained blood.

-

A typical bloodseeker is about a foot long, with mottled, reddish-brown skin and a yellow underbelly. Its four wings resemble bat wings. When gorged with blood, the creature becomes bloated and pink, and it tends to wobble unsteadily in the air as it flies off to digest its meal.

' (x2) - '' (x2) - '

The people known today as fetchlings are a distinct ancestry descended from generations of humans who became trapped ages ago on the Shadow Plane. No longer human at all, these people, who call themselves kayals, have become monochromatic in coloration, with flesh tones and hair colors varying between white, black, and all shades of gray. Their limbs are lithe and willowy, and their eyes are generally solid yellow, yellow-green, or white, though a rare few have a purple or blue glow.

-

Fetchlings have developed their own complex societies in the Shadow Plane, often under the tolerance of or in servitude to the strange, malignant creatures there, such as the sinister velstracs or the enigmatic d\'ziriaks. While individual fetchlings can be any alignment, they are all survivors in a harsh environment, which leads to a tendency toward pragmatism. Fetchling clothing mimics the regions they dwell in, with drab colors tending toward darker shades. When they trade with humans or other societies on the Material Plane, they often wear masks or concealing clothing to hide their appearance.

-

Typical fetchling communities are insular and swiftly close ranks in the event of an intruder. Though individual fetchlings don\'t mind traveling to and blending in with other societies to facilitate trade, they often hide or even react defensively if they have their own visitors. When one considers the nature of the other denizens of the Shadow Plane, however, this tendency to assume the worst of interlopers might make sense to some.

-

Fetchlings are not as common on the Material Plane; most of those who dwell there are loners by choice who have left their home to seek out adventure elsewhere, exiles who were banished from their homelands, or planar castaways with no ability to return to the Shadow Plane. This last category, the lost and stranded, are the most likely to be found in larger groups. In cities of significant size, one can sometimes even find a small community of a few dozen or more fetchlings living among humans, although they often do so subtly by dyeing their hair, wearing brightly colored clothing, and utilizing layers of makeup to hide their pallid complexions.

' (x2) - '

These creatures look like roiling clouds of black smoke churning above a mound of burning refuse. Leering faces form and fade in the smoke above, while the burning trash writhes in spasmodic lurches, obviously alive.

' (x1) - '

Ember foxes resemble their canid namesakes, save for the flames that make their fur and the tips of their long whiskers flicker and glow.

' (x1) publication : object {3-01.system.details.publication} license : string {3-01.system.details.publication.license} (same value: 'OGL') remaster : boolean {3-01.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/3-02.txt b/output/pf2e/packs/3-02.txt index efa0234..16bf16b 100644 --- a/output/pf2e/packs/3-02.txt +++ b/output/pf2e/packs/3-02.txt @@ -316,12 +316,6 @@ object {3-02} '

Magical sensors detect when a creature enters the chamber.

' (x2) '

An obscuring fog covers the entirety of the hallway and northern room of the manor\'s second floor. Anyone moving through the area is subjected to an attack from a ghostly assailant.

' (x2) [disable] : string {3-02.system.details.disable} (4 different values) - '

@Check[diplomacy|dc:18|name:Convince the Spirit|traits:complex,haunt] to convince the spirit to calm the winds, @Check[athletics|dc:16|name:Raise Wooden Bench|traits:complex,haunt] to raise up a wooden bench to block the wind, or @Check[religion|dc:16|name:Speak a Rite to Calm Spirit|traits:complex,haunt] to speak an appropriate rite to calm the spirit.

-

Two successful checks are required to fully disable the haunt, and each attempt takes two actions. Each successful check removes one action from the haunt.

' (x1) - '

@Check[acrobatics|dc:20|name:Maneuver Through Fog|traits:complex,haunt] to maneuver through the fog, @Check[religion|dc:18|name:Ward off Spirit|traits:complex,haunt] to ward off the spirit, or @Check[stealth|dc:20|name:Move Through Fog Without Attracting Attention|traits:complex,haunt] to move through the fog without attracting attention.

-

Disabling the haunt requires two successful checks, and each attempt takes two actions.

' (x1) - '

@Check[acrobatics|dc:23|name:Maneuver Through the Fog|traits:complex,haunt] to maneuver through the fog, @Check[religion|dc:21|name:Ward Off the Spirit|traits:complex,haunt] to ward off the spirit, or @Check[stealth|dc:23|name:Move Through the Fog Without Attracting Attention|traits:complex,haunt] to move through the fog without attracting attention. Disabling the haunt requires two successful checks, and each attempt takes two actions.

' (x1) - '

@Check[diplomacy|dc:21|name:Convince the Spirit|traits:complex,haunt] to convince the spirit to calm the winds, @Check[athletics|dc:19|name:Raise a Wooden Bench|traits:complex,haunt] to raise up a wooden bench to block the wind, or @Check[religion|dc:19|name:Speak an Appropriate Rite|traits:complex,haunt] to speak an appropriate rite to calm the spirit. Two successful checks are required to fully disable the haunt, and each attempt takes two actions. Each successful check removes one action from the haunt.

' (x1) [isComplex] : boolean {3-02.system.details.isComplex} (same value: True) level : object {3-02.system.details.level} value : integer {3-02.system.details.level.value} (7 different values) @@ -346,10 +340,6 @@ object {3-02} Value type: string {3-02.system.details.languages.value.[]} (same value: 'common') [privateNotes] : string {3-02.system.details.privateNotes} (same value: '') [publicNotes] : string {3-02.system.details.publicNotes} (2 different values) - '' (x6) - '

Suits of animated armor see use both as guardians and as training partners in high-end martial academies able to afford the extravagance. They are most often found in wizard laboratories and ancient dungeons.

-
-

Granted a semblance of life through the use of rituals or other strange magic, animated objects take many forms and serve a variety of uses. A few examples of typical animated objects are listed below. Many of these creatures serve as guardians, surprising unsuspecting adventurers when they suddenly attack. Others serve as idle distractions for the exceptionally rich, simple servants created to handle odd jobs, and the like.

' (x1) [reset] : string {3-02.system.details.reset} (2 different values) '

The storm continues raging for 1 minute unless disabled, and then dissipates, returning after 1 week.

' (x2) '

The haunt lasts until disabled. It re-forms after 1 hour unless Eloise\'s ghost is put to permanent rest.

' (x2) diff --git a/output/pf2e/packs/3-03.txt b/output/pf2e/packs/3-03.txt index de4d221..9872a26 100644 --- a/output/pf2e/packs/3-03.txt +++ b/output/pf2e/packs/3-03.txt @@ -75,24 +75,6 @@ object {3-03} [containerId] : empty description : object {3-03.items.[].system.description} value : string {3-03.items.[].system.description.value} (8 different values) - '' (x5) - '

To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it.

-

You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn\'t necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.

-
-

Critical Success The target is unaffected and aware you tried to charm it.

-

Success The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell.

-

Failure The target\'s attitude becomes @UUID[Compendium.pf2e.conditionitems.Item.Friendly] toward you. If it was Friendly, it becomes @UUID[Compendium.pf2e.conditionitems.Item.Helpful]. It can\'t use hostile actions against you.

-

Critical Failure The target\'s attitude becomes Helpful toward you, and it can\'t use hostile actions against you.

-
-

Heightened (4th) The duration lasts until the next time you make your daily preparations.

-

Heightened (8th) The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures.

' (x1) - '

This long, narrow tube is used for shooting blowgun darts, using only the power of a forcefully exhaled breath.

' (x1) - '

This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown.

' (x1) - '

These thin, light darts are typically made of hardwood and stabilized with fletching of down or fur. They are often hollow so they can be used to deliver poison.

' (x1) - '

If a biloko feasts on a human corpse for 1 minute or more, they gain a +1 status bonus to attack rolls and a +2 status bonus to damage rolls for 1 hour.

-

@UUID[Compendium.pf2e.bestiary-effects.Item.Effect: Inspired Feast]

' (x1) - '

The eloko is affected by a 4th-rank @UUID[Compendium.pf2e.spells-srd.Item.Enlarge] spell. This lasts for 1 minute, and the eloko can Dismiss the Spell.

' (x1) - '

The eloko deals 2d6 extra precision damage to @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard] creatures.

' (x1) [equipped] : object {3-03.items.[].system.equipped} carryType : string {3-03.items.[].system.equipped.carryType} (2 different values) 'held' (x2) diff --git a/output/pf2e/packs/3-04.txt b/output/pf2e/packs/3-04.txt index 64a3574..60419f0 100644 --- a/output/pf2e/packs/3-04.txt +++ b/output/pf2e/packs/3-04.txt @@ -430,10 +430,6 @@ object {3-04} '' (x3) '

Also in Pathfinder Society Scenario #3-07: The Locked Lodge

' (x1) publicNotes : string {3-04.system.details.publicNotes} (2 different values) - '' (x3) - '

Zebubs serve as Hell\'s messengers and spies. Their ability to share what they\'ve seen with other creatures makes them especially useful-not only to other devils, but also to mortal conjurers. Some infernal lords unleash them in enormous, horrid swarms upon unsuspecting lands to debase flesh and land alike while collecting secrets the infernal host might later put to use. Zebubs use any opportunity to manipulate weak-willed or easily tempted mortals into serving the zebubs\' whims. While arrogant and deceitful, zebubs lack the cunning and confidence of most devils, and thus their schemes often focus on satisfying self-serving or self-destructive ambitions. Zebubs form from the souls of childish and craven mortals, reshaped by the archdevil Baalzebul in the frozen, filthy wastes of Hell\'s seventh layer, Cocytus.

-
-

Each type of devil plays a particular role in Hell\'s bureaucracies and hierarchies, though some have far more specialized functions than others.

' (x1) publication : object {3-04.system.details.publication} license : string {3-04.system.details.publication.license} (same value: 'OGL') remaster : boolean {3-04.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/3-06.txt b/output/pf2e/packs/3-06.txt index 795ec57..c6035c1 100644 --- a/output/pf2e/packs/3-06.txt +++ b/output/pf2e/packs/3-06.txt @@ -345,9 +345,6 @@ object {3-06} 6 (x1) 4 (x1) [privateNotes] : string {3-06.system.details.privateNotes} (2 different values) - '' (x5) - '

High tier has an hp correction. Deep Shadow Guardian HP should be 72.

-

PFS 3-06 Deep Shadow Guardian errata

' (x1) [publicNotes] : string {3-06.system.details.publicNotes} (same value: '') publication : object {3-06.system.details.publication} license : string {3-06.system.details.publication.license} (same value: 'OGL') diff --git a/output/pf2e/packs/3-09.txt b/output/pf2e/packs/3-09.txt index 95fb955..c3691a9 100644 --- a/output/pf2e/packs/3-09.txt +++ b/output/pf2e/packs/3-09.txt @@ -327,22 +327,6 @@ object {3-09} 3 (x1) [privateNotes] : string {3-09.system.details.privateNotes} (same value: '') [publicNotes] : string {3-09.system.details.publicNotes} (5 different values) - '

Jealous guardians of tombs, barrows, and sepulchers, cairn wights usually spawn from necromantic rituals. For those mortals who cannot abide the thought of separation from their earthly possessions, the undead existence offered by transformation into a cairn wight can be tempting. Perhaps as frequently, particularly avaricious and wealthy royalty or merchants seek out victims to transform into cairn wights to guard their precious wealth for all time.

-

Only in the rarest instances is the greed of a mortal strong enough to spontaneously transform them into a cairn wight without a dark ritual or the intercession of a powerful divine being. On those occasions, however, the resultant wight exhibits unmatched viciousness and likely owns rare treasure indeed.

-

As guardians of material possessions, cairn wights are supernaturally bound to the armaments they wore during the ritual used to create them. They can spread their necromantic powers into the weapons they wield. A slash from a cairn wight\'s sword channels life from the victim into the wight.

' (x1) - '

These towering horrors are animated from the corpses of monstrosities.

-
-

A zombie\'s only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they\'re destroyed.

' (x1) - '

Necromancers most often create these mindless undead as obedient, expendable servitors. Left to its own devices, a zombie seeks only to consume the living, stopping only when its rotting body can no longer hold together.

-
-

This shuffling mass of decaying flesh moves with dull but singular focus.

' (x1) - '

The majority of mummies were created by cruel and selfish masters to serve as guardians to protect their tombs from intruders. The traditional method of creating a mummy guardian is a laborious and sadistic process that begins well before the poor soul to be transformed is dead, during which the victim is ritualistically starved of nourishing food and instead fed strange spices, preservative agents, and toxins intended to quicken the desiccation of the flesh. The victim remains immobile but painfully aware during the final stages, where its now-useless entrails are extracted before it\'s shrouded in funerary wrappings and entombed within a necromantically ensorcelled sarcophagus to await intrusions in the potentially distant future. While it\'s certainly possible to use other methods to create a mummy guardian from an already-deceased body, those who seek to create these foul undead as their guardians in the afterlife often feel that such methods result in inferior undead-the pain and agony of death by mummification being an essential step in the process.

-

Regardless of the method of their creation, mummy guardians are more than just physical shells of flesh and bone-they retain fragmented, distorted versions of their minds, with only enough memories of their living personality remaining to fuel their undead anger and jealousy of those who yet live. This burning rage only intensifies over the centuries of waiting within a crypt for the chance to actually act, and thus when most mummy guardians are awoken by tomb robbers or adventurers, they stop at nothing in pursuit of glorious slaughter.

-
-

While many cultures practice mummification of the dead for benign reasons, undead mummies are created through foul rituals, typically to provide eternally vigilant guardians.

' (x1) - '

Animated statues are often used to guard crypts, small shrines, or areas in government buildings where they can be positioned amid normal statues to hide their true nature until an intruder arouses their ire. Adventurers\' suspicions regarding statues suddenly animating and attacking has led many less scrupulous adventurers to automatically attack any statues they encounter, ruining harmless, ancient relics.

-
-

Granted a semblance of life through the use of rituals or other strange magic, animated objects take many forms and serve a variety of uses. A few examples of typical animated objects are listed below. Many of these creatures serve as guardians, surprising unsuspecting adventurers when they suddenly attack. Others serve as idle distractions for the exceptionally rich, simple servants created to handle odd jobs, and the like.

' (x1) publication : object {3-09.system.details.publication} license : string {3-09.system.details.publication.license} (same value: 'OGL') remaster : boolean {3-09.system.details.publication.remaster} (same value: False) @@ -354,20 +338,6 @@ object {3-09} [isComplex] : boolean {3-09.system.details.isComplex} (same value: True) [reset] : string {3-09.system.details.reset} (same value: '

The haunt deactivates 1 minute after all living creatures leave the area but resets immediately thereafter.

') [routine] : string {3-09.system.details.routine} (2 different values) - '

(1 action) The haunt imposes the sensation of becoming buried beneath millions of grains of sand on all living creatures within the area. Each living creature must attempt a @Check[will|dc:21|traits:complex,haunt,hazard,damaging-effect] save as the sensation threatens to overcome them. The creatures take @Damage[(1d10+6)[bludgeoning]] damage.

-
-

Critical Success The creature takes no damage and is unaffected.

-

Success The creature takes half damage and takes a -10-foot circumstance penalty to all its Speeds for 1 round.

-

Failure The creature takes full damage and takes a -10-foot circumstance penalty to all its Speeds for 1 round. It also begins suffocating. The creature can begin breathing normally again if it leaves the area of the haunt or the haunt is disabled.

-

Critical Failure As failure, but the target takes double damage.

-

@UUID[Compendium.pf2e.bestiary-effects.Item.Effect: Crushing Spirits]

' (x1) - '

(1 action) The haunt imposes the sensation of becoming buried beneath millions of grains of sand on all living creatures within the area. Each living creature must attempt a @Check[will|dc:24|traits:complex,haunt,hazard,damaging-effect] save as the sensation threatens to overcome them. The creatures take @Damage[(2d8+7)[bludgeoning]] damage.

-
-

Critical Success The creature takes no damage and is unaffected.

-

Success The creature takes half damage and takes a -10-foot circumstance penalty to all its Speeds for 1 round.

-

Failure The creature takes full damage and takes a -10-foot circumstance penalty to all its Speeds for 1 round. It also begins suffocating. The creature can begin breathing normally again if it leaves the area of the haunt or the haunt is disabled.

-

Critical Failure As failure, but the target takes double damage.

-

@UUID[Compendium.pf2e.bestiary-effects.Item.Effect: Crushing Spirits]

' (x1) [initiative] : object {3-09.system.initiative} statistic : string {3-09.system.initiative.statistic} (same value: 'perception') [perception] : object {3-09.system.perception} diff --git a/output/pf2e/packs/3-10.txt b/output/pf2e/packs/3-10.txt index 2562e05..78b8d6b 100644 --- a/output/pf2e/packs/3-10.txt +++ b/output/pf2e/packs/3-10.txt @@ -429,16 +429,6 @@ object {3-10} -1 (x2) [privateNotes] : string {3-10.system.details.privateNotes} (same value: '') [publicNotes] : string {3-10.system.details.publicNotes} (4 different values) - '

These skeletons retain the cunning they possessed in life.

-
-

Made from bones held together by foul necromancy, skeletons are among the most common types of undead, found haunting old dungeons and forgotten cemeteries.

' (x2) - '

The most common skeletal minions are mere guardians.

-
-

Made from bones held together by foul necromancy, skeletons are among the most common types of undead, found haunting old dungeons and forgotten cemeteries.

' (x2) - '' (x2) - '

The reanimated bones of giants make excellent necromantic thralls.

-
-

Made from bones held together by foul necromancy, skeletons are among the most common types of undead, found haunting old dungeons and forgotten cemeteries.

' (x1) publication : object {3-10.system.details.publication} license : string {3-10.system.details.publication.license} (same value: 'OGL') remaster : boolean {3-10.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/3-11.txt b/output/pf2e/packs/3-11.txt index 2691e8f..30f116f 100644 --- a/output/pf2e/packs/3-11.txt +++ b/output/pf2e/packs/3-11.txt @@ -541,27 +541,6 @@ object {3-11} '' (x6) '

PDF originally indicated +18 perception, but Campaign Leadership clarified it should be +8

' (x1) [publicNotes] : string {3-11.system.details.publicNotes} (7 different values) - '

Trusted counselors of the court, advisors whisper words of guidance in the ears of those in power. Many nobles lean so heavily on their counsel that they make few decisions without them and insist on their attendance at all meetings and public events. Advisors are often master manipulators, and their guidance can shape a barony or even a kingdom-for good or ill.

-
-

Though adventurers travel through perilous dungeons and across treacherous wilderness, sometimes the most dangerous place they can end up is in a noble court.

' (x1) - '

Cutthroats, killers, thieves, and toughs prey upon the vulnerable of society. Directing their activities and keeping them in line are the duties of the gang leader.

-
-

Villains pursue selfish and cruel goals, trampling over anyone foolish or purehearted enough to stand in their way.

' (x1) - '

Living landslides resemble humanoids made of earth and gravel.

-
-

Earth elementals make excellent bodyguards for adventuresome spelunkers and are ideal protectors of important subterranean locations such as vaults and treasuries.

' (x1) - '

Hired to protect someone famous or powerful, bodyguards use intimidation, quick wits, and martial skill to keep their charges safe. Such mercenaries might be auxiliaries to a noble\'s own guards, but with special directives to safeguard their patrons.

-
-

A broad category that includes those wielding arms, spells, or even guile and cunning, mercenaries hire themselves and their expertise to those with the gold to pay for it.

' (x1) - '

Burglars specialize in breaking and entering to rob homes and businesses. These criminals focus on gaining access to secure buildings and bypassing traps and other security measures while remaining undetected all the while.

-
-

Some criminals are the desperate who have no option but to break the law to survive, while others choose a life of crime for thrills, forming gangs or underworld guilds that specialize in certain illegal ventures.

' (x1) - '

The longer criminals hold on to stolen loot, the greater the chance they will get caught. Fences make themselves indispensable in the underworld by paying for stolen goods in order to resell them later, whether through a seemingly legitimate business or to a closed group of elite buyers.

-
-

Some criminals are the desperate who have no option but to break the law to survive, while others choose a life of crime for thrills, forming gangs or underworld guilds that specialize in certain illegal ventures.

' (x1) - '

Using their strength to bully others into submission, ruffians often work as bodyguards and enforcers for powerful criminals like charlatans and fences.

-
-

Some criminals are the desperate who have no option but to break the law to survive, while others choose a life of crime for thrills, forming gangs or underworld guilds that specialize in certain illegal ventures.

' (x1) publication : object {3-11.system.details.publication} license : string {3-11.system.details.publication.license} (same value: 'OGL') remaster : boolean {3-11.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/3-12.txt b/output/pf2e/packs/3-12.txt index 1ddd7e9..9a5c962 100644 --- a/output/pf2e/packs/3-12.txt +++ b/output/pf2e/packs/3-12.txt @@ -375,27 +375,12 @@ object {3-12} 5 (x1) [privateNotes] : string {3-12.system.details.privateNotes} (same value: '') [publicNotes] : string {3-12.system.details.publicNotes} (4 different values) - '

Rage-filled skelms are drawn to any settlement with more than a few hundred souls. Using magical disguises and leveraging societal norms to their benefit, these antlered monsters crave fearful respect and brutally punish any who dare disagree with their lofty opinions, even in the slightest degree. Although quite dangerous on their own, skelms are at their deadliest when leading an angry mob. Their cruel and exploitative nature has made their name synonymous with villainy.

-

An existing skelm can transform any evil humanoid who\'s overwhelmed with rage into one of their kind. Skelms heap enraging humiliation on potential new brothers as a form of indoctrination, convincing these recruits that some other person or group is responsible for their misery. This practice ensures skelms begin their new existence with sufficient vitriol to plot their revenge.

-

Many newly forged skelms carry on their lives in the roles they held as mortals; and in fact, these roles often shape the type of skelm they become. Skelms can arise among members of nearly any ancestry, though they\'re more common among cultures with deeply entrenched gender roles, unjust hierarchies, and those that don\'t offer healthy ways to experience and process anger.

-

Mockeries of Masculinity

-

Skelm women don\'t appear to exist. The few researchers who have tracked skelm mating behavior have found skelms\' offspring are undifferentiated members of the mother\'s ancestry. The fact that skelms are cruelly manipulative shapeshifters, but all male, has led to the theory that skelms are the mystical male counterpart to hags.

-
-

Street skelms abuse the deference given to elders and the well-to-do in public spaces, appearing as such so they can verbally or physically punish those who dare defy their cruel sensibilities. To excuse his actions or gather allies, a street skelm might rant about a target, building a pretense of some vague threat the target poses to the community\'s social order. These rantings can rally a mob to carry out the skelm\'s violence against his target, some of whom even act out of fear against becoming the skelm\'s next target. Street skelms have little of the magical talents possessed by their more powerful peers, mostly relying on brute force.

-

Street skelms typically dress in old-fashioned styles, always including a hat or hood that can cover their distinctive features. They often walk with a cane, walking staff, or other prop suitable for bludgeoning those who offend their delicate egos or challenge their tenuous sense of control.

' (x2) - '' (x2) - '

Granted a semblance of life through the use of rituals or other strange magic, animated objects take many forms and serve a variety of uses. A few examples of typical animated objects are listed below. Many of these creatures serve as guardians, surprising unsuspecting adventurers when they suddenly attack. Others serve as idle distractions for the exceptionally rich, simple servants created to handle odd jobs, and the like.

' (x1) - '

These brash and arrogant creatures are among the more energetic mephits. They are quick to nominate themselves the leaders of any group, barking out orders in shrill, high-pitched voices and insisting on having everything done their way. Even when they aren\'t bossing others around, the constant hiss of steam escaping from their pores ensures that there is never a quiet moment.

' (x1) publication : object {3-12.system.details.publication} license : string {3-12.system.details.publication.license} (same value: 'OGL') remaster : boolean {3-12.system.details.publication.remaster} (same value: False) title : string {3-12.system.details.publication.title} (same value: 'Pathfinder Society Scenario #3-12: Fury\'s Toll') [description] : string {3-12.system.details.description} (same value: '

The enchanted fountain spews large quantities of grape juice as its marble tiers spin with increasing speed, flinging juice in all directions.

') [disable] : string {3-12.system.details.disable} (2 different values) - '

@Check[athletics|dc:20|name:Grapple a Tier|traits:hazard,complex,magical,trap,action:grapple] to @UUID[Compendium.pf2e.actionspf2e.Item.Grapple] a tier and halt its momentum, followed by @Check[crafting|dc:18|name:Disable the Pump Mechanism|traits:hazard,complex,magical,trap,action:disable-a-device] or @Check[thievery|dc:18|name:Disable the Pump Mechanism|traits:hazard,complex,magical,trap,action:disable-a-device] (while the tier is grabbed) to disable the pump mechanism through the gap that the previous checks left open. Grappling a tier requires 1 action. Each Crafting or Thievery check to disable a tier is a 2-action activity.

-

The fountain has three tiers, and fully disabling the fountain requires each tier to be disabled. For each disabled tier, the DC\'s to Grapple or disable another tier decrease by 2. If the creature critically succeeds at a check to disable a tier, it\'s immediately disabled, regardless of the number of checks that would otherwise be required due to Challenge Point adjustments.

' (x1) - '

@Check[athletics|dc:16|name:Grapple a Tier|traits:hazard,complex,magical,trap,action:grapple] to @UUID[Compendium.pf2e.actionspf2e.Item.Grapple] a tier and halt its momentum, followed by @Check[crafting|dc:14|name:Disable the Pump Mechanism|traits:hazard,complex,magical,trap,action:disable-a-device] or @Check[thievery|dc:14|name:Disable the Pump Mechanism|traits:hazard,complex,magical,trap,action:disable-a-device] (while the tier is grabbed) to disable the pump mechanism through the gap that the previous checks left open. Grappling a tier requires 1 action. Each Crafting or Thievery check to disable a tier is a 2-action activity.

-

The fountain has three tiers, and fully disabling the fountain requires each tier to be disabled. For each disabled tier, the DC\'s to Grapple or disable another tier decrease by 2. If the creature critically succeeds at a check to disable a tier, it\'s immediately disabled, regardless of the number of checks that would otherwise be required due to Challenge Point adjustments.

' (x1) [isComplex] : boolean {3-12.system.details.isComplex} (same value: True) [reset] : string {3-12.system.details.reset} (same value: '') [routine] : string {3-12.system.details.routine} (same value: '

(1 action) The fountain accelerates its spinning, spraying juice 10 feet in all directions on its first turn, 15 feet in all directions on its second turn, and 20 feet in all directions on its third turn. Every square where it sprays juice becomes difficult terrain. At the start of its fourth turn, the fountain breaks, disabling the hazard and flinging juice 25 feet in all directions.

') diff --git a/output/pf2e/packs/3-14.txt b/output/pf2e/packs/3-14.txt index aa02bd9..82ebd87 100644 --- a/output/pf2e/packs/3-14.txt +++ b/output/pf2e/packs/3-14.txt @@ -426,24 +426,6 @@ object {3-14} 'fey' (x1) [privateNotes] : string {3-14.system.details.privateNotes} (same value: '') [publicNotes] : string {3-14.system.details.publicNotes} (7 different values) - '

Creatures that once held particular items dear can be bound to them after death, their souls inhabiting the item from within. These might be the faithful haunting symbols of their faith, warriors clinging to their old weapons, or the greedy inhabiting their precious wealth. These spirits\' physical bodies have long since degraded, but they keep their corrupted relics pristine. The spirits manifest on the unsuspecting or curious, determined to destroy anyone who would dare show any interest in their one precious possession.

-

Though rare, there are several kinds of corrupted relics. The bound spirit can manifest in different ways, from animating an ancient weapon to possessing anyone who dons the item. Destroying the relic often ends up being the simplest, most direct way to banish the haunt itself. Destroying or dispelling the spirit without destroying the relic, however, can sometimes leave priceless treasure behind.

-

The amulet shown here has the air and death aspects. Its minor gifts, deadly spark and death gaze, power some of the spirit\'s abilities. Someone who claims the relic might gain different gifts from those aspects.

' (x1) - '

Sphinxes are a family of mystical beings that combine leonine, avian, and usually humanoid features. Though the most common sphinxes are famous on their own merits, the family includes other types of sphinxes as well.

-
-

Lacking the intelligence of their kin, falcon-headed hieracosphinxes are cowardly, cruel-hearted creatures. They guard their territory ruthlessly against weaker intruders.

' (x1) - '

Ostiariuses, as emissaries of the velstracs, tend to the portals between the Shadow Plane and the Material Plane. They not only escort other velstracs into the world of mortals, but also work to entice mortals into the realms of the velstracs- from which most mortals never leave. Among the most pleasant and persuasive of the velstracs, ostiariuses are prepared to converse for hours upon any topic, and they are skilled at returning, again and again, to the subject of the delights found in their perverse philosophies. Ostiariuses stand over 6 feet tall, and individuals range from skeletally thin to hugely corpulent.

' (x1) - '

The majority of mummies were created by cruel and selfish masters to serve as guardians to protect their tombs from intruders. The traditional method of creating a mummy guardian is a laborious and sadistic process that begins well before the poor soul to be transformed is dead, during which the victim is ritualistically starved of nourishing food and instead fed strange spices, preservative agents, and toxins intended to quicken the desiccation of the flesh. The victim remains immobile but painfully aware during the final stages, where its now-useless entrails are extracted before it\'s shrouded in funerary wrappings and entombed within a necromantically ensorcelled sarcophagus to await intrusions in the potentially distant future. While it\'s certainly possible to use other methods to create a mummy guardian from an already-deceased body, those who seek to create these foul undead as their guardians in the afterlife often feel that such methods result in inferior undead-the pain and agony of death by mummification being an essential step in the process.

-

Regardless of the method of their creation, mummy guardians are more than just physical shells of flesh and bone-they retain fragmented, distorted versions of their minds, with only enough memories of their living personality remaining to fuel their undead anger and jealousy of those who yet live. This burning rage only intensifies over the centuries of waiting within a crypt for the chance to actually act, and thus when most mummy guardians are awoken by tomb robbers or adventurers, they stop at nothing in pursuit of glorious slaughter.

-
-

While many cultures practice mummification of the dead for benign reasons, undead mummies are created through foul rituals, typically to provide eternally vigilant guardians.

' (x1) - '

While mummy guardians are undead crafted from the corpses of sacrificed-usually unwilling victims-and retain only fragments of their memories, a mummy pharaoh is the result of a deliberate embrace of undeath by a sadistic and cruel ruler. The transformation from life to undeath is no less awful and painful, but as the transition is an intentional bid to escape death by a powerful personality who fully embraces the blasphemous repercussions of the choice, the mummy pharaoh retains its memories and personality intact. Although in most cases a mummy pharaoh is formed from a particularly depraved ruler instructing their priests to perform complex rituals that grant the ruler eternal unlife, a ruler who was filled with incredible anger in life might spontaneously arise from death as a mummy pharaoh without undergoing this ritual. Depending on the nature of the ruler, a mummy pharaoh might have spellcasting or other class features instead of its Attack of Opportunity and disruptive abilities-the exact nature of the abilities the ruler had in life can significantly change or strengthen the mummy pharaoh presented here (which represents the least powerful variety of this deadly undead foe).

-
-

While many cultures practice mummification of the dead for benign reasons, undead mummies are created through foul rituals, typically to provide eternally vigilant guardians.

' (x1) - '

The most basic and common type of shanrigol is called, based on its general shape, a shanrigol heap. These amalgamations of warped flesh and shattered bone establish hunting grounds by accident rather than design, remaining where prey has been plentiful in the past so they can grow larger and larger as they add to their jumbled forms. Only rare fleshwarpers create these abominations willingly, as they ignore all commands and containment to seek out prey.

-
-

Fleshwarpers, regardless of their origin or training, create a shocking amount of waste. When the discarded remnants of aberrant flesh are heaped together with an accidental mixture of alchemical compounds or odious energy, the mass can quicken and regain life. Without the guidance of a fleshwarper, these aberrant body parts form into a shanrigol, a mess of bone, muscle, and sinew.

' (x1) - '' (x1) [reset] : string {3-14.system.details.reset} (3 different values) '

1 minute

' (x2) '

The trap resets over the course of the round and is ready to swing again 1 round later. It can be manually reset if Disabled.

' (x2) diff --git a/output/pf2e/packs/3-15.txt b/output/pf2e/packs/3-15.txt index 7ca9bb5..bc5e06a 100644 --- a/output/pf2e/packs/3-15.txt +++ b/output/pf2e/packs/3-15.txt @@ -959,20 +959,6 @@ object {3-15} 10 (x1) privateNotes : string {3-15.system.details.privateNotes} (same value: '') publicNotes : string {3-15.system.details.publicNotes} (6 different values) - '' (x3) - '

Good-natured but vain, crystal dragons are beautiful creatures with brilliant hides made of multicolored crystal and gemstone. Their beauty is a source of great pride but is also something of a weakness, as crystal dragons are easily angered by insults about their appearance. Despite their relatively benign natures when compared to other true dragons, crystal dragons can be short tempered and prone to finding insults where none were intended. Although their opinions are changeable, crystal dragons prefer orderly environments and are not fond of sudden interruptions or distractions.

-

Crystal dragons build their lairs in underground grottoes, where they cultivate environments of great beauty. Their exacting standards and vivid imaginations mean that they are always working to improve the appearance or layout of some part of their lair. These lairs are unique to each individual crystal dragon, but there are always plenty of reflective surfaces that allow the dragon to observe their own appearance. These range from crystals to reflecting pools to finely crafted mirrors, which are arranged throughout the lair in a pleasing array. Gifts of well-crafted or magical mirrors are an excellent way to curry favor with a crystal dragon.

-

Although crystal dragons are easily distracted by their sparkling collections or their vanity, they remain good-hearted creatures at the core and make friends quickly. While a crystal dragon tends to find evil creatures uncouth and unpleasant, any other nearby denizen or inhabitant of their home could become fast friends or beloved pets, depending upon the creature\'s capacity for conversation (and for providing the frequent praise and compliments that crystal dragons hunger for).

' (x2) - '

The drakauthix is a massive fungus that floats through the heights of the largest Darklands caverns, propelled by bladders that spray air and spores. A voracious but slow-moving hunter, the drakauthix prefers to ambush meaty creatures from above, using its hooked appendages to pull its victims upward to feed. The drakauthix\'s digestive process is entirely external-it clings to victims, and its spore-laden surface slowly feeds on and grows through the flesh before the spore-infested carcass is discarded. As the infested body strikes the ground below, it bursts and releases a cloud of spores, unleashing a host of young called sporelings that immediately scuttle up the cavern walls to cling to its ceiling and grow.

-

The drakauthix behaves no more intelligently than most predatory animals, and often uses a sort of symbiotic scavenger method to secure prey by capitalizing on the hunting methods of oozes and vermin found in the large cave systems it frequents. When a relatively mindless creature kills a victim, the drakauthix drifts down, hooks the freshly slain carcass with its tendrils, and reels in its meal. The mindless ooze or other creature that just had its food stolen rarely holds a grudge and simply slithers off to find a new quarry, letting the drakauthix digest the corpse in peace. Of course, the drakauthix isn\'t above feasting on more active prey as well, and might attack an adventurer who neglects to look upward for danger when exploring a network of mysterious caves.

-

Some Darklands-dwelling creatures, such as duergars, hunt drakauthixes for their flesh, which has a unique flavor with a peppery aftertaste. Subterranean races also make ink from drakauthixes by burning their carcasses, then grinding and pressing the ashes for a long time until a silvery substance congeals.

' (x2) - '

Scourges of the upper Darklands, these enormous, mole-like monstrosities slice and burrow through solid stone with massive forearms and adamantine-strong claws. Shulns grow to about 20 feet long and have four tiny, nearly imperceptible eyes; a long, pale snout; four thick-muscled legs that end in long, serrated claws; and a stubby pink tail. As a young shuln matures, its unique metabolism produces adamantine that becomes infused throughout its skeletal system. In addition to making their claws and fangs nearly unbreakable, this unique physiological trait makes shulns unparalleled burrowers and highly sought by monster hunters who hope to harvest the precious material from their corpses.

-

Shulns have a ravenous appetite and eat nearly anything they can catch, but their preferred diet consists almost entirely of large invertebrates, especially cave worms. They rely on tiny sensory whiskers that cover their snoutfland allow them to detect subtle movements in the air and ground without the use of vision. When it detects suitable prey, a shuln bites the target at the first opportunity, injecting it with a potent paralytic toxin present in its saliva. So strong is this poison that it is capable of subduing even the near-unstoppable purple worm, making the shuln a valuable companion to have for anyone making excursions into worm-infested regions of the Darklands. Shulns\' notoriously ill-tempered dispositions and their knack for digging into areas of an underground settlement where digging ought not occur makes them frustrating creatures to keep around, but when the alternative is an unpredictable but deadly visit from an enormous, hungry cave worm, the annoyances are well worth the trouble.

-

Encounters with much larger shuln-like entities on the Plane of Earth suggest that these creatures may have originated from that place. The larger shulns still retain their elemental qualities, are quite a bit smarter, and have their own suite of earth-themed innate primal spells-but for all that, they still love the taste of cave worm.

' (x2) - '

The isqulug\'s appearance, though unsettling, might be its least awful aspect. The creature resembles a bipedal amphibian with tentacles instead of arms and a head composed of an undulant mass of what appear to be shifting, slimy transparent eggs filled with writhing larvae. In truth, these larvae constitute the mind and consciousness of the isqulug-its "body" is little more than an organic suit manufactured from the flesh of those it has consumed, analogous to the complex web of a spider or the hive of a colony of bees, but fully capable of movement and violence.

' (x1) - '

The purple worm is the most common and infamous of the cave worms, a much-feared monster wandering the twisting tunnels of the Darklands that is capable of carving out entire cave systems. Tunnels bored by a purple worm don\'t always last long after these creature\'s passage, and areas where they nest are maddening mazes of passageways that lead nowhere, yet navigating the labyrinth to find the worm\'s central nest often yields amazing treasures left behind by the worm\'s prior victims.

-
-

Cave worms are gigantic scavengers that bore through the depths of the world, eating whatever material they find. Named for their distinctive colorations, these worms are ravenous and display overwhelming destructive capabilities. Cave worms of different colors and abilities lurk in the more remote corners of the world-tales speak of white worms that dwell within immense glaciers or icebergs and gray worms that burrow through the boneyards of long-forgotten ruins, to name a few.

' (x1) publication : object {3-15.system.details.publication} license : string {3-15.system.details.publication.license} (same value: 'OGL') remaster : boolean {3-15.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/3-16.txt b/output/pf2e/packs/3-16.txt index 36f0c0e..15cb093 100644 --- a/output/pf2e/packs/3-16.txt +++ b/output/pf2e/packs/3-16.txt @@ -535,25 +535,6 @@ object {3-16} 2 (x1) privateNotes : string {3-16.system.details.privateNotes} (same value: '') publicNotes : string {3-16.system.details.publicNotes} (7 different values) - '' (x2) - '

Not all mercenaries sell brawn and intimidating glares. Some sell their magical talents to earn a living. While there are many types of mages for hire, some of the sneakiest are specialized in divination, using their skills for infiltration and sabotage.

-
-

A broad category that includes those wielding arms, spells, or even guile and cunning, mercenaries hire themselves and their expertise to those with the gold to pay for it.

' (x2) - '

Troubadours keep alive the traditional songs of their cultural and write original works to commemorate major events.

-
-

Performances can serve as entertainment, expressions of beauty, or part of a shared culture.

' (x2) - '

Guards are rank-and-file members of a town watch or city guard, trained to look for trouble, take down criminals, and follow orders. They are a match for only the most fledgling of adventurers and criminals, but, given time, the settlement can usually muster them in numbers sufficient to neutralize most threats.

-
-

Larger societies rely on those with the authority and the ability to interpret and enforce laws. In good-aligned societies, these officials carry out their duties fairly. In neutral and evil ones, these officials can be harsh and cruel (with an altered alignment to reflect this), imposing severe punishments on those who can\'t pay for mercy.

' (x1) - '

Watch officers are assigned to a certain area within a city or community. Often leading a small team of lower-ranking guards, they patrol those areas to maintain order and enforce laws. Watch officers get the job done, though their methods are not always gentle or kind. Because the watch officer is responsible to their superiors for their area, they sometimes need to make tough decisions between justice and effectiveness.

-
-

Larger societies rely on those with the authority and the ability to interpret and enforce laws. In good-aligned societies, these officials carry out their duties fairly. In neutral and evil ones, these officials can be harsh and cruel (with an altered alignment to reflect this), imposing severe punishments on those who can\'t pay for mercy.

' (x1) - '

Bounty hunters are constantly on the move, whether within city walls or the wilderness, trailing their fugitive quarries for capture... or disposal. Often relying on stealth or deception as much as martial skill, bounty hunters employ a vast array of talents to accomplish their goals, not to mention to collect the hefty payout that follows.

-
-

A broad category that includes those wielding arms, spells, or even guile and cunning, mercenaries hire themselves and their expertise to those with the gold to pay for it.

' (x1) - '

Busy road builders might unknowingly use cobble mites in construction.

-
-

Cobble mites resemble squarish stones a few inches across with mouths like split geodes. Though indolent and harmless alone, they\'re dangerous in large groups.

' (x1) publication : object {3-16.system.details.publication} license : string {3-16.system.details.publication.license} (same value: 'OGL') remaster : boolean {3-16.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/3-18.txt b/output/pf2e/packs/3-18.txt index a534640..eaa2dc8 100644 --- a/output/pf2e/packs/3-18.txt +++ b/output/pf2e/packs/3-18.txt @@ -401,14 +401,6 @@ object {3-18} 5 (x1) privateNotes : string {3-18.system.details.privateNotes} (same value: '') publicNotes : string {3-18.system.details.publicNotes} (3 different values) - '' (x2) - '

Gremlins arose long ago in the First World, living embodiments of nature\'s ability to wear away, erode, and decompose. On the Material Plane, their encounters with mortal civilizations twisted them into creatures devoted to chaos, sabotage, and traps, each variety specializing in a particular brand of mayhem.

-
-

Even more than most gremlins, grimples resent the trappings of civilization: inn common rooms with their rowdy singalongs, livery yards with their whinnying horses, church steeples with their clanging bells. Grimples live to spoil these conventions, dropping tavern signs on patrons, urinating in rain barrels, and opening stable doors. When all else fails, they literally vomit their disdain on passersby.

-

Grimples resemble humanoid, mange-ridden opossums, with boar-like tusks that aid them in rooting through garbage heaps for food. They are agile climbers who glide from eave to eave on the loose flaps of skin between their limbs. Savvy gremlin-hunters know to look for the skin flakes and fur grimples shed from their parasite-infested hides.

' (x1) - '

The "towering" hunchbacked nuglubs are among the largest gremlins, though they\'re not quite three feet tall. Nuglubs have three glowing blue eyes and black, oily hair on their head and back that covers them like a cloak. Nuglubs enjoy killing with a glee that other gremlins reserve for sabotage. Indeed, they spend long hours preparing ambushes for unwary travelers or plotting the murders of sleeping villagers. Though less technically inclined than their kin, nuglubs do enjoy building traps. They delight in stealthily constructing traps in places their victims consider familiar, such as front doors and the floors around beds. If someone else gets blamed for the mayhem the nuglub creates, all the better.

-

In combat, nuglubs focus on targets wearing metal armor. Some attribute this to envy on the part of the nuglubs, who find it difficult to fit armor on their twisted bodies. Nuglubs are particularly talented at causing those nearby to stumble over them and fall prone. Once an enemy falls to the ground, all the nuglubs descend upon the target, biting and scratching until nothing remains.

-

Nuglubs rarely gather in groups larger than half a dozen, as quarrels often lead to violence and cannibalism. A lone nuglub who bullies a group of smaller gremlins is more likely to get their way, and thus less likely to attack their allies.

' (x1) publication : object {3-18.system.details.publication} license : string {3-18.system.details.publication.license} (same value: 'OGL') remaster : boolean {3-18.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/3-19.txt b/output/pf2e/packs/3-19.txt index 9638c9c..a6fafce 100644 --- a/output/pf2e/packs/3-19.txt +++ b/output/pf2e/packs/3-19.txt @@ -577,11 +577,6 @@ object {3-19} 9 (x1) [privateNotes] : string {3-19.system.details.privateNotes} (same value: '') [publicNotes] : string {3-19.system.details.publicNotes} (2 different values) - '' (x8) - '

An animate dream coalesces from centuries of stray fragments of reverie and dream left behind as slumbering minds drift through the Dimension of Dreams. In most cases, these fragments simply disperse on their own, but when dreamers flee from nightmares back to the waking world, these fragments can take on a supernatural life of their own. They have little reasoning and intent except to seek similar fragments, absorb them, and grow. When enough of them gather together, they merge into a horrific form as an animate dream.

-

Individually, animate dreams can hold a wide range of appearances, but most take on rudimentary shapes akin to the living forms of the minds that spawned them. Animate dreams that rise from slumbering humanoids, the most commonly encountered, thus appear humanoid, but with distorted, nightmarish shapes that incorporate additional twisted limbs and frightening features. In these forms, animate dreams find their way out of the Dreamlands and into the waking world, only to discover they have no way of returning and suffer a relentless hunger that only new nightmares can sate.

-

An animate dream thrives on the terror fueled by nightmares and fear and uses its supernatural abilities to invoke such feelings in the minds of its victims, cursing its prey by creating a permanent link to that individual\'s dreams. Thereafter, the victim is subjected to all manner of reoccurring nightmares. As the nightmares continue, the victim finds it more and more difficult to remain awake. In the end, the victim plunges into an accursed slumber from which it cannot return. These victims provide the animate dream with the purest form of fear and are its preferred sustenance.

-

An animate dream can subsist on the ambient fear generated by regular nightmares, but these lesser fears aren\'t as satisfying, often driving the animate dream to seek out new victims. Left without a source of fear, an animate dream won\'t starve to death, but it will grow increasingly violent and desperate. Famished animate dreams are the ones most often encountered, as they have been forced to abandon subtlety to pursue more blatant methods of harvesting fear. Yet such animate dreams also tend to be the least powerful of their kind. Those who have grown metaphysically fat on fear have generally done so by adopting a specific nightmare theme, such as being buried alive, being swept away by ocean waves, or being consumed by wild beasts. Such animate dreams often have similarly themed innate spells to augment their powers.

' (x1) publication : object {3-19.system.details.publication} license : string {3-19.system.details.publication.license} (same value: 'OGL') remaster : boolean {3-19.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/3-98.txt b/output/pf2e/packs/3-98.txt index 5f42e6a..e1310cc 100644 --- a/output/pf2e/packs/3-98.txt +++ b/output/pf2e/packs/3-98.txt @@ -626,23 +626,6 @@ object {3-98} 'necril' (x1) [privateNotes] : string {3-98.system.details.privateNotes} (same value: '') [publicNotes] : string {3-98.system.details.publicNotes} (6 different values) - '' (x11) - '

Duergar priests of the taskmaster god Droskar often assume leadership roles within their communities, advancing the goals of their deity through coercion and displays of force. Often referred to as duergar taskmasters, these leaders often issue commands to duergar subordinates and slaves in the same breath, treating the two almost as if they were interchangeable. As a result, duergar taskmasters are loathed by both slave and slaver alike.

-
-

Deep beneath the surface, duergars stubbornly claim the ancestral subterranean homelands of the dwarves as their own, having refused to venture to the surface along with their modern dwarven cousins. An exiled dwarven deity named Droskar offered duergars salvation from the horrors of the Darklands, and in exchange duergars endlessly toil in his honor within their subterranean empire. Notorious slavers, duergars regularly raid other Darklands settlements as well as surface communities in constant search of living beings to task with endless amounts of work in their harsh and exhausting settlements.

-

Duergars are gray-skinned creatures, often referred to as \'ashen\' by those surface dwarves willing to speak of them. These subterranean dwarves have a strong natural connection with cave-dwelling vermin, and it\'s common to see duergar caravans drawn by teams of immense beetles. Most duergars devote themselves to the worship of Droskar, a taskmaster of a god who demands back-breaking toil in addition to regular prayer. Duergar leadership often consists of powerful divine servants of Droskar, along with incredibly stout warriors whose martial prowess ensures they can overcome any direct threat to their rule. Almost every aspect of duergar society is controlled by a strict hierarchy of leadership, with taskmasters directing subordinates across all walks of life.

' (x1) - '

These blobs of nearly transparent protoplasm are identical in form and behavior to the microscopic creatures from which they have evolved, except their outlandish size makes them all the more dangerous. Unlike slimes, puddings, and other deadly oozes, giant amoebas have an outer membrane that contains their internal structures, making them more susceptible to slashing weapons than their amorphous kin. However, this membrane is also extremely flexible and permeable, allowing them to surround prey and absorb it, suffocating and slowly digesting it in the amoeba\'s acidic fluids.

' (x1) - '

Rats are a ubiquitous menace, scurrying through the sewers and on the streets of nearly every settlement the world over. Though a regular rat darting underfoot might startle or even frighten the average passerby, giant rats and rat swarms are far more dangerous.

-
-

Giant rats are enormous versions of the common vermin. They are typically found in abundant numbers, but since they cannot fit in the nooks where mundane rats typically hide, they are much easier to locate and exterminate. They mostly live in sewers where they can scavenge from the streets above, but some families of giant rats live in more remote locations, such as dank caves or forests and hills. Rats are incredibly adept survivors and can be found nearly anywhere in the world, though they tend to favor temperate or warm climates as opposed to cold regions.

-

Although its bite alone is not lethal except to the very young or very old, the giant rat carries the filth fever common to rodents around the world-a pestilence more than capable of ravaging rural communities.

' (x1) - '

Wrecker demons, also known as abrikandilus, despise beautiful things and do everything in their power to destroy both people and objects regarded as such. An abrikandilu forms from the souls mortals who were vandals, misanthropes, or defacers of artwork, particularly if their destructive actions stemmed from feelings of powerful envy.

-

An abrikandilu loathes only one thing more than beauty: their own visage. The mere sight of their face-reflected in a mirror, a shield, or even a pool of water- can send a wrecker demon into a rage. Many demon slayers leverage tactic to their advantage, venturing into battle with polished steel shields and cold iron blades at the ready.

-
-

Mortal souls that have been twisted and corrupted by sin sometimes arise in the afterlife as demons. These powerful and destructive fiends seek to spread their particular sin to warp more souls, thereby bolstering their numbers and continuing the cycle.

' (x1) - '

The most common skeletal minions are mere guardians.

-
-

Made from bones held together by foul necromancy, skeletons are among the most common types of undead, found haunting old dungeons and forgotten cemeteries.

' (x1) [reset] : string {3-98.system.details.reset} (5 different values) '' (x9) '

1 hour

' (x4) @@ -650,22 +633,6 @@ object {3-98} '

After expanding, the brown mold can\'t grow again for 1 day.

' (x2) '

The trap resets whenever a creature enters the Labyrinth for the first time.

' (x2) [routine] : string {3-98.system.details.routine} (4 different values) - '' (x17) - '

(1 action) The magic controlling the tides malfunctions, causing the tides to change every few seconds. Water flows rapidly between areas B2 and B4. Each creature in area B2, area B4, or the hallway connecting them must attempt a @Check[fortitude|dc:17|traits:damaging-effect] save as the shifting tides buffet them, dealing @Damage[1d8[bludgeoning]] damage.

-

Critical Success The creature takes no damage.

-

Success The creature takes half damage.

-

Failure The creature takes full damage and is moved 5 feet along with the water.

-

Critical Failure The creature takes full damage and is moved 10 feet along with the water.

' (x1) - '

(1 action) The magic controlling the tides malfunctions, causing the tides to change every few seconds. Water flows rapidly between areas B2 and B4. Each creature in area B2, area B4, or the hallway connecting them must attempt a @Check[fortitude|dc:20|traits:damaging-effect] save as the shifting tides buffet them, dealing @Damage[2d8[bludgeoning]] damage.

-

Critical Success The creature takes no damage.

-

Success The creature takes half damage.

-

Failure The creature takes full damage and is moved 10 feet along with the water.

-

Critical Failure The creature takes full damage and is moved 20 feet along with the water.

' (x1) - '

(1 action) The magic controlling the tides malfunctions, causing the tides to change every few seconds. Water flows rapidly between areas B2 and B4. Each creature in area B2, area B4, or the hallway connecting them must attempt a @Check[fortitude|dc:22|traits:damaging-effect] save as the shifting tides buffet them, dealing @Damage[(2d8+5)[bludgeoning]] damage.

-

Critical Success The creature takes no damage.

-

Success The creature takes half damage.

-

Failure The creature takes full damage and is moved 10 feet along with the water.

-

Critical Failure The creature takes full damage and is moved 20 feet along with the water.

' (x1) saves : object {3-98.system.saves} fortitude : object {3-98.system.saves.fortitude} saveDetail : string {3-98.system.saves.fortitude.saveDetail} (same value: '') diff --git a/output/pf2e/packs/3-99.txt b/output/pf2e/packs/3-99.txt index d7ff6f7..5081f0d 100644 --- a/output/pf2e/packs/3-99.txt +++ b/output/pf2e/packs/3-99.txt @@ -983,23 +983,6 @@ object {3-99} 0 (x1) [privateNotes] : string {3-99.system.details.privateNotes} (same value: '') [publicNotes] : string {3-99.system.details.publicNotes} (6 different values) - '' (x24) - '

Green hags hate beauty and purity, so they use disguises and treachery to lure and murder innocents, corrupt the pure of heart, and shatter the minds and morals of their victims. Green hags create imaginative schemes to utterly ruin anyone who crosses them, as well as good or righteous folk whose very existence insults the hag\'s twisted sensibilities. The complicated scandals perpetuated by green hags involve impersonation, mistaken identity, the seduction and betrayal of loved ones, or all these things in combination.


Malevolent crones who lurk at the edges of civilization, hags use their deceptive, magical abilities to prey upon humanoids, manipulating and corrupting them. Some say hags arose from fey that became twisted by their inner selfishness. Hags gather together in covens for greater power, craft unique magical items known as @UUID[Compendium.pf2e.equipment-srd.Item.Hag Eye]{Hag Eyes}, and are known to replace infant humanoids with their own offspring-these children are @UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Changeling Exile]{Changelings} who have the potential to become hags themselves.

' (x1) - '

Hadrosaurids are a broad grouping of herbivorous dinosaurs that share characteristic flat snouts filled with rows of grinding teeth well suited for feeding on vegetation. Also known as "duck-billed dinosaurs" due to the unusual shape of their jaws, hadrosaurids are lumbering creatures that can rival an elephant for size, although they tend to be much less aggressive and are prone to flight when confronted with danger rather than stubbornly standing their ground. Many species of hadrosaurids have uniquely shaped crests on their heads that give each species its own unusual profile, making them easily recognizable even to an amateur dinosaur watcher.

-

Giants and other oversized creatures have been known to domesticate hadrosaurids to serve as livestock. Despite their ability to sprint quickly, they don\'t make particularly viable mounts due to their timid natures, but in a large group, a panicked gathering of hadrosaurids can wreak great damage with their trampling.

-

A hadrosaurid can walk for short distances on its hind legs but prefers to graze and travel on all fours. The typical hadrosaurid is 20 to 30 feet long and can weigh up to 10,000 pounds.

' (x1) - '

Kobold dragon mages use magic to carry out their secret schemes. The presence of a dragon mage in a kobold warren is one of the greatest testaments to the kobolds\' claim to draconic heritage.

-
-

Kobolds are small, reptilian humanoids who carry physical similarities to true dragons. They lurk in dark spaces, usually tunnels and mines beneath the earth, in either warrens of their own design or complexes discovered and colonized after the original builders have moved on. Though kobolds are far more pragmatic than they are courageous, they use every inch of their cunning to even the playing field between themselves and other, stronger creatures. They attack from the darkness and at range, and kobold artificers and engineers master the art of simple but effective traps, which they use to protect their lairs. Kobolds are skilled at working together by necessity, and they often set up ambushes or hit-and-run assaults that allow them to do the most damage possible without being harmed in return.

-

Kobolds are diligent and hardworking creatures, though they often turn these virtues toward selfish ends. While some kobolds live in communal collectives that maintain neutral relations with the creatures around them, they can be easily swayed into serving malevolent powers or megalomaniac leaders. This is in part due to kobolds\' innate pragmatism, as they would rather concede to servitude than risk being killed, but it is also in part due to a reverence for the power that kobolds generally lack. Dragons in particular are viewed with a deferential awe, and kobolds eagerly offer their services to such mighty and glorious creatures when they can. While kobolds may scheme against other leaders, especially those that control them via subjugation, dragons are usually viewed with adoration, no matter how brutal they might be to their kobold minions.

' (x1) - '

Most kobolds encountered outside of a well-defended warren or lair are kobold scouts, creatures trained for stalking and the hunt.

-
-

Kobolds are small, reptilian humanoids who carry physical similarities to true dragons. They lurk in dark spaces, usually tunnels and mines beneath the earth, in either warrens of their own design or complexes discovered and colonized after the original builders have moved on. Though kobolds are far more pragmatic than they are courageous, they use every inch of their cunning to even the playing field between themselves and other, stronger creatures. They attack from the darkness and at range, and kobold artificers and engineers master the art of simple but effective traps, which they use to protect their lairs. Kobolds are skilled at working together by necessity, and they often set up ambushes or hit-and-run assaults that allow them to do the most damage possible without being harmed in return.

-

Kobolds are diligent and hardworking creatures, though they often turn these virtues toward selfish ends. While some kobolds live in communal collectives that maintain neutral relations with the creatures around them, they can be easily swayed into serving malevolent powers or megalomaniac leaders. This is in part due to kobolds\' innate pragmatism, as they would rather concede to servitude than risk being killed, but it is also in part due to a reverence for the power that kobolds generally lack. Dragons in particular are viewed with a deferential awe, and kobolds eagerly offer their services to such mighty and glorious creatures when they can. While kobolds may scheme against other leaders, especially those that control them via subjugation, dragons are usually viewed with adoration, no matter how brutal they might be to their kobold minions.

' (x1) - '

The typical kobold trains with agile weaponry, favoring the light pick for its use in crafting new tunnels to expand their domains through underground reaches. Kobolds are capable of landing sneaky strikes against unsuspecting foes but are just as quick to scamper off to safety when they don\'t, as a group, outnumber their enemies at least two to one.

-
-

Kobolds are small, reptilian humanoids who carry physical similarities to true dragons. They lurk in dark spaces, usually tunnels and mines beneath the earth, in either warrens of their own design or complexes discovered and colonized after the original builders have moved on. Though kobolds are far more pragmatic than they are courageous, they use every inch of their cunning to even the playing field between themselves and other, stronger creatures. They attack from the darkness and at range, and kobold artificers and engineers master the art of simple but effective traps, which they use to protect their lairs. Kobolds are skilled at working together by necessity, and they often set up ambushes or hit-and-run assaults that allow them to do the most damage possible without being harmed in return.

-

Kobolds are diligent and hardworking creatures, though they often turn these virtues toward selfish ends. While some kobolds live in communal collectives that maintain neutral relations with the creatures around them, they can be easily swayed into serving malevolent powers or megalomaniac leaders. This is in part due to kobolds\' innate pragmatism, as they would rather concede to servitude than risk being killed, but it is also in part due to a reverence for the power that kobolds generally lack. Dragons in particular are viewed with a deferential awe, and kobolds eagerly offer their services to such mighty and glorious creatures when they can. While kobolds may scheme against other leaders, especially those that control them via subjugation, dragons are usually viewed with adoration, no matter how brutal they might be to their kobold minions.

' (x1) publication : object {3-99.system.details.publication} license : string {3-99.system.details.publication.license} (same value: 'OGL') remaster : boolean {3-99.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/4-01.txt b/output/pf2e/packs/4-01.txt index ad6b347..b44a766 100644 --- a/output/pf2e/packs/4-01.txt +++ b/output/pf2e/packs/4-01.txt @@ -376,16 +376,6 @@ object {4-01} 4 (x1) privateNotes : string {4-01.system.details.privateNotes} (same value: '') publicNotes : string {4-01.system.details.publicNotes} (4 different values) - '

The more common bugbear thug specializes in the art of lurking in the shadows.

-
-

These stealthy and cruel goblinoid creatures delight in spreading fear and tormenting their victims. Bugbears are the monsters lurking in the closet and hiding under the bed. Preying on remote farmsteads, bugbears reveal their presence with thumps in the night or creaks of boards to build lurking dread and arouse suspicion and fear.

' (x3) - '' (x3) - '

With their distinctive black bodies and white stripes or spots, skunks are instantly recognizable to most creatures. Those who catch a full blast of musk rarely decide to trouble a skunk again, as the revolting stench can linger for hours or even days. Removing the odor is difficult, typically requiring the aid of alchemy or magic.

-
-

These omnivores are most active at twilight, feeding on everything from berries to grubs and insects. Some farmers even encourage the animals to live near their farms to keep destructive pest populations low.

' (x1) - '

With their distinctive black bodies and white stripes or spots, skunks are instantly recognizable to most creatures. Those who catch a full blast of musk rarely decide to trouble a skunk again, as the revolting stench can linger for hours or even days. Removing the odor is difficult, typically requiring the aid of alchemy or magic.

-
-

Giant skunks thrive in places where their larger size and more potent musk allow them to fend off predators their smaller cousins can\'t. With larger bodies come more powerful appetites, and giant skunks tend to be aggressive and territorial.

' (x1) publication : object {4-01.system.details.publication} license : string {4-01.system.details.publication.license} (same value: 'OGL') remaster : boolean {4-01.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/4-02.txt b/output/pf2e/packs/4-02.txt index ef8ba84..50faa2d 100644 --- a/output/pf2e/packs/4-02.txt +++ b/output/pf2e/packs/4-02.txt @@ -651,21 +651,6 @@ object {4-02} -1 (x1) privateNotes : string {4-02.system.details.privateNotes} (same value: '') publicNotes : string {4-02.system.details.publicNotes} (5 different values) - '

Deathless acolytes typically arise when a deity or their herald expends a minor amount of power to return a low-ranking priest. Some priests are powerful enough in life to return, greatly lessened, of their own volition.

-
-

Deathless acolytes are an oddity among undead, neither willingly transformed nor, strictly speaking, transformed against their will. The creation of a deathless acolyte is an act of direct intervention by a deity, typically as a double-edged reward and curse granted to a faithful priest who failed in completing a divine mandate due to circumstances beyond their control.

' (x2) - '

Guards are rank-and-file members of a town watch or city guard, trained to look for trouble, take down criminals, and follow orders. They are a match for only the most fledgling of adventurers and criminals, but, given time, the settlement can usually muster them in numbers sufficient to neutralize most threats.

-
-

Larger societies rely on those with the authority and the ability to interpret and enforce laws. In good-aligned societies, these officials carry out their duties fairly. In neutral and evil ones, these officials can be harsh and cruel (with an altered alignment to reflect this), imposing severe punishments on those who can\'t pay for mercy.

' (x1) - '

Though not every commoner is downtrodden, many live hard lives of toil as they work to keep their families fed and housed in relative comfort. While many commoners are just simple folks who keep to themselves, sometimes commoners rebel, either rising up to face their oppressors or persuaded or even duped into joining nefarious plans and criminal conspiracies. Commoners benefit from power in numbers, and a crowd of commoners can accomplish a great deal more than their rulers often expect.

-
-

Unfortunately, every society has people living on its fringes. While good communities work to grant aid and respite to their downtrodden, sometimes-due to economic downturn, famine, or war-the ranks of the less fortunate exceed the community\'s capacity to support them. In heartless neutral and evil societies, poverty is seen as an inevitability that can never be truly eradicated, or even worse, as a tool to be manipulated for political gain.

' (x1) - '

These skeletons retain the cunning they possessed in life.

-
-

Made from bones held together by foul necromancy, skeletons are among the most common types of undead, found haunting old dungeons and forgotten cemeteries.

' (x1) - '

These soldiers continue to follow orders in death, still wielding the armaments they spent a lifetime learning how to use. While frequently made from the bones of humans or dwarves, other types of humanoids are quite common, such as bugbears, hobgoblins, and orcs. Often, these soldiers wield the weapons most common among their people instead of those listed here.

-
-

Among the ranks of the dead, none are so numerous, nor so varied, as the skeleton. While most are almost entirely made from bone, some maintain a few scraps of flesh to aid them in movement, such as wing membranes.

' (x1) publication : object {4-02.system.details.publication} license : string {4-02.system.details.publication.license} (same value: 'OGL') remaster : boolean {4-02.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/4-04.txt b/output/pf2e/packs/4-04.txt index 91e2359..42676ed 100644 --- a/output/pf2e/packs/4-04.txt +++ b/output/pf2e/packs/4-04.txt @@ -534,14 +534,6 @@ object {4-04} 7 (x1) [privateNotes] : string {4-04.system.details.privateNotes} (same value: '') [publicNotes] : string {4-04.system.details.publicNotes} (4 different values) - '' (x4) - '

The bugbear tormentor seeks to torture their prey as much through psychological intimidation as through physical harm. The longer a bugbear tormentor can keep their victim alive and terrified, the better they feel.

-
-

These stealthy and cruel goblinoid creatures delight in spreading fear and tormenting their victims. Bugbears are the monsters lurking in the closet and hiding under the bed. Preying on remote farmsteads, bugbears reveal their presence with thumps in the night or creaks of boards to build lurking dread and arouse suspicion and fear.

' (x1) - '

Living boulders roll and glide through the Plane of Earth, gathering gemstones and metal shards until their surfaces resemble a ship\'s hull covered in barnacles. Barely more intelligent than many animals, living boulders fill much the same role on the Plane of Earth as the great herd animals found on Material Plane worlds.

' (x1) - '

These massive, terrifying arachnids are typically 8 feet long from head to the base of the tail. Giant scorpions are the favored pack animals and war beasts of various desert-dwelling monsters, particularly gnolls. They are most commonly encountered in the wild, however. There they lair in mountainside caves or burrow beneath shallow layers of sand where they lie in wait for prey to wander near. Sleek, pallid subterranean scorpions also exist, as do still larger species.

-
-

Chitinous scourges of deserts, forests, savannas, and badlands, scorpions are deadly arachnids with powerful pincers and a painful sting. Scorpions can be found in nearly every climate, where they hunt their prey with a mixture of patient stealth and raw strength. Most scorpions live in underground burrows, either as lone hunters or part of a larger colony. These arachnids are so feared and dangerous that in many cultures, they are treated as deities or dualistic symbols of both death and protection from said death.

' (x1) publication : object {4-04.system.details.publication} license : string {4-04.system.details.publication.license} (same value: 'OGL') remaster : boolean {4-04.system.details.publication.remaster} (same value: False) @@ -560,10 +552,6 @@ object {4-04} '

1 day

' (x2) '

The hazard still submerges anyone who walks in, but the surface doesn\'t become hidden again until it settles over the course of 24 hours.

' (x1) [routine] : string {4-04.system.details.routine} (2 different values) - '' (x2) - '

(1 action) On its initiative, the quicksand pulls down each creature within it. A creature that was submerged up to its waist becomes submerged up to its neck, and a creature that was submerged up to its neck is pulled under and has to hold its breath to avoid suffocation.

-

A creature in the quicksand can attempt a @Check[athletics|dc:23|traits:action:swim] check to Swim to either raise itself by one step if it\'s submerged to its neck or worse, or to move 5 feet if it\'s submerged only up to its waist. On a critical failure, the creature is pulled down one step.

-

A creature that Swims out of the quicksand escapes the hazard and is prone in a space adjacent to the quicksand patch. Other creatures can Aid the creature, typically by using a rope or similar aid, or attempt to pull the creature out with their own @Check[athletics|dc:23|name:Aid Another Creature in Quicksand] check, with the same results as if the creature attempted the check.

' (x1) [initiative] : object {4-04.system.initiative} statistic : string {4-04.system.initiative.statistic} (same value: 'perception') [perception] : object {4-04.system.perception} diff --git a/output/pf2e/packs/4-05.txt b/output/pf2e/packs/4-05.txt index 11bae8c..9392252 100644 --- a/output/pf2e/packs/4-05.txt +++ b/output/pf2e/packs/4-05.txt @@ -508,20 +508,6 @@ object {4-05} 2 (x2) privateNotes : string {4-05.system.details.privateNotes} (same value: '') publicNotes : string {4-05.system.details.publicNotes} (5 different values) - '' (x2) - '

Suits of animated armor see use both as guardians and as training partners in high-end martial academies able to afford the extravagance. They are most often found in wizard laboratories and ancient dungeons.

-
-

Granted a semblance of life through the use of rituals or other strange magic, animated objects take many forms and serve a variety of uses. A few examples of typical animated objects are listed below. Many of these creatures serve as guardians, surprising unsuspecting adventurers when they suddenly attack. Others serve as idle distractions for the exceptionally rich, simple servants created to handle odd jobs, and the like.

' (x1) - '

Charlatans use pretense and misdirection to swindle money and other valuables from the credulous and confused. Selling snake oil (literally or figuratively), distracting marks to pick their pockets, or faking mediumship are classic grifts.

-
-

Some criminals are the desperate who have no option but to break the law to survive, while others choose a life of crime for thrills, forming gangs or underworld guilds that specialize in certain illegal ventures.

' (x1) - '

Dero stalkers are those charged with exploring the surface world by night and seeking out new victims to abduct.

-
-

Deros are short, wiry humanoids with milky white eyes, gray-blue skin, and wild shocks of off-white or gray hair. The descendants of a mysterious type of fey abandoned in the deepest, darkest caverns of Golarion, deros are the subject of fearful legends and folk tales to most of the world\'s surface races. They skulk beneath major metropolitan areas, performing cruel and twisted experiments on unwilling subjects. A dero is 3 feet tall and weighs approximately 70 pounds.

' (x1) - '

The cowardly and lazy skulks live on the fringes of organized societies and steal from others without a second thought. Even murder is merely another necessity, and they think nothing of creeping into a house, dispatching the residents, and taking what they want.

-

Their chameleon-like ability to blend into their surroundings makes skulks difficult to detect, so their ever-present populations around the periphery of large settlements are nearly impossible to dislodge permanently. They typically travel in small groups of no more than 16 individuals, since groups larger than that tend to break into violence directed at one other. While skulks see themselves as sharing a common history of being cast out and hated, this is not a strong enough bond to hold large groups of the creatures together with a shared purpose for very long.

-

Entrances and exits from cities, especially less-guarded access ways around sewers and the like, are skulks\' favorite stomping grounds. These sites allow them to closely observe who comes and goes from the city while also affording them swift escape options, should the authorities uncover their presence. On rare occasions, a well-disciplined skulk can rise to prominence within the local thieves\' guild and become sought after for difficult jobs. Their repugnant personalities and overwhelming selfishness, however, usually means they are unable to secure long-lasting leadership roles.

-

A typical skulk is 6 feet tall with similar body structure to a gangly human. Skulks mature quickly and can live up to 50 years, although most meet a violent end long before then. The rare skulk who manages to escape their society of violence and craven bitterness can be of any alignment, but those skulks who remain bound by their traditions always see these self-imposed exiles as the worst kind of traitors, and the exiles are often targeted for eradication to the exclusion of all other victims. More than one band of skulks has accidentally engineered its own doom after throwing caution to the wind and exposing its existence to the authorities in an ill-planned but violently passionate attempt to track down such an exile.

' (x1) publication : object {4-05.system.details.publication} license : string {4-05.system.details.publication.license} (same value: 'OGL') remaster : boolean {4-05.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/4-06.txt b/output/pf2e/packs/4-06.txt index 5c333e9..ffd81ef 100644 --- a/output/pf2e/packs/4-06.txt +++ b/output/pf2e/packs/4-06.txt @@ -435,14 +435,6 @@ object {4-06} 10 (x1) privateNotes : string {4-06.system.details.privateNotes} (same value: '') publicNotes : string {4-06.system.details.publicNotes} (5 different values) - '

Harpies are filthy amalgamations of human and bird, resembling feral humans with wings, talons, and mouths full of sharp teeth. They use captivating songs to lure creatures in, then murder them while they stand transfixed. They enjoy causing confusion and fear in their prey before they strike, believing it creates a savory flavor in the flesh. Harpies can eat most creatures but strongly prefer sapient prey-humans and elves are their favorite. Although harpies will eat goblins if sufficiently hungry, they dislike their flavor and avoid eating them if possible. This doesn\'t comfort goblins, of course, who have a particularly strong fear of harpies. Because their aeries often reek with the gore of their kills and careless spatters of guano, harpies carry a distinctly vile scent that canny travelers associate with danger. Harpies who roost close to civilization make better efforts to keep clean, though these efforts have mixed results.

-

Harpies live in family groups or larger clans. They are lightweight despite their size, standing 5 feet tall and weighing only around 90 pounds. While most use relatively simple weapons, some harpies take pride in learning and mastering the use of more complex tools of war such as swords and slings. Those who master the use of the bow, in particular, are often regarded as heroes among their kind and terrors among their victims.

' (x2) - '' (x2) - '

Intricate, complex machines, clockworks are built with care by highly skilled engineers. Though their creation involves some amount of magic, they\'re primarily mechanical, packed with precision-tuned gears and springs working in concert.

-

The sturdy mainspring within a clockwork must be wound to provide the energy needed to power the device. Some larger clockworks contain a series of springs for different limbs that each need to be wound. A clockwork\'s crafter creates a unique metal key while building the clockwork; winding the clockwork usually involves inserting the key into the machine\'s back and turning clockwise. Larger clockworks require greater strength to turn the key, and typically have larger keys to allow for more torque-some even accommodating a team of winders rather than an individual. Programming a clockwork requires both the key and the knowledge to set the program correctly, information usually reserved for the clockwork\'s creator or owner.

' (x2) - '

Slimes, molds, and other oozes can be found in dank dungeons and shadowed forests. While not necessarily evil, some grow to enormous sizes and have insatiable appetites.

' (x2) - '

Though many spellcasters can harness the forces of magic in a consistent manner, such power can\'t always be controlled, especially in the hands of reckless researchers, megalomaniacal villains, or untested novices. When magical accidents result in large-scale property damage and the loss of life, these forces sometimes take on lives of their own, forming a dangerous amalgamation of ongoing magical energy known as a roiling incant.

-

A roiling incant\'s appearance depends on the type of magic it sprang forth from, though it always carries with it an echo of the destruction it has caused. A fiery evocation roiling incant might look like a storm of burning ashes echoing with the sounds of crackling timber, while a necromancy roiling incant could be mistaken for ghostly tendrils puppeteering shambling corpses. No matter what it looks like, a roiling incant roams mindlessly, attacking everything it encounters, heedless of further carnage it causes.

' (x1) publication : object {4-06.system.details.publication} license : string {4-06.system.details.publication.license} (same value: 'OGL') remaster : boolean {4-06.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/4-08.txt b/output/pf2e/packs/4-08.txt index 3756d41..c37b8b5 100644 --- a/output/pf2e/packs/4-08.txt +++ b/output/pf2e/packs/4-08.txt @@ -350,13 +350,6 @@ object {4-08} 4 (x1) [privateNotes] : string {4-08.system.details.privateNotes} (same value: '') [publicNotes] : string {4-08.system.details.publicNotes} (3 different values) - '

These stealthy and cruel goblinoid creatures delight in spreading fear and tormenting their victims. Bugbears are the monsters lurking in the closet and hiding under the bed. Preying on remote farmsteads, bugbears reveal their presence with thumps in the night or creaks of boards to build lurking dread and arouse suspicion and fear.

' (x3) - '

By setting ambushes and traps in concealing countryside, such as forests and mountains, bandits waylay travelers and plunder their valuables before disappearing back to their wilderness hideouts. Many bandits seek only to steal and release their victims alive, though a few prefer to leave no witnesses.

-
-

Some criminals are the desperate who have no option but to break the law to survive, while others choose a life of crime for thrills, forming gangs or underworld guilds that specialize in certain illegal ventures.

' (x1) - '

Most smaller communities have at least one smithy where locals and travelers can have horses shod or equipment repaired. Larger settlements and cities often have a variety of smiths, many specializing in blacksmithing, weapon smithing, armor smithing, or even smelting coins in a mint. The smith is a 6th-level challenge when competing with smithing or other crafting tasks.

-
-

Every settlement needs tradespeople to create new products, facilitate commerce, and keep the infrastructure from crumbling. Larger cities often have entire guilds dedicated to the creation of specific goods, managing worker conditions, and working with local governments.

' (x1) publication : object {4-08.system.details.publication} license : string {4-08.system.details.publication.license} (same value: 'OGL') remaster : boolean {4-08.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/4-09.txt b/output/pf2e/packs/4-09.txt index 2adcbda..e0b8088 100644 --- a/output/pf2e/packs/4-09.txt +++ b/output/pf2e/packs/4-09.txt @@ -506,15 +506,6 @@ object {4-09} 3 (x1) [privateNotes] : string {4-09.system.details.privateNotes} (same value: '') [publicNotes] : string {4-09.system.details.publicNotes} (3 different values) - '

Vampire counts rule their demesnes through a mix of fear and cruelty.

-
-

Vampires are undead creatures that feed on the blood of the living.

' (x3) - '

Vampires use their spawn for infiltration and reconnaissance.

-
-

Vampires are undead creatures that feed on the blood of the living.

' (x2) - '

Vampire masterminds are evil wizards who control entire cabals of the undead and instill fear in the hearts of mortals far and wide.

-
-

Vampires are undead creatures that feed on the blood of the living.

' (x1) publication : object {4-09.system.details.publication} license : string {4-09.system.details.publication.license} (same value: 'OGL') remaster : boolean {4-09.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/4-10.txt b/output/pf2e/packs/4-10.txt index 97715e6..2cd525d 100644 --- a/output/pf2e/packs/4-10.txt +++ b/output/pf2e/packs/4-10.txt @@ -479,19 +479,6 @@ object {4-10} '' (x2) '

10 minutes

' (x2) [routine] : string {4-10.system.details.routine} (3 different values) - '' (x2) - '

(1 action) (arcane, compulsion, enchantment, mental, nonlethal) The image lectures on incredibly advanced topics without pause, overwhelming the minds of those listening while compelling them to continue to pay attention. Each creature in the room must succeed at a @Check[will|dc:20|traits:arcane,compulsion,enchantment,mental,nonlethal] save and take @Damage[1d6[mental]]{1d6 nonlethal mental damage}, as well as the following effects.

-
-

Critical Success The creature is unaffected.

-

Success The creature is @UUID[Compendium.pf2e.conditionitems.Item.Stunned]{Stunned 1} and takes half damage as it shakes off most of the mental load.

-

Failure The creature is @UUID[Compendium.pf2e.conditionitems.Item.Stunned]{Stunned 2} and takes full damage as it can\'t help but try and process all the information.

-

Critical Failure The creature is stunned for 1 round, @UUID[Compendium.pf2e.conditionitems.Item.Fascinated] for 1 minute, and takes double damage as all its mental faculties are focused on the lecture. Damage from this hazard does not end the fascinated condition. A creature who is reduced to 0 Hit Points by the fascinating lecture enters a catatonic stupor until they regain Hit Points. If a creature spends 1 hour in the stupor, they automatically regain 1 Hit Point and awaken.

' (x1) - '

(1 action) (arcane, compulsion, enchantment, mental, nonlethal) The image lectures on incredibly advanced topics without pause, overwhelming the minds of those listening while compelling them to continue to pay attention. Each creature in the room must succeed at a @Check[will|dc:22|traits:arcane,compulsion,enchantment,mental,nonlethal] save and take @Damage[2d6[mental]]{2d6 nonlethal mental damage}, as well as the following effects.

-
-

Critical Success The creature is unaffected.

-

Success The creature is @UUID[Compendium.pf2e.conditionitems.Item.Stunned]{Stunned 1} and takes half damage as it shakes off most of the mental load.

-

Failure The creature is @UUID[Compendium.pf2e.conditionitems.Item.Stunned]{Stunned 2} and takes full damage as it can\'t help but try and process all the information.

-

Critical Failure The creature is stunned for 1 round, @UUID[Compendium.pf2e.conditionitems.Item.Fascinated] for 1 minute, and takes double damage as all its mental faculties are focused on the lecture. Damage from this hazard does not end the fascinated condition. A creature who is reduced to 0 Hit Points by the fascinating lecture enters a catatonic stupor until they regain Hit Points. If a creature spends 1 hour in the stupor, they automatically regain 1 Hit Point and awaken.

' (x1) saves : object {4-10.system.saves} fortitude : object {4-10.system.saves.fortitude} saveDetail : string {4-10.system.saves.fortitude.saveDetail} (same value: '') diff --git a/output/pf2e/packs/4-11.txt b/output/pf2e/packs/4-11.txt index ab31eeb..b2d168d 100644 --- a/output/pf2e/packs/4-11.txt +++ b/output/pf2e/packs/4-11.txt @@ -792,39 +792,6 @@ object {4-11} 9 (x2) [privateNotes] : string {4-11.system.details.privateNotes} (same value: '') [publicNotes] : string {4-11.system.details.publicNotes} (9 different values) - '

Skelms crave power, and the palace skelms who stalk the halls where such power concentrates are among the most dangerous of their kind. They assume titles that allow them maximum freedom to punish or hurt others with minimal oversight: any vindictive guard captain, tyrannical viceroy, or needlessly cruel magistrate could be or become a palace skelm. They delight in the wealth and status of their positions, garbing themselves in ornate finery that reflects their station.

-

Palace skelms ingratiate themselves with powerful individuals and gather followers by stoking fears of losing long-held or hard-earned power-especially power gained through illicit means. They undermine their enemies by encouraging competition, jealousy, and outright paranoia by way of magic and false messages. These skelms possess an unnatural ability to twist spoken words and worm their manipulative magic into others\' speech, sowing confusion and hatred that might explode into violence.

-

A political upheaval is a palace skelm\'s greatest fear and opportunity alike, upsetting the balance of power he has built but providing countless new opportunities to sow hatred and evil. This conflicting goal leads palace skelms to self-sabotage and undermine their own efforts more than any other skelm.

-
-

Rage-filled skelms are drawn to any settlement with more than a few hundred souls. Using magical disguises and leveraging societal norms to their benefit, these antlered monsters crave fearful respect and brutally punish any who dare disagree with their lofty opinions, even in the slightest degree. Although quite dangerous on their own, skelms are at their deadliest when leading an angry mob. Their cruel and exploitative nature has made their name synonymous with villainy.

-

An existing skelm can transform any evil humanoid who\'s overwhelmed with rage into one of their kind. Skelms heap enraging humiliation on potential new brothers as a form of indoctrination, convincing these recruits that some other person or group is responsible for their misery. This practice ensures skelms begin their new existence with sufficient vitriol to plot their revenge.

-

Many newly forged skelms carry on their lives in the roles they held as mortals; and in fact, these roles often shape the type of skelm they become. Skelms can arise among members of nearly any ancestry, though they\'re more common among cultures with deeply entrenched gender roles, unjust hierarchies, and those that don\'t offer healthy ways to experience and process anger.

' (x3) - '

An animate dream coalesces from centuries of stray fragments of reverie and dream left behind as slumbering minds drift through the Dimension of Dreams. In most cases, these fragments simply disperse on their own, but when dreamers flee from nightmares back to the waking world, these fragments can take on a supernatural life of their own. They have little reasoning and intent except to seek similar fragments, absorb them, and grow. When enough of them gather together, they merge into a horrific form as an animate dream.

-

Individually, animate dreams can hold a wide range of appearances, but most take on rudimentary shapes akin to the living forms of the minds that spawned them. Animate dreams that rise from slumbering humanoids, the most commonly encountered, thus appear humanoid, but with distorted, nightmarish shapes that incorporate additional twisted limbs and frightening features. In these forms, animate dreams find their way out of the Dreamlands and into the waking world, only to discover they have no way of returning and suffer a relentless hunger that only new nightmares can sate.

-

An animate dream thrives on the terror fueled by nightmares and fear and uses its supernatural abilities to invoke such feelings in the minds of its victims, cursing its prey by creating a permanent link to that individual\'s dreams. Thereafter, the victim is subjected to all manner of reoccurring nightmares. As the nightmares continue, the victim finds it more and more difficult to remain awake. In the end, the victim plunges into an accursed slumber from which it cannot return. These victims provide the animate dream with the purest form of fear and are its preferred sustenance.

-

An animate dream can subsist on the ambient fear generated by regular nightmares, but these lesser fears aren\'t as satisfying, often driving the animate dream to seek out new victims. Left without a source of fear, an animate dream won\'t starve to death, but it will grow increasingly violent and desperate. Famished animate dreams are the ones most often encountered, as they have been forced to abandon subtlety to pursue more blatant methods of harvesting fear. Yet such animate dreams also tend to be the least powerful of their kind. Those who have grown metaphysically fat on fear have generally done so by adopting a specific nightmare theme, such as being buried alive, being swept away by ocean waves, or being consumed by wild beasts. Such animate dreams often have similarly themed innate spells to augment their powers.

' (x2) - '' (x2) - '

Rot-skinned grave hags usually lair in cemeteries, mausoleums, and other burial sites; unlike most hags, they can\'t alter their appearance into a comely shape, so they hide from most observers. Grave hags consider such a predatory life hiding out in graveyards to be pitiful and squalid-they prefer to dwell in lands where necromancy is common and undeath isn\'t unusual. These grave hags become adept at necromantic magic and love posing as scholars. Schemers and plotters, they surround themselves with minions whom they send on missions to collect corpses for ghastly rituals.

-
-

Hags are surprisingly diverse, both in abilities and in their terrain.

' (x1) - '

On long, dark winter nights, folk at the edges of civilization have learned to be wary of old women who come knocking at their door. They look for her tracks in the snow and other telltale signs to make sure she isn\'t a winter hag who plans to drag them off and feast on their bones.

-

In truth, winter hags are more subtle monsters, entrapping humanoids in schemes that create mistrust and anger within a village before picking off the residents one or two at a time, heightening the fear and anger of those who remain. When her work is done, a winter hag revels in the silence of a frost-rimed village in which no hearth fires are left burning.

-
-

Foul creatures who appear as wizened old women, hags share little in common with the humanoids they terrorize. They are hateful entities whose greatest joy lies in the corruption and ultimate destruction of anything good and virtuous. Whatever power created the first hags is lost to time, but numerous hag varieties have arisen over the ages, each with their own powers and abilities to spread pain and suffering.

' (x1) - '

Nightmares are flaming equine harbingers of death.

' (x1) - '

The enormous greater nightmare is a more dangerous variety of nightmare, particularly valued for its ability to invade other realities with its rider.

-
-

Nightmares are flaming equine harbingers of death.

' (x1) - '

Hardened masters of occult power, urdefhan blood mages trade their blood for magical might. A heavily scarred blood mage is held in esteem by their fellow urdefhans, as it shows they have survived many bargains with eerie occult patrons.

-
-

Translucent-skinned scourges of the Darklands, urdefhans are remorseless killers and foot soldiers of the world\'s end.

' (x1) - '

An urdefhan cult\'s best tormentors can advance to become truly formidable daemon summoners.

-
-

Urdefhans believe themselves to be spawn of the First Horseman of the Apocalypse, who planted them on the Material Plane to serve as harbingers of the end times. These warmongering humanoids live in groups called cults in the Darklands vaults of Orv

-
-

The violent warmongers, occultists, and poisoners known as urdefhans dwell within the Darklands. They were created in eons past by the mysterious First Horsemen of the Apocalypse to serve as agents of the end times within the Material Plane. Urdefhans continue to honor their creators by worshipping the wretched beings who rule over the plane of Abaddon, and like their fiendish lieges, urdefhans exist for one reason and one reason alone: to kill.

-

While urdefhans are humanoid and dwell together in large groups, this is where their similarities to surface ancestries end. Their visages are horrific, with transparent skin and musculature displaying their glistening entrails, gleaming bones, and perhaps worst of all, their baleful red eyes. This, combined with their gaping maws full of sharp fangs, works to create the false impression that these beings are some sort of vampiric undead, not creatures of living flesh and blood. When an urdefhan\'s life comes to an end, their flesh quickly curdles and then bursts in a wave of awful corruption that spreads to the flesh of other creatures in the area. The typical urdefhan views their eventual demise as a disappointment, for once they\'re dead, their chances to kill will finally come to an end.

-

Urdefhans\' primary concern is death and how to inflict it in the goriest, most painful, and widespread ways. Beyond this ethos of violence, urdefhans concern themselves only tangentially with matters such as formal modes of warfare or aspects of their damnable religion. When an urdefhan is not actively engaged in violence, their giddy cruelty is tempered only by a sense of self-preservation that ensures they survive long enough to spread the "blessings" of their daemonic patrons. They pass the time between wars inventing new weapons, developing new diseases, and researching awful new magic, all in preparation for the next inevitable conflict.

' (x1) publication : object {4-11.system.details.publication} license : string {4-11.system.details.publication.license} (same value: 'OGL') remaster : boolean {4-11.system.details.publication.remaster} (same value: False) @@ -836,22 +803,6 @@ object {4-11} [isComplex] : boolean {4-11.system.details.isComplex} (same value: True) [reset] : string {4-11.system.details.reset} (same value: '') [routine] : string {4-11.system.details.routine} (2 different values) - '

The hazard gains a number of actions equal to the number of PCs; it loses 1 action each round for each facet that has been disabled. Each claw tears at a different PC, who takes @Damage[(2d10+13)[mental]]{2d10 + 13 mental damage} (basic @Check[will|dc:30] save). On a failure, they are @UUID[Compendium.pf2e.conditionitems.Item.Grabbed] by the claw (@UUID[Compendium.pf2e.actionspf2e.Item.Escape] DC 28). On a critical failure, or on a failure if they are already grabbed, they have their soul ripped from their body, which falls @UUID[Compendium.pf2e.conditionitems.Item.Unconscious]. Each round on their turn, the soul can attempt a @Check[intimidation|dc:28], @Check[occultism|dc:28], or @Check[survival|dc:28] check to fortify itself and return to its body as a three-action activity. The possible outcomes are as follows.

-
-

Critical Success The soul returns to their body, which loses the unconscious condition.

-

Success The soul returns to their body, which loses the unconscious condition, but gains the grabbed condition.

-

Failure The soul makes no progress toward escape.

-

Critical Failure The soul makes no progress toward escape and the target takes @Damage[(2d10+13)[mental]]{2d10 + 13 mental damage} until they are reduced to 0 Hit Points, after which they remain in captivity until the trap is defeated.

-
-

Each claw focuses on its target until the target is reduced to 0 Hit Points, after which it takes no action on its turn unless another facet is disabled or its target regains Hit Points.

' (x1) - '

The hazard gains a number of actions equal to the number of PCs; it loses 1 action each round for each facet that has been disabled. Each claw tears at a different PC, who takes @Damage[(2d10+9)[mental]]{2d10 + 9 mental damage} (basic @Check[will|dc:27] save). On a failure, they are @UUID[Compendium.pf2e.conditionitems.Item.Grabbed] by the claw (@UUID[Compendium.pf2e.actionspf2e.Item.Escape] DC 25). On a critical failure, or on a failure if they are already grabbed, they have their soul ripped from their body, which falls @UUID[Compendium.pf2e.conditionitems.Item.Unconscious]. Each round on their turn, the soul can attempt a @Check[intimidation|dc:25], @Check[occultism|dc:25], or @Check[survival|dc:25] check to fortify itself and return to its body as a three-action activity. The possible outcomes are as follows.

-
-

Critical Success The soul returns to their body, which loses the unconscious condition.

-

Success The soul returns to their body, which loses the unconscious condition, but gains the grabbed condition.

-

Failure The soul makes no progress toward escape.

-

Critical Failure The soul makes no progress toward escape and the target takes @Damage[(2d10+9)[mental]]{2d10 + 9 mental damage} until they are reduced to 0 Hit Points, after which they remain in captivity until the trap is defeated.

-
-

Each claw focuses on its target until the target is reduced to 0 Hit Points, after which it takes no action on its turn unless another facet is disabled or its target regains Hit Points.

' (x1) [initiative] : object {4-11.system.initiative} statistic : string {4-11.system.initiative.statistic} (same value: 'perception') [perception] : object {4-11.system.perception} diff --git a/output/pf2e/packs/4-13.txt b/output/pf2e/packs/4-13.txt index b2675fc..15c85f9 100644 --- a/output/pf2e/packs/4-13.txt +++ b/output/pf2e/packs/4-13.txt @@ -572,15 +572,6 @@ object {4-13} 4 (x1) [privateNotes] : string {4-13.system.details.privateNotes} (same value: '') [publicNotes] : string {4-13.system.details.publicNotes} (4 different values) - '' (x4) - '

Shadow drakes are typically among the smallest and least powerful of their species. Most stand as tall and long as house cats and have charcoal-colored scales and membranous wings just translucent enough to pass for shadows. Attracted to shiny materials, they employ deception, teamwork, and even rudimentary traps to create opportunities to make off with ill-gotten gains. Shadow drakes have a particular fascination and admiration for umbral dragons-a notable exception to the norm for drakes and dragons.

' (x3) - '

Scrits are short, spindly gremlins with gray or beige leathery skin and a coat of smeared ink on their fingers. They make themselves the nightmare of many scribes and librarians, as they delight in nothing more than destroying books, scrolls, artwork, and other records or writing. The oils on a scrit\'s skin smears ink and renders text-even magical writing-completely illegible. Once they have smeared every page of a book, scrits devour them whole, absorbing the contents the book used to hold. After eating books they find stupid or funny, scrits hold skits for other gremlins which mock the mortal authors for the amusement of the other fey.

-
-

Gremlins are malicious fey that infest and prey upon mortal communities. They live in tunnels, beneath eaves, and in abandoned buildings, stealing what they need from their neighbors instead of creating for themselves.

-

While there are gremlins of any and every gender, their appearances don\'t differ by gender. Young gremlins grow to maturity with alarming speed. Their entire nest raises them communally, though they are often encouraged to wander unsupervised and create mischief away from home instead of inside it.

' (x2) - '

These squat, mud-brown drakes resemble scaly pit bulls with blunt, toothy snouts. The desert drake is the prairie drake\'s closest known relative, as both share a strong affinity for earth, can burrow through soil, and hack up balls of dirt that they aim at enemies. But whereas a desert drake is sleek and nimble, flying through lightning storms and siroccos with ease, the prairie drake has all the grace of a chicken, barely able to flutter clumsily up a low hill or over a boulder. Owing to their largely vestigial wings, it\'s no wonder prairie drakes prefer burrowing over soaring.

-

The average prairie drake has a temperament similar to that of a wicked child who delights in tormenting others. They ambush tiny animals from underground and play with their food thoroughly before eating. To assert their supremacy over other scrubland predators, prairie drakes knock down their rivals and attack them mercilessly. They often make grisly displays from the corpses of their foes to intimidate other would-be competitors.

-

Prairie drakes build and live in burrow mounds just beneath the surface of their environs. They make shallow tunnels in search of large insects, rodents, and ground snakes. Prairie drakes\' presence helps to turn the topsoil and encourage new plant growth, supporting other animal life and making them a keystone species for the environment. Even their breath weapon leaves behind rich "drake soil," coveted by farmers and gardeners for the potent effects it has on plants. Being seen as "useful" or "beneficial" annoys most prairie drakes, who believe such a reputation makes them look weak and conflicts with their "apex predator" mystique. After they\'ve gotten too much positive attention, a prairie drake is apt to murder a farm animal or destroy croplands only to prove that they\'re far from harmless.

' (x2) publication : object {4-13.system.details.publication} license : string {4-13.system.details.publication.license} (same value: 'OGL') remaster : boolean {4-13.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/4-14.txt b/output/pf2e/packs/4-14.txt index faf07f9..1b090b2 100644 --- a/output/pf2e/packs/4-14.txt +++ b/output/pf2e/packs/4-14.txt @@ -411,18 +411,6 @@ object {4-14} 'taldane' (x1) [privateNotes] : string {4-14.system.details.privateNotes} (same value: '') [publicNotes] : string {4-14.system.details.publicNotes} (2 different values) - '

The efreet are hateful and merciless genies from the Plane of Fire, where they build metropolises and massive trade centers that draw extraplanar travelers from across the multiverse. They are cruel slavers, vengeful warmongers, and sinister wish-masters; there are many tales of mortals who made pacts with efreet only to have their words twisted to suit a genie\'s capricious and malevolent whims.

-

Efreet do not readily treat with other genies; they share an eternal feud with the djinn, disdain marids, regard jann as weaklings unworthy of the genie title, and only occasionally tolerate alliances with shaitans. At 12 feet tall and weighing 2,000 pounds, efreet are formidable opponents and cow their chosen victims with a glance.

-
-

A unique type of genie exists for each Elemental Plane, and the bodies of genies are formed out of elemental matter corresponding to their native plane: djinn are formed from wind, clouds, and storms; efreet are fire made flesh; marids are beings of water; and shaitans are composed of metal, gems, and stone. Lastly, the jann are formed out of all four elements, and are the weakest of geniekind.

' (x2) - '

Rage-filled skelms are drawn to any settlement with more than a few hundred souls. Using magical disguises and leveraging societal norms to their benefit, these antlered monsters crave fearful respect and brutally punish any who dare disagree with their lofty opinions, even in the slightest degree. Although quite dangerous on their own, skelms are at their deadliest when leading an angry mob. Their cruel and exploitative nature has made their name synonymous with villainy.

-

An existing skelm can transform any evil humanoid who\'s overwhelmed with rage into one of their kind. Skelms heap enraging humiliation on potential new brothers as a form of indoctrination, convincing these recruits that some other person or group is responsible for their misery. This practice ensures skelms begin their new existence with sufficient vitriol to plot their revenge.

-

Many newly forged skelms carry on their lives in the roles they held as mortals; and in fact, these roles often shape the type of skelm they become. Skelms can arise among members of nearly any ancestry, though they\'re more common among cultures with deeply entrenched gender roles, unjust hierarchies, and those that don\'t offer healthy ways to experience and process anger.

-

Mockeries of Masculinity

-

Skelm women don\'t appear to exist. The few researchers who have tracked skelm mating behavior have found skelms\' offspring are undifferentiated members of the mother\'s ancestry. The fact that skelms are cruelly manipulative shapeshifters, but all male, has led to the theory that skelms are the mystical male counterpart to hags.

-
-

Street skelms abuse the deference given to elders and the well-to-do in public spaces, appearing as such so they can verbally or physically punish those who dare defy their cruel sensibilities. To excuse his actions or gather allies, a street skelm might rant about a target, building a pretense of some vague threat the target poses to the community\'s social order. These rantings can rally a mob to carry out the skelm\'s violence against his target, some of whom even act out of fear against becoming the skelm\'s next target. Street skelms have little of the magical talents possessed by their more powerful peers, mostly relying on brute force.

-

Street skelms typically dress in old-fashioned styles, always including a hat or hood that can cover their distinctive features. They often walk with a cane, walking staff, or other prop suitable for bludgeoning those who offend their delicate egos or challenge their tenuous sense of control.

' (x1) [reset] : string {4-14.system.details.reset} (5 different values) '

The trap deactivates and resets if no hostile creatures remain outside.

' (x2) '

The trap deactivates and resets if 2 minutes pass without a creature inside the room.

' (x2) diff --git a/output/pf2e/packs/4-15.txt b/output/pf2e/packs/4-15.txt index 8e33902..174907b 100644 --- a/output/pf2e/packs/4-15.txt +++ b/output/pf2e/packs/4-15.txt @@ -470,21 +470,6 @@ object {4-15} 12 (x1) privateNotes : string {4-15.system.details.privateNotes} (same value: '') publicNotes : string {4-15.system.details.publicNotes} (5 different values) - '

Dangers deep in the wilderness claim the life some lone scout or hunter. When they arise as wights, they renew their hunt with equal vigor, but all the living are now their prey. Hunter wights prefer to seek strategic ground, frequently taking residence atop hills or within abandoned watchtowers and keeps.

-
-

Wights are undead beings of spite who primarily stalk places related to death.

' (x4) - '

Often found lurking in the dark, prowler wights wield subterfuge as their greatest weapon. They frequently feign death in old sewers, graveyards, and mausoleums, waiting for hapless victims to pass by before striking.

-
-

Wights are undead beings of spite who primarily stalk places related to death.

' (x4) - '

When the beloved leader of a military unit is raised as a wight, sometimes the spirits of their comrades return with them, creating a gestalt being of impeccable tactical acumen.

-
-

Wights are undead beings of spite who primarily stalk places related to death.

' (x4) - '

Glowing with a dull amber light, these odious creatures spawn from a combination of necromancy and fire. These destructive creations sow chaos and demolish fortifications, making them the bane of besieged cities.

-
-

Necromancers most often create these mindless undead as obedient, expendable servitors. Left to its own devices, a zombie seeks only to consume the living, stopping only when its rotting body can no longer hold together.

' (x3) - '

Roiling about in seething waves of bleached death, clacking skull swarms arise from the remains of dozens of beheaded humanoids. The horrible clattering of the skulls\' onslaught drives their prey to distraction even while they try to flee in terror.

-
-

A skull swarm is composed of reanimated masses of craniums and jawbones, forming a terrifying avalanche of undead fury. Most skull swarms are mindless, though some retain a vestige of wit, awareness, and even magical talents from life, culminating in a highly intelligent swarm mind.

' (x2) publication : object {4-15.system.details.publication} license : string {4-15.system.details.publication.license} (same value: 'OGL') remaster : boolean {4-15.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/4-16.txt b/output/pf2e/packs/4-16.txt index b10208c..1b1e085 100644 --- a/output/pf2e/packs/4-16.txt +++ b/output/pf2e/packs/4-16.txt @@ -365,11 +365,6 @@ object {4-16} 'aklo' (x1) [privateNotes] : string {4-16.system.details.privateNotes} (same value: '') [publicNotes] : string {4-16.system.details.publicNotes} (2 different values) - '

Leprechauns are mostly jovial tricksters who prefer mischief over conflict. They fill their days with as much fun, wine, and food as possible. Mostly found in forested regions, leprechauns respect nature and those who protect it.

-

Leprechauns do not attack on sight. Rather, they engage in conversation and try to charm, cajole, or trick those they meet into doing favors for them or freely giving over a treasured item, usually in return for illusory wealth or false promises of wealth and success. These small tricksters are masters at discerning the desires of those they meet-a knack that puts them in a powerful position when bargaining for goods or favors. They aren\'t above turning people against each other for their own benefit but generally not to an extent that causes harm.

-

In most cases, a leprechaun doesn\'t keep a purloined possession for long. The leprechaun most often returns such stolen prizes just in time to defuse tensions, often as they point out the humor of the situation, hoping to share their amusement and mirth with the victim. In cases where a leprechaun\'s trick goes too far and results in an incensed victim, the leprechaun quickly flees the conflict rather than engage in combat. This willingness to return stolen goods or to flee from battles fades as leprechauns grow older. Ancient leprechauns who have lived for thousands of years often spiral into dark bitterness and increasingly use their powers and illusions to lure those who offend them or fail to appreciate a joke into danger... or even death.

' (x2) - '

These malicious and strange fey appear as fairies about 2 feet tall, with insectile wings, large eyes, and bulbous heads. They slaughter and cause mischief in a pattern only their alien intellect understands, but they\'ve been seen to take particular umbrage against dwarves, gnomes, and creatures who live in darkness. With their grudges and pursuit of their own wicked and sadistic whims, lurkers in light deftly overturn the conventional wisdom that creatures associated with light are benign and friendly.

-

While lurkers in light are fey and have ties to the First World, these creatures are often found elsewhere in the Great Beyond. They are particularly fond of invading the Shadow Plane to bring light to those who dwell there-not to help, but to spread misery and pain among those to whom light is agonizing.

' (x1) [reset] : string {4-16.system.details.reset} (same value: '') [routine] : string {4-16.system.details.routine} (5 different values) '

(4 actions) The hazard loses 1 action each turn for each Disable success. Each sprite takes one action to Strike a different randomly chosen PC.

' (x2) diff --git a/output/pf2e/packs/4-17.txt b/output/pf2e/packs/4-17.txt index 6a3fca1..a1f5bb5 100644 --- a/output/pf2e/packs/4-17.txt +++ b/output/pf2e/packs/4-17.txt @@ -445,10 +445,6 @@ object {4-17} 5 (x1) [privateNotes] : string {4-17.system.details.privateNotes} (same value: '') [publicNotes] : string {4-17.system.details.publicNotes} (2 different values) - '' (x4) - '

Night hags are thieves and merchants of mortal souls. These foul creatures collect souls in dark gems or crystalline jars to sell in fiendish markets, and are themselves empowered by potent magic jewels known as @UUID[Compendium.pf2e.equipment-srd.Item.Heartstone]{Heartstones}. They haunt the Ethereal Plane, where they prey upon mortals in their dreams, debilitating them with horrific nightmares as they rest. A night hag may find a particular target and haunt them continuously over the course of weeks, slowly and cruelly breaking down the victim\'s will and ability to resist, until their soul is forfeit.

-

A night hag is a canny mastermind and soul broker, willing to consider any deal as long as she is convinced she has the upper hand. Although a night hag finds it easy to travel the Ethereal Plane and prey upon helpless souls that can\'t fight back, these souls are also the least desirable to the evil outsiders the night hag bargains with, and so a night hag gathers allies and minions that allow her to prey on more potent souls without personally risking herself. Their favored minions are @UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Nightmare]{Nightmares}, with whom they share a special bond.

-

Above all, night hags avoid fighting foes that can harry them on the Ethereal Plane, picking fights only when they are certain they can escape.


Malevolent crones who lurk at the edges of civilization, hags use their deceptive, magical abilities to prey upon humanoids, manipulating and corrupting them. Some say hags arose from fey that became twisted by their inner selfishness. Hags gather together in covens for greater power, craft unique magical items known as @UUID[Compendium.pf2e.equipment-srd.Item.Hag Eye]{Hag Eyes}, and are known to replace infant humanoids with their own offspring-these children are @UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Changeling Exile]{Changelings} who have the potential to become hags themselves.

' (x2) publication : object {4-17.system.details.publication} license : string {4-17.system.details.publication.license} (same value: 'OGL') remaster : boolean {4-17.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/4-99.txt b/output/pf2e/packs/4-99.txt index 1d76dbf..73857e1 100644 --- a/output/pf2e/packs/4-99.txt +++ b/output/pf2e/packs/4-99.txt @@ -1126,14 +1126,6 @@ object {4-99} [isComplex] : boolean {4-99.system.details.isComplex} (same value: True) [reset] : string {4-99.system.details.reset} (same value: '

The hazard still submerges anyone who walks in, but the surface doesn\'t become hidden again until it accumulates leaf and greenery cover over the course of 24 hours.

') [routine] : string {4-99.system.details.routine} (4 different values) - '

(one action) On its initiative, the bog pulls down each creature within it. A creature that was submerged to its waist becomes submerged to its neck, and a creature that was submerged up to its neck is pulled under and must hold its breath to avoid suffocation.

-

A creature partially or fully submerged in the bog can attempt a @Check[athletics|dc:20|traits:action:swim] check to Swim to either raise itself by one step (pulled under to submerged to its neck, or submerged to its neck to submerged to its waist), or to escape from the bog if it\'s submerged only up to its waist. This DC increases to @Check[athletics|dc:22|traits:action:swim] for creatures submerged up to their neck or worse. On a critical failure, the creature is pulled down one step. Other creatures can @UUID[Compendium.pf2e.actionspf2e.Item.Aid], typically by using a rope or similar assistance (providing an automatic success), or attempt to pull a single affected creature out with their own Athletics check, with the same results as if the aiding creature attempted the check itself.

' (x1) - '

(one action) On its initiative, the bog pulls down each creature within it. A creature that was submerged to its waist becomes submerged to its neck, and a creature that was submerged up to its neck is pulled under and must hold its breath to avoid suffocation.

-

A creature partially or fully submerged in the bog can attempt a @Check[athletics|dc:23|traits:action:swim] check to Swim to either raise itself by one step (pulled under to submerged to its neck, or submerged to its neck to submerged to its waist), or to escape from the bog if it\'s submerged only up to its waist. This DC increases to @Check[athletics|dc:25|traits:action:swim] for creatures submerged up to their neck or worse. On a critical failure, the creature is pulled down one step. Other creatures can @UUID[Compendium.pf2e.actionspf2e.Item.Aid], typically by using a rope or similar assistance (providing an automatic success), or attempt to pull a single affected creature out with their own Athletics check, with the same results as if the aiding creature attempted the check itself.

' (x1) - '

(one action) On its initiative, the bog pulls down each creature within it. A creature that was submerged to its waist becomes submerged to its neck, and a creature that was submerged up to its neck is pulled under and must hold its breath to avoid suffocation.

-

A creature partially or fully submerged in the bog can attempt a @Check[athletics|dc:26|traits:action:swim] check to Swim to either raise itself by one step (pulled under to submerged to its neck, or submerged to its neck to submerged to its waist), or to escape from the bog if it\'s submerged only up to its waist. This DC increases to @Check[athletics|dc:28|traits:action:swim] for creatures submerged up to their neck or worse. On a critical failure, the creature is pulled down one step. Other creatures can @UUID[Compendium.pf2e.actionspf2e.Item.Aid], typically by using a rope or similar assistance (providing an automatic success), or attempt to pull a single affected creature out with their own Athletics check, with the same results as if the aiding creature attempted the check itself.

' (x1) - '

(one action) On its initiative, the bog pulls down each creature within it. A creature that was submerged to its waist becomes submerged to its neck, and a creature that was submerged up to its neck is pulled under and must hold its breath to avoid suffocation.

-

A creature partially or fully submerged in the bog can attempt a @Check[athletics|dc:16|traits:action:swim] check to Swim to either raise itself by one step (pulled under to submerged to its neck, or submerged to its neck to submerged to its waist), or to escape from the bog if it\'s submerged only up to its waist. This DC increases to @Check[athletics|dc:18|traits:action:swim] for creatures submerged up to their neck or worse. On a critical failure, the creature is pulled down one step. Other creatures can @UUID[Compendium.pf2e.actionspf2e.Item.Aid], typically by using a rope or similar assistance (providing an automatic success), or attempt to pull a single affected creature out with their own Athletics check, with the same results as if the aiding creature attempted the check itself.

' (x1) [initiative] : object {4-99.system.initiative} statistic : string {4-99.system.initiative.statistic} (same value: 'perception') [perception] : object {4-99.system.perception} diff --git a/output/pf2e/packs/5-02.txt b/output/pf2e/packs/5-02.txt index b416e57..18a146a 100644 --- a/output/pf2e/packs/5-02.txt +++ b/output/pf2e/packs/5-02.txt @@ -44,29 +44,6 @@ object {5-02} [category] : string {5-02.items.[].system.category} (same value: 'offensive') description : object {5-02.items.[].system.description} value : string {5-02.items.[].system.description.value} (7 different values) - '' (x24) - '

Trigger A creature without the elemental trait approaches within 15 feet of the nexus or attacks an elemental within 15 feet of the nexus

-
-

Effect Unstable elemental energies surrounding the machine discharge abruptly from one of the spikes, sending waves of wind, gusts of metallic shards, jets of fire and other elemental bursts across the room in various directions. The hazard makes an elemental wave Strike against the triggering creature. The hazard then rolls initiative.

' (x4) - '

The damage of this strike varies; No multiple attack penalty. Roll [[/r 1d6]] for damage type.

-

1 cold (air)

-

2 bludgeoning (earth)

-

3 fire

-

4 electric (metal)

-

5 piercing (water)

-

6 slashing (wood)

' (x4) - '

Trigger The nexus is broken or destroyed

-
-

Effect A ferocious gush of elemental energies bursts from the broken machine, dealing @Damage[6d6[bludgeoning]] damage to each creature within 15 feet (basic @Check[reflex|dc:22] save). The trap is then disabled.

' (x1) - '

Trigger The nexus is broken or destroyed

-
-

Effect A ferocious gush of elemental energies bursts from the broken machine, dealing @Damage[4d6[bludgeoning]] damage to each creature within 15 feet (basic @Check[reflex|dc:20] save). The trap is then disabled.

' (x1) - '

Trigger The nexus is broken or destroyed

-
-

Effect A ferocious gush of elemental energies bursts from the broken machine, dealing @Damage[5d6[bludgeoning]] damage to each creature within 15 feet (basic @Check[reflex|dc:21] save). The trap is then disabled.

' (x1) - '

Trigger The nexus is broken or destroyed

-
-

Effect A ferocious gush of elemental energies bursts from the broken machine, dealing @Damage[3d6[bludgeoning]] damage to each creature within 15 feet (basic @Check[reflex|dc:18] save). The trap is then disabled.

' (x1) publication : object {5-02.items.[].system.publication} license : string {5-02.items.[].system.publication.license} (same value: 'OGL') remaster : boolean {5-02.items.[].system.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/5-05.txt b/output/pf2e/packs/5-05.txt index 859c037..053857c 100644 --- a/output/pf2e/packs/5-05.txt +++ b/output/pf2e/packs/5-05.txt @@ -509,21 +509,6 @@ object {5-05} 2 (x1) privateNotes : string {5-05.system.details.privateNotes} (same value: '') publicNotes : string {5-05.system.details.publicNotes} (5 different values) - '

Feared by mariners and coastal dwellers everywhere, the aquatic ghouls known as lacedons are said to be the spawn of an ancient crew of sailors who became lost at sea and were forced to resort to cannibalism to survive. Their appearance is the stuff of a diver\'s nightmare, supplementing the vicious traits of their land-bound kin with spines, fins, and wide mouths bristling with needle-sharp teeth like piscine predators of the nethermost ocean depths.

-
-

Devious and cunning, ghouls can be found anywhere corpses are laid to rest, forever seeking to satisfy their boundless craving for humanoid flesh.

' (x2) - '

Risen corpses of sailors who died at sea, draugr reek of the rot and decay of the briny deep. Their eyes glow with ghastly green light, and rotting seaweed, barnacles, and dead sea creatures cling to their bodies. Draugr can\'t speak, but expresses their malicious emotions with gurgles, as though they were eternally drowning with lungs full of water. They desire little more than to attack living creatures, especially those who sail the sea. Even when they go upon land, draugrs often drag the corpses of those they strike down back to the water, populating the depths with even more dead.

-

Draugr rise in the haunted places of the sea, where restless spirits, swells of void energy, or supernatural storms deliver death. A corpse might rest at the bottom of the sea for some time before awakening as a draugr. Collecting detritus and organisms, a corpse becomes increasingly disgusting before it finally rises. Proximity to intelligent life can expedite this process, and an underwater explorer who happens upon a shipwreck might cause a body to snap to unlife as a draugr suddenly. The creatures don\'t take intrusions lightly, especially upon their place of death.

-

Though steeped in evil, draugr are susceptible to reminders of their lives as mariners. In particular, a well-performed sea shanty or call-and-response work song might cause a draugr to become lost in reverie for a moment. The creatures have even been witnessed moaning along, unable to sing the words but providing haunting accompaniment. The lull rarely lasts long, though, as the beauty of the song quickly becomes a reminder of the tragedy that befell the draugr, reaffirming their desire for blood and death.

-

More powerful draugr with burning red eyes are called draugr captains. They\'re 3rd-level creatures with elite adjustments that can cast obscuring mist as an innate divine spell three times per day.

' (x2) - '

A monk who violated their monastic vows in life might arise after death to become an undead horror known as a kurobozu. These predators feast upon the breath of mortals, creeping on twisted limbs into bedrooms to steal the life from sleeping victims. This act of feeding leaves its mark on the victim in the form of a vile scent of rot on the victim\'s breath and a debilitating disease that eventually results in exhaustion and finally death.

-

Kurobozus retain echoes of their ascetic training, enabling them to suck the breath from debilitated foes in the midst of battle. Their malevolent cunning combined with ascetic discipline helps them concoct elaborate and lengthy schemes to enact their jealous revenge. Few kurobozus are convincing enough to persuade their onetime allies to break their own oaths, but this doesn\'t stop them from making the attempt.

' (x2) - '

More dangerous than simple severed heads, these skulls are wreathed in unearthly flames.

-
-

Beheaded are the reanimated heads of decapitation victims. These mindless undead fly through the air or roll around to attack their prey.

' (x1) - '

A mandragora looks like a freshly pulled tuber that has grown into the malformed shape of a child with a grotesque face and hideously bloated body. These insidious little plants typically form when a mandrake root is watered with a demon\'s blood. Upon absorbing the otherworldly properties of the demon\'s blood, the root animates and is forced to seek out blood to feast from, lest it die of thirst.

-

Always famished and in search for sustenance, mandragoras live haunted, pained lives and perform vile and desperate acts to acquire the blood they crave. While they prefer magically infused blood such as that of unicorns, fey, or sorcerers, and they can also feed off of potions, alchemical bombs, and other magical elixirs, a mandragora can subsist on the blood of non-magical creatures. They find the flavor of mundane blood to be bland and bitter, and they do not blanch at voicing these complaints to the creatures from which they drink.

-

While the typical mandragora is the size of a human child, some of these evil plants continue to grow and grow, reaching sizes more comparable to those of giants. Sometimes as they grow, they form additional limbs or rudimentary faces, eventually transforming into truly hideous mockeries of the human form.

' (x1) publication : object {5-05.system.details.publication} license : string {5-05.system.details.publication.license} (same value: 'OGL') remaster : boolean {5-05.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/5-06.txt b/output/pf2e/packs/5-06.txt index 270e48e..ce5b9f6 100644 --- a/output/pf2e/packs/5-06.txt +++ b/output/pf2e/packs/5-06.txt @@ -971,16 +971,6 @@ object {5-06} 9 (x1) privateNotes : string {5-06.system.details.privateNotes} (same value: '') publicNotes : string {5-06.system.details.publicNotes} (5 different values) - '' (x3) - '

For most demons, possessing a creature requires a ritual, magic item, or condition, but for invidiaks, who lack a body, possession is akin to donning a suit of clothing. Known also as shadow demons, invidiaks are formed from envious mortal souls.

' (x2) - '

Demonologists can pull a creature from the Abyss and bend it to their will... for a time.

-
-

Those initiated into the hidden truths and forbidden secrets of the world are forever transformed-or so they claim. To the cynical, a mystic is nothing more than a charlatan or zealot. Others profess to sense an aura around such luminaries and treat them with reverence, lest they offend some harbinger of unspeakable doom.

' (x2) - '

These goat-headed demons have glowing red eyes and flaming hooves but measure only about 3 feet in height. Born from the souls of arsonists, the fiery brimoraks continue the work they pursued in life, as everything they touch quickly burns.

-

As a general rule, brimoraks are ill-tempered even for demons, although their spite turns to glee in the face of a growing fire. Those who have survived encounters with these fiends report that they remember the braying sound of the brimoraks\' laughter as clearly as the heat of the flames or the choking scent of smoke.

-
-

Mortal souls that have been twisted and corrupted by sin sometimes arise in the afterlife as demons. These powerful and destructive fiends seek to spread their particular sin to warp more souls, thereby bolstering their numbers and continuing the cycle.

' (x1) - '

The kithangian—a horrifying amalgam of horse and scorpion also known as a "beast demon"—is a foul fend born of the souls of mortals who abused and tormented animals in life. Kithangians tend to roam wild areas rife with animals to torture, though humanoid settlements with plenty of pets or livestock also make for tantalizing hunting grounds. Uncontested for too long, a kithangian\'s presence has a corrupting influence on the local fauna, which birth fiendish monstrosities until the demon is vanquished. If it realizes it\'s being tracked by vengeful druids or demon slayers, a kithangian assumes the shape of an unassuming animal so it can get the jump on its pursuers.

' (x1) publication : object {5-06.system.details.publication} license : string {5-06.system.details.publication.license} (same value: 'OGL') remaster : boolean {5-06.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/5-08.txt b/output/pf2e/packs/5-08.txt index 2fbf366..ceb5d8f 100644 --- a/output/pf2e/packs/5-08.txt +++ b/output/pf2e/packs/5-08.txt @@ -405,15 +405,6 @@ object {5-08} 7 (x1) privateNotes : string {5-08.system.details.privateNotes} (same value: '') publicNotes : string {5-08.system.details.publicNotes} (4 different values) - '

Pukwudgies go by many names in many regions, but those who know of them agree that defying their mischievous nature provokes their wrath.

-

In ancient times, pukwudgies traveled to the Material Plane from the First World, perhaps in the wake of the gnome emigration. These proud fey are obsessed with displays of respect, and while they first attempted to befriend mortals, each attempt ended in tragedy as the pukwudgies perceived any potential slight as a grave insult. Mortals, fearing these reactions, began to view pukwudgies as nuisances, and pukwudgies in turn began to resent mortals and the gods that favored them. At their best, pukwudgies play cruel jokes on mortals they encounter. At their worst, they\'ve been known to kidnap and even kill those who don\'t treat them with proper respect.

-

Pukwudgies make their villages in the oldest forests, concealed under @UUID[Compendium.pf2e.spells-srd.Item.Mirage] spells and @UUID[Compendium.pf2e.spells-srd.Item.Fantastic Facade] rituals. They travel freely between the Material Plane and the First World through tiny portals beneath hills, trees, or stones. No strangers to violence, pukwudgies rarely travel alone and often anoint their quills or weapons with a custom-brewed poison before entering hostile situations.

-

Standing about 2 feet tall, a pukwudgie sports sharp quills growing from their head that extends down their back. Their skin tone varies by the region in which they live, ranging from pale gray to brown.

' (x2) - '' (x2) - '

These malicious and strange fey appear as fairies about 2 feet tall, with insectile wings, large eyes, and bulbous heads. They slaughter and cause mischief in a pattern only their alien intellect understands, but they\'ve been seen to take particular umbrage against dwarves, gnomes, and creatures who live in darkness. With their grudges and pursuit of their own wicked and sadistic whims, lurkers in light deftly overturn the conventional wisdom that creatures associated with light are benign and friendly.

-

While lurkers in light are fey and have ties to the First World, these creatures are often found elsewhere in the Great Beyond. They are particularly fond of invading the Shadow Plane to bring light to those who dwell there-not to help, but to spread misery and pain among those to whom light is agonizing.

' (x1) - '

The mysterious blodeuwedds dwell in those parts of the world where the boundaries between the Material Plane and the First World have worn thin, or around portals between the two planes. Their link with such regions of the natural world is so strong that it rivals the bond shared between nymphs and places of great natural beauty, yet none would look upon a blodeuwedd and mistake them for something as elegant as a nymph.

-

Although blodeuwedds share certain traits with nymphs, their role as guardians of the pathways between this world and the First World prevents them from forming as powerful a magical bond with the natural world. Never truly a part of either reality yet forced to keep watch over both, blodeuwedds tend to grow cynical and sharp-tongued toward any who would seek travel from one realm to the other, regardless of their actual goals.

' (x1) publication : object {5-08.system.details.publication} license : string {5-08.system.details.publication.license} (same value: 'OGL') remaster : boolean {5-08.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/5-09.txt b/output/pf2e/packs/5-09.txt index 26d43f6..210b129 100644 --- a/output/pf2e/packs/5-09.txt +++ b/output/pf2e/packs/5-09.txt @@ -231,12 +231,6 @@ object {5-09} 3 (x1) [privateNotes] : string {5-09.system.details.privateNotes} (same value: '') [publicNotes] : string {5-09.system.details.publicNotes} (2 different values) - '

A void zombie arises when a humanoid dies from an akata\'s void death affliction. This walking corpse is animated by a larval akata attached to the deceased creature\'s brain, using a grotesque feeding tendril that emerges from the corpse\'s mouth to drink blood from its victims.

-

A void zombie typically exists for only a few months before it collapses and the larval akata crawls free from the motionless shell. When it feels the natural end of its unlife approaching, a void zombie finds a secluded place to vomit forth the nearly mature akata larva, then withers away. The disgorged larva metamorphizes into a full-grown akata several hours later, usually eating the corpse as its first meal.

-

The name "void zombie" is something of a misnomer; though still compelled by necromantic energies, a void zombie is a host in the life cycle of a parasitic alien, not a mindless, reanimated corpse (despite their similar appearances). The fact that a typical void zombie shares the neutral alignment of the larval akata within, rather than the intrinsically evil nature of other zombies, has caused some scholars to push to reclassify them under other names. Suggestions have included "void dead," "akata spawn," or "bloodwalker," but the visceral and compelling commonplace name has proven difficult to shed.

-

The driving force behind a void zombie\'s violence rises from the ravenous hunger of the alien parasite that serves as the channel for its animating negative energies. Necromancers have tried often to duplicate the void zombie, but without a larval akata hosted within, the result is simply a zombie with missing jaws or, at best, one that moves faster than normal. Others have compared a captive void zombie to a captive yellow musk thrall in an attempt to discover a potential link between the two- after all, both are animated bodies controlled by a parasitic outside force. Strangely, a void zombie becomes particularly violent when encountering a yellow musk thrall, making direct comparisons of the two creatures particularly difficult, or even dangerous. The fact that a void zombie, unlike a yellow musk thrall, is actually undead may hold some clues as to the source of this strange behavior.

' (x3) - '

An akata is a hairless, blue-skinned quadruped with fearsome jaws, glowing eyes, a pair of thin tails, and a mane of writhing tentacles. It is a strangely silent beast, as it lacks the lungs and vocal chords necessary to vocalize. It also lacks ears, but it has heightened visual and olfactory senses.

-

When food is scarce, an akata secretes a resin from its pores that forms into a sturdy cocoon of pale green crystal-the skymetal noqual. An akata can hibernate in this cocoon without needing to eat or drink for centuries, though it retains a rudimentary sense of its surroundings and can break out in only a few minutes\' time. These cocoons allow the creatures to travel through the void of space, seeking new worlds where they can infect suitable humanoid hosts with their larval young. Once a victim succumbs to this infection, the offspring fight among themselves until one proves the strongest. The surviving akata then animates the corpse-now a void zombie-which shambles about of its own accord.

' (x2) publication : object {5-09.system.details.publication} license : string {5-09.system.details.publication.license} (same value: 'OGL') remaster : boolean {5-09.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/5-10.txt b/output/pf2e/packs/5-10.txt index 4dc0f4f..cbbe8f5 100644 --- a/output/pf2e/packs/5-10.txt +++ b/output/pf2e/packs/5-10.txt @@ -550,11 +550,6 @@ object {5-10} 4 (x1) privateNotes : string {5-10.system.details.privateNotes} (same value: '') publicNotes : string {5-10.system.details.publicNotes} (3 different values) - '' (x5) - '

Crocodiles can be found basking on riverbanks, lurking in swamps, or floating in lakes. They are usually are indistinguishable from logs when viewed from afar-at least until they attack. Alligators have similar statistics, but because they often live in more temperate climates, they endure cold temperatures better. Unlike alligators, crocodiles can tolerate salt water. Both are formidable predators that are likely to devour careless adventurers who fail to watch where they step.

-
-

Powerful and primeval in appearance, crocodiles are dangerous natural predators that dwell in marshes, riverbeds, swamps, and other wetlands.

' (x2) - '

The capricious and destructive metal scamps are self-appointed forces of entropy, taking great pleasure in indiscriminately wrecking everything around them, sometimes even to their own detriment. Metal scamps have a severe appearance, with pointed facial features and angular limbs, and their skin can be the color of any metal, often heavily oxidized as if by years of exposure to the elements.

' (x1) publication : object {5-10.system.details.publication} license : string {5-10.system.details.publication.license} (same value: 'OGL') remaster : boolean {5-10.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/5-11.txt b/output/pf2e/packs/5-11.txt index b77317a..507872c 100644 --- a/output/pf2e/packs/5-11.txt +++ b/output/pf2e/packs/5-11.txt @@ -450,15 +450,6 @@ object {5-11} 9 (x1) [privateNotes] : string {5-11.system.details.privateNotes} (same value: '') [publicNotes] : string {5-11.system.details.publicNotes} (5 different values) - '' (x2) - '

Undead prowling the ocean on derelict ships have long been threats sailors keep an eye out for. Other than corporeal undead, some undead pirates take on an incorporeal form, especially if their bodies have been lost to the fishes. Captains of crews in particular are likely to return from the dead, perhaps on account of their strong personalities.

-
-

Tethered to the world after death by powerful emotions that haven\'t been resolved, ghosts haunt the living as sad echoes of their former selves.

' (x2) - '

Skilled kizidhar mages and gardeners handcraft these lovely creatures as much for their shuyookhs\' aesthetic pleasure as for their protection. Creating a snapdrake requires first painstakingly constructing a frame of living wood in the shape of a drake before weaving thousands of colorful snapdragon flowers into intricate patterns to form its body and scales. Once complete, snapdrakes often serve kizidhars as a combination of guards, pets, and decorations for as long as they are well fed.

' (x1) - '

These creatures sleep while hanging upside down by their partially curled tails and rely on their thick wooden scales to protect them from danger. One such danger the scales negate is the falling damage from deliberately rolling up and dropping onto the head of an unsuspecting opponent, which is one of their favorite combat strategies. Beneath their scales, pine pangolin bodies secrete a thick, sticky tar that serves as a secondary line of defense.

' (x1) - '

The grotesque brain collectors originate from worlds far beyond the known solar system, and are part of a conglomeration of hostile aliens known collectively as the Dominion of the Black. Whether driven by their own schemes or directives from sinister overlords, brain collectors arrive in living starships to harvest the brains of intelligent creatures. These aberrations draw no nutrition from brains, instead storing them for analysis and as vessels for occult magical energies.

-

A brain collector\'s form evokes that of a tailless scorpion, but the pulsing brain-filled blisters that glisten along its back make them impossible to mistake for merely oversized arachnids. Baleful eyes glare from the joints on their legs, and the unsettling, intrusive whisper-thoughts they telepathically broadcast into the minds of those they seek to feed on can be interpreted as threats or promises alike.

-

Brain collectors have very little empathy for the denizens of any world they visit, despite the fact that certain cults venerate them, or the Dominion they hail from, as if they were gods. To brain collectors, terrestrial creatures are simply resources for their magical needs and occult powers. They have little interest in worshipping gods or being worshipped themselves, yet they do practice strange forms of religion of their own, in which they consider the primordial forces of deep space as worthy of faith and fear.

' (x1) publication : object {5-11.system.details.publication} license : string {5-11.system.details.publication.license} (same value: 'OGL') remaster : boolean {5-11.system.details.publication.remaster} (2 different values) diff --git a/output/pf2e/packs/5-15.txt b/output/pf2e/packs/5-15.txt index 8e6027e..28f0e21 100644 --- a/output/pf2e/packs/5-15.txt +++ b/output/pf2e/packs/5-15.txt @@ -763,14 +763,6 @@ object {5-15} 9 (x1) [privateNotes] : string {5-15.system.details.privateNotes} (same value: '') [publicNotes] : string {5-15.system.details.publicNotes} (3 different values) - '' (x8) - '

Where the typical boar is merely ill-tempered and generally unfriendly, the towering daeodon is legitimately hateful and ruthlessly violent. Although omnivorous, the daeodon prefers to feed on flesh. Primarily a scavenger, the daeodon isn\'t adverse to attacking creatures it encounters while searching for easier meals, or to protect any perceived encroachment into its lair or feeding grounds. Particularly brave or skilled orcs are fond of using daeodons as mounts or war-trained battle beasts; orc cavalry mounted on daeodons is a fearsome force indeed.

-

A typical adult daeodon is 10 feet long and 7 feet tall at the shoulder. It weighs approximately 2,000 pounds.

-
-

While domesticated pigs are a staple of farm life, wild boars are much more dangerous. Foul-tempered warthogs are relatively common, while the lumbering, primeval beasts known as daeodons are less so. Voracious eaters, boars can ravage the countryside in which they live. Boars breed freely, and a pair of boars can rapidly grow to a large family. Boars are a particular nuisance to farmers, as they break into food stores and root through gardens to sate their hunger.

' (x1) - '

Winter wolves are related to wargs, but are larger, smarter, and far more dangerous. They are capable of exhaling plumes of freezing breath and are big enough to easily serve as mounts for orcs and hobgoblins-provided the winter wolf is willing, of course. Like wargs, winter wolves hunt in packs, but unlike their smaller cousins, they have a notable proud streak. When they deign to serve others, they reserve this privilege for larger and more dangerous creatures such as frost giants, renegade yetis, or even white dragons.

-
-

The warg is an intelligent and malevolent wolf that dwells among goblins, hobgoblins, orcs, and other violent humanoids.

' (x1) publication : object {5-15.system.details.publication} license : string {5-15.system.details.publication.license} (same value: 'OGL') remaster : boolean {5-15.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/5-17.txt b/output/pf2e/packs/5-17.txt index 19fe555..a44de75 100644 --- a/output/pf2e/packs/5-17.txt +++ b/output/pf2e/packs/5-17.txt @@ -444,10 +444,6 @@ object {5-17} 2 (x2) privateNotes : string {5-17.system.details.privateNotes} (same value: '') publicNotes : string {5-17.system.details.publicNotes} (3 different values) - '

Lean and athirst, the hounds of Tindalos are drawn to those who tamper with the flow of time, travel through time, or use magic or rare alchemical drugs to send their thoughts or perception back or forward in time. Powerful spellcasters can draw them from the Dimension of Time via rare rituals, but doing so attracts the hounds\' ire, so few who traffic in such rituals live long enough to spread their knowledge. While the hounds possess great cunning and cruel intellect, they rarely interact with other creatures-other than to hunt and destroy those who have attracted their unblinking attention.

-

Once a hound catches scent of a mortal to hunt, it calls others of its ilk. The pack then pursues its victim through all space and time until it catches, slays and devours them. Those pursued can escape only by avoiding all angles, as hounds of Tindalos could step through them from nothingness at any time.

' (x4) - '' (x2) - '

These blobs of nearly transparent protoplasm are identical in form and behavior to the microscopic creatures from which they have evolved, except their outlandish size makes them all the more dangerous. Unlike slimes, puddings, and other deadly oozes, giant amoebas have an outer membrane that contains their internal structures, making them more susceptible to slashing weapons than their amorphous kin. However, this membrane is also extremely flexible and permeable, allowing them to surround prey and absorb it, suffocating and slowly digesting it in the amoeba\'s acidic fluids.

' (x2) publication : object {5-17.system.details.publication} license : string {5-17.system.details.publication.license} (same value: 'OGL') remaster : boolean {5-17.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/5-18.txt b/output/pf2e/packs/5-18.txt index ca3f4d6..3103a72 100644 --- a/output/pf2e/packs/5-18.txt +++ b/output/pf2e/packs/5-18.txt @@ -454,16 +454,6 @@ object {5-18} value : integer {5-18.system.details.level.value} (all different values) privateNotes : string {5-18.system.details.privateNotes} (same value: '') publicNotes : string {5-18.system.details.publicNotes} (3 different values) - '

The opposite of dark nagas in many ways, guardian nagas are benevolent and wise protectors of places of great natural or supernatural significance: ancient oak groves, forgotten holy temples, and vaults of sacred power are just a few examples of locations that these nagas protect. Guardian nagas believe that the beautiful elements of the cosmos are worthy of protection and that devotion to such a grand effort is its own reward. A guardian naga may join a group with similar values, such as a sect of priests or monks, to aid it in its holy endeavors and to exchange knowledge of the heavens.

-

Guardian nagas usually encourage their young, upon reaching adulthood, to depart the nest and seek out their own natural wonders or ancient ruins to protect. Sometimes generations of guardian nagas might guard the same place, passing the honor of such care from parent to child. In such cases, the parent nagas aim to have at least one of their children elect to stay behind and become the guardian of their ancestral ward, giving the parents the peace of mind that the site they protect will continue to be guarded by their descendants.

-

It is difficult for many societies that vilify serpents or see them as symbols of evil to accept the fact that guardian nagas are benevolent and kindly. Fortunately for these people, guardian nagas are also patient and understanding, and see encounters with such societies as opportunities to educate and expand worldviews.

-
-

Nagas are serpentine beings with magical powers and keen, nearly inscrutable intellects. Physically, they resemble massive snakes with eerie visages that resemble those of humans. Nagas use their innate magic and poisonous fangs to keep all but the most stalwart foes at bay. Beyond the natural weapons they use to ward away foes, little is understood of the naga\'s unsettling physiology.

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Nagas are intelligent creatures with powerful needs to pursue, be they the accumulation of knowledge, the collection of rare art, or the rule of an entire nation. On Golarion, the nation of Nagajor is one such society-an entire empire ruled by nagas and populated by reptilian humanoids who serve their naga rulers with a patriotic pride that borders on worship.

-

Still, most adventurers interact with nagas on a much smaller scale, encountering them as dangerous guardians in remote locations or not-so-abandoned ruins. In many cases, these nagas have heard of distant Nagajor, but they are usually unwilling to abandon their own pursuits to seek out a land where they might be worshipped as gods.

' (x2) - '' (x2) - '

Lean and athirst, the hounds of Tindalos are drawn to those who tamper with the flow of time, travel through time, or use magic or rare alchemical drugs to send their thoughts or perception back or forward in time. Powerful spellcasters can draw them from the Dimension of Time via rare rituals, but doing so attracts the hounds\' ire, so few who traffic in such rituals live long enough to spread their knowledge. While the hounds possess great cunning and cruel intellect, they rarely interact with other creatures-other than to hunt and destroy those who have attracted their unblinking attention.

-

Once a hound catches scent of a mortal to hunt, it calls others of its ilk. The pack then pursues its victim through all space and time until it catches, slays and devours them. Those pursued can escape only by avoiding all angles, as hounds of Tindalos could step through them from nothingness at any time.

' (x1) publication : object {5-18.system.details.publication} license : string {5-18.system.details.publication.license} (same value: 'OGL') remaster : boolean {5-18.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/5-19.txt b/output/pf2e/packs/5-19.txt index 0716e68..b1047ca 100644 --- a/output/pf2e/packs/5-19.txt +++ b/output/pf2e/packs/5-19.txt @@ -629,10 +629,6 @@ object {5-19} 6 (x2) [privateNotes] : string {5-19.system.details.privateNotes} (same value: '') [publicNotes] : string {5-19.system.details.publicNotes} (2 different values) - '' (x7) - '

Demonologists can pull a creature from the Abyss and bend it to their will... for a time.

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-

Those initiated into the hidden truths and forbidden secrets of the world are forever transformed-or so they claim. To the cynical, a mystic is nothing more than a charlatan or zealot. Others profess to sense an aura around such luminaries and treat them with reverence, lest they offend some harbinger of unspeakable doom.

' (x2) publication : object {5-19.system.details.publication} license : string {5-19.system.details.publication.license} (same value: 'OGL') remaster : boolean {5-19.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/5-20.txt b/output/pf2e/packs/5-20.txt index 05f8f69..8e1eff1 100644 --- a/output/pf2e/packs/5-20.txt +++ b/output/pf2e/packs/5-20.txt @@ -672,22 +672,6 @@ object {5-20} 11 (x1) [privateNotes] : string {5-20.system.details.privateNotes} (same value: '') [publicNotes] : string {5-20.system.details.publicNotes} (4 different values) - '' (x4) - '

When not disguised as a humanoid, the raja rakshasa has the head of an animal. The hands of a raja rakshasa are more subtly unsettling, for the fingers of these fiends bend outward, away from the palms.

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More than any other types of rakshasa, rajas scoff at religion. They understand the power of the divine, yet they view themselves as the only things worthy of worship from mortal creatures; not even their own immortals are deemed deserving of such glorification. Raja rakshasas often form close-knit families that work together to bring down mortal cities or to rule them from the shadows within. Such families of rakshasas often incorporate other breeds of the fiend, often using dandasukas as favored servants or stealthy spies. Even though a raja family works together to achieve a shared goal, infighting and treachery among their own is a constant threat.

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Rakshasas are evil spirits that cloak themselves in the guises of humanoid creatures, that they might walk unseen among their prey. They embody what is taboo among most societies, and in the shape of those they seek to defile, rakshasas gorge themselves on these hideous acts. A wide range of rakshasas exist; presented below are the diminutive, sinister dandasuka rakshasa and the infamous raja rakshasa, who are the most widespread and commonly encountered of these fiends.

' (x2) - '

Often considered cousins of phades, veiled currents are loose veils of wind who catch prey within their folds.

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-

Many elementals that roam the Plane of Air embody the mercurial formlessness and chaos of tumultuous storms.

-

Tempestuous Spirits

-

Air elementals are often flighty contrarians, often more concerned with bringing about change than with the specific changes they enact. Art and writing created by such elementals is exceptionally rare, as they usually destroy their projects once the challenge and excitement of completing them fades.

-

Invisible Courtiers

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Formless and invisible elementals are the favored children of Hshurha, the air elementals\' mother goddess. They receive favorable treatment in her realm, Verglas Precessional, where they serve as trusted advisors, emissaries to other planes, and members of her personal retinue, in addition to performing clandestine tasks the goddess wishes to keep hidden.

' (x1) - '

Known as "biters" among the more powerful rakshasa castes, dandasukas serve as spies and assassins for rakshasa clans or powerful spellcasters who have found methods to bind one of these fiends to their will. Born to manipulate and murder, these half-sized terrors revel in their work and delight in the sight of blood. They often dress in extravagant clothes dyed with ostentatious colors and wear numerous elaborate accessories, whether in their true form or in disguise as human children, halfling merchants, or anything else that helps them blend into their targeted society.

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A dandasuka rakshasa is constantly haunted by a monstrous hunger that gnaws at its hyperactive body, forcing it to feed often. In combat, a dandasuka might pause to lick a bloody blade or lap at a pool of spilled blood on the floor. These creatures settle for other meat when they must, but much prefer the taste of mortal humanoid flesh. Regular offers of such victuals can keep a dandasuka loyal to anyone willing to provide frequent meals, but care must be taken in keeping a dandasuka, for many stories tell of them being overly eager to serve an adored benefactor, taking off-hand remarks too literally, and performing services of violence that were never intended.

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Rakshasas are evil spirits that cloak themselves in the guises of humanoid creatures, that they might walk unseen among their prey. They embody what is taboo among most societies, and in the shape of those they seek to defile, rakshasas gorge themselves on these hideous acts. A wide range of rakshasas exist; presented below are the diminutive, sinister dandasuka rakshasa and the infamous raja rakshasa, who are the most widespread and commonly encountered of these fiends.

' (x1) publication : object {5-20.system.details.publication} license : string {5-20.system.details.publication.license} (same value: 'OGL') remaster : boolean {5-20.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/6-01.txt b/output/pf2e/packs/6-01.txt index 8c572e7..a3bde3b 100644 --- a/output/pf2e/packs/6-01.txt +++ b/output/pf2e/packs/6-01.txt @@ -504,14 +504,6 @@ object {6-01} 0 (x1) privateNotes : string {6-01.system.details.privateNotes} (same value: '') publicNotes : string {6-01.system.details.publicNotes} (3 different values) - '' (x3) - '

A homunculus is a tiny servitor construct created by a crafter to serve as a spy, scout, messenger, or assistant. When a crafter first begins to study the art of creating constructs, they often craft a homunculus first, since the creation process is simple and inexpensive due to a magical shortcut: the use of the creator\'s own blood. This forges a link between the homunculus and its master, causing the homunculus to gain a spark of the creator\'s intellect, as well as the same moral values and some of the creator\'s basic personality traits. Homunculi left to their own devices never stray far from their masters.

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In most cases, a homunculus doesn\'t survive the death of its master for long. Deprived of its creator, a homunculus loses focus and grows increasingly selfdestructive, and some even end up battering themselves to annihilation. Rarely, a homunculus with a slain master survives the trauma with its mind intact, often seeing itself as its deceased creator\'s child or successor and attempting to further its creator\'s legacy as best it can. In such cases, and if the homunculus was in close proximity to its master upon that creature\'s death, a portion of the dead master\'s soul "infects" the surviving homunculus as they pass on to the afterlife.

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This doesn\'t result in a truly soulbound homunculus, since only a fragment of the soul is left behind, but this is still enough to grant the homunculus a greater personality, free will of its own, and perhaps most importantly, the ability to speak. Over time, a few of these "awakened" homunculi even go so far as to become convinced that they are the reincarnation of their prior masters, although their actual personalities never quite reach the depth and complexity of a truly living creature. They are, at best, caricatures of the master, and at worst, they become awful, bitter-minded parodies of life itself. Still, a free-willed homunculus might pursue studies in its creator\'s class, becoming a unique creature with the abilities of that class if time and fortune permit.

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Homunculi are created from a mixture of clay, ash, mandrake root, spring water, and a pint of the creator\'s own blood. It is possible for a separate donor to provide the blood, but the process is more difficult.

' (x1) - '

These small insects are a nuisance and danger to small villages within Brevoy, taking over entire forests and blending in with the foliage. Also known as calling beetles, due to their ability to mimic and repeat the voices of their previous victims, crying cicadas wait for passersby to lure into the trees, fascinating their victims with their cries before fluttering their wings to release toxic dust. Once a target is near death, crying cicadas will take flight from the trees and land on the body to feed.

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The scale dust of crying cicadas can be turned into an effective ingested poison, but obtaining a cicada and harvesting these scales is so dangerous that most would-be poisoners simply die in the process. Even finding the insects is dangerous enough; crying cicadas\' natural stealth and dark coloration make them difficult to locate among the trees of a forest, and following their cries often leads one to fall victim to the very creatures they\'re hunting.

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The longer a colony of crying cicadas stays in a forest, the wider their collection of cries grows. Often, a young colony will be able to replicate only the sounds of small, dying creatures, but larger, more established colonies will have the ability to mimic the sounds of children and dragons.

' (x1) publication : object {6-01.system.details.publication} license : string {6-01.system.details.publication.license} (same value: 'ORC') remaster : boolean {6-01.system.details.publication.remaster} (same value: True) diff --git a/output/pf2e/packs/6-03.txt b/output/pf2e/packs/6-03.txt index 6edd1cc..3f97bc3 100644 --- a/output/pf2e/packs/6-03.txt +++ b/output/pf2e/packs/6-03.txt @@ -317,13 +317,6 @@ object {6-03} 'arboreal' (x1) [privateNotes] : string {6-03.system.details.privateNotes} (same value: '') [publicNotes] : string {6-03.system.details.publicNotes} (3 different values) - '' (x6) - '

Arboreal regents and other wielders of powerful primal magic grant temporary sentience to trees in order to protect the forest. Invested with a workable set of instincts and the ability to mobilize and attack, these awakened trees follow the commands of their master and fight to protect their home. The statistics below work just as well for foliage that has become animate via other methods, such as a mystical influence from another dimension, a capricious fey spirit, or the like.

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Arboreals are guardians of the forest and representatives of the trees. As long-lived as the woods they watch over, arboreals consider themselves parents and shepherds of trees rather than their gardeners. Consequently, while arboreals tend to be slow and methodical, they are terrifyingly swift when forced to fight in defense of the woods. Though they rarely seek out the companionship of short-lived folk—even elves are fugacious in the eyes of arboreals—and have an inherent distrust of change, arboreals have been known to tolerate those who seek to learn from their long-winded, rambling monologues, especially if such pupils also express a desire to protect the timberlands. Against those who threaten their realm, such as loggers eager to harvest lumber or settlers aiming to establish croplands or a town, arboreals\' wrath is unwavering and devastating. Perhaps ironically, arboreals are gifted at tearing down what others build—a trait that serves vengeful members of their kind well.

' (x1) - '

Snapping flytraps typically have two sets of tooth-edged leaves, each measuring 3 feet wide, at the end of 10-foot-long stalks.

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-

Flytraps eagerly feed on humanoids, monstrous insects, and larger prey.

' (x1) [reset] : string {6-03.system.details.reset} (same value: '') [routine] : string {6-03.system.details.routine} (same value: '') saves : object {6-03.system.saves} diff --git a/output/pf2e/packs/6-04.txt b/output/pf2e/packs/6-04.txt index 309ccd8..b7386da 100644 --- a/output/pf2e/packs/6-04.txt +++ b/output/pf2e/packs/6-04.txt @@ -429,20 +429,6 @@ object {6-04} 5 (x1) [privateNotes] : string {6-04.system.details.privateNotes} (same value: '') [publicNotes] : string {6-04.system.details.publicNotes} (4 different values) - '

This large and powerful omnivore inhabits forested hills. While it typically sustains itself on nuts, berries, fish, and small mammals, it\'s fiercely territorial and will chase off or kill any creature it views as competition. Grizzly bears are especially temperamental when their young are nearby. In combat, a grizzly bear often attempts to grab and maul its foe with surprising ferocity. It continues its assault until its foe seems like it is no longer a threat, though if the bear is hungry, it will not hesitate to feed.

-
-

Bears are ferocious predators typically found in cold or temperate woodlands and hills. Many species of bear exist in addition to the two presented below, such as the smaller black bear or the arctic-dwelling polar bear.

' (x2) - '

Ghouls stalkers are ravenous undead who haunt graveyards and eat corpses.

-
-

Few creatures are more ubiquitous to sinister locations such as lonely graveyards and ruined crypts than the flesh-eating undead known as ghouls.

' (x2) - '

Cavaliers and knights who died for their cause make for particularly strongwilled phantoms. Though their motives vary, these phantoms often seek to continue their lifelong missions even in their purgatorial states, and their strong forces of will make them formidable fighters in spite of their incorporeality. A phantom knight might strive to find living followers of their church or order, or seek out other mortals they knew in life as a way of staying grounded and avoiding the corruption of undeath.

-
-

The typical trajectory for souls passing to the afterlife is fairly straightforward, according to most theologians. When a mortal dies, their soul enters the River of Souls and eventually reaches the Boneyard, where it is judged by Pharasma. The judged soul moves onto its appropriate domain of final rest—Heaven, Hell, Abaddon, and so forth—where it becomes a shade.

-

Complications arise, however, when a soul in queue for judgment prematurely departs from the River of Souls and is shunted into the Ethereal Plane. Whether as a result of nefarious interlopers like daemons or hags, malignant planar magic, or even fate, these souls become dislodged from the natural order of life and death and linger in a sort of purgatory. Unlike petitioners, these ethereal phantoms retain memories of their life before death, and unlike spirits such as ghosts, phantoms aren\'t tinged with the foul influences of undeath—at least, not at first, though the threat of corruption hangs heavy over a phantom\'s existence. Some eventually succumb to that fate, while others eventually rejoin the River of Souls. Until then, these wandering souls are a kind unto themselves—one without a true home, agenda, or purpose.

-

Many phantoms have no desire to remain in their strange state of purgatory, either because they seek to continue their journey through the River of Souls or because they fear the corruption of undeath. In order to complete the natural spiritual cycle and become judged so they can continue to the afterlife, a phantom must find a way back into the River of Souls. Such a quest is no easy feat, however—the hazy mists of the Ethereal Plane can befuddle even the most experienced traveler, and numerous predators prowl the realm in search of stray souls to bind or devour.

' (x2) - '

These towering horrors rise from monstrous, gigantic corpses.

-
-

A zombie\'s only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they\'re destroyed.

' (x1) publication : object {6-04.system.details.publication} license : string {6-04.system.details.publication.license} (same value: 'ORC') remaster : boolean {6-04.system.details.publication.remaster} (same value: True) diff --git a/output/pf2e/packs/6-05.txt b/output/pf2e/packs/6-05.txt index 0a00644..54363d2 100644 --- a/output/pf2e/packs/6-05.txt +++ b/output/pf2e/packs/6-05.txt @@ -533,26 +533,6 @@ object {6-05} 0 (x1) [privateNotes] : string {6-05.system.details.privateNotes} (same value: '') [publicNotes] : string {6-05.system.details.publicNotes} (4 different values) - '

Symbols of grace and purity, unicorns resemble proud and noble horses. They typically have pure white coats, but they are best known for the single, delicate horn that extends from the center of their forehead. While unicorns often serve as protectors of unspoiled wilderness and sacred places, they are themselves highly sought after for their horns, which are said to possess potent magical properties. To many, the mere idea of hunting such a magnificent creature in the hopes of severing its horn is utterly reprehensible. Indeed, a dehorned unicorn is a sorry sight, and few such unicorns survive much longer in the wild.

-

Unicorns are found almost exclusively in remote, unsullied areas of wilderness. Sometimes associated with good-aligned deities, other times associated with nature and the fey, unicorns are always known for their righteousness and nobility. They are wary, at best, of most humanoid creatures, due in large part to poachers\' tendency to hunt them for their horns, but unicorns are often rumored to have a weakness for those who are pure of both heart and spirit. Despite some tales, unicorns are equally likely to recognize purity in people of all genders.

' (x1) - '

Ogre gluttons take the act of feeding to a horrific extreme, capable of extending their already cavernous mouths wide enough to gulp down a halfling. Stories of ogre gluttons being tricked into eating razor-edged shields or barrels filled with poisoned meat are common, but such tales are of little consolation to those who have been gobbled whole by these ravenous giants. In addition to their sadistic table manners, ogre gluttons have a disturbing knack for coming up with violent "games" that are little more than drawn-out torments, yet those who somehow manage to beat a glutton at the rules of their own game can often enrage the ogre enough that the resulting tantrum provides an opportunity for the captives to escape.

-
-

For many societies, ogres embody brutish, amoral violence and greedy cruelty. Standing 10 feet tall and densely muscled, ogres are usually as strong as they are vicious. The worst ogres are sadists, enjoying remorseless murder, torture, and violence in all of its forms. Although they prefer to vent their violent urges on other humanoids—the smaller the better—ogre captivity can end in a horrifying fate for anyone unlucky enough to fall within their meaty grasp: becoming dinner. But for all their creativity in inflicting pain, ogres often forget that their playthings lack their own robust fortitude and high pain tolerance, and many of their captives die sooner than the ogres might prefer. Meanwhile, those who manage to survive captivity in an ogre\'s larder often emerge with lasting mental scars. A captive able to keep their wits about them, however, can sometimes trick the brutes by promising treasure, more plentiful food sources, or other crude amusements, taking advantage of an ogre\'s often-limited intellect to engineer opportunities to escape or gain revenge.

-

Ogres are social creatures only in the most debased sense. They gather together in groups called families, though members are not always related by blood. The most powerful ogre in any family is the "boss"—usually the family\'s patriarch or matriarch—whom the other ogres in the family learn to quickly obey or risk being brutalized by the boss\'s loyal kin. Ogres lair in caves, crumbling ruins, or dilapidated shacks close enough to humanoid settlements or animal trails to make raiding easy. Their lairs are filthy and frequently contain all-too-recognizable evidence of their depravity, along with assorted treasures stolen from past captives.

' (x1) - '

Although the glistening scales and sleek, fin-like wings on these drakes give them an appearance reminiscent of river fish, they are actually distant relatives of the dragons that rule the oceans. While smaller than most drakes, river drakes are more than capable of plaguing river travelers and are equally at home above and below the water\'s surface. This flexibility allows them to catch a wide variety of prey, from fish and boggards to deer and the occasional ferry passenger.

-
-

Ravenous, bestial, and driven by instinct, drakes are draconic monsters who bear a fraction of the terrifying might of the primal dragons they share evolutionary roots with. While they\'re weaker, slower, and less inclined toward reason than dragons, drakes are nonetheless a menace to creatures and settlements around them. Their propensity for forming raiding parties—small social groups fittingly called "rampages"—makes them all the more dangerous; a single rampage of river drakes can quickly lay waste to a waterside village, and roving rampages of desert drakes are a plague to caravan traders.

-

Drakes share a number of physical characteristics that unite them as one species despite their wide variety of habitats and abilities. For example, drakes lack forearms, leaving them with their formidable jaws and thickscaled tails to use in close combat. Most drakes would rather avoid this, however, preferring to use their magical breath to wreak havoc in wide swaths from comfortable distances while flying overhead. Finally, all drakes have small reservoirs of their ancestral draconic power that they can tap into to perform incredible feats of speed.

-

Different species of drakes rarely come into conflict. Part of this is their distinct habitats, but drakes are open to negotiating simple agreements between rampages. This courtesy does not extend to dragonets, which drakes happily take as prey. Solitary tamed drakes are also excluded from such agreements and considered free game if their tamer isn\'t strong enough to protect them.

-

Drake Eggs

-

While drake hides aren\'t any more valuable than those of similarly sized creatures, drake eggs are prized commodities. They are used as components in powerful spells as well as eaten by various cultures, but the most common use for drake eggs is hatching and rearing drakes to serve as mounts and guardians.

-

A typical drake lays a clutch of 2d4 eggs every 5 years. Eggs hatch within 3 to 6 weeks, during which time they must be kept in conditions appropriate to their natural environment, perhaps the most difficult aspect of drake husbandry. While it is generally easy for breeders to incubate the eggs of desert or jungle drakes (which require mildly warm temperatures to hatch) or river drakes (which must be submerged in running water), the eggs of flame and frost drakes require extreme temperatures in order to hatch, which can be difficult to replicate safely.

-

A drake egg is an object with Hardness 3, 5 HP, and no Broken Threshold. The coloration of drake eggs varies only slightly from one species to the next. A creature must succeed at a @Check[nature|dc:20] check, or a relevant DC 20 Lore check, to identify the drake species of a specific egg.

-

Once a drake hatches, they imprint on the first creature that they see. A creature imprinted on in this way can use Nature to Train and Command that drake. The market price of a drake egg varies depending on the type of drake and the exact legal situation. Because drakes are dangerous and intelligent creatures, many societies do not condone the trade of drake eggs and criminalize those who engage in it.

-

It takes 2 years for a drake hatchling to grow to full size. A well-trained drake can make a fearsome mount or guardian, but many careless would-be drake trainers are devoured by their charges.

' (x1) - '

Halflings\' keen sight makes them excellent street watchers. Though the job rarely calls for fighting, most street watchers cover themselves head to ankle in whatever armor and weapons they manage to get their hands on.

-
-

Despite their small stature, a halfling can prove to be a mighty foe if you find yourself on the wrong side of their frying pan.

' (x1) publication : object {6-05.system.details.publication} license : string {6-05.system.details.publication.license} (same value: 'ORC') remaster : boolean {6-05.system.details.publication.remaster} (same value: True) diff --git a/output/pf2e/packs/6-06.txt b/output/pf2e/packs/6-06.txt index bf06361..826784b 100644 --- a/output/pf2e/packs/6-06.txt +++ b/output/pf2e/packs/6-06.txt @@ -368,16 +368,6 @@ object {6-06} 1 (x1) [privateNotes] : string {6-06.system.details.privateNotes} (same value: '') [publicNotes] : string {6-06.system.details.publicNotes} (4 different values) - '

Few creatures are more ubiquitous to sinister locations such as lonely graveyards and ruined crypts than the flesh-eating undead known as ghouls.

' (x2) - '

This shuffling mass of decaying flesh moves with dull but singular focus.

-
-

Necromancers most often create these mindless undead as obedient, expendable servitors. Left to its own devices, a zombie seeks only to consume the living, stopping only when its rotting body can no longer hold together.

' (x2) - '

Plague zombies are infested with horrible contagions.

-
-

A zombie\'s only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they\'re destroyed.

' (x2) - '

Vampires use their servitor pawns for infiltration and reconnaissance.

-
-

Vampires are undead creatures that feed on the blood of the living.

' (x2) publication : object {6-06.system.details.publication} license : string {6-06.system.details.publication.license} (same value: 'ORC') remaster : boolean {6-06.system.details.publication.remaster} (same value: True) diff --git a/output/pf2e/packs/6-08.txt b/output/pf2e/packs/6-08.txt index 8583319..81db4e1 100644 --- a/output/pf2e/packs/6-08.txt +++ b/output/pf2e/packs/6-08.txt @@ -550,11 +550,6 @@ object {6-08} 1 (x1) privateNotes : string {6-08.system.details.privateNotes} (same value: '') publicNotes : string {6-08.system.details.publicNotes} (2 different values) - '' (x7) - '

"True" twigjacks, as they consider themselves, are found in wild forests alongside the fey they idolize.

-
-

Maladjusted forest denizens, twigjacks form from the cruel and prankish combination of fey and the very woods in which they reside. A twigjack\'s body is made up of prickly brambles woven with vines. Shaggy, mossy growth, not unlike hair, tops a twigjack\'s head. Its mouth is just a canyon of splintered and broken sticks bisecting its face. Leaves and sprigs of new growth randomly sprout from the creature\'s body. Many dense forests on Golarion have at least a handful of twigjacks living in the undergrowth.

-

While truculent and violent, twigjacks care deeply for what they consider to be their forests. These creatures harass outsiders who delve deep into their wooded domains, forcing back even the most determined explorers, foresters, and travelers, especially when those intruders cut roads through the forest. However, they are not terribly territorial when it comes to other forest creatures. When sylvan creatures, especially fey, rally against an outside threat, twigjacks in the area eagerly arrive to fight, even if they were not invited.

' (x2) publication : object {6-08.system.details.publication} license : string {6-08.system.details.publication.license} (same value: 'ORC') remaster : boolean {6-08.system.details.publication.remaster} (same value: True) diff --git a/output/pf2e/packs/6-10.txt b/output/pf2e/packs/6-10.txt index ab17a9f..d7fe5c9 100644 --- a/output/pf2e/packs/6-10.txt +++ b/output/pf2e/packs/6-10.txt @@ -616,19 +616,6 @@ object {6-10} 1 (x1) privateNotes : string {6-10.system.details.privateNotes} (same value: '') publicNotes : string {6-10.system.details.publicNotes} (5 different values) - '' (x11) - '

Plague zombies are infested with horrible contagions.

-
-

A zombie\'s only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they\'re destroyed.

' (x3) - '

Vampire counts rule their demesnes and subjects through a mix of fear and cruelty.

-
-

Vampires are undead creatures that feed on the blood of the living.

' (x2) - '

Some beheaded are raised with their mental faculties mostly intact. These clever undead often provoke their victims into foolishly giving chase or harming themselves.

-
-

Beheaded are disembodied floating heads transformed into undead. They are natural candidates for a necromancer\'s "project minion," due to the inexpensive cost of creation and endlessly customizable nature. In any lair occupied for long by practicing necromancers, it isn\'t uncommon to find a handful of floating heads roaming about, each exhibiting completely different characteristics and even degrees of expertise in their creation.

' (x1) - '

Necromantic augmentations have granted this zombie increased size and power.

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-

A zombie\'s only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they\'re destroyed.

' (x1) publication : object {6-10.system.details.publication} license : string {6-10.system.details.publication.license} (same value: 'ORC') remaster : boolean {6-10.system.details.publication.remaster} (same value: True) diff --git a/output/pf2e/packs/6-11.txt b/output/pf2e/packs/6-11.txt index ae7241e..fb28197 100644 --- a/output/pf2e/packs/6-11.txt +++ b/output/pf2e/packs/6-11.txt @@ -445,25 +445,7 @@ object {6-11} 6 (x1) 10 (x1) [privateNotes] : string {6-11.system.details.privateNotes} (3 different values) - '' (x6) - '

Glutton\'s Redemption

-

Yeongno eat the corrupt and wealthy as a symbolic means of consuming their own greed. While yeongno aspire to ascend from their current existence, they also actively sabotage other creatures hoping to do the same. They feel particularly threatened by imugi, whom the yeongno believe would take their spots in heaven.

' (x2) - '

Imperial Ascension

-

The ritual an imugi undergoes to become a true dragon releases a burst of overwhelming magic. Characters exposed to this burst might find their minds filled with lost techniques or abilities that the imugi has encountered over its long life, allowing them to gain access to uncommon or rare character options, suddenly understand formulas to craft items, or immediately retrain along a new path

' (x1) [publicNotes] : string {6-11.system.details.publicNotes} (5 different values) - '' (x3) - '

Neither human nor beast yet resembling both, yeongno (yeong-no) are creatures that once were denizens of heaven but were cast out, down to the mortal Universe, due to their own greed. Yeongno claim to have once been celestial dragons and wear elongated dragon masks with full-body wraps decorated with scale patterns in honor of this claim—though no one has been able to confirm the veracity of this belief. As they wander, they hold a willow pipe in their mouths, producing a distinct "bibi" sound that often heralds their appearance.

-

Despite their reputation as monsters who eat people, yeongno are welcomed by the poor and oppressed, who see the creatures as wise and just. Yeongno believe that by eating 100 wealthy individuals who abuse their wealth or who accumulated their wealth by underhanded or exploitative means, they can atone for their own greed, allowing them to ascend back into heaven. A corrupt and greedy individual can escape their fate of being eaten by a yeongno by giving away all of their wealth and agreeing to be transformed into a pig for one year. If the person can endure one year living as a pig in the care of a household they once harmed, the yeongno will spare them.

' (x2) - '

Giant animated statues\' increased size and power make them most useful in large vaults, spacious chambers, or outdoor locations. Tasks beyond their capabilities typically require a more advanced construct, not an animated object.

-
-

Granted a semblance of life through the use of rituals or other strange magic, animated objects take many forms and serve a variety of uses. A few examples of typical animated objects are listed below. Many of these creatures serve as guardians, surprising unsuspecting adventurers when they suddenly attack. Others serve as idle distractions for the exceptionally rich, simple servants created to handle odd jobs, and the like.

' (x2) - '

Imugi (ee-moo-ghee) are dragon-like serpents with great mystic potential, including that of ascension into another form. While some imperial dragons are born to their birthright, many that currently roam Tian Xia are ascended imugi—though they would strike down anyone who claimed such.

-

To become an imperial dragon, imugi must care for a koi egg for a thousand years. The power from the nurtured egg hatching is enough to power a draconic ascension ritual, and whatever power lingers transforms the koi into an imugi to continue the cycle. The kind of imperial dragon that the imugi becomes depends on where it chooses to nurture the koi egg. Imugi strongly prefer long-finned koi, and Tian koi farmers have learned to keep a separate pool of these butterfly koi away from the others they tend, as imugi tend to displace quite a bit of water—and koi—when swooping down to snatch an egg they want.

-

Though imugi have some power over rain and storms, most aren\'t powerful enough to exact a true sense of weather control. Many are known for their benevolence, and some villages even rely on imugi\'s forays out of streams or lakes, bringing rains during the growing season. Imugi have as wide a range of temperaments as the dragons they become, and some are notorious for how their impatience twists into a foul temper or an arrogance that flicks people aside as if they were bugs. While some might consider mean-spirited imugi corrupted and claim they can be purified somehow, imugi simply hold themselves higher than the average creature and see no reason to conceal their true nature from someone they see as beneath them.

' (x1) - '

Bands of hobgoblin soldiers typically have at least one archer among their ranks. In smaller groups, the hobgoblin archer also serves as that band\'s captain.

-
-

Hobgoblins may appear to outsiders to be the most civilized of goblinkind, but their civilization is hardly one of kindness and equality-instead, they revel in all that is militaristic, tyrannical, cruel, and destructive. Hobgoblins are singularly devoted to war, and their entire culture is built upon fostering and maintaining conflict while simultaneously proving their superiority in battle. Hobgoblins are highly organized, and they work efficiently and effectively in groups, whether that group is a small raiding party, a roving war band, or a fully regimented army. Hobgoblin rulers require little provocation before declaring war, and more often than not, such wars are waged to gain slaves or territory. Physically, hobgoblins stand about as tall as humans and have gray, ashen skin.

-

Hobgoblin society is organized along military lines, and every hobgoblin is effectively a member of the army. Each hobgoblin in a community has a rank in the military hierarchy, and individuals are naturally ambitious and obsessed with advancement. Hobgoblins are constantly expected to prove that they\'re fearless, ruthless, cunning, and strong. Demonstrating such aptitudes is an individual hobgoblin\'s best hope for promotion through the ranks, but failure leads only to cruel exploitation at the hands of their superiors. Though brutal, hobgoblin society is a true meritocracy, and all hobgoblins, regardless of age, gender, or birth, wield authority and earn respect from their peers based on their skill in battle. Even those individuals who serve in non-combat roles in hobgoblin society-blacksmiths, builders, cooks, messengers, quartermasters, and the like-know that they perform vital jobs that support the larger hobgoblin army, though they rarely rise above the rank of common soldier. Everyone contributes to the larger whole, ensuring that hobgoblin society is the strongest and most efficient it can be, and anyone who fails to do so is culled from the army and this hobgoblin society as dead weight. Hobgoblins don\'t usually engage in trade with other races, or even with other hobgoblin tribes, preferring to take what they want by force.

' (x1) publication : object {6-11.system.details.publication} license : string {6-11.system.details.publication.license} (same value: 'ORC') remaster : boolean {6-11.system.details.publication.remaster} (same value: True) diff --git a/output/pf2e/packs/6-12.txt b/output/pf2e/packs/6-12.txt index fb868a7..207211e 100644 --- a/output/pf2e/packs/6-12.txt +++ b/output/pf2e/packs/6-12.txt @@ -491,12 +491,6 @@ object {6-12} 0 (x1) [privateNotes] : string {6-12.system.details.privateNotes} (same value: '') [publicNotes] : string {6-12.system.details.publicNotes} (2 different values) - '' (x7) - '

These shapeless masses of quivering flesh are the least of devilkind. Pathetic creatures from Hell\'s first layer, orts roam alongside damned and suffering souls. Nessaris can combine the essence of a mob of orts to concentrate their collective wickedness within a single form, granting it an infernal sentience and transforming it into a more powerful devil (see the nessari\'s Shape Devils ability).

-
-

Masters of corruption and architects of conquest, devils seek both to tempt mortal life to join in their pursuit of all things profane and to spread tyranny throughout all worlds. The temptations they offer mortals range from great powers granted by the signing of an infernal contract to twisted favors following a whispered pledge to a diabolic patron, or any number of even subtler exchanges. Those who succumb to these temptations find themselves consigned to an afterlife of endless torment in the pits of Hell, wherein the only hope of escape lies in the chance of being promoted to become a devil in the infernal ranks.

-

Every devil has a specific role to play in the upkeep of the remorseless bureaucratic machine that is Hell, from soldiers and scholars to inquisitors, lawyers, judges, and executioners. Lowly orts perform subservient labor to more powerful and specialized devils, such as infantry and contract devils, while the greatest nessaris command entire infernal armies.

-

Asmodeus stands at the apex of the structure he created, but the layers below him are marked by a constant jockeying for position. Most diabolic plans ultimately serve to improve the schemer\'s place in the hierarchy.

' (x1) publication : object {6-12.system.details.publication} license : string {6-12.system.details.publication.license} (same value: 'ORC') remaster : boolean {6-12.system.details.publication.remaster} (same value: True) diff --git a/output/pf2e/packs/6-13.txt b/output/pf2e/packs/6-13.txt index 6b9746b..66cee5c 100644 --- a/output/pf2e/packs/6-13.txt +++ b/output/pf2e/packs/6-13.txt @@ -615,10 +615,6 @@ object {6-13} 5 (x1) [privateNotes] : string {6-13.system.details.privateNotes} (same value: '') [publicNotes] : string {6-13.system.details.publicNotes} (2 different values) - '' (x15) - '

The giant viper\'s fangs are a frightening sight, with injection tubes as long as daggers. The sheer amount of venom injected by a giant viper can cause severe blood clotting and leave a victim utterly drained of vitality.

-
-

Snakes come in an array of forms, from jungle-dwelling constrictors that wrap around their prey to venomous vipers with deadly bites. Regardless, all snakes consume their prey whole by unhinging their jaws and using powerful muscles to move the food down their throats and into their stomachs.

' (x1) publication : object {6-13.system.details.publication} license : string {6-13.system.details.publication.license} (same value: 'ORC') remaster : boolean {6-13.system.details.publication.remaster} (same value: True) diff --git a/output/pf2e/packs/Bestiary 3.txt b/output/pf2e/packs/Bestiary 3.txt index 027f784..7b0c9fb 100644 --- a/output/pf2e/packs/Bestiary 3.txt +++ b/output/pf2e/packs/Bestiary 3.txt @@ -1511,22 +1511,6 @@ object {Bestiary 3} damage : object {Bestiary 3.items.[].system.spell.system.damage} description : object {Bestiary 3.items.[].system.spell.system.description} value : string {Bestiary 3.items.[].system.spell.system.description.value} (3 different values) - '

The target can soar through the air, gaining a fly Speed equal to its Speed or 20 feet, whichever is greater.

-
-

Heightened (7th) The duration increases to 1 hour.

' (x2) - '

You befuddle your target with strange impulses, causing it to act randomly. The effects are determined by the target\'s Will save. You can Dismiss the spell.

-
-

Critical Success The target is unaffected.

-

Success The target babbles incoherently and is @UUID[Compendium.pf2e.conditionitems.Item.Stunned]{Stunned 1}.

-

Failure The target is @UUID[Compendium.pf2e.conditionitems.Item.Confused] for 1 minute. It can attempt a new save at the end of each of its turns to end the confusion.

-

Critical Failure The target is Confused for 1 minute, with no save to end early.

-
-

Heightened (8th) You can target up to 10 creatures.

' (x1) - '

You interfere with the target\'s ability to teleport and travel between dimensions. Dimensional anchor attempts to counteract any teleportation effect, or any effect that would move the target to a different plane. The duration is determined by the target\'s Will save.

-

Critical Success The target is unaffected.

-

Success The effect\'s duration is 1 minute.

-

Failure The effect\'s duration is 10 minutes.

-

Critical Failure The effect\'s duration is 1 hour.

' (x1) duration : object {Bestiary 3.items.[].system.spell.system.duration} sustained : boolean {Bestiary 3.items.[].system.spell.system.duration.sustained} (same value: False) value : string {Bestiary 3.items.[].system.spell.system.duration.value} (3 different values) diff --git a/output/pf2e/packs/Book 1 - Broken Tusk Moon.txt b/output/pf2e/packs/Book 1 - Broken Tusk Moon.txt index 6bcef19..6ffc496 100644 --- a/output/pf2e/packs/Book 1 - Broken Tusk Moon.txt +++ b/output/pf2e/packs/Book 1 - Broken Tusk Moon.txt @@ -490,12 +490,6 @@ object {Book 1 - Broken Tusk Moon} 'force' (x1) description : object {Book 1 - Broken Tusk Moon.items.[].system.spell.system.description} value : string {Book 1 - Broken Tusk Moon.items.[].system.spell.system.description.value} (2 different values) - '

A roaring blast of fire appears at a spot you designate, dealing 6d6 fire damage.

-
-

Heightened (+1) The damage increases by 2d6.

' (x1) - '

You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of missiles you shoot by one, to a maximum of three missiles for 3 actions. You choose the target for each missile individually. If you shoot more than one missile at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.

-
-

Heightened (+2) You shoot one additional missile with each action you spend.

' (x1) duration : object {Book 1 - Broken Tusk Moon.items.[].system.spell.system.duration} sustained : boolean {Book 1 - Broken Tusk Moon.items.[].system.spell.system.duration.sustained} (same value: False) value : string {Book 1 - Broken Tusk Moon.items.[].system.spell.system.duration.value} (same value: '') @@ -758,11 +752,6 @@ object {Book 1 - Broken Tusk Moon} '

When a concealed cord is tripped, several sharp stones fall onto the square containing the cord.

' (x1) '

A cave painting of a great cat roars to life and leaps off the wall to attack.

' (x1) [disable] : string {Book 1 - Broken Tusk Moon.system.details.disable} (4 different values) - '

@Check[thievery|dc:22|name:Bleed Away the Magical Field|traits:acid,evocation,magical,trap,hazard] (expert) to harmlessly bleed away the magical field or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (2nd level; counteract DC 20) to dispel it.

' (x1) - '

@Check[religion|dc:23|name:Dissipate One of the Threads|traits:hazard,magical,trap,complex] (expert) or @Check[performance|dc:21|name:Dissipate One of the Threads|traits:hazard,magical,trap,complex] (trained) to dissipate one of the four threads. Characters who failed or critically failed a Performance check to participate in Grandfather Eiwa\'s funeral in Chapter 1 have been able to reflect on the experience; these characters gain a +2 circumstance bonus to their Performance checks to disable this trap.

-

The trap is destroyed when all four threads are dissipated.

' (x1) - '

@Check[thievery|dc:18|name:Cut the Trip Cord|traits:hazard,mechanical,trap] (trained) to safely cut the trip cord

' (x1) - '

@Check[nature|dc:18|name:Quell the Spirit|traits:hazard,haunt] (trained) or @Check[religion|dc:18|name:Quell the Spirit|traits:hazard,haunt] (trained) to quell the spirit

' (x1) [isComplex] : boolean {Book 1 - Broken Tusk Moon.system.details.isComplex} (2 different values) False (x3) True (x1) @@ -802,35 +791,6 @@ object {Book 1 - Broken Tusk Moon} 'thalassic' (x1) [privateNotes] : string {Book 1 - Broken Tusk Moon.system.details.privateNotes} (same value: '') [publicNotes] : string {Book 1 - Broken Tusk Moon.system.details.publicNotes} (10 different values) - '' (x10) - '

With a blunt, prehensile trunk and a squat posture, giant tapirs resemble a cross between elephant and boar, though they\'re actually more closely related to horses and rhinoceroses. Tapirs live in loose herds that graze near rivers and lakes. They enjoy fresh water, not only for the lush plants that grow along the shores-which they eat in prodigious quantities- but also for the protection the water provides. When predators approach, tapirs retreat to the water to hide, keeping their snouts barely above the surface to breathe. Likewise, the breezes and scents that accompany creeks and rivers mask tapirs\' musk as they travel along these waterways. Despite their ungainly movement, tapirs are remarkably sure-footed, easily traversing mud and similar terrain thanks to their broad toes.

-

Humanoids often hunt giant tapirs for their meat and durable hides. Such hunts are far from guaranteed, though; tapirs can run at least as fast as their hunters, and most will fight if cornered. The docile giants do what they can to avoid confrontation whenever possible. If they sense danger approaching, giant tapirs make a loud whistling sound to warn other tapirs about predators. A community who befriends or domesticates a herd of tapirs can use this whistling habit as an alarm system against encroaching enemies.

-

Giant tapirs are usually quite placid, but they can be fearsome when roused. Their tusk-like front teeth are suitable for gouging attackers, and a tapir that manages to get a mouthful of an enemy\'s arm or leg can use its blunt molars to grind the flesh to paste. Tapirs have good hearing and an excellent sense of smell, but like many prey animals, they have poor vision. In the chaos of combat against multiple enemies, giant tapirs can become overwhelmed and confused, lashing out at allies as well as foes or fleeing the scene entirely.

' (x2) - '

Jealous guardians of tombs, barrows, and sepulchers, cairn wights usually spawn from necromantic rituals. For those mortals who cannot abide the thought of separation from their earthly possessions, the undead existence offered by transformation into a cairn wight can be tempting. Perhaps as frequently, particularly avaricious and wealthy royalty or merchants seek out victims to transform into cairn wights to guard their precious wealth for all time.

-

Only in the rarest instances is the greed of a mortal strong enough to spontaneously transform them into a cairn wight without a dark ritual or the intercession of a powerful divine being. On those occasions, however, the resultant wight exhibits unmatched viciousness and likely owns rare treasure indeed.

-

As guardians of material possessions, cairn wights are supernaturally bound to the armaments they wore during the ritual used to create them. They can spread their necromantic powers into the weapons they wield. A slash from a cairn wight\'s sword channels life from the victim into the wight.

' (x1) - '

Naiads protect streams, ponds, springs, and other natural bodies of fresh water. While most naiads lead solitary lives close to their chosen ward, sometimes these nymphs congregate in coven-like groups where river tributaries meet, performing great magic and blessing the waters of the land. Because naiads\' bonds to their bodies of water permit more flexibility, they are the nymphs most likely to interact with humanoids and even visit their settlements on occasion. Unlike other nymphs, naiads occasionally become adventurers, especially when dark forces seek to despoil nature or otherwise threaten the land, joining forces with others to prevent the corruption of nature.

-
-

Nymphs are a family of fey that take the form of beautiful humanoids with elven features and have a deep association with the natural world. The most common of their kind are the dryads, which are spirits that embody great trees, but many other kinds of nymphs exist, including naiads, who watch over bodies of water. All nymphs are guardians of some element of nature, typically a specific tree or pond, or even-in the case of nymph queens-whole forests or massive bodies of water.

' (x1) - '

Glyptodons are enormous, armadillo-like megafauna that roam sandy riverbanks and ancient forests in search of their favorite foods, namely riparian grass and tender saplings. Surly and suspicious, glyptodons avoid predators not out of a defensive instinct-their armored hides protect them from most well-equipped carnivores-but rather because they simply prefer to be left alone to their placid foraging. Despite their great size, glyptodons can survive on surprisingly little food, and they\'ll eat just about anything. As a result, they\'re more likely to be encountered roaming across vast tundra or desert regions than other large herbivores, appearing as a single, lumbering hump against an otherwise-flat horizon.

-

A glyptodon\'s scutes-the thick, bony plates of its carapace-grow in distinctive patterns and scar readily, making it easy for non-glyptodons to identify individual animals. Glyptodons have notoriously bad eyesight, even for prey animals, and rely on their sense of smell to get around and identify threats and each other. In combat, they primarily rely on their thick carapaces to protect them from attackers.

-

Although southern merchants have occasionally attempted to create a glyptodon-mounted trading network, riding these giants is an exercise in frustration, as their rounded hides provide little purchase for humanoid riders\' feet or saddles. However, some webbed-toed people of the plains, including bands of lizardfolk, have managed to maintain glyptodon mounts thanks to their strong, flexible, clawed feet. Other ancestries primarily view glyptodons as a source of meat and tough hides, the latter of which make for excellent impromptu shelters and river boats.

-

When cornered, a glyptodon uses its powerful digging claws to scrape or scare away attackers. Glyptodons can use their tails to ward off smaller predators, but generally do so only as a last resort.

' (x1) - '

The groplit is a squat little animal shaped like a water droplet, with a bulbous rear end and an eel-like face that juts from a narrow skull. Its rear legs are more muscular than those in front, which it primarily uses for balance, giving it the gait and appearance of a toad. Groplits are best known for their greasy skin and queasy hygienic habits: they spend most of each day using their two long tongues to slurp up their own oily excretions or similarly viscous discharge originating from plants or other animals. Although they prefer to dwell in northern wetlands, fens, and moist caves, groplits can thrive in all but the most barren environments. They\'ll eat just about anything, though they tend to prefer small, crunchy animals like bugs and birds.

-

Groplits are famously loyal and highly sociable companions, and they make for dedicated, if somewhat odd-looking, pets. They can be taught simple commands and appear to take great pride in obeying them, performing stunts even in the face of obvious danger. An unscrupulous master might train a groplit with the intent to sacrifice it in an emergency, a fate to which the groplit is happily resigned. This single-minded obedience and their slow reproductive rate make groplits fairly rare in the wild.

-

As a result of the way their bones are structured, groplits exhibit an imperturbable smile, of sorts-a physical feature which some find as creepy (or enraging) as others find it endearing. Its apparently ceaseless jubilation has given this creature the nickname "the grinning toad" in some parts of the world.

-

Because they love to lap up oily matter of all kinds, groplits are naturally drawn to greasy animals like @UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Slurk]{Slurks}, @UUID[Compendium.pf2e.pathfinder-bestiary-2.Actor.Giant Slug]{Giant Slugs}, and lagofirs. For the most part, such animals rarely mind the company of an amiable groplit, though there\'s no such thing as a free meal; groplits who drop their guard amid their found family often end up on the wrong side of their companions\' intestinal tracts.

' (x1) - '

Kadlakas-strong, lanky humanoids with raven-like features-combine the most formidable aspects of talented hunters and airborne scouts, to say nothing of their potent magical powers over thunder and lightning. Though they shy from most humanoids, kadlakas readily form friendships with ravens and other birds, and they sometimes make temporary alliances with people who prove themselves capable stewards of wild animals and the natural order of things. When they do settle on a roost-whether for a single season or a lifetime-kadlakas often position themselves as guardians of a natural feature or local flock. Because a kadlaka\'s natural form might frighten humanoid travelers, they often take on the guise of a human or other common bipedal ancestry to gain information and pass on warnings.

' (x1) - '

In the First World, rivers don\'t always flow as expected; sometimes they run backward, upward, or just disappear into mist and reappear somewhere else entirely. Fey native to such rivers are often just as capricious. This quality is particularly true of loblobis, cunning carnivores who resemble small, chubby humans with the heads and wings of crested herons.

-

These malicious tricksters love playing any pranks that result in other creatures being embarrassed, hurt, or even drowned. Their most common "antic" is to cast @UUID[Compendium.pf2e.spells-srd.Item.Water Walk] on a hopeful river-crosser, only to dismiss the spell when their victim has traversed halfway across. Conversely, most loblobis are terrible sports when they\'re the butt of a joke. It\'s common wisdom that few creatures can hold a grudge like a loblobi.

-

Exceptionally vain, loblobis flutter and dance constantly to show off their plumage. Failing to comment on a preening loblobi\'s appearance is a sure method to invite eternal enmity, but flattery might buy enough time to sneak away from the evil fey.

' (x1) - '

Rot and decay play a natural role in swamps of all climates, and latent magical energies or other strange phenomena can transform decomposing matter into oozes and other monstrous creatures made of living muck. Tundra wetlands are no exception to this trend. Worse, in such regions, a quick freeze can prevent noxious sludge from breaking down, and sequential years of short, seasonal thaws can compress rot upon rot until the pestilential mass animates as a rime sludge. These rare, noxious oozes hungrily search for and consume any organic matter they find in their northland habitats.

-

Like most oozes, rime sludges consist primarily of protoplasm, though theirs has a slushy consistency peppered with disgusting nuggets of indigestible matter, such as petrified wood, jagged arrowheads, and animal fossils. A rime sludge renews this protoplasm by consuming plants and animals and maintaining a careful balance of semifrozen decomposition in its mutable form.

-

Rime sludges are among the few oozes that thrive in cold climates, as too much heat accelerates their natural decay. Rime sludges can\'t survive temperatures too far above freezing for more than a few days. Rising temperatures force them to migrate toward cooler climates or cold underground areas.

-

Few intelligent creatures inhabiting cold climates want anything to do with rime sludges. These oozes can\'t be trained, tend to wander off at random, and emit a noxious stink at the slightest hint of warmth. Some inventive creatures try to trap rime sludges in pits to keep them contained and use them to dispose of prisoners or food scraps. Because of the oozes\' overpowering stench, these pits tend to be quite deep.

' (x1) - '

Inhabitants of damp, subterranean caves, blindheims resemble stubby humanoids with oversized, frog-like heads and bulbous eyes. Their eyes emit a soft glow at all times, but a blindheim can draw back the heavy membrane that normally covers them to emit an intense light as bright as day. These simple creatures use their lights to draw in or disorient prey, mostly small animals like lizards, rodents, or fish. However, they might go after larger prey if trying to feed their young. When they encounter creatures their own size or larger they retreat, flashing their eyes to facilitate their escape if necessary. They often hunt in pairs or small packs. Using their lights to coordinate from a distance, they slowly close in on the creatures they hunt. One common hunting pattern involves one blindheim diving deep and using its light to chase fish to the surface, while another up above snatches them up and tosses them onto the land to eat later.

-

Blindheims make their nests in damp caverns, especially grottoes next to underground lakes or bogs. An ideal nest rests in a cozy cavern with plenty of fungus to eat, a few fish swimming in a lake, and the comforting drip of water from the ceiling. Blindheims prefer to lead quiet and serene lives, and even when first born they emit only the meekest of vocalizations. A blindheim is born shining, and its parents cuddle over it to dim the light so as to avoid attracting predators.

-

It\'s not just animals that endanger blindheims. Underground peoples find the creatures useful and attempt to capture them for specialized purposes. Duergars use them as "raid frogs," placing heavy hoods over blindheims\' heads and revealing them suddenly during raids to blind their foes. They sometimes send the creatures along with their slaves that lack darkvision into the mines as a source of light. Drow use them for some of these same purposes, and some nobles have been known to treat the creatures as mere lanterns, having them hoisted to the ceilings of their halls. Neither duergars nor drow take good care of the captive creatures, so blindheims rarely last long in captivity.

' (x1) [reset] : string {Book 1 - Broken Tusk Moon.system.details.reset} (3 different values) '' (x2) '

The haunt deactivates 1 minute after no living or undead creatures are within 100 feet, then resets.

' (x1) diff --git a/output/pf2e/packs/Book 1 - Devil at the Dreaming Palace.txt b/output/pf2e/packs/Book 1 - Devil at the Dreaming Palace.txt index 7891c35..195abf6 100644 --- a/output/pf2e/packs/Book 1 - Devil at the Dreaming Palace.txt +++ b/output/pf2e/packs/Book 1 - Devil at the Dreaming Palace.txt @@ -886,11 +886,6 @@ object {Book 1 - Devil at the Dreaming Palace} 6 (x1) [privateNotes] : string {Book 1 - Devil at the Dreaming Palace.system.details.privateNotes} (same value: '') [publicNotes] : string {Book 1 - Devil at the Dreaming Palace.system.details.publicNotes} (2 different values) - '' (x22) - '

The frontline fighters of goblin tribes prefer to fight in large groups-especially when they can outnumber their foes at least three to one.

-
-

These small humanoids have green or gray skin and large heads with wide ears. While some goblins are civilized and have worked hard to be considered upstanding members of humanoid communities, most are impetuous and vicious creatures who delight in wreaking havoc. These goblins think nothing of slaughtering livestock, stealing infants, or burning down a building purely for momentary delight. They revel in playing malicious tricks on taller humanoids, whom they call "longshanks."

-

Goblins are superstitious, with an intense awe of magic and a fascination with fire; goblins who master magic or fire earn great respect from their kin. Most other humanoids find it difficult to understand goblins\' outlook: they hate canines but eagerly share their lairs with so-called "goblin dogs," they fearlessly attack larger creatures but are terrified of horses, and they despise vegetables yet consider pickles a delicacy. To a goblin, of course, these are all perfectly sensible life choices.

' (x2) publication : object {Book 1 - Devil at the Dreaming Palace.system.details.publication} license : string {Book 1 - Devil at the Dreaming Palace.system.details.publication.license} (same value: 'OGL') remaster : boolean {Book 1 - Devil at the Dreaming Palace.system.details.publication.remaster} (same value: False) @@ -908,11 +903,6 @@ object {Book 1 - Devil at the Dreaming Palace} '

After 1 minute, the trap deactivates, though the door remains locked. The trap rearms itself each day at dawn.

' (x1) '

The trap must be manually rearmed by unblocking the vents or replacing the poison gas tank in area E30.

' (x1) [routine] : string {Book 1 - Devil at the Dreaming Palace.system.details.routine} (4 different values) - '' (x8) - '

(4 actions) The trap loses 1 action for each disabled launcher. On each of the trap\'s actions, it fires one dart at a creature in the center of the room.

' (x1) - '

(1 action) The blade @UUID[Compendium.pf2e.actionspf2e.Item.Fly]{Flies} up to 20 feet and Strikes any creatures whose squares it passes through. It cannot target the same creature more than once per round. The blade cannot be grappled and doesn\'t take a multiple attack penalty.

' (x1) - '

(1 action) Each round on its initiative count, the trap pumps more toxic gas into the room.

-

Any breathing creature in the room takes @Damage[4d6[poison]] damage (a successful @Check[fortitude|dc:22|traits:poison,damaging-effect] save halves the damage taken). If a creature acts before the trap on the first round, it has the option of holding its breath to postpone taking damage from the trap-holding one\'s breath after the trap\'s first action has no effect, since the air in the creature\'s lungs is already tainted. Locating and blocking one of the hidden gas vents reduces the poison damage by 1d6-if all four are blocked, the trap is disabled, though the door remains locked. Otherwise, the trap functions for 1 minute before all the gas is expended and characters in the room cease taking damage, after which the trap ventilates the room for 1 additional minute.

' (x1) [initiative] : object {Book 1 - Devil at the Dreaming Palace.system.initiative} statistic : string {Book 1 - Devil at the Dreaming Palace.system.initiative.statistic} (same value: 'perception') [perception] : object {Book 1 - Devil at the Dreaming Palace.system.perception} diff --git a/output/pf2e/packs/Book 1 - Hellknight Hill.txt b/output/pf2e/packs/Book 1 - Hellknight Hill.txt index 5174fe0..86ddda1 100644 --- a/output/pf2e/packs/Book 1 - Hellknight Hill.txt +++ b/output/pf2e/packs/Book 1 - Hellknight Hill.txt @@ -721,16 +721,6 @@ object {Book 1 - Hellknight Hill} damage : object {Book 1 - Hellknight Hill.items.[].system.spell.system.damage} description : object {Book 1 - Hellknight Hill.items.[].system.spell.system.description} value : string {Book 1 - Hellknight Hill.items.[].system.spell.system.description.value} (2 different values) - '

Each creature in the area becomes drowsy and might fall asleep. A creature that falls @UUID[Compendium.pf2e.conditionitems.Item.Unconscious] from this spell doesn\'t fall @UUID[Compendium.pf2e.conditionitems.Item.Prone] or release what it\'s holding. This spell doesn\'t prevent creatures from waking up due to a successful Perception check, limiting its utility in combat.

-
-

Critical Success The creature is unaffected.

-

Success The creature takes a -1 status penalty to Perception checks for 1 round.

-

Failure The creature falls Unconscious. If it\'s still Unconscious after 1 minute, it wakes up automatically.

-

Critical Failure The creature falls Unconscious. If it\'s still Unconscious after 1 hour, it wakes up automatically.

-
-

Heightened (4th) The creatures fall Unconscious for 1 round on a failure or 1 minute on a critical failure. They fall Prone and release what they\'re holding, and they can\'t attempt Perception checks to wake up. When the duration ends, the creature is sleeping normally instead of automatically waking up.

' (x1) - '

A glimpse into the future ensures your next blow strikes true. The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being @UUID[Compendium.pf2e.conditionitems.Item.Concealed] or @UUID[Compendium.pf2e.conditionitems.Item.Hidden].

-

@UUID[Compendium.pf2e.spell-effects.Item.Spell Effect: Sure Strike]

' (x1) duration : object {Book 1 - Hellknight Hill.items.[].system.spell.system.duration} sustained : boolean {Book 1 - Hellknight Hill.items.[].system.spell.system.duration.sustained} (same value: False) value : string {Book 1 - Hellknight Hill.items.[].system.spell.system.duration.value} (2 different values) @@ -1014,24 +1004,6 @@ object {Book 1 - Hellknight Hill} 3 (x2) [privateNotes] : string {Book 1 - Hellknight Hill.system.details.privateNotes} (same value: '') [publicNotes] : string {Book 1 - Hellknight Hill.system.details.publicNotes} (7 different values) - '' (x10) - '

Doorwardens are constructs originally invented by elves. Upon first glance, these guardians resemble ornate doors made entirely of steel or even dawnsilver, but when trespassers try to force their way past, the doorwarden transforms into a skilled and sturdy soldier bearing its "door" like a towering shield.

-

Perceptive travelers can sometimes spot a door warden before its magic becomes obvious. The door often bears a round disk or similar embossment that resembles a shield boss designed for bashing, and the bar that can be lowered to block entry resembles an arm clasping a longsword by the hilt. The original doorwardens crafted by the elves included a motif of elven armor and a metal mask in the style of Alseta\'s own, though other cultures embellish their own doorwardens with their own themes and sometimes even their own ancestral weapons, such as axes for dwarven doorwardens.

-

Doorwardens sometimes know about the chambers they guard, and they have been known to speak to trespassers, especially elves. But a doorwarden cannot be persuaded to stand aside; it is bound to the portal where it has been placed and will defend it until destroyed.

' (x1) - '

The emperor bird is native to the jungles of the Mwangi Expanse and known for its brilliant plumage and innate magic. While it usually feeds on lizards, big insects, and other small creatures, the emperor bird is highly territorial and not afraid to attack larger prey. Its beak, resembling that of the much smaller peafowl, is exceptionally sharp, but its deadliest weapon is its tail-the long, whiplike blades of bone hidden among its tail feathers are a nasty surprise for any predator trying to sneak up on the bird.

-

The emperor bird was given its current name 2,000 years ago when Taldor\'s Sixth Army of Exploration ventured into the Mwangi Expanse. When the legion spotted this 6-foot-long bird with its spectacular multicolored feathers trailing from its tail, wings, and crest, the soldiers thought the bird regal enough to suit their emperor, disregarding the name the Mwangi had given to the bird generations before, bebaki.

-

Keeping an emperor bird was, for many years, a sign of prestige among the nobility of Taldor. That was long ago, however, and emperor birds eventually fell out of fashion. Inevitably their former owners forgot about their colorful pets, and hundreds of neglected emperor birds were released back into the wild by weary servants. While many such freed birds perished quickly in the unfamiliar woodlands of Avistan, some managed to hold out, and emperor birds can still be encountered in the Verduran Forest.

-

The emperor bird uses its brilliant, iridescent plumage for mating displays as well as for intimidating rival suitors and potential predators. Not only are the feathers beautiful, but they are actually magical-a fact that has piqued the interest of alchemists and wizards alike, many of whom have spent decades capturing and breeding emperor birds in the hope of unlocking their arcane secrets. Mages stationed in the Mwangi Expanse will pay a pretty penny for intact feathers from these majestic creatures-or better yet, live specimens.

' (x1) - '

Grauladons are vicious predators that appear crocodilian in form, but are in fact distant offshoots of dragonkind. They make their dens in the shallows of fetid ponds or isolated corners of larger bodies of water, usually in rural swamps or woodlands. Driven almost entirely by their base desire to feed, grauladons spend most of their time swimming leisurely underwater looking for prey such as fish or waterfowl. Possessed of a greed befitting their more majestic dragon cousins, grauladons often take down prey larger than they need, jealously guarding the corpses to keep scavengers away even as the meat rots. A typical grauladon is 16 feet long from its snout to the tip of its tail and weighs 1,500 pounds.

-

A grauladon\'s stench may seem supernaturally disgusting, but it is simply the result of the creature\'s fetid habitat and diet of rotting, waterlogged meat. As grauladons\' exhalations bear a passing resemblance to dragons\' breath, they have earned the nickname "mud drakes" from rural folk.

-

Grauladons can be found in both fresh and brackish water in most temperate climates. They prefer to lair in shallow waters, particularly where reeds or other foliage conceal their bulk from unsuspecting prey. Grauladons are highly territorial and won\'t tolerate other predators living or hunting near their homes.

' (x1) - '

The graveshell is a dangerous predator that draws scavengers and explorers into its grasp using a morbid lure: the corpse of a former victim impaled upon the spikes that protrude from its large, turtle-like shell. Aside from its shell, the monster resembles no known animal. Small but bright yellow eyes watch from the sagging flesh of its head, the most prominent feature of which is a curiously shaped, toothy maw twisted into a perpetual grin. Its stubby arms and legs are impractical for both walking and swimming, though the algae-caked claws tipping each limb are deadly weapons.

-

Graveshells are intelligent-a fact that surprises many who encounter them-and surrender rather than fight to the death. These monsters have little to offer in exchange for their lives, though the waterlogged treasures on their collection of corpses may entice opportunists.

' (x1) - '

The life of a Hellknight is bloody, brutal, and often short. Many who perish in service to a Hellknight order are glad to rest after having served their masters so faithfully, but others seek to continue their work even in death. When a Hellknight is decapitated, the ghostly undead known as a hellcrown is an occasional result. Consumed by the desire to bring about order by inflicting cruelty, hellcrowns haunt battlefields and abandoned castles, slaying all they encounter. A strange fusion of spirit and steel, a hellcrown has no corporeal form by itself, but instead inhabits the helmet it so proudly wore in life. Dangling from the helmet like a shroud is a shadow of the former Hellknight\'s spine, adding to the creature\'s terrifyingly gruesome appearance. Hellknights regard hellcrowns with a mixture of disgust and respect, considering the individuals who transform into these floating undead to have been resolute in purpose but weak in body.

-

A hellcrown usually manifests hours or longer after its body\'s death, and only when its body is unattended; this might even take days if the Hellknight perished in a major battle. Typically, no recognizable fragment of the Hellknight\'s former personality survives the grisly transformation into a hellcrown, but in rare and particularly tragic cases a hellcrown might remember its life and hold grudges against those it views as the cause of its death. Regardless of whether they retain memories of their lives or have lost all former sense of self, hellcrowns linger around the site of their death, reminding all they encounter of the merciless principles of their order.

' (x1) - '

Tixitogs are a species of bizarre aberrations that make their homes in the dens of giant spiders. Immune to poison and able to traverse sticky webs thanks to the thick slime that covers their bodies, tixitogs steal food cocooned in spider lairs and prey on spiders themselves, but they are careful never to kill so many that their food supply runs out. Their favorite meal, however, is the odd adventurer or spelunker who stumbles into their nest.

-

These strange creatures have oblong bodies coated in a viscous and transparent slime, three large black eyes, and eight thick, multi-jointed limbs, four of which are inverted and point upward, allowing the monster to easily crawl on either the ceiling or floor of narrow caverns and squeeze through narrow spaces. Their jaws appear small and tubular when closed but peel apart and stretch to terrifying proportions when opened, as their dozens of pointed teeth part to reveal a freakishly long tongue.

-

A tixitog usually hides from the spiders in the lair it has claimed, not out of fear but to keep the spiders from abandoning the lair and moving elsewhere. When a tixitog emerges from the shadows, most spiders flee from it rather than attack, and the tixitog uses this behavior to direct entire swarms of spiders where it pleases. This is typically bad news for bands of adventurers who find themselves within a tixitog\'s lair; in the mass hysteria caused by a skittering swarm of spiders headed straight toward them, spelunkers typically fail to notice the more dangerous threat that follows closely behind.

' (x1) publication : object {Book 1 - Hellknight Hill.system.details.publication} license : string {Book 1 - Hellknight Hill.system.details.publication.license} (same value: 'OGL') remaster : boolean {Book 1 - Hellknight Hill.system.details.publication.remaster} (same value: False) @@ -1041,24 +1013,11 @@ object {Book 1 - Hellknight Hill} '

Spikes lance out of the doorframe to skewer anyone who attempts to open the door.

' (x1) '

A fire engulfs the western door and a @Template[line|distance:10|width:10]{10-foot-by-10-foot area} immediately east of it, then spreads on each of its turns.

' (x1) [disable] : string {Book 1 - Hellknight Hill.system.details.disable} (3 different values) - '

@Check[survival|dc:22|name:Clear Patch of Mushrooms|traits:environmental,fungus,hazard] (expert) to remove a 5-foot-patch without triggering the mushrooms.

' (x1) - '

@Check[thievery|dc:20|name:Deactivate Trigger|traits:hazard,mechanical,trap,action:disable-a-device] (trained) to deactivate a trigger built into the door\'s handle

' (x1) - '

Eliminating the hazard requires dousing the flames. Water typically clears a 5-foot square if the amount is small (such as that from @UUID[Compendium.pf2e.spells-srd.Item.Create Water] or @UUID[Compendium.pf2e.spells-srd.Item.Hydraulic Push]). Larger amounts of water, such as a full bucket, typically douse a @Template[line|distance:10|width:10]{10-foot-by-10-foot area} (or 4 squares in some other shape). Throwing a bucket of water on flames requires an Interact action. A waterskin doesn\'t contain enough water to put out even 1 square of fire. Cold can also put out fire, but only if the cold can affect an area; cold is usually less effective than water, so a @UUID[Compendium.pf2e.equipment-srd.Item.Frost Vial (Lesser)]{Frost Vial} typically puts out 1 square of fire, and @UUID[Compendium.pf2e.spells-srd.Item.Ray of Frost] is ineffective.

-

Fountain Circle, located outside town hall, has several working water pumps. These are far enough away that it\'s impractical for a PC to bring water back and forth. However, a PC might instruct the more steely nerved spectators to create a bucket brigade. It takes 15 spectators (which can include those rescued by councilors as well as by PCs) to set this up, and 2 rounds for the townspeople to line up and begin pumping water from Fountain Circle. As of the 3rd round, there is a bucket of water available for the PCs to use at the chamber\'s southern entrance at the beginning of each PC\'s turn. Members of a bucket brigade are lined up outside the chamber, and don\'t take damage from smoke inhalation.

-

If a PC does want to carry the water, it\'s 150 feet from the chamber\'s southern door to a pump, so it 6 actions are usually needed to reach the pumps or return. Filling a bucket requires an Interact action.

-

Other methods might also help control the fire, as you determine. For example, the PCs might be able to find something to barricade the fire with to control its path, or use a cloak to beat out some of the fire.

' (x1) [isComplex] : boolean {Book 1 - Hellknight Hill.system.details.isComplex} (2 different values) False (x2) True (x1) [reset] : string {Book 1 - Hellknight Hill.system.details.reset} (same value: '') [routine] : string {Book 1 - Hellknight Hill.system.details.routine} (2 different values) - '' (x2) - '

On its turn, the fire spreads into a number of additional squares equal to half the number of squares the fire currently occupies, with a minimum of 1 square. You determine the squares the fire spreads into-typically those with the most flammable materials. Any creature that ends its turn next to the flames takes @Damage[1d6[fire]] damage, and any creature within the flames takes @Damage[4d6[fire]] damage. Both of these have a @Check[reflex|dc:17|basic|traits:complex,environmental,fire,hazard] save. A creature can take damage from flames only once per round. (For simplicity, track damage only for the NPCs and their allies, not for the spectators; Turn 5 and Turn 7 have instructions regarding the spectators\' health).

-

The fire has an additional effect on each of its turns after the first.

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Turn 2 The chamber\'s northern door flies open and flames burst through, igniting the @Template[line|distance:10|width:10]{10-foot-by-10-foot area} in front of the door. All fires spread on subsequent turns, at the same rate listed above. Any fires that join together become one fire for this purpose.

-

Turn 4+ Creatures in the room take [[/r 1d6 #Smoke Inhalation Damage]]{1d6 damage} from smoke inhalation at the ends of their turns. Anyone who uses an Interact action to tie a wet rag around their nose and mouth (or uses another creative solution) halves the damage.

-

Turn 5 Spectators still inside the room fall @UUID[Compendium.pf2e.conditionitems.Item.Unconscious] from burns and smoke inhalation.

-

Turn 7 Spectators still in the room die.

' (x1) [initiative] : object {Book 1 - Hellknight Hill.system.initiative} statistic : string {Book 1 - Hellknight Hill.system.initiative.statistic} (same value: 'perception') [perception] : object {Book 1 - Hellknight Hill.system.perception} diff --git a/output/pf2e/packs/Book 1 - Packbreaker.txt b/output/pf2e/packs/Book 1 - Packbreaker.txt index 22c3df5..4f3d61c 100644 --- a/output/pf2e/packs/Book 1 - Packbreaker.txt +++ b/output/pf2e/packs/Book 1 - Packbreaker.txt @@ -984,19 +984,6 @@ object {Book 1 - Packbreaker} '

Unless Silene is destroyed, this haunt can recharge itself after 1 hour.

' (x2) '' (x1) [routine] : string {Book 1 - Packbreaker.system.details.routine} (3 different values) - '

(one action) Panicked attendees suffer stings and accidentally injure one another in their fear and confusion. Increase the Casualties score by 1. This increases to [[/gmr 1d3 #Casualties]] if one swarm is stinging the crowd, and it increases to [[/gmr 1d3+1 #Casualties]] if both swarms are stinging the crowd.

' (x1) - '

(1 action; emotion, mental, primal) Myristica bemoans her grove\'s fate, overwhelming foes with sorrow. Each creature in the grove must attempt a @Check[will|dc:23|traits:emotion,mental,primal] save.

-
-

Critical Success The creature is unaffected.

-

Success The creature is unaffected.

-

Failure The creature is @UUID[Compendium.pf2e.conditionitems.Item.Dazzled] for 1 round and takes @Damage[2d6[mental]] damage.

-

Critical Failure The creature takes @Damage[2d6[mental]] damage, plus @Damage[2d6[persistent,mental]] damage. While taking this persistent damage, they are dazzled.

' (x1) - '

(1 action; emotion, mental, primal) Sarracenia\'s rage overwhelms up to two living creatures in the grove, each of which must attempt a @Check[will|dc:23|traits:emotion,mental,primal] save.

-
-

Critical Success The creature is unaffected.

-

Success The creature is unaffected.

-

Failure The creature is @UUID[Compendium.pf2e.conditionitems.Item.Confused] for 1 round.

-

Critical Failure For 1 round, the creature is confused, is @UUID[Compendium.pf2e.conditionitems.Item.Stupefied]{Stupefied 1}, and gains a +4 status bonus to damage rolls.

' (x1) [initiative] : object {Book 1 - Packbreaker.system.initiative} statistic : string {Book 1 - Packbreaker.system.initiative.statistic} (2 different values) 'perception' (x27) diff --git a/output/pf2e/packs/Book 1 - Ruins of Gauntlight.txt b/output/pf2e/packs/Book 1 - Ruins of Gauntlight.txt index 870a981..afe91bb 100644 --- a/output/pf2e/packs/Book 1 - Ruins of Gauntlight.txt +++ b/output/pf2e/packs/Book 1 - Ruins of Gauntlight.txt @@ -1193,25 +1193,6 @@ object {Book 1 - Ruins of Gauntlight} 7 (x1) [privateNotes] : string {Book 1 - Ruins of Gauntlight.system.details.privateNotes} (same value: '') [publicNotes] : string {Book 1 - Ruins of Gauntlight.system.details.publicNotes} (9 different values) - '' (x13) - '

A will-o\'-wisp that starves to death might rise as a cold, blue, glowing sphere of spongy wetness-a corpselight. A corpselight instinctively seeks out a host corpse to dwell within, as its physical form quickly deteriorates if not hidden within a dead creature.

' (x1) - '

The dancing, twisting flickerwisp is a less powerful but no less malevolent type of will-o\'-wisp. Like their more dangerous kin, flickerwisps prefer to haunt lonely swamps or stretches of lonely rivers or creeks, particularly near the shorelines where they can pass themselves off as nothing more than a small gathering of fireflies. A flickerwisp\'s body is a 3-foot-long length of hair-like fibers that flashes and pulses with ribbons and points of eerie yellow light as the creature flits through the air.

-

While a flickerwisp can taste fear, and finds the flavor delectable, it does not feed on this emotion. Instead, flickerwisps subsist on confusion and doubt. The sense of unease a traveler exudes when they become lost in the woods is flickerwisps\' favorite repast. They can sip from this sense of disorientation without betraying their presence or harming their prey. Eventually, the flickerwisps grow too hungry and are compelled to flit closer, confuse their prey, and glut on the raw emotions. Flickerwisps do their best to swoop away before death occurs, and the most skilled of these tormentors can keep a chosen meal alive for days, sipping from confusion in small doses.

' (x1) - '

Soulbound dolls are eerie mannequins or playthings that have been imbued with a small piece of a deceased mortal\'s soul. These little constructs are created for a variety of reasons-such as to serve as companions or servants-but their free will means their obedience to their creators is hardly a given. Followers of Pharasma generally abhor soulbound dolls, viewing them as a perversion of the natural cycle of souls, and those who worship the Lady of Graves see the destruction of a soulbound doll, regardless of the construct\'s alignment, as an important service to the Great Beyond. Soulbound dolls are the simplest in a series of soulbound constructs including human-sized soulbound mannequins, powerful soulbound shells, and sentinel soulbound terra-cotta warriors. Creating them from unwilling living creatures is evil, and an unwilling donor can resist the process with a successful Will save against the creator\'s Craft DC, ruining the doll if not preventing the donor\'s death. A non-evil doll can only be crafted from the soul of a person who has given consent to such use before their death occurred

-

Soulbound dolls encountered by adventurers are typically guardians of some sort; despite their diminutive size, the soul fragment\'s power makes the doll\'s flst more dangerous than a casual observer would expect. Further, it grants the doll a single spell of outsized power given its stature. Because of their autonomy and remarkable intelligence, soulbound dolls are occasionally employed by their crafters as administrators over much more powerful but mindless constructs such as golems, allowing such dolls to control defenses far beyond their own capabilities. Though soulbound dolls contain a small fragment of a soul extracted during or shortly after a person\'s death, this doesn\'t affect the deceased\'s resurrection or progress to the afterlife. This extraction process is lethal to otherwise-living prospective soul donors, though there are rumors of more expensive processes that allows someone to donate a fragment of a living soul without repercussions.

-

The soul fragment resides in a soul focus gem typically embedded in the doll\'s neck or chest. The soul fragment isn\'t static, and the doll continues to learn from its initial state, meaning its personality and abilities can change, possibly growing closer to the donor\'s or moving farther afield on its own individual path. The soulbound doll\'s focus gem retains the doll\'s memories even after the doll\'s destruction. The the intact soul focus gem of a destroyed doll can even be placed into a new doll body by someone knowledgeable in the creation of soulbound creatures, effectively reconstituting the soulbound doll.

' (x1) - '

Morlocks who serve as priests in their conclaves usually dabble in eerie occult magic.

-
-

Morlocks originate from humans long lost to the surface world. They have an affinity for machinery, scavenging, and strange occult behaviors.

' (x1) - '

Most morlocks have little talent for crafting, but a rare few have an uncanny knack for tinkering.

-
-

Morlocks originate from humans long lost to the surface world. They have an affinity for machinery, scavenging, and strange occult behaviors.

' (x1) - '

The morlock scavenger is a lankier, smaller version of a typical morlock. Their stature allows them to wriggle into areas other morlocks can\'t access.

-
-

Morlocks originate from humans long lost to the surface world. They have an affinity for machinery, scavenging, and strange occult behaviors.

' (x1) - '

These slippery, scaly horrors dwell in remote cave networks in the Darklands, preferring to nest in narrow fissures. When on the hunt, they flick barbs from their long legs, or spray down their foes with a clear, toxic oil. The same oil coats the scalathrax\'s body, all of which is quite flammable-whether it\'s coating a victim or the scalathrax itself.

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While a scalathrax appears feral, it\'s more intelligent than it seems and is capable of speaking in a wet, slithery voice. The vast majority of scalathraxes are foul-tempered and quick to anger, and most of them enjoy killing. It\'s possible to forge an alliance with a scalathrax, but doing so requires either constant bribes of new creatures to kill or a particularly intimidating personality-scalathraxes often respect bullies, seeing in them a mirror of their own cruel values.

' (x1) - '

A voidglutton is a powerful type of will-o\'-wisp that haunts a site where misery dwells-such as a graveyard, prison camp, or recent battlefield. A voidglutton appears as a seething sphere of glowing eyes swirling around an empty black vortex 4 feet wide. From within this vortex extend long, semi-transparent tendrils that end in seven-fingered, needled hands.

' (x1) publication : object {Book 1 - Ruins of Gauntlight.system.details.publication} license : string {Book 1 - Ruins of Gauntlight.system.details.publication.license} (same value: 'OGL') remaster : boolean {Book 1 - Ruins of Gauntlight.system.details.publication.remaster} (same value: False) @@ -1234,26 +1215,7 @@ object {Book 1 - Ruins of Gauntlight} True (x4) False (x2) [reset] : string {Book 1 - Ruins of Gauntlight.system.details.reset} (6 different values) - '

If the haunt is disabled or destroyed through damage, the bloody phantom of Belcorra sprays upward in a spiral, dousing the trap door leading to area A25 before draining upward through the keyhole, which reduces the Thievery DC to @UUID[Compendium.pf2e.actionspf2e.Item.Pick a Lock]{Pick the Lock} to @Check[thievery|dc:20|name:Pick Trap Door|traits:action:pick-a-lock,skill,manipulate].

-

At the next sunrise, the blood drains back down to this room and the haunt resets. The haunt is destroyed permanently once Lasda Venkervale is rescued from area D9.

' (x1) - '

Each trap resets automatically after 1 hour.

' (x1) - '' (x1) - '

The haunt deactivates if there are no frightened creatures in area A7 at the start of its turn. The ghostly kobolds return to the rubble pile.

-

The haunt can\'t activate again for 1 hour.

' (x1) - '

The haunt resets 1 hour after there are no creatures in the room.

' (x1) - '

The haunt becomes inert at the end of any round in which there are no @UUID[Compendium.pf2e.conditionitems.Item.Frightened] creatures it can see. It stays dormant for 1 hour, after which point it resets.

' (x1) [routine] : string {Book 1 - Ruins of Gauntlight.system.details.routine} (5 different values) - '' (x2) - '

(1 action) The bloody image opens its mouth and appears to inhale, drawing blood from the body of one creature in its line of sight within 90 feet from the center of area A11. The creature targeted must attempt a @Check[fortitude|dc:20|traits:damaging-effect] save.

-
-

Critical Success The creature is unaffected.

-

Success The creature takes @Damage[1d10[bleed]].

-

Failure The creature takes @Damage[(1d10+6)[bleed]] damage.

-

Critical Failure The creature takes @Damage[(2d10+6)[bleed]] damage and is @UUID[Compendium.pf2e.conditionitems.Item.Enfeebled]{Enfeebled 2} as long as it\'s bleeding.

' (x1) - '

(1 action) The spirits swoop together toward one creature in area A7 who\'s @UUID[Compendium.pf2e.conditionitems.Item.Frightened], instilling feelings of betrayal and confusion. The target takes @Damage[(1d10+4)[mental]] damage (@Check[will|dc:18|basic] save).

' (x1) - '

(3 actions) The burning ghosts lash at a random @UUID[Compendium.pf2e.conditionitems.Item.Stupefied] creature in the room (or any random creature, if no creatures in the room are stupefied).

' (x1) - '

(1 action) The eye glances about, and those it can see (whether in area C4 or outside of it) take @Damage[4d6[mental]] damage (@Check[will|dc:21|basic|traits:haunt] save) as fears of being watched impart ripples of pain.

-

A creature that takes mental damage from this effect doesn\'t reduce their @UUID[Compendium.pf2e.conditionitems.Item.Frightened] value at the end of their next turn.

' (x1) [initiative] : object {Book 1 - Ruins of Gauntlight.system.initiative} statistic : string {Book 1 - Ruins of Gauntlight.system.initiative.statistic} (same value: 'perception') [perception] : object {Book 1 - Ruins of Gauntlight.system.perception} diff --git a/output/pf2e/packs/Book 1 - Stage Fright.txt b/output/pf2e/packs/Book 1 - Stage Fright.txt index 4e0fc52..a118cb4 100644 --- a/output/pf2e/packs/Book 1 - Stage Fright.txt +++ b/output/pf2e/packs/Book 1 - Stage Fright.txt @@ -1121,40 +1121,6 @@ object {Book 1 - Stage Fright} 9 (x1) [privateNotes] : string {Book 1 - Stage Fright.system.details.privateNotes} (same value: '') [publicNotes] : string {Book 1 - Stage Fright.system.details.publicNotes} (10 different values) - '' (x7) - '

Sentries patrol the outskirts of a girtablilu communities, watching for external threats like desert drakes, blue dragons, or adventuring parties set on reckless exploration of the girtablilus\' sacred site.

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-

Girtablilus are desert-dwelling guardians with the upper bodies of muscular humanoids and the lower bodies of massive scorpions. They are most often found defending ancient temples and religious artifacts with zealous fervor. Some believe they were created by a long-dead god millennia ago to act as guardians, but girtablilus consider the subject of their origin taboo and refuse to address the theory.

-

Because girtablilus accept a wide range of religions and belief systems, some outsiders believe they also worship their own ancient pantheon. Instead, girtablilus exclusively revere and protect sites dedicated to deities considered lost to civilization. In this way, they act as preservers of holy practices that have otherwise been forgotten beneath the desert\'s shifting sands.

-

Though girtablilus are used to explorers seeking entrance to the sites they defend, they might welcome those who earnestly wish to learn or offer reverence. A few even proudly share their beliefs with others, eager for the opportunity to preach to someone new. But girtablilus show no mercy to those who attempt to desecrate the sites and objects of their worship, or to those who would violate the tenets of their faith.

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Girtablilus are skilled fighters who keep trained giant scorpions as pets, and they remain unmatched when it comes to fighting in the desert. They require relatively little food or water, and they rely on their stamina to outlast their enemies. When necessary, they can stalk their quarry for days or even weeks, coordinating with their pets to drive their prey in circles. Once exhausted, few foes can stand up to a girtablilu\'s physical prowess-or their deadly venom.

' (x2) - '

Azarpals resemble bipedal hogs with wide-tusked mouths, bloated bellies, and long, bristly tails. They can store food in their multiple stomachs for long periods of time, slowly infusing it with a signature poison that causes those afflicted to sweat profusely and succumb to intense nausea.

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Azarpals love spreading discontent via poisoned food. They delight in traveling caravan routes, disguised as merchants, constantly sampling regional cuisines, and choosing their favorites for stomach storage and poison infusion. Then, upon reaching a land where the dish is rare or sought after, they find a place to leave the meal out for an unwary traveler. They might also find a way to introduce the poisoned meal to a tavern or restaurant and hang back to watch the resulting fun.

Removing Azarpal Poison

Once an item of food or drink has been laced with azarpal poison, it can be detoxified through the use of a cleanse cuisine spell or by spending an hour using alchemical supplies to nullify the poison. This latter option requires access to an alchemical lab and a successful Crafting check against the azarpal\'s poison save DC.

' (x1) - '

The highest position of authority in a girtablilu community is the group\'s religious leader. This sacred duty requires years of study, meditation, and dedication to awaken a mystical font of divine magic within the girtablilu. These seers ensure that every action taken by the community falls in line with even the most obscure dogma of their tradition, and they don\'t hesitate to turn their fury on members of their own community who violate their mandates.

-
-

Girtablilus are desert-dwelling guardians with the upper bodies of muscular humanoids and the lower bodies of massive scorpions. They are most often found defending ancient temples and religious artifacts with zealous fervor. Some believe they were created by a long-dead god millennia ago to act as guardians, but girtablilus consider the subject of their origin taboo and refuse to address the theory.

-

Because girtablilus accept a wide range of religions and belief systems, some outsiders believe they also worship their own ancient pantheon. Instead, girtablilus exclusively revere and protect sites dedicated to deities considered lost to civilization. In this way, they act as preservers of holy practices that have otherwise been forgotten beneath the desert\'s shifting sands.

-

Though girtablilus are used to explorers seeking entrance to the sites they defend, they might welcome those who earnestly wish to learn or offer reverence. A few even proudly share their beliefs with others, eager for the opportunity to preach to someone new. But girtablilus show no mercy to those who attempt to desecrate the sites and objects of their worship, or to those who would violate the tenets of their faith.

-

Girtablilus are skilled fighters who keep trained giant scorpions as pets, and they remain unmatched when it comes to fighting in the desert. They require relatively little food or water, and they rely on their stamina to outlast their enemies. When necessary, they can stalk their quarry for days or even weeks, coordinating with their pets to drive their prey in circles. Once exhausted, few foes can stand up to a girtablilu\'s physical prowess-or their deadly venom.

' (x1) - '

A mass of undulating tendrils and nerves, furnericos stalk sewer systems below large cities, reveling in the filth and rotting detritus created by those who dwell above the middens and sumps they call home. Fortunately for sanitation workers and other civil servants who ply their trade in sewer tunnels, furnericos are exceedingly rare and solitary. Their power is such that once one moves into a sewer system, it\'s often easier for urban planners to simply abandon that section to the monster and rebuild around it. A furnerico left to its domain like this is generally content to remain—as long as the filth keeps flowing.

-

Furnericos are asexual, spawning a single offspring as they expire from natural causes. One that dies by violence does not perpetuate its kind, presenting a vexing question to sages: where do these creatures come from, and why haven\'t they gone extinct over the ages?

Cultist Creations

The answer to "where are furnericos from?" is known by only a few, for it lies with the faithful of the parasite god Ghlaunder. These cultists use obscure rites to create furnericos from the very filth the monsters wallow in. Ghlaunder worshippers often do so to create powerful guardians for their hidden temples; furnericos created in this manner instinctively treat worshippers of Ghlaunder as allies... a trait not shared by those born from a prior furnerico, and a lesson many Ghlaunder cultists only learn moments before their death after assuming otherwise from a furnerico found in the wild.

' (x1) - '

When a group of diabolists or worshippers of an archdevil come to an ignominious end, their souls can sometimes be caught between life and death, unable or unwilling to pass on to the afterlife due to the humiliation of their untimely deaths. When enough closely-associated worshippers whose souls aren\'t already claimed in existing contracts meet such a fate, the spiritual "weight" of this shame can cause them to merge into a conglomeration of infernally-infused spirits—a hellshadow.

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Hellshadows look like a bank of fire and smoke, yet the flames themselves are made of distorted bodies and faces. Although made of multiple souls, a hellshadow is a singular creature with one mind and typically one goal: to defeat as many enemies of their faith as they can in order to repay the shame of their humiliating deaths.

Why Only Hell?

The nature of diabolic worship and the strict rules involved are a big part of the psychology of humiliation that causes devil worshippers to become hellshadows. This same mix of conditions is rarer among other fiendish cults, who are more likely to become more common undead after such a death. Non-diabolic– themed hellshadows are all but unknown as a result.

' (x1) - '

Desert giants are nomadic humanoids who have dwelled in the world\'s most arid regions since time immemorial. Smaller peoples know that desert giants are the undisputed masters of desert living, and ignorant humans often claim that it is a desert giant\'s unique physiology, like a camel, that enables them to survive without water for 2 weeks. The few desert giants who mingle in the societies of smaller humanoids don\'t bother to dispute such ridiculous rumors.

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In fact, desert giants\' strong cultural traditions play a large part in their ability to prosper in such harsh environs. Desert giant elders encourage their descendants to maintain abstemious lifestyles, particularly with regard to the consumption of food and drink. Alcohol is particularly disdained by desert giants, who view mind-altering diuretics like liquor and ale as dangerous temptations in an environment as unforgiving as the desert. Instead, most desert giants follow a simple vegetarian diet and maintain an incredible internal map of their home region\'s seasonal waterways and oases.

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Their austere habits and intolerance for foolishness have earned desert giants a reputation as being ill-humored and no-nonsense, but many of their communities boast a wide variety of humorous tales in their vast oral histories and legends. Since desert giants\' journeys across the wastes can span weeks or even months at a time, an individual who can make their companions laugh with a witty joke or amusing parable remains a prized member of the community.

-

Desert giants stand 15 feet tall, tending toward lean physiques that are ideal for traveling across vast expanses of sand for long sojourns.

-
-

Many kinds of giants lurk in the inhospitable corners of the world, making their homes in unlikely locales ranging from fetid sinkholes and ruined battlefields to mass graveyards and barren badlands.

' (x1) - '

An animate dream coalesces from centuries of stray fragments of reverie and dream left behind as slumbering minds drift through the Dimension of Dreams. In most cases, these fragments simply disperse on their own, but when dreamers flee from nightmares back to the waking world, these fragments can take on a supernatural life of their own. They have little reasoning and intent except to seek similar fragments, absorb them, and grow. When enough of them gather together, they merge into a horrific form as an animate dream.

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Individually, animate dreams can hold a wide range of appearances, but most take on rudimentary shapes akin to the living forms of the minds that spawned them. Animate dreams that rise from slumbering humanoids, the most commonly encountered, thus appear humanoid, but with distorted, nightmarish shapes that incorporate additional twisted limbs and frightening features. In these forms, animate dreams find their way out of the Dreamlands and into the waking world, only to discover they have no way of returning and suffer a relentless hunger that only new nightmares can sate.

-

An animate dream thrives on the terror fueled by nightmares and fear and uses its supernatural abilities to invoke such feelings in the minds of its victims, cursing its prey by creating a permanent link to that individual\'s dreams. Thereafter, the victim is subjected to all manner of reoccurring nightmares. As the nightmares continue, the victim finds it more and more difficult to remain awake. In the end, the victim plunges into an accursed slumber from which it cannot return. These victims provide the animate dream with the purest form of fear and are its preferred sustenance.

-

An animate dream can subsist on the ambient fear generated by regular nightmares, but these lesser fears aren\'t as satisfying, often driving the animate dream to seek out new victims. Left without a source of fear, an animate dream won\'t starve to death, but it will grow increasingly violent and desperate. Famished animate dreams are the ones most often encountered, as they have been forced to abandon subtlety to pursue more blatant methods of harvesting fear. Yet such animate dreams also tend to be the least powerful of their kind. Those who have grown metaphysically fat on fear have generally done so by adopting a specific nightmare theme, such as being buried alive, being swept away by ocean waves, or being consumed by wild beasts. Such animate dreams often have similarly themed innate spells to augment their powers.

' (x1) - '

With its mottled green-and-tan rubbery flesh, six short legs ending in two-clawed feet, and three circular mouths arrayed equidistantly around a disk-shaped head crowned by multiple bulbous eyes, the bizarre Darklands-dwelling ockomlire\'s strange appearance blurs the line between aberration and fungus.

-

Ockomlires eat magic, and their specialized organs process and release that magic in the form of a mist that saps the willpower of those it touches. Originally created by sekmin occultists as a potent weapon against Azlanti wizards, since the serpentfolk empire\'s collapse thousands of years ago, ockomlires have spread upward through the Darklands. They often lair in sewers or abandoned basements in urban areas, drawn to society\'s use (and waste) of magical energy.

-

Ockomlires are quite intelligent but tend to have bland personalities. They\'re fond of verbalizing their observations and experiences, speaking in unsettling piping voices through three mouths; they have a curious penchant for referring to themselves in the third person. They\'ve little interest in having personal names and tend to refer to those they encounter by ancestry instead of name as well.

Ockomlire Apathy

Because they exude feelings of hopelessness and despair as "waste" from their magical feeding, the ockomlire has become a creature of apathetic detachment. While this affords the ockomlire protection from emotion-based effects, those that do affect them tend to hit hard and actually cause mental anguish. There are thrilling legends of ockomlires laid low by a single bard whose gripping performance simply stirred up enough emotions within the normally distant creatures to cause them rip themselves apart from the inside.

' (x1) - '

Rezzelkis are curious-looking beasts native to the deserts of Osirion. Three feet tall at the shoulder and five feet long, rezzelkis are squat, mammalian quadrupeds with tawny red fur, with crystal-studded flat tails, and prehensile anteater-like snouts. Their long, pink tongues are covered with hundreds of tiny, razor-sharp bristles that allow them to rasp through flesh with unnerving ease, even before accounting for the effect of their acidic saliva.

-

Rezzelkis are ferociously territorial and quick to attack anyone or anything they regard as intruding upon their territory. Yet they\'re also prone to strange gastronomic obsessions, and if someone can deduce a particular rezzelki\'s favorite food, it\'s possible to become the creature\'s ally by simply providing it regular access to its preferred meals. A specific rezzelki\'s favorite food is always a specific type of creature—some even prefer to dine exclusively on the dry bodies of undead like mummies—but most have a taste for a singular humanoid ancestry. Presented with a potential meal, the rezzelki moves quickly to smash its feast with its wide tail. Then it feeds upon the pulverized remains of the destroyed creature, slurping up battered flesh and powdered bones with a noisy gusto that has earned them a strange nickname in certain circles: "deathlicker."

Rezzelki Hunger

While a rezzelki can subsist on any sort of pulverized creature\'s remains, they vastly prefer a specific type of creature and can sniff these potential meals out with alarming accuracy. If an encounter doesn\'t specify what a rezzelki\'s favorite foodstuff is, roll 1d6: 1—human, 2—dwarf, 3—elf, 4—kholo, 5—desert giant, 6—mummy. Rezzelkis found in regions other than Osirion certainly develop appetites for other types of creatures, of course!

' (x1) publication : object {Book 1 - Stage Fright.system.details.publication} license : string {Book 1 - Stage Fright.system.details.publication.license} (same value: 'ORC') remaster : boolean {Book 1 - Stage Fright.system.details.publication.remaster} (same value: True) diff --git a/output/pf2e/packs/Book 1 - The Choosing.txt b/output/pf2e/packs/Book 1 - The Choosing.txt index 72b6443..65fe09e 100644 --- a/output/pf2e/packs/Book 1 - The Choosing.txt +++ b/output/pf2e/packs/Book 1 - The Choosing.txt @@ -126,23 +126,6 @@ object {Book 1 - The Choosing} [type] : string {Book 1 - The Choosing.items.[].system.damage.type} (same value: 'vitality') description : object {Book 1 - The Choosing.items.[].system.description} [gm] : string {Book 1 - The Choosing.items.[].system.description.gm} (7 different values) - '

Plus an additional [[/r 2d6]] spells of the GM\'s choosing.

' (x1) - '

Epitome A simulacrum of a tiger-headed rakshasa moves into a decadent chamber in Harrowheart\'s basement. While sinister and prone to cruel comments, this rakshasa does not plot against the PCs and is content to idle away their time in their underground pleasure chambers. Once per day, a visitor to the rakshasa can pose them a question that they can use their Occultism [[/r 1d20+18 #Occultism]]{+18} skill to attempt to Recall Knowledge about. The rakshasa also knows several uncommon spells and rituals that they can teach spellcasters—these spells and rituals all involve the intrusive manipulation of sapient minds. Among the spells it can teach are @UUID[Compendium.pf2e.spells-srd.Item.Dominate], @UUID[Compendium.pf2e.spells-srd.Item.Mind Probe], @UUID[Compendium.pf2e.spells-srd.Item.Mind Reading], and @UUID[Compendium.pf2e.spells-srd.Item.Rewrite Memory]; rituals it can teach include @UUID[Compendium.pf2e.spells-srd.Item.Geas] and @UUID[Compendium.pf2e.spells-srd.Item.Inveigle]. Feel free to add similar spells to this list as you see fit.

' (x1) - '

Epitome When you epitomize The Mountain Man, assign it to a point of interest in the Harrow Court\'s mountains. This marks the location of a remote cabin that serves as the home of a self-sufficient but very intimidating simulacrum who appears as a towering giant of a man. This hearty specimen welcomes visitors who bring stories of their accomplishments fighting monsters, as long as they\'re backed up by physical trophies. A character who visits the mountain man and presents to him a trophy harvested from a monster they fought and defeated can seek a reward. The trophy need not be much more than a horn or a claw, but should be something significant and identifiable from the defeated monster, and the PC presenting the trophy must have been involved in that monster\'s defeat. If the trophy is from a monster whose level is equal to or greater than the PC\'s level, the mountain man is impressed and rewards that PC with two consumable magic items, each of a level equal to or lower than the PC\'s level (the PC can request specific items, but the GM has final say in what items are offered). If the trophy is from a monster whose level is lower than the PC\'s level, the mountain man mocks the PC for being "proud of defeating a weakling" and offers no reward. Once a reward is given, the mountain man warns the PC, "Now don\'t you be going off to sell that thing for gold, and don\'t even think of coming back for more rewards until you\'ve used these all up!" The mountain man has an eerie ability to know if a PC hasn\'t used a current reward, or if they sold it for a profit—PCs who fit either category cannot receive new rewards from the mountain man on subsequent visits.

' (x1) - '

Epitome A new room manifests in Harrowheart—a conjuration chamber. Books and tomes stored in this room contain all the information needed to learn the rituals of @UUID[Compendium.pf2e.spells-srd.Item.Planar Servitor] and @UUID[Compendium.pf2e.spells-srd.Item.Binding Circle], and inscriptions carved into the floor of the conjuration chamber grant a +2 item bonus to skill checks made to perform either of these rituals. This increases to a +3 item bonus if the creature being conjured is a fiend.

' (x1) - '

Epitome A tavern appears in the village surrounding Harrowheart, run by a jovial one-eyed bartender. The tavern is always bustling with a rotating cast of different patrons and performers. The bartender knows the heroes\' feast ritual and can teach it to the PCs. Skill checks attempted at the tavern to perform this ritual gain a +2 item bonus. If The Juggler has been epitomized, and the town square is linked to a city, the patrons of this tavern trade gossip from that city as if they were citizens there, allowing a character to Gather Information in the tavern as if they were doing so on the streets of the linked city.

' (x1) - '

Epitome When you epitomize The Snakebite, assign it to a point of interest in the Harrow Court\'s swamp. This indicates a region of swampland that has become particularly infested with poisonous creatures and plants. A character who travels to this area can attempt a Crafting, Herbalism Lore, Swamp Lore, or Underworld Lore check to attempt to harvest some of their chosen poison from the region while spending 8 hours there. The DC of the check is equal to the poison\'s saving throw DC. Unlike most materials from the Harrow Court, poison gathered from this part of the swamp continues to exist for 1 week before vanishing, even if it\'s brought out of the Harrow Court.

-
-

Critical Success The PC gathers 3 doses of the poison.

-

Success The PC gathers 1 dose of the poison.

-

Failure The PC fails to gather any poison.

-

Critical Failure As failure, but the PC is also exposed to a dose of the poison they seek.

' (x1) - '

Epitome When you epitomize The Big Sky, assign it to a point of interest in the Harrow Court\'s desert area. This marks the location of a sprawling expanse of sand that\'s been melted into a field of reflective glass that mirrors the sky above. The temperature here during the day is extreme heat—every 10 minutes, a creature in the region takes @Damage[2d6[fire]] damage. At night, the reverse holds true; the temperate here becomes extremely cold and inflicts @Damage[2d6[cold]] damage every 10 minutes. More astonishingly, this region has a supernatural ability to help a creature use their raw strength to break free from curses they\'re suffering from. Once per day, a character can spend an hour meditating here, enduring either the extreme heat or cold, but at the end of that hour, the character can select one curse that they\'re currently afflicted by, then attempt an Athletics check against the curse\'s DC.

-
-

Critical Success The curse is counteracted.

-

Success The curse is counteracted as long as its level is equal to or less than the character\'s level.

-

Failure The curse is counteracted as long as its level is equal to or less than the character\'s level – 4.

-

Critical Failure The curse is not removed, and the character overextends themselves in the attempt, becoming @UUID[Compendium.pf2e.conditionitems.Item.Enfeebled]{Enfeebled 3}.

' (x1) value : string {Book 1 - The Choosing.items.[].system.description.value} (264 different values) [damageRolls] : object {Book 1 - The Choosing.items.[].system.damageRolls} [0] : object {Book 1 - The Choosing.items.[].system.damageRolls.0} @@ -1286,9 +1269,6 @@ object {Book 1 - The Choosing} '

24 hours

' (x1) '' (x1) [routine] : string {Book 1 - The Choosing.system.details.routine} (2 different values) - '' (x2) - '

On its turn, the stage fire expands inward and outward by 5 feet, filling all adjacent squares with fire. Creatures within these squares take @Damage[4d6[fire]] damage (@Check[reflex|dc:30|basic]), as do any creatures that enter a burning square. This fire damage can be inflicted on a creature only once per turn.

-

In addition, a creature that ends its turn in a burning square takes @Damage[8d6[fire]] damage (@Check[reflex|dc:30|basic]); on a failed save, that creature also takes @Damage[1d6[persistent,fire]] damage.

' (x1) [initiative] : object {Book 1 - The Choosing.system.initiative} statistic : string {Book 1 - The Choosing.system.initiative.statistic} (same value: 'perception') [perception] : object {Book 1 - The Choosing.system.perception} diff --git a/output/pf2e/packs/Book 1 - The Seventh Arch.txt b/output/pf2e/packs/Book 1 - The Seventh Arch.txt index a1274c0..bf072e1 100644 --- a/output/pf2e/packs/Book 1 - The Seventh Arch.txt +++ b/output/pf2e/packs/Book 1 - The Seventh Arch.txt @@ -870,40 +870,6 @@ object {Book 1 - The Seventh Arch} 6 (x1) [privateNotes] : string {Book 1 - The Seventh Arch.system.details.privateNotes} (same value: '') [publicNotes] : string {Book 1 - The Seventh Arch.system.details.publicNotes} (9 different values) - '' (x9) - '

Amelekanas are amphibious ambush predators native to rivers and lakes across Castrovel. An amelekana looks similar to a giant snail, with an opalescent spiraling shell and eyeless face sporting a crown of six antennae, but that\'s where the resemblance ends. Instead of one giant foot, the amelekana has fleshy tubes standing upright through holes in its shell and a host of tiny armored legs, like those of a crab. Yet perhaps the most unusual feature of the amelekana is that it\'s actually a symbiotic community of two separate organisms, neither of which can live without the other.

-

Like many creatures on Castrovel, amelekanas have some basic psychic ability—in their case, a sense for nearby living creatures. A hunting amelekana submerges itself to obscure its location. When prey draws near, the amelekana rises from the water and releases compressed gasses to launch its symbiotes—blobby amoebas the size of a bread loaf—at their victims. These amoebas act as external digesters for the stomachless amelekana, using their acidic coating to dissolve prey and absorb nutrition. Once its amoebas have had their fill, the amelekana slurps them back up, providing the amoeba colony with a safe haven inside its body in exchange for a portion of the processed nutrients.

-

A typical amelekana is 9 feet long and weighs up to 2,000 pounds.

' (x1) - '

Centaurs are legendary hunters and trackers who resemble heavily muscled humans with the bodies of powerful horses from the waist down. They are typically reclusive but haughty, quick to assume that their handsome physiques and long history of cultural traditions make them superior to any two-legged folk they encounter. While stories of bloody clashes between centaurs and humanoid settlers are well known, centaurs are neither intrinsically bloodthirsty nor recklessly aggressive. Rather, they are proud and stubborn and do not take kindly to outsiders who encroach on their ancestral grounds, some of which have been ruled by centaurs for thousands of years. Against despoilers of nature who fail to heed their warnings, centaurs do not hesitate to use their finely honed hunting skills to inflict deadly wounds.

-

Centaurs train with weapons as well as their heavy hooves, and the thunder of centaurs charging across the plains is often mistaken for a stampede or even an earthquake. Despite their insular nature, some centaurs form close alliances with elves, fey, gnomes, and isolated human communities. Such allies are often surprised to learn the depths of centaurs\' honor, pragmatism, and wilderness lore. Rarely, a centaur leaves its tribe to travel the wider world. Such lone centaur wanderers more easily integrate into humanoid societies, but other centaurs are quick to assume that some dishonor led to their exile and thus give such vagabonds a wide berth.

-

Centaurs have incredible variation in their individual size and coloration. Their upper bodies are fairly similar within a tribe and even region, but their lower bodies-like those of horses-can vary widely from parent to child. Most centaurs are at least 7 feet tall and weigh more than 2,000 pounds.

-

Centaurs live in groups of dozens of members, usually led by an old, powerful seer or battle-hardened warrior who has carried out many noble deeds and earned a lifetime of respect from their comrades. The revered leader guides the habits of their entire group; a wise seer might encourage the tribe to roam far from civilization to preserve the ways of its ancestors, while an aggressive warrior might foster skirmishes with nearby humanoid settlements and even rival centaur groups.

' (x1) - '

Pteranodons are quick and agile reptiles with 20-foot wingspans that enable them to hover on wind currents for hours. These creatures have long beaks and equally long crests that protrude from the backs of their heads.

-
-

Pterosaurs are primitive flying creatures. While many are smaller than a human, the two presented below are quite a bit larger. Each of these creatures could pose a serious threat to a person. These flying reptiles can be found in a wide selection of regions, but they tend to soar above warm or temperate climates.

' (x1) - '

Also known as "bubble cats" or "gas cats," desa-desas are small, vaguely feline predators that hunt the jungles of Castrovel. A typical desa-desa is roughly the size and shape of a bobcat. Its head is reptilian, sporting large eyes and slender fangs that protrude from its lips. Desa-desa fur tends to match their environment—most are dark green and brown—and is punctuated by patterns of small, bubble-like bladders that protrude from the creature\'s skin like transparent boils. Every desa-desa has a different bladder pattern, and this distinctive anatomical feature is key to the creature\'s survival.

-

Desa-desas\' lives revolve around a little-understood (and likely magical) process by which the creatures transform water into its constituent gaseous elements. A desa-desa stores these gasses in the polyp-like bladders, which are lined with an electricity-conducting material that allows the creature to create sudden blasts of fame in all directions.

-

As a predator, the desa-desa\'s most dangerous attack is its bite, which passes along its bubble venom, which can ravage the fluids in the victim\'s own body. This reaction causes water in the target\'s cells to split rapidly, creating bubbles of gas that percolate through the creature\'s flesh to its skin, where it balloons outward in large, agonizing blisters before popping. The combustible gasses in these blisters also make a creature particularly susceptible to fire attacks—such as the desa-desa\'s defensive blast. A typical desa-desa is 4 feet long counting the tail, and weighs just 30 pounds.

' (x1) - '

Most complex organisms, whether plant or animal, produce energy by converting fuel (such as food) into heat. Though this process is invaluable, it\'s also a vulnerability—one that the immolis has evolved to exploit.

-

Immolises are psychic predators found all across Castrovel, especially underground and in cool environs. Mostly blind, they hunt by sensing the body heat of other creatures. When an immolis acquires a target, it focuses its innate psychic energies in an invisible beam aimed at its prey. The sudden influx of energy causes the target\'s metabolism to accelerate rapidly, spurring the creature\'s body to produce energy at a dangerous rate. This sudden rush of heat literally cooks the creature internally—innards burst, blood boils, and fat catches fire. The end result isn\'t just warm food, but a meal roasted to morbid perfection.

-

An immolis\'s basic shape resembles that of a spidery, spindly frog covered in delicate scales. The head has a simian muzzle, the lips of which pull back to reveal a squid-like beak. Above the mouth, the creature has three pairs of nostrils, which fare and chuff as the creature hunts. Though they walk with a hunch, immolises climb with shocking speed.

-

Unlike many other pyro-predators, immolises have a deep and paradoxical fear of fire, perhaps because they know how easily any flesh—their own included—can blacken and burn. As a result, they prefer to lair near water. This presents its own problem, however, as their heat sense is easily disrupted by creatures taking steps to hide their heat signatures, such as submerging themselves in water or snow. While intelligent enough to communicate and band together with others of their kind, immolises view all other species as either prey or threats and have as little interest in cultural exchange as in personal possessions. The average immolis stands 5 feet tall and weighs 150 pounds.

' (x1) - '

A kareq looks like a cross between a dinosaur and an insect. The kareq\'s torso extends back into a bulbous abdomen like an ant\'s.

-

A kareq has a resonance chamber in its lower body, and when it flexes its muscular back legs against it, pressure builds up and sound waves are amplified and then focused as the kareq opens its mouth and releases the blast. The resulting shock wave can easily kill.

-

Kareqs are thought to be related to Golarion\'s destrachans, though their similarities may simply be the result of convergent evolution. Unlike the stronger subterranean destrachans, kareqs are native to a variety of different environments, most often jungles and forests. A few sandy-colored species are found in the deserts of the Colonies, where formians regard the beasts as noble or, in some cases, practically sacred.

-

Kareqs tend to be solitary predators, bold and unafraid, even willing to take on predators significantly larger than themselves. In combat, they keep their distance at first, softening up opponents with their boomstrikes before moving in for the kill with their claws.

-

While they don\'t usually hunt in populated areas, kareqs are extremely territorial, and their desire to lay claim to tall landscape features can bring them into conflict with humanoids. During mating season, a kareq seeks height, climbing to the top of hills, boulders, or—if a settlement is particularly unlucky—towers and other buildings. From these perches, kareqs blast out their booming mating call which can carry for dozens of miles.

-

A typical kareq stands 5 feet tall at the shoulder and is 10 feet long, weighing up to 300 pounds.

' (x1) - '

Ocluais embody the fear of being lost and helpless in the darkness as well as the danger of unreasoning terror. An ocluai\'s gray body resembles that of a featherless owl with a serrated beak, the legs of a monkey, and oversized eye sockets full of shadow. The field of unnatural darkness that surrounds an ocluai disorients most creatures; while other gorgas are quick to move in for the kill, ocluais love to perch on a low branch or lintel and watch with their blank expressions as prey succumbs to panic. Though capable fighters, ocluais prefer to hang back and slash at those whose frantic fight brings them within range, letting their prey\'s own terror drive them over cliffs or bring them to their knees.

-

Ocluais understand several languages but rarely communicate with non-fey. When they do, their communication takes the form of unsettling telepathic images projected directly into the other party\'s mind as the ocluai holds their gaze.

-
-

Gorgas are fey embodiments of diurnal creatures\' fear of the dark. Beings of shadow and hunger, they love to prey upon light-loving creatures. Many different kinds of gorgas exist, and each embodies a different facet of the night\'s countless terrors.

-

Gorgas are common in the First World realm of Nighthold, where they once served the mysterious Count Ranalc. After Ranalc\'s disappearance, the gorgas quickly lost what little compassion they had, scattered into small bands led by their strongest members, and began hunting any fey they could find. All gorgas carry shrouds of shadow within them, and most find daylight unpleasant, tending to remain within Nighthold\'s perpetual gloom or hole up in caverns or deep forests until night falls. Their bizarre eyes—hollow pools of magical shadow—allow them to see even in magical darkness.

' (x1) - '

Temagyrs embody the fear of nocturnal hunters—predators that stalk through the dark of night and attack when their prey is most vulnerable. Able to blend in with and step between shadows to surprise victims, temagyrs delight in ambush tactics.

-

An average temagyr is 8 feet long and weighs 500 pounds but moves with unnatural fluidity and grace, the shadows they carry seeming to hang in the air behind them. In combat, a temagyr can take down opponents either with physical attacks or by taking bites out of their enemy\'s shadow. These shadow wounds, which remain visible unless healed, often perplex Material Plane doctors and investigators; a corpse from a temagyr attack can appear pristine, its tattered shadow the only clue to how it met its untimely fate.

-
-

Gorgas are fey embodiments of diurnal creatures\' fear of the dark. Beings of shadow and hunger, they love to prey upon light-loving creatures. Many different kinds of gorgas exist, and each embodies a different facet of the night\'s countless terrors.

-

Gorgas are common in the First World realm of Nighthold, where they once served the mysterious Count Ranalc. After Ranalc\'s disappearance, the gorgas quickly lost what little compassion they had, scattered into small bands led by their strongest members, and began hunting any fey they could find. All gorgas carry shrouds of shadow within them, and most find daylight unpleasant, tending to remain within Nighthold\'s perpetual gloom or hole up in caverns or deep forests until night falls. Their bizarre eyes—hollow pools of magical shadow—allow them to see even in magical darkness.

' (x1) publication : object {Book 1 - The Seventh Arch.system.details.publication} license : string {Book 1 - The Seventh Arch.system.details.publication.license} (same value: 'OGL') remaster : boolean {Book 1 - The Seventh Arch.system.details.publication.remaster} (same value: False) @@ -915,23 +881,6 @@ object {Book 1 - The Seventh Arch} True (x7) [reset] : string {Book 1 - The Seventh Arch.system.details.reset} (11 different values) [routine] : string {Book 1 - The Seventh Arch.system.details.routine} (8 different values) - '' (x9) - '

(3 actions; conjuration, divine, teleportation) With spectral claws, the aiudara wraiths hurl trespassers through time and space. Each of the three wraiths has 1 action which it can use to make a forceful hand Strike against a creature within 60 feet. The haunt loses 1 action for each successful check to disable the haunt.

-

When the haunt rolls a critical hit to Strike a creature, the creature is instantly shunted to an empty space within 30 feet. The haunt chooses which space the creature is transported to.

' (x1) - '

(1 action; illusion, mental, occult) The atmosphere continues to affect all creatures in the area, requiring a new Fortitude save each round against its Poisonous Atmosphere. A creature holding its breath gains a +2 circumstance bonus to the save.

' (x1) - '

(3 actions) For each pipe destroyed or disabled, the trap loses 1 action. On each of the trap\'s actions, the trap targets a random creature in the room with a water jet Strike.

' (x1) - '

(1 action) The hazard uses its action to suck each creature (except the cairn wight) toward the aiudara. Each affected creature must attempt a @Check[fortitude|dc:18] save.

-

Success The creature is unaffected.

-

Failure The creature is pulled 5 feet toward the aiudara and is @UUID[Compendium.pf2e.conditionitems.Item.Stunned]{Stunned 1}. If the creature is already adjacent to the aiudara, it doesn\'t move but is @UUID[Compendium.pf2e.conditionitems.Item.Stunned]{Stunned 2}.

-

Critical Failure The creature is pulled 10 feet toward the aiudara, falls @UUID[Compendium.pf2e.conditionitems.Item.Prone], and is stunned 1. If the creature is already adjacent to the aiudara, it doesn\'t move but falls prone and is stunned 2.

' (x1) - '

(4 actions) The trap uses each action to target a creature in the room with an Intelligence score of 10 or greater. A target must succeed at a @Check[will|dc:22] save or take @Damage[(2d8+2)[mental]]. On a critical failure, the creature takes a –10-foot status penalty to Speed for 1 minute as they stagger under the weight of their failures. The trap loses 1 action for each eye sensor disabled or destroyed.

' (x1) - '

(1 action) The drawings stab at each character in the room with spears drawn from sharp lines.

' (x1) - '

(1 action) Each creature in the clearing must attempt a @Check[fortitude|dc:17] save as the planar warping threatens to create microscopic tears inside their body. Fey, plant creatures, and druids are unaffected.

-
-

Critical Success The creature is unaffected and immune for 24 hours. The land is healed [[/gmr 1d6]] points by the primal magic.

-

Success The creature is unaffected and immune to the effect for 24 hours.

-

Failure The creature takes @Damage[(1d6+3)[force]].

-

Critical Failure The creature takes @Damage[(2d6+6)[force]].

' (x1) [initiative] : object {Book 1 - The Seventh Arch.system.initiative} statistic : string {Book 1 - The Seventh Arch.system.initiative.statistic} (same value: 'perception') [perception] : object {Book 1 - The Seventh Arch.system.perception} diff --git a/output/pf2e/packs/Book 1 - The Show Must Go On.txt b/output/pf2e/packs/Book 1 - The Show Must Go On.txt index 763869f..75c46be 100644 --- a/output/pf2e/packs/Book 1 - The Show Must Go On.txt +++ b/output/pf2e/packs/Book 1 - The Show Must Go On.txt @@ -1138,32 +1138,6 @@ object {Book 1 - The Show Must Go On} 0 (x1) [privateNotes] : string {Book 1 - The Show Must Go On.system.details.privateNotes} (same value: '') [publicNotes] : string {Book 1 - The Show Must Go On.system.details.publicNotes} (10 different values) - '' (x18) - '

For many, gambling is just fun and games, but for some, it can become a bad habit or even a life-consuming addiction. Bone croupiers take the meaning of "life-consuming" to its literal extreme. Undead gamblers whose lust for cards and dice couldn\'t be sated in life, they haunt the shadowy corners of gambling halls and continue their search for that next hit of adrenaline.

-

In undeath, gaming takes on a different flavor; with nothing left to lose, bone croupiers turn their attentions toward others, cajoling and palavering normally casual gamers into committing themselves to ever higher stakes. Before they know it, these unsuspecting victims have called in decades-old favors and put liens on their homes in the hope of winning back just a fraction of the pot. But by then the bone croupier has already claimed its prize-for to this undead chiseler, any earnings are incidental, and the real prize is encouraging others to lose their own.

-

Bone croupiers often enshroud themselves in thick layers of cigar smoke or voluminous robes to mask their undead nature, but they almost always wear wicked grins at the table. This smile is no ruse or part of its poker face, however-the truth is that bone croupiers truly delight in games, regardless of whether they are winning or losing, and despite their incredible skills of deception and trickery, most simply can\'t disguise their unbridled mirth.

' (x1) - '

Flea swarms roil across city streets and rural hinterlands in a hissing, scraping scrabble, draining blood from any creatures unfortunate enough to cross their path.

-
-

Fleas are little more than a nuisance in most circumstances, but can be lethal when they grow to monstrous proportions or gather in enormous swarms.

' (x1) - '

Giant fleas are commonly found in areas containing hardy megafauna, such as dinosaurs or mammoths.

-
-

Fleas are little more than a nuisance in most circumstances, but can be lethal when they grow to monstrous proportions or gather in enormous swarms.

' (x1) - '

Xulgath leaders are usually the strongest, most violent members of a community-although in some cases, particularly in larger groups, xulgath tribes are led by powerful demon cultists or other monsters who seek to use the xulgaths as servants or slaves.

-
-

Reptilian humanoids who live in the uppermost reaches of the Darklands, xulgaths (known as troglodytes to many surface-dwelling folk) often attack intruders in their territory on sight. They live in simple familial communities, battling rival groups and other aggressive Darklands inhabitants in order to survive. They occasionally raid surface settlements, usually at the behest of cruel, bloodthirsty leaders who are often themselves in the thrall of more powerful creatures like nagas or demons. A typical xulgath has dull gray, dark gray, or ashen scales, with a long tail and bony protrusions that run the length of its spine. A typical xulgath is 5 feet tall and weighs 150 pounds.

-

Although today the xulgaths are brutal and scattered, they were one of the first intelligent humanoids to rise in the primeval world, once ruling over a mighty empire that stretched throughout the Darklands. Today, all that remains of this era are ruins of massive stone ziggurats and crumbling cities found within some of the larger caverns. Some groups of xulgaths continue to live among these ruins, venerating their ancestors\' accomplishments, while others consider these areas taboo and leave them to become infested with Darklands vermin. Sages don\'t agree on why the ancient xulgath civilization fell. Some suspect it was the result of a loss of several wars waged against serpentfolk, while others suggest that the corruptive influence of demon worship rotted their culture from within.

-

Certainly, many xulgath settlements continue to worship demons to this day, paying homage and offering live sacrifices to terrible creatures from the Abyss. Occasionally, a xulgath shaman can call forth and bind a lesser demon to help serve the group, but a shaman who delves too deep into occultism might summon a more powerful fiend that either tears the xulgaths to pieces or enslaves them.

' (x1) - '

Luminous oozes are strange globular creatures that glow with brilliant multicolored light. Unlike many oozes, which rely on camouflage and stealth to attack their prey, luminous oozes attract victims with their impressive light displays before blinding them and launching into a frenzied attack. They are often found on the ceilings or walls of dark caverns, and more than a few curious spelunkers have met their end simply by investigating their strange yet beautiful light. The effects of electricity on luminous oozes are ill understood, though those who have studied these creatures liken their static-absorbing power to that of lightning rods.

-

These creatures are highly sought after by status-hungry socialites, flamboyant barkeeps, and daring showrunners, for in addition to being dangerous monsters, luminous oozes are also incredible sources of beautiful prismatic light, comparable to a magical light show but available for a fraction of the price. The trick, of course, is capturing and penning such a specimen. The most reliable means of caging a luminous ooze is with a permanent wall of force shaped into a cube or sphere, but few have the means to create or commission such an enclosure. Instead, most people who find themselves in possession of a luminous ooze simply put it in a thick glass box. As long as they are well fed, luminous oozes accept this treatment, though woe be unto anyone in the vicinity if a hungry luminous ooze should escape from its display case.

' (x1) - '

Mechanical carnies are constructs manufactured to serve as entertainers, cleaners, and guards at carnivals and circuses. The first of these constructs was created by a gnome inventor who yearned for a tireless companion who could make her laugh and smile. Her invention was so successful that it has spawned countless imitations and knockoffs throughout the Inner Sea, and mechanical carnies of some form or another are a staple throughout metropolitan lands in both Avistan and Garund.

' (x1) - '

Ghasts-feral, foul-smelling, and constantly hungry-are the more powerful kin of ghouls. They are relentless in the pursuit of their prey.

-
-

Few creatures are more ubiquitous to sinister locations such as lonely graveyards and ruined crypts than the flesh-eating undead known as ghouls.

' (x1) - '

Vermleks, also called worm demons, manifest from the souls of mortals who desecrated the dead, such as grave robbers or necromancers. These fiends take their violations to a new extreme, using their demonic powers to horrifically core their living victims and don the flesh-husk that remains.

-

In its natural form, a vermlek resembles an oversized pinkish worm with four long tails that end in writhing fibrils. Its mouth splits into four segments like a profane tulip lined with rows of dozens of pointed teeth. More often than not, however, these fiends are encountered only after they have crawled into the body of a dead humanoid and made the hollowed-out flesh their temporary host. Vermleks use their powers of deception and disguise to infiltrate mortal settlements and influence unwitting acquaintances of the bodies they wear. Particularly intelligent or conniving vermleks might even reach stations of real power within the ranks of an army or government, at which point exposure of their true form can wreak havoc among the populace they have so thoroughly duped.

' (x1) - '

While many xulgaths impose their will by strength or sheer numbers, some resort to more nefarious-and grotesque-means to take care of matters. The bilebearer takes its name from its eponymous bile, a putrid substance that oozes from gill-like folds in its colorful, bulging neck. Bilebearers coat their weapons with the viscous substance or secrete a concentrated dose that suffuses the air around them and disables foes.

-

A bilebearer\'s neck bulges with folds of scaled flesh that extend almost to the creature\'s shoulders, containing its namesake bile productions glands inside. These folds expand and contract with each breath, and each fold has a vertical line of muscled pores that gradually exudes the thick substance, providing a perpetual supply for coating weapons. Bilebearers\' necks also contain inflatable bladders, which they can quickly pressurize to expel a blast of vaporized bile in a noxious, overwhelming cloud.

-

Bilebearers serve their clutches by kidnapping or slaying specific enemies. They frequently accompany their kin, particularly xulgath skulkers, to raid rival clutches or intercept foes. A bilebearer\'s mode of attack typically involves sneaking in, overwhelming any guards with a noxious blast of bile, and then turning their attention to the primary target. The xulgath either shreds the rapidly weakening victim on the spot or drags them away for future violence.

' (x1) publication : object {Book 1 - The Show Must Go On.system.details.publication} license : string {Book 1 - The Show Must Go On.system.details.publication.license} (same value: 'OGL') remaster : boolean {Book 1 - The Show Must Go On.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/Book 1 - Thirst for Blood.txt b/output/pf2e/packs/Book 1 - Thirst for Blood.txt index bc1662a..3a91a09 100644 --- a/output/pf2e/packs/Book 1 - Thirst for Blood.txt +++ b/output/pf2e/packs/Book 1 - Thirst for Blood.txt @@ -837,29 +837,6 @@ object {Book 1 - Thirst for Blood} 2 (x1) [privateNotes] : string {Book 1 - Thirst for Blood.system.details.privateNotes} (same value: '') [publicNotes] : string {Book 1 - Thirst for Blood.system.details.publicNotes} (10 different values) - '' (x6) - '

Unlike true werecreatures, beastkin aren\'t affected by silver or the full moon, though they can still adopt a hybrid form.

Batkin And Werebats

Particularly large werebat colonies often host batkin among their ranks. Cultivating a population of batkin offers the werebats numerous benefits, the most obvious being the illusion of normality. Most werebats are nocturnal, so having batkin roam about during the day helps maintain the impression that the werebat settlement is nothing out of the ordinary. Batkin might also guard the colony during full moons, when the werebat members are away indulging in their lunar frenzies. Finally, batkin seem to have an easier time keeping their thirst for blood in check and thus serve as excellent infiltrators in non-werecreature settlements.

' (x1) - '

In folklore, bats and wolves are common elements of vampire stories—sometimes even the focus of such tales. The veil of night, however, conceals a wide array of vampiric creatures. Neither wholly wolf nor bat, desmohunds, also called vampire hounds, use their limited flight to swiftly close the gap between themselves and fleeing prey. This rapid movement, along with a penchant for hunting in perfect darkness, is often the cause of a survivor\'s confusion when asked to describe just what it was that attacked them.

-

As their common name suggests, vampire hounds share a strong affinity with vampires. While the hounds can subsist entirely on flesh, they have a particular taste for blood. A desmohund attack is brutal and violent. The creature tears their victim apart, allowing the blood to generously pool on the ground before lapping it up. Only after the blood is consumed do the beasts begin devouring flesh.

-

Desmohunds are surprisingly loyal and often defend their masters to the death. Though they generally serve vampires, it isn\'t unheard of for the living to keep such creatures as pets, especially in areas like Ustalav, Nidal, and the Darklands, where they can sometimes be found prowling the grounds of foreboding estates.

-

Vampire hunters carry a variety of tools to stalk and destroy their favored prey, but clever ones also carry items that can work against a vampire\'s allies too. Therefore, some carry bags of cinnamon or vials of eucalyptus oil to confuse and irritate desmohunds\' keen sense of smell.

Divine Origins

Sources differ on the origin of desmohunds. Some legends state that Urgathoa created the first vampire hounds as pets to keep her company in undeath. Others claim that Nin distilled the best parts of vampires and wolves to create a nigh-unstoppable hunter. One story posits that Lamashtu created the first desmohunds, but Zura the Vampire Queen stole them from Lamashtu\'s realm of Kurnugia, claiming the creatures as her own. The only common thread among these tales is each god\'s insistence that they were the true creators of desmohunds, suggesting that there\'s an unknown reason the gods would vie for such a title.

' (x1) - '

A pale blue head and paper-thin wings peek out from the cloud that clings to the air scamp. Air scamps are short-sighted and flighty, even relative to their kin; they are as likely to fly recklessly into battle as they are to whine in terror at a loud noise.

-
-

Elemental scamps are bat-like critters marked by elemental powers. Scamps are dispatched from the Elemental Planes by more powerful residents or called to the Universe by neophyte summoners. All scamps have a hint of magical power due to a lingering connection to their home plane, which they largely use to pull simple pranks.

-

Scamps rapidly form a pecking order of cleverness. Humanoids often confuse scamps when meeting such creatures for the first time. These confused scamps usually resort to an escalating series of pranks and mischief, seeing what they can get away with to establish their place in the hierarchy.

' (x1) - '

Weaker twigjacks are often found in cultivated forests and even gardens. They seek to drive away interlopers, growing as their environment runs wild.

-
-

Maladjusted forest denizens, twigjacks form from the cruel and prankish combination of fey and the very woods in which they reside. A twigjack\'s body is made up of prickly brambles woven with vines. Shaggy, mossy growth, not unlike hair, tops a twigjack\'s head. Its mouth is just a canyon of splintered and broken sticks bisecting its face. Leaves and sprigs of new growth randomly sprout from the creature\'s body. Many dense forests on Golarion have at least a handful of twigjacks living in the undergrowth.

-

While truculent and violent, twigjacks care deeply for what they consider to be their forests. These creatures harass outsiders who delve deep into their wooded domains, forcing back even the most determined explorers, foresters, and travelers, especially when those intruders cut roads through the forest. However, they are not terribly territorial when it comes to other forest creatures. When sylvan creatures, especially fey, rally against an outside threat, twigjacks in the area eagerly arrive to fight, even if they were not invited.

' (x1) - '

Although the typical vampire bat has a wingspan of 7 inches and doesn\'t pose a significant threat to larger prey alone (and indeed, these blood-drinkers can feed without their sleeping victims ever noticing), some unusually aggressive species of these bats hunt in deadly swarms. A churning cloud of vampire bats is much more dangerous than the sum of its individual parts and is capable of inflicting an overwhelming number of bleeding wounds in a frighteningly short span of time.

-
-

A wide range of bats dwell throughout the world. Most of these nocturnal animals are harmless insectivores, but deadly breeds of vampire bats and oversized bats the size of horses pose much more significant threats to adventurers.

' (x1) - '

Tormonshilds that survive the tadpole stage cluster together in wriggling swarms that devour everything they encounter.


Concentrations of intense magical energy often result in unusual weather phenomena, typically violent storms or other natural disasters, but sometimes they also create new entirely life-forms. Tormonshilds are born during artificially created storms, when magical energy combines with rainfall to transform the droplets themselves into living creatures. Tormonshilds rarely survive long after their creation; most meet grisly ends at the hands of local predators or dissolve as the magic that fuels their physical bodies fades. A tormonshild that survives its initial weeks of life eventually grows into a pest that menaces the local environment.

Magical Rainstorms

The rainstorms that produce tormonshilds occur more regularly than most people realize. However, as the majority of tormonshild tadpoles fail to reach maturity, the existence of tormonshilds remains virtually unknown outside of specific areas. While the Mana Wastes regularly experiences magical storms, the region is particularly inhospitable for these creatures. Such storms frequently happen throughout the islands of Azlant, however, and the magical energies that seep from the ancient ruins create conditions ideal for young tormonshilds.

' (x1) - '

A tormonshild begins life as a tadpole-like creature hardly largely than a human finger. In this state, the tormonshild is virtually defenseless, but the magic that flows through its body allows it to grow quickly. After a few days, it swells into its more familiar adolescent form. A fully grown tormonshild resembles a two-foot-long frog with six legs, a mouth too large for its body, and flesh the color of a storm cloud. Once grown, the tormonshild decimates the local wildlife, sometimes attacking creatures up to twice its size. Being true omnivores, tormonshilds also feed on plants, preferring juicier crops like tomatoes and fruit. Many a villager has known the anguish of losing their livestock, gardens, and even a beloved pet to a tormonshild infestation.


Concentrations of intense magical energy often result in unusual weather phenomena, typically violent storms or other natural disasters, but sometimes they also create new entirely life-forms. Tormonshilds are born during artificially created storms, when magical energy combines with rainfall to transform the droplets themselves into living creatures. Tormonshilds rarely survive long after their creation; most meet grisly ends at the hands of local predators or dissolve as the magic that fuels their physical bodies fades. A tormonshild that survives its initial weeks of life eventually grows into a pest that menaces the local environment.

Magical Rainstorms

The rainstorms that produce tormonshilds occur more regularly than most people realize. However, as the majority of tormonshild tadpoles fail to reach maturity, the existence of tormonshilds remains virtually unknown outside of specific areas. While the Mana Wastes regularly experiences magical storms, the region is particularly inhospitable for these creatures. Such storms frequently happen throughout the islands of Azlant, however, and the magical energies that seep from the ancient ruins create conditions ideal for young tormonshilds.

' (x1) - '

Left alone too long, a tormonshild eventually grows to the size of a large dog. At this stage, they\'re known as tormonwirds and become more formidable. A tormonwird\'s wide mouth develops a throat sac, which the creature uses to produce a croak that disturbs nearby water sources, including liquids inside other creatures. While off-putting, tormonwirds also possess a strangely nurturing side. They defend tormonshilds and have even been known to carry dozens of the tadpoles within their mouths for safety.


Concentrations of intense magical energy often result in unusual weather phenomena, typically violent storms or other natural disasters, but sometimes they also create new entirely life-forms. Tormonshilds are born during artificially created storms, when magical energy combines with rainfall to transform the droplets themselves into living creatures. Tormonshilds rarely survive long after their creation; most meet grisly ends at the hands of local predators or dissolve as the magic that fuels their physical bodies fades. A tormonshild that survives its initial weeks of life eventually grows into a pest that menaces the local environment.

Magical Rainstorms

The rainstorms that produce tormonshilds occur more regularly than most people realize. However, as the majority of tormonshild tadpoles fail to reach maturity, the existence of tormonshilds remains virtually unknown outside of specific areas. While the Mana Wastes regularly experiences magical storms, the region is particularly inhospitable for these creatures. Such storms frequently happen throughout the islands of Azlant, however, and the magical energies that seep from the ancient ruins create conditions ideal for young tormonshilds.

Greater Tormonwirds

As locals tend to slay the creatures upon their discovery, tormonwirds generally live short lives. Rumors persist, though, of tormonwirds that have survived for several years, with some reportedly growing to the size of a small house. While direct evidence of such tormonwirds is lacking, anecdotal accounts of these enormous specimen suggest that greater tormonwirds can use their water manipulation abilities to drain lakes or create storms that produce even more tormonshilds.

' (x1) - '

Vampires use their servitor pawns for infiltration and reconnaissance.

-
-

Vampires are undead creatures that feed on the blood of the living.

' (x1) publication : object {Book 1 - Thirst for Blood.system.details.publication} license : string {Book 1 - Thirst for Blood.system.details.publication.license} (2 different values) 'ORC' (x16) diff --git a/output/pf2e/packs/Book 2 - Cradle of Quartz.txt b/output/pf2e/packs/Book 2 - Cradle of Quartz.txt index 402d06d..eb4ef38 100644 --- a/output/pf2e/packs/Book 2 - Cradle of Quartz.txt +++ b/output/pf2e/packs/Book 2 - Cradle of Quartz.txt @@ -1171,13 +1171,6 @@ object {Book 2 - Cradle of Quartz} '

A half‑dozen iron darts fire from spring‑loaded launchers concealed in the desk opposite the front door.

' (x1) '

Exposed clockwork gears spin at high speeds.

' (x1) [disable] : string {Book 2 - Cradle of Quartz.system.details.disable} (6 different values) - '

@Check[thievery|dc:25|traits:action:disable-a-device] (trained) to disable the glyph, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (1st level; counteract DC 22) to counteract the glyph

' (x1) - '

@Check[thievery|dc:18|traits:action:disable-a-device] (trained) to disarm the desk switch; @Check[thievery|dc:28|traits:action:disable-a-device] (expert) to disarm the trapdoor charge

' (x1) - '

@Check[thievery|dc:27|traits:action:disable-a-device] (expert) to disable the floor trigger, or @Check[athletics|dc:27] or @Check[engineering-lore|dc:27] to jam the portcullis in the ceiling

' (x1) - '

[[/act disable-device dc=27]]{DC 27 Thievery} (expert) to disable the doorknob trigger

-

' (x1) - '

@Check[thievery|dc:22|name:Disable the trigger|traits:action:disable-a-device] (trained) to disable the trigger, or @Check[acrobatics|dc:18|name:Squeeze through the door|traits:action:squeeze] to squeeze through the partially opened door (this doesn\'t disable the trap but prevents it from triggering)

' (x1) - '

@Check[thievery|dc:28|name:Disable the engine|traits:action:disable-a-device] (expert) to disable the engine, or @Check[engineering-lore|dc:26|name:Disengage the drive shaft] to disengage the drive shaft. Either method disables the trap but also shuts down the engine, disabling the Second Kiss\'s propulsion.

' (x1) [isComplex] : boolean {Book 2 - Cradle of Quartz.system.details.isComplex} (2 different values) False (x5) True (x1) @@ -1185,13 +1178,6 @@ object {Book 2 - Cradle of Quartz} '' (x5) '

The trap resets as soon as the door is closed. It has enough darts to trigger three times, after which, it must be reloaded with 20 darts before it can reset again.

' (x1) [routine] : string {Book 2 - Cradle of Quartz.system.details.routine} (2 different values) - '' (x5) - '

(1 action) The trapdoor emits a jet of superheated steam. Each creature in the room must attempt a @Check[fortitude|dc:28] save.

-
-

Critical Success The creature is unaffected.

-

Success The creature takes @Damage[(1d10+3)[fire]] damage.

-

Failure The creature takes @Damage[(2d10+6)[fire]] damage and is @UUID[Compendium.pf2e.conditionitems.Item.Blinded] for 1 round.

-

Critical Failure The creature takes @Damage[(2d10+6)[fire]] damage, is @UUID[Compendium.pf2e.conditionitems.Item.Fatigued], and is blinded for 1 round.

' (x1) [initiative] : object {Book 2 - Cradle of Quartz.system.initiative} statistic : string {Book 2 - Cradle of Quartz.system.initiative.statistic} (same value: 'perception') [perception] : object {Book 2 - Cradle of Quartz.system.perception} diff --git a/output/pf2e/packs/Book 2 - Cult of Cinders.txt b/output/pf2e/packs/Book 2 - Cult of Cinders.txt index 0e84442..7dc2f85 100644 --- a/output/pf2e/packs/Book 2 - Cult of Cinders.txt +++ b/output/pf2e/packs/Book 2 - Cult of Cinders.txt @@ -1128,21 +1128,6 @@ object {Book 2 - Cult of Cinders} 10 (x1) [privateNotes] : string {Book 2 - Cult of Cinders.system.details.privateNotes} (same value: '') [publicNotes] : string {Book 2 - Cult of Cinders.system.details.publicNotes} (6 different values) - '' (x9) - '

Bidas are black-scaled dragons with long, serpentine bodies and bat-like wings. Their legs and claws are smaller than those of most dragons, but their powerful undulating coils, like those of a boa constrictor, are potent weapons capable of squeezing the life from several unfortunate victims at a time.

-

A bida uses its impressive intellect and powerful magic to pose as a humanoid and infiltrate a settlement. Over the course of weeks or months, it establishes itself as a key member of the village, and only after it has become invaluable to the community does it reveal the terrible price of its assistance: regular offerings of flesh and gold. From this point on, the bida dwells almost exclusively within its smoggy lair, growing fat off the blood of its sacrificial offerings. To hide its presence from the outside world, a bida conceals its enslaved settlement in a large-scale illusion, leaving only a stand of jungle trees where once a thriving village may have been and ordering the townsfolk to destroy any roads in and out of town.

-

Bidas begrudgingly tolerate others of their kind, instead preferring the company of their small, tasty thralls. In rare cases, a pair of bidas may join forces to conquer a particularly large settlement, extracting that much more wealth from the populace as a result of their partnership.

' (x1) - '

Frog-like humanoids who make their homes in the treetops of tropical jungles and forests, gripplis are uniquely adapted to their environment. Their oversized eyes give them keen vision in both light and dark, and their large toes allow them to easily scale the trees atop which they reside. Gripplis vary widely in physical appearance, their physiologies largely determined by their surrounding environment; those who live in verdant forests, for example, typically have bright green skin and red eyes. In contrast, gripplis who live in regions of rot and decay have mottled brown coloration, and those who dwell near lakes or streams may bear bright blue and orange stripes. Typical gripplis are just over 2 feet tall and weigh approximately 30 pounds.

-

Whatever region they come from, gripplis tend to be peaceful hunter-gatherers. Due to their modest understanding of agriculture, gripplis don\'t raise crops in the traditional sense, although they do cultivate mushroom patches and gather a wide array of fruits from the surrounding wilderness. The jungle also contains rivers and lakes filled with silver-scaled fish, which gripplis harvest in a sustainable manner to ensure their future supply, as well as fatty insects that grow much larger than in other parts of the world. Some of the most advanced grippli societies capture and breed these insects, nurturing herds of giant dragonflies or beetles that are eventually slaughtered for food for the rest of the village. Particularly enterprising gripplis even seek out and tame huge flying insects to use as mounts during their hunts. The rearing of such massive insects is no easy feat, however, so gripplis who manage to do so are often heralded as local heroes.

-

The treetop settlements of the grippli are difficult to spot from the forest floor. Gripplis obscure their holdings with broad leaves and thick branches, and they riddle the surrounding forest with labyrinthine trails that only they know how to navigate. Their villages are usually constructed among the densest populations of trees, with thin rope bridges strung between wide wooden platforms built around each trunk.

-

These sharpshooters are renowned for their patience and their accuracy.

' (x1) - '

Frog-like humanoids who make their homes in the treetops of tropical jungles and forests, gripplis are uniquely adapted to their environment. Their oversized eyes give them keen vision in both light and dark, and their large toes allow them to easily scale the trees atop which they reside. Gripplis vary widely in physical appearance, their physiologies largely determined by their surrounding environment; those who live in verdant forests, for example, typically have bright green skin and red eyes. In contrast, gripplis who live in regions of rot and decay have mottled brown coloration, and those who dwell near lakes or streams may bear bright blue and orange stripes. Typical gripplis are just over 2 feet tall and weigh approximately 30 pounds.

-

Whatever region they come from, gripplis tend to be peaceful hunter-gatherers. Due to their modest understanding of agriculture, gripplis don\'t raise crops in the traditional sense, although they do cultivate mushroom patches and gather a wide array of fruits from the surrounding wilderness. The jungle also contains rivers and lakes filled with silver-scaled fish, which gripplis harvest in a sustainable manner to ensure their future supply, as well as fatty insects that grow much larger than in other parts of the world. Some of the most advanced grippli societies capture and breed these insects, nurturing herds of giant dragonflies or beetles that are eventually slaughtered for food for the rest of the village. Particularly enterprising gripplis even seek out and tame huge flying insects to use as mounts during their hunts. The rearing of such massive insects is no easy feat, however, so gripplis who manage to do so are often heralded as local heroes.

-

The treetop settlements of the grippli are difficult to spot from the forest floor. Gripplis obscure their holdings with broad leaves and thick branches, and they riddle the surrounding forest with labyrinthine trails that only they know how to navigate. Their villages are usually constructed among the densest populations of trees, with thin rope bridges strung between wide wooden platforms built around each trunk.

-

The unofficial healers of gripplikind are known as greenspeakers.

' (x1) - '

The tall sharinga trees of the Mwangi Expanse leak golden sap from their swollen, bulbous trunks, which coagulates when exposed to air. The toxic resin, which has a bitter taste, protects the tree from herbivorous insects and other animals, but in rare cases-usually in areas awash in vitality energy or the influence of the First World-the sap gains a life of its own. Such "living sap" is a mindless ooze that attempts to smother and engulf just about anything that moves, from the bugs and small beasts that feed on its sharinga tree to larger creatures unlucky enough to stumble upon it. Due to its immunities to most forms of physical damage and its protectiveness of its mother tree, a living ooze is a nuisance to communities that rely on the sap of sharinga trees to make resin, rubber, and glue.

-

Jungle-dwelling alchemists such as gripplis cherish the sap of the sharinga tree for its unique adhesive properties. The sap has been used for centuries to create tanglefoot bags, glue, and hard resin. Residue collected from a living sap is even more fascinating from an alchemical standpoint. Though harvesting a living sap is very dangerous, some alchemists will risk death in order to procure these easily worked ingredients. To increase the odds of a successful harvest, such employers are often willing to supply offensive aids such as lesser frost vials; living sap hunters learned long ago that cold energy is effective against these creatures and luckily doesn\'t harm the harvestable reagents.

' (x1) - '

Tarantulas are ambush predators, but will attack prey in the open.

' (x1) publication : object {Book 2 - Cult of Cinders.system.details.publication} license : string {Book 2 - Cult of Cinders.system.details.publication.license} (same value: 'OGL') remaster : boolean {Book 2 - Cult of Cinders.system.details.publication.remaster} (same value: False) @@ -1155,13 +1140,6 @@ object {Book 2 - Cult of Cinders} '

Blasts of fire and smoke pour out of the tunnel walls to coalesce into the burning form of Dahak himself; a PC who succeeds at a @Check[religion|dc:20|name:Recognize Depiction of Dahak|traits:hazard,complex,fire,magical,trap,action:recall-knowledge] check to Recall Knowledge notes that the fiery dragon closely resembles classical depictions of the draconic god of destruction.

' (x1) '

These heavy doors, carved with an image of Dahak, echo with a hatred so powerful that it can kill anyone who comes nearby, manifesting a vision of Dahak\'s head emerging from the doors to strike at a foe.

' (x1) [disable] : string {Book 2 - Cult of Cinders.system.details.disable} (6 different values) - '

No special skills are required to disable this manually activated trap. As an Interact action, a PC can sweep aside some black powder to interrupt the fuse line, but this doesn\'t prevent Gerhard from activating a keg via blunderbuss. A keg that is removed from its position (either by being thrown over the cliff or merely carried away) retains its explosive potential, but as long as one of the three kegs are removed they no longer have the precise placement required to trigger a collapse-an explosion at this point merely inflicts fire damage in the appropriate areas but does not particularly damage the temple structure itself.

-

A keg\'s contents can be dispersed by scattering the gunpowder to the wind (most efficiently by pouring it over the cliff side) as a 2-action activity, or rendered permanently inert by pouring a gallon of water into the powder, inhibiting its explosive qualities. The kegs themselves can be destroyed with damage (note that the AC listed below for each keg takes into account the fact that Gerhard has wedged the kegs into nooks in the temple\'s stone flooring and walls), but note that any fire damage (including incidental fire damage from area effects like a fireball or Gerhard\'s blunderbuss) causes them to explode. At your option, other actions may be similarly effective at disabling this hazard.

' (x1) - '

Each dragon pillar that is destroyed removes the corresponding color\'s effect from Dahak\'s shell; as long as even one color remains active, the pillars marking the shell\'s border cannot be damaged themselves, but a successful @Check[thievery|dc:32|name:Disable Color|traits:magical,trap,hazard] (master) check or a successful @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (6th level; counteract DC 30) against one of the eight pillars can cause a randomly determined active color in the shell defense (below) to become deactivated for [[/gmr 1d4 #rounds]]{1d4 rounds}.

' (x1) - '

@Check[thievery|dc:27|name:Pry Out the Embedded Gems|traits:complex,magical,fire,trap,hazard] (expert) two times to pry the gems embedded deep in the skull\'s eye sockets without triggering the sensor, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (4th level, counteract DC 22) twice to dispel both eyes.

' (x1) - '

@Check[athletics|dc:26|name:Push the Pillar Over|traits:complex,magical,trap,hazard] (expert) to push the pillar over, or @Check[thievery|dc:26|name:Erase Magic Runes|traits:complex,magical,trap,hazard] (expert) on the pillar to erase the magic runes that power it, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (4th level; counteract DC 22) to dispel the pillar\'s magic.

' (x1) - '

@Check[religion|dc:26|name:Counteract Dahak With Prayers|traits:complex,fire,magical,trap,hazard] (expert) to utter prayers to a non-evil deity to counteract Dahak\'s presence (prayers to Apsu allow this check to be made if the character is merely trained in Religion), @Check[thievery|dc:30|name:Divert the Hazard\'s Energy Back|traits:complex,fire,magical,trap,hazard] (expert) to divert the hazard\'s energies back upon themselves, or a successful @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (4th level; counteract DC 26).

' (x1) - '

@Check[thievery|dc:29|name:Disrupt the Divine Magic|traits:complex,magical,trap,hazard] (expert) to disrupt the divine magic, @Check[religion|dc:29|name:Placate Wrathful Energies|traits:complex,magical,trap,hazard] (expert) to placate the wrathful energies, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (5th level; counteract DC 26).

' (x1) [isComplex] : boolean {Book 2 - Cult of Cinders.system.details.isComplex} (2 different values) True (x4) False (x2) diff --git a/output/pf2e/packs/Book 2 - Cult of the Cave Worm.txt b/output/pf2e/packs/Book 2 - Cult of the Cave Worm.txt index 66b935f..14fee4c 100644 --- a/output/pf2e/packs/Book 2 - Cult of the Cave Worm.txt +++ b/output/pf2e/packs/Book 2 - Cult of the Cave Worm.txt @@ -935,11 +935,6 @@ object {Book 2 - Cult of the Cave Worm} [creatureType] : string {Book 2 - Cult of the Cave Worm.system.creatureType} (same value: '') details : object {Book 2 - Cult of the Cave Worm.system.details} [description] : string {Book 2 - Cult of the Cave Worm.system.details.description} (4 different values) - '

The faces of the original dwarven inhabitants of the city appear in the stone and scream in anger.

' (x1) - '

Variant confounding betrayal

-

Allies appear to shed their skin, transforming into either giant worm monsters or masses of wriggling worms.

' (x1) - '

Hidden jets expel gas that quickly freezes, causing limited damage to nearby books.

' (x1) - '

A 10-foot-long, 5-foot-thick column of stone thuds to the ground, just in front of the bridge. It immediately starts to roll down the bridge, quickly picking up speed.

' (x1) [disable] : string {Book 2 - Cult of the Cave Worm.system.details.disable} (4 different values) '

@Check[religion|dc:23] (trained) to ritually pray for the dead or @Check[occultism|dc:25] (trained) to exorcise the spirits\' anger; a dwarf succeeds at a @Check[diplomacy|dc:22] or Intimidate check, asking or ordering the spirits to stand down.

' (x1) '

@Check[thievery|dc:28] (expert) twice to suppress the trap\'s trigger, or @Check[occultism|dc:28] (expert) to create a ward against the trap\'s mental effects.

' (x1) @@ -984,14 +979,6 @@ object {Book 2 - Cult of the Cave Worm} '

8 hours

' (x1) '' (x1) [routine] : string {Book 2 - Cult of the Cave Worm.system.details.routine} (4 different values) - '

(1 action) The faces continue to scream, dealing @Damage[5d6[sonic]] damage (@Check[reflex|dc:26|basic] save) to all living creatures within 20 feet of the steps. On a critical failure, a creature takes double damage and is @UUID[Compendium.pf2e.conditionitems.Item.Deafened] for 1 round. Deaf creatures are immune to this effect.

' (x1) - '

(1 action, illusion, incapacitation, occult) The haunt continues to confound victims\' senses and inspire them to commit violence against each other. Each creature in the haunt\'s area must attempt a @Check[will|dc:26].

-

Critical Success The creature is unaffected and temporarily immune for 1 minute.

-

Success The creature is unaffected.

-

Failure The creature is confused for 1 round.

-

Critical Failure The creature is confused for 1 minute.

' (x1) - '' (x1) - '

(1 action) The rolling stone cylinder trap uses Crushing Roll.

' (x1) saves : object {Book 2 - Cult of the Cave Worm.system.saves} fortitude : object {Book 2 - Cult of the Cave Worm.system.saves.fortitude} saveDetail : string {Book 2 - Cult of the Cave Worm.system.saves.fortitude.saveDetail} (same value: '') diff --git a/output/pf2e/packs/Book 2 - Hands of the Devil.txt b/output/pf2e/packs/Book 2 - Hands of the Devil.txt index 26e56b3..67b6028 100644 --- a/output/pf2e/packs/Book 2 - Hands of the Devil.txt +++ b/output/pf2e/packs/Book 2 - Hands of the Devil.txt @@ -809,25 +809,6 @@ object {Book 2 - Hands of the Devil} type : string {Book 2 - Hands of the Devil.items.[].system.spell.system.damage.0.type} (same value: 'force') description : object {Book 2 - Hands of the Devil.items.[].system.spell.system.description} value : string {Book 2 - Hands of the Devil.items.[].system.spell.system.description.value} (5 different values) - '

The targeted corpse doesn\'t decay, nor can it be transformed into an undead. If the corpse is subject to a spell that requires the corpse to have died within a certain amount of time (for example, @UUID[Compendium.pf2e.spells-srd.Item.Raise Dead]), do not count the duration of peaceful rest against that time. This spell also prevents ordinary bugs and pests (such as maggots) from consuming the body.

-
-

Heightened (5th) The spell\'s duration is unlimited, but the spell takes one more action to cast and requires a cost (embalming fluid worth 6 gp).

' (x1) - '

You fire a shard of solidified magic toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of shards you shoot by one, to a maximum of three shards for 3 actions. You choose the target for each shard individually. If you shoot more than one shard at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.

-
-

Heightened (+2) You fire one additional shard with each action you spend.

' (x1) - '

You create an illusory image of a Large or smaller creature. It generates the appropriate sounds, smells, and feels believable to the touch. If you and the image are ever farther than 500 feet apart, the spell ends.

-

The image can\'t speak, but you can use your actions to speak through the creature, with the spell disguising your voice as appropriate. You might need to attempt a Deception or Performance check to mimic the creature, as determined by the GM. This is especially likely if you\'re trying to imitate a specific person and engage with someone that person knows.

-

In combat, the illusion can use 2 actions per turn, which it uses when you Sustain the Spell. It uses your spell attack roll for attack rolls and your spell DC for its AC. Its saving throw modifiers are equal to your spell DC - 10. It is substantial enough that it can flank other creatures. If the image is hit by an attack or fails a save, the spell ends.

-

The illusion can cause damage by making the target believe the illusion\'s attacks are real, but it cannot otherwise directly affect the physical world. If the illusory creature hits with a Strike, the target takes mental damage equal to 1d4 plus your spellcasting ability modifier. This is a mental effect. The illusion\'s Strikes are nonlethal. If the damage doesn\'t correspond to the image of the monster-for example, if an illusory Large dragon deals only 5 damage-the GM might allow the target to attempt an immediate Perception check to disbelieve the spell. Any relevant resistances and weaknesses apply if the target thinks they do, as judged by the GM. For example, if the illusion wields a warhammer and attacks a creature resistant to bludgeoning damage, the creature would take less mental damage. However, illusory damage does not deactivate regeneration or trigger other effects that require a certain damage type. The GM should track illusory damage dealt by the illusion.

-

Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion. When a creature disbelieves the illusion, it recovers from half the damage it had taken from it (if any) and doesn\'t take any further damage from it.

-
-

Heightened (+1) The damage of the image\'s Strikes increases by 1d4, and the maximum size of creature you can create increases by one (to a maximum of Gargantuan).

' (x1) - '

You can see @UUID[Compendium.pf2e.conditionitems.Item.Invisible] creatures and objects. They appear to you as translucent shapes, and they are @UUID[Compendium.pf2e.conditionitems.Item.Concealed] to you.

-
-

Heightened (5th) The spell has a duration of 8 hours.

' (x1) - '

As long as you and the target are on the same plane of existence and both alive, you remain aware of its present state. You know the target\'s direction from you, distance from you, and any conditions affecting it.

-
-

Heightened (4th) The spell\'s range increases to 30 feet, and you can target up to 10 creatures.

' (x1) duration : object {Book 2 - Hands of the Devil.items.[].system.spell.system.duration} sustained : boolean {Book 2 - Hands of the Devil.items.[].system.spell.system.duration.sustained} (2 different values) False (x4) diff --git a/output/pf2e/packs/Book 2 - Hoof, Cinder, and Storm.txt b/output/pf2e/packs/Book 2 - Hoof, Cinder, and Storm.txt index 23d7d53..cfc39d6 100644 --- a/output/pf2e/packs/Book 2 - Hoof, Cinder, and Storm.txt +++ b/output/pf2e/packs/Book 2 - Hoof, Cinder, and Storm.txt @@ -1188,23 +1188,6 @@ object {Book 2 - Hoof, Cinder, and Storm} 'electricity' (x1) description : object {Book 2 - Hoof, Cinder, and Storm.items.[].system.spell.system.description} value : string {Book 2 - Hoof, Cinder, and Storm.items.[].system.spell.system.description.value} (5 different values) - '

A roaring blast of fire detonates at a spot you designate, dealing 6d6 fire damage.

-
-

Heightened (+1) The damage increases by 2d6.

' (x1) - '

A bolt of lightning strikes outward from your hand, dealing 4d12 electricity damage.

-
-

Heightened (+1) The damage increases by 1d12.

' (x1) - '

The targeted corpse doesn\'t decay, nor can it be transformed into an undead. If the corpse is subject to a spell that requires the corpse to have died within a certain amount of time (for example, @UUID[Compendium.pf2e.spells-srd.Item.Raise Dead]), do not count the duration of peaceful rest against that time. This spell also prevents ordinary bugs and pests (such as maggots) from consuming the body.

-
-

Heightened (5th) The spell\'s duration is unlimited, but the spell takes one more action to cast and requires a cost (embalming fluid worth 6 gp).

' (x1) - '

Your gaze pierces through illusions and finds @UUID[Compendium.pf2e.conditionitems.Item.Invisible] creatures and spirits. You can see invisible creatures as though they weren\'t invisible, although their features are blurred, making them @UUID[Compendium.pf2e.conditionitems.Item.Concealed] and difficult to identify. You can also see incorporeal creatures, like ghosts, phased through an object from within 10 feet of an object\'s surface as blurry shapes seen through those objects. Subtler clues also grant you a +2 status bonus to checks you make to disbelieve illusions.

-
-

Heightened (5th) This spell has a duration of 8 hours.

-

@UUID[Compendium.pf2e.spell-effects.Item.Spell Effect: See the Unseen]

' (x1) - '

You fire a ray of heat and flame. Make a spell attack roll against a single creature. On a hit, the target takes 2d6 fire damage, and on a critical hit, the target takes double damage.

-

For each additional action you use when Casting the Spell, you can fire an additional ray at a different target, to a maximum of three rays targeting three different targets for 3 actions. These attacks each increase your multiple attack penalty, but you don\'t increase your multiple attack penalty until after you make all the spell attack rolls for blazing bolt. If you spend 2 or more actions Casting the Spell, the damage increases to 4d6 fire damage on a hit, and it still deals double damage on a critical hit.

-
-

Heightened (+1) The damage to each target increases by 1d6 for the 1-action version, or by 2d6 for the 2-action and 3-action versions.

' (x1) duration : object {Book 2 - Hoof, Cinder, and Storm.items.[].system.spell.system.duration} sustained : boolean {Book 2 - Hoof, Cinder, and Storm.items.[].system.spell.system.duration.sustained} (same value: False) value : string {Book 2 - Hoof, Cinder, and Storm.items.[].system.spell.system.duration.value} (3 different values) diff --git a/output/pf2e/packs/Book 2 - Legacy of the Lost God.txt b/output/pf2e/packs/Book 2 - Legacy of the Lost God.txt index 86cabeb..55979c7 100644 --- a/output/pf2e/packs/Book 2 - Legacy of the Lost God.txt +++ b/output/pf2e/packs/Book 2 - Legacy of the Lost God.txt @@ -858,13 +858,6 @@ object {Book 2 - Legacy of the Lost God} damage : object {Book 2 - Legacy of the Lost God.items.[].system.spell.system.damage} description : object {Book 2 - Legacy of the Lost God.items.[].system.spell.system.description} value : string {Book 2 - Legacy of the Lost God.items.[].system.spell.system.description.value} (2 different values) - '

You specify a trigger and a message up to 25 words long. When the specified trigger occurs within 30 feet of the target, an illusory mouth appears on the target and speaks the message, and the magic mouth spell ends.

' (x1) - '

A ray that saps a foe\'s strength flashes from your hand. Attempt a ranged spell attack against the target. If you succeed, that creature attempts a Fortitude save to determine the spell\'s effect. If your attack roll is a critical success, use the outcome for one degree of success worse than the result of its save.

-
-

Critical Success The target is unaffected.

-

Success The target becomes @UUID[Compendium.pf2e.conditionitems.Item.Enfeebled]{Enfeebled 1}.

-

Failure The target becomes @UUID[Compendium.pf2e.conditionitems.Item.Enfeebled]{Enfeebled 2}.

-

Critical Failure The target becomes @UUID[Compendium.pf2e.conditionitems.Item.Enfeebled]{Enfeebled 3}.

' (x1) duration : object {Book 2 - Legacy of the Lost God.items.[].system.spell.system.duration} sustained : boolean {Book 2 - Legacy of the Lost God.items.[].system.spell.system.duration.sustained} (same value: False) value : string {Book 2 - Legacy of the Lost God.items.[].system.spell.system.duration.value} (2 different values) @@ -1242,20 +1235,6 @@ object {Book 2 - Legacy of the Lost God} '

The trap deactivates and resets if 1 minute passes without any creature in the maze.

' (x1) '' (x1) [routine] : string {Book 2 - Legacy of the Lost God.system.details.routine} (4 different values) - '' (x4) - '

(2 actions) On its initiative, the trap uses its first action to spin, then stops. Roll [[/r 1d8]]{1d8} to determine which segment is topmost when the wheel stops spinning. The wheel uses its second action to replicate the spell listed for that segment (5th level, DC 27, spell attack roll +17). This spell\'s target is centered on or otherwise includes the nearest creature in the spell\'s area. This increases the spell\'s range to 30 feet if necessary. Any spell cast by this trap is occult.

-

1 - @UUID[Compendium.pf2e.spells-srd.Item.Black Tentacles] @Template[burst|distance:20|name:Black Tentacles|traits:hazard,complex,magical,mechanical,trap,conjuration,occult]{20-foot burst} [[/r 1d20+17]]{Spell Attack vs. Target\'s Fortitude DC}

-

2 - @UUID[Compendium.pf2e.spells-srd.Item.Blindness] @Check[fortitude|dc:27|name:Blindness|traits:hazard,complex,magical,mechanical,trap,incapacitation,necromancy,occult]

-

3 - @UUID[Compendium.pf2e.spells-srd.Item.Confusion] @Check[will|dc:27|name:Confusion|traits:hazard,complex,magical,mechanical,trap,emotion,enchantment,mental,occult]

-

4 - @UUID[Compendium.pf2e.spells-srd.Item.Death Ward] Range 30 feet

-

5 - @UUID[Compendium.pf2e.spells-srd.Item.Outcast\'s Curse] @Check[will|dc:27|name:Outcast\'s Curse|traits:hazard,complex,magical,mechanical,trap,curse,enchantment,mental,misfortune,occult] Range 30 feet

-

6 - @UUID[Compendium.pf2e.spells-srd.Item.Shadow Blast] @Template[line|distance:30|traits:hazard,complex,magical,mechanical,trap,evocation,occult,shadow|width:5]{30-foot line} @Check[reflex|dc:27|basic|name:Shadow Blast|traits:hazard,complex,magical,mechanical,trap,evocation,occult,shadow] or @Check[will|dc:27|basic|name:Shadow Blast|traits:hazard,complex,magical,mechanical,trap,evocation,occult,shadow] @Damage[5d8[force]] damage

-

7 - @UUID[Compendium.pf2e.spells-srd.Item.Noise Blast] @Template[burst|distance:10|traits:hazard,complex,magical,mechanical,trap,evocation,occult,sonic]{10-foot burst} @Check[fortitude|dc:27|name:Sound Burst|traits:hazard,complex,magical,mechanical,trap,evocation,occult,sonic] @Damage[2d10[sonic]] damage

-

8 - @UUID[Compendium.pf2e.spells-srd.Item.Gecko Grip] Range 30 feet

' (x1) - '

(3 actions) An unmasked statue casts @UUID[Compendium.pf2e.spells-srd.Item.Phantasmal Killer] (@Check[will|dc:27|traits:hazard,complex,magical,trap,death,emotion,fear,illusion,mental] and @Check[fortitude|dc:27|traits:hazard,complex,magical,trap,death,emotion,fear,illusion,mental,incapacitation]) against a target in the room for each of the trap\'s actions, creating an image of the statue lunging forth. It doesn\'t affect the same creature more than once; if there are fewer targets than it has actions, the trap doesn\'t use its remaining actions. Unmasking an additional statue increases the hazard\'s actions by 1, and replacing a mask reduces its actions by 1.

' (x1) - '

(3 actions) The trap uses its first action to magically shuffle the mirrors, rendering markings or maps of the maze ineffective. Creatures in the maze that fail a @Check[will|dc:26|traits:hazard,complex,magical,mechanical,trap] save are @UUID[Compendium.pf2e.conditionitems.Item.Stupefied]{Stupefied 1} until they leave the maze. If the target fails additional saves against this ability, the condition value increases by 1 (to a maximum of @UUID[Compendium.pf2e.conditionitems.Item.Stupefied]{Stupefied 4}).

-

For its second action, the trap\'s ghostly minotaur attacks a random creature in the maze with its spectral gore.

-

For its third action, the trap makes another spectral gore attack against a random creature.

' (x1) [initiative] : object {Book 2 - Legacy of the Lost God.system.initiative} statistic : string {Book 2 - Legacy of the Lost God.system.initiative.statistic} (same value: 'perception') [perception] : object {Book 2 - Legacy of the Lost God.system.perception} diff --git a/output/pf2e/packs/Book 2 - Let the Leaves Fall.txt b/output/pf2e/packs/Book 2 - Let the Leaves Fall.txt index d7ac06a..19a7a92 100644 --- a/output/pf2e/packs/Book 2 - Let the Leaves Fall.txt +++ b/output/pf2e/packs/Book 2 - Let the Leaves Fall.txt @@ -884,19 +884,6 @@ object {Book 2 - Let the Leaves Fall} '

1 hour

' (x1) '

The haunt resets 1 round after the lid is replaced on the cooking pot.

' (x1) [routine] : string {Book 2 - Let the Leaves Fall.system.details.routine} (6 different values) - '' (x2) - '

(3 actions) Ghostly arms flail about and attempt to grab creatures in the shrine or on either bridge. Each round, the haunt uses 3 actions to attempt to grapple a PC on the bridge or in the shrine. If a PC is @UUID[Compendium.pf2e.conditionitems.Item.Restrained], the haunt can use one of its actions to drag a PC into the river. A PC who\'s restrained in the river risks drowning.

' (x1) - '

(2 actions; emotion, enchantment, fear incapacitation, mental, occult) The haunt uses its first action to grapple with Goh and attempts to pull him underwater. Goh has a Fortitude DC of 19. In order to pull Goh underwater, the haunt must critically succeed at its grapple check against him with a result of 29 or higher to successfully restrain Goh. Goh is overwhelmed by terror and makes no attempt to escape, so it falls to the PCs to get him free from the haunt. If Goh is @UUID[Compendium.pf2e.conditionitems.Item.Restrained] and pulled underwater, the haunt must continue to grapple him in following rounds. If the haunt manages to critically succeed at grappling Goh while he\'s restrained, the man dies from a combination of fright and drowning, at which point the haunt immediately ends.

-

If Goh is pulled free and taken out of the water, the haunt loses one action and no longer attempts to grapple him. The haunt uses its second action to manifest the image of a frightening watery drowned ghost, causing one creature it targets within 30 feet to attempt a @Check[will|dc:22] save (the haunt always targets a creature who attempted to free Goh from its grip if possible).

-
-

Critical Success The creature is unaffected.

-

Success The creature is @UUID[Compendium.pf2e.conditionitems.Item.Frightened]{Frightened 1}.

-

Failure The creature is @UUID[Compendium.pf2e.conditionitems.Item.Frightened]{Frightened 2} and @UUID[Compendium.pf2e.conditionitems.Item.Fleeing] for as long as it remains frightened.

-

Critical Failure The creature is @UUID[Compendium.pf2e.conditionitems.Item.Frightened]{Frightened 3} and fleeing as long as it remains frightened, or for 1 minute, whichever comes second.

' (x1) - '

(2 actions) The sound of something immense striding just out of sight through the forest, darkness, and fog fills the air. The haunt\'s first action is to unleash a Terrifying Roar (@Check[will|dc:22] with the same effects as Terrifying Roar above). The second action is to infuse the trees of the entire mindscape with malevolent life, causing clawlike branches to lash out at each PC. These claws inflict @Damage[4d6[slashing]] damage (@Check[reflex|dc:22|basic] save) to each character. A character standing on the path or in a clearing gets a +1 circumstance bonus to this saving throw, and the character who carries Sui-Jing\'s heart gains a +4 item bonus to this saving throw. On a PC\'s turn, they can take further action to protect themselves from the clawed branches. By Raising a Shield or by Dropping Prone, a PC gains a +2 circumstance bonus to their Reflex saving throw. A @UUID[Compendium.pf2e.conditionitems.Item.Prone] PC can @UUID[Compendium.pf2e.actionspf2e.Item.Take Cover] to gain the benefits of greater cover against the claws (increasing their circumstance bonus to this Reflex save to +4). A PC who Tumbles Through on their turn and succeeds at a @Check[acrobatics|dc:22] check gains a +2 status bonus to their Reflex saves against the clawed branches. A PC who succeeds at a @Check[stealth|dc:22] check to @UUID[Compendium.pf2e.actionspf2e.Item.Sneak] improves the result of their Reflex save by one degree of success.

-

If a PC successfully used Nature or Religion to pray against the evil on the previous round, Kugaptee\'s Anger has only 1 action; randomly determine if it uses its Terrifying Roar or lashes out with trees with this action.

' (x1) - '

(3 actions) Kugaptee\'s tree lashes out with its branches, using its three actions to attempt branch Strikes against any creature in reach. Targets that are within reach but are outside of area E3 have cover from the surrounding archways. The haunt favors targets in area E3 but otherwise selects its targets randomly.

' (x1) - '

(1 action) The haunt targets one creature in the shop at random, preferring targets who are @UUID[Compendium.pf2e.conditionitems.Item.Immobilized] or @UUID[Compendium.pf2e.conditionitems.Item.Restrained]. The ghostly figure moves over to the victim and begins to strangle them with coils of her hair while she begins clawing through the target\'s hair as if ripping it out by the handful. The target takes @Damage[(2d8+7)[mental]] damage (@Check[will|dc:22|basic] save) from enduring the painful sensations of being strangled and having their hair plucked out, even though they\'re not actually being physically strangled or losing their hair.

' (x1) saves : object {Book 2 - Let the Leaves Fall.system.saves} fortitude : object {Book 2 - Let the Leaves Fall.system.saves.fortitude} saveDetail : string {Book 2 - Let the Leaves Fall.system.saves.fortitude.saveDetail} (same value: '') diff --git a/output/pf2e/packs/Book 2 - Lost Mammoth Valley.txt b/output/pf2e/packs/Book 2 - Lost Mammoth Valley.txt index 8ba6f72..4945320 100644 --- a/output/pf2e/packs/Book 2 - Lost Mammoth Valley.txt +++ b/output/pf2e/packs/Book 2 - Lost Mammoth Valley.txt @@ -863,15 +863,6 @@ object {Book 2 - Lost Mammoth Valley} type : string {Book 2 - Lost Mammoth Valley.items.[].system.spell.system.damage.0.type} (same value: 'vitality') description : object {Book 2 - Lost Mammoth Valley.items.[].system.spell.system.description} value : string {Book 2 - Lost Mammoth Valley.items.[].system.spell.system.description.value} (2 different values) - '

You channel vitality energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

-

1 (somatic) The spell has a range of touch.

-

2 (verbal, somatic) The spell has a range of 30 feet. If you\'re healing a living creature, increase the Hit Points restored by 8.

-

3 (material, somatic, verbal) You disperse vitality energy in a 30-foot emanation. This targets all living and undead creatures in the burst.

-
-

Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.

' (x1) - '

You create a shroud of darkness that prevents light from penetrating or emanating within the area. Light does not enter the area and any non-magical light sources, such as a torch or lantern, do not emanate any light while inside the area, even if their light radius would extend beyond the darkness. This also suppresses magical light of your darkness spell\'s rank or lower. Light can\'t pass through, so creatures in the area can\'t see outside. From outside, it appears as a globe of pure darkness.

-
-

Heightened (4th) Even creatures with darkvision (but not greater darkvision) can barely see through the darkness. They treat targets seen through the darkness as @UUID[Compendium.pf2e.conditionitems.Item.Concealed].

' (x1) duration : object {Book 2 - Lost Mammoth Valley.items.[].system.spell.system.duration} sustained : boolean {Book 2 - Lost Mammoth Valley.items.[].system.spell.system.duration.sustained} (same value: False) value : string {Book 2 - Lost Mammoth Valley.items.[].system.spell.system.duration.value} (2 different values) diff --git a/output/pf2e/packs/Book 2 - Ready_ Fight!.txt b/output/pf2e/packs/Book 2 - Ready_ Fight!.txt index 477c28b..306132a 100644 --- a/output/pf2e/packs/Book 2 - Ready_ Fight!.txt +++ b/output/pf2e/packs/Book 2 - Ready_ Fight!.txt @@ -1412,19 +1412,6 @@ object {Book 2 - Ready? Fight!} Value type: string {Book 2 - Ready? Fight!.system.details.languages.value.[]} (28 different values) [privateNotes] : string {Book 2 - Ready? Fight!.system.details.privateNotes} (same value: '') [publicNotes] : string {Book 2 - Ready? Fight!.system.details.publicNotes} (8 different values) - '' (x36) - '

Rivkas are parasitic monsters that cling to the sides of kaiju. In their natural form, they resemble giant cockroaches with eight razor-like legs and two mouths-one between two vicious pincers plus a second, much larger mouth on their abdomen. With this secondary mouth they feed off the primordial energy of whichever kaiju they\'ve latched onto.

-

In the wake of a kaiju attack, a rivka detaches from its host and wades into the disaster zone to prey on the unsuspecting populace by presenting itself as an emissary of the kaiju and demanding tribute. According to this cruel charlatan, only sacrifices of blood and gold can appease their master-though of course the rivka absconds with these offerings before the gifts ever reach the kaiju (such tributes would mean little to the kaiju anyway). Particularly heinous rivkas search the rubble for dead victims to impersonate, magically adopting the visage of a beloved city elder or priest in order to stoke the citizens\' paranoia.

-

Drinking kaiju blood has a strange effect on a rivka\'s anatomy, enriching both its defensive and offensive capabilities with the primal energy of its host. Other creatures have attempted to drink kaiju blood and replicate this phenomenon, always to terrible effect. Clearly rivkas have coevolved with kaiju in order to metabolize their ancient blood.

' (x5) - '

Angoyangs resemble white cats with black stripes like those of a tiger. They have beautifully silken fur, piercing blue eyes, and long fluffy tails. Yet, far from the picturesque feline companions they appear to be, angoyangs are actually terrifying beasts capable of peeling back the fleshy layers of their face to reveal a mass of long, toothed tentacles.

-

Although most cats instinctively avoid areas where angoyangs roam, the unlucky felines who do encounter this creature are invariably entangled in the monster\'s toothy tentacles and devoured. In cities and towns where angoyangs reside, cat owners may find that their beloved pets have gone missing only to soon have a fluffy black-and-white cat coincidentally appear at their doorstep, looking up at them with wide eyes and mewing adorably. Angoyangs almost never attack their caretakers, who they see as loyal servants that feed, clean up after, and pamper them, and the creatures protect the people in their household from any would-be intruders. However, a caretaker who mistreats or neglects their angoyang ward is often met with a grisly fate. More than one coroner or gravedigger has inadvertently inherited an angoyang after being assigned to clean up the mutilated remains of a previous "owner."

' (x1) - '

Hungry and resentful, the malevolent kun is a mythological fish monster that dwells in the remotest, coldest depths of the ocean. This massively powerful creatures could easily rule a subaquatic domain if they cared to, but kuns are also famous for their total self-absorption and complete ambivalence toward other forms of life. A kun remains as far away from other creatures as they can, subsisting on only their own icy hatred. They can consume and digest prey, but such feedings are incidental. Most kuns remain ignorant and uncaring, keeping themselves in the dark, disregarding any signs of life around them except to occasionally lash out with a spiteful attack.

' (x1) - '

This cloud of song and sound has been caught by the wind and carried across the air. While the melody on the wind might enjoy the beauty of music, it is by nature a destructive elemental force.

' (x1) - '

Pengs are massive avian beasts who fly effortlessly among the highest clouds. Their bright plumage makes it difficult to see their shape against an azure sky, but with patience, an onlooker might notice movement too swift to be a natural cloud.

-

Beautiful and graceful, pengs arise from the unlikeliest of origins: the cruel kun, a hateful fish monster whose predilection for the crushing depths of the sea matches the peng\'s own love of the bright, open sky. After a kun sacrifices their power for a noble heart by bathing in the sun\'s rays, they transform into this majestic bird, which eschews violence unless they must fight to stay free. Pengs do not seek danger or thrills; they want only to make their long voyages and fly without disruption.

-

A peng\'s calm and steady nature is so strong that its mere presence can quell storms and still winds. Mariners and pilots believe spotting a peng is a sign of good luck. When the sky is clear and blue and the weather gentle for an extended period, people attribute such fine conditions to the presence of an unseen peng.

' (x1) - '

Oni who assume the form of shadow giants are known as shadow yais. Many shadow yais crave the pleasures of music and go to great lengths to secure bardic or musically inclined supplicants. Smaller beings who refuse to submit to a shadow yai are subject to painful, drawn out, and strangely beautiful deaths, for a shadow yai has a special way of evoking melodic cries and screams from their victims: a veritable symphony of pain. Individuals of particular musical skill who accompany a shadow yai can find the experience extremely lucrative and enriching-as long as they don\'t run afoul of their liege.

' (x1) - '

Wearing the visage of taiga giants, taiga yais generally travel in a solitary fashion, always yearning for new experiences and destinations. They are zealous in their love of nature in its purest form and gleefully destroy any established civilizations that they encounter before continuing onwards.

' (x1) [reset] : string {Book 2 - Ready? Fight!.system.details.reset} (5 different values) '' (x3) '

The building becomes susceptible to Shake Apart again [[/gmr 1d6 #rounds]]{1d6 rounds} after it is stabilized.

' (x1) @@ -1432,16 +1419,6 @@ object {Book 2 - Ready? Fight!} '

Mogaru doesn\'t rush this way again for [[/gmr 1d4 #rounds]]{1d4 rounds}.

' (x1) '

Mogaru doesn\'t swat his tail again for [[/gmr 1d4 #rounds]]{1d4 rounds}.

' (x1) [routine] : string {Book 2 - Ready? Fight!.system.details.routine} (5 different values) - '' (x3) - '

(1 action) Winds blow through the area in a random direction, causing creatures and objects within 50 feet of the air rift to float up, down, north, south, east, or west (roll a d6 to determine which direction). Creatures and objects in the area must attempt a @Check[fortitude|dc:37|traits:damaging-effect,air,environmental,magical,hazard] save. If a creature is pushed into a solid object or another creature by this effect, both take @Damage[(3d8+15)[bludgeoning]] damage on impact.

-
-

Critical Success The creature is unaffected.

-

Success The creature is pushed 10 feet, but takes only half damage from impact.

-

Failure The creature is pushed 20 feet, falls prone, and takes full damage from impact.

-

Critical Failure The creature is pushed 40 feet, falls prone, and takes double damage from impact.

' (x1) - '

(1 action) The GM rolls a @Check[flat|dc:9] to determine if the building collapses, increasing the DC as listed above. On a successful check, dust and debris fall within the building and 30 feet around it, providing @UUID[Compendium.pf2e.conditionitems.Item.Concealed]{Concealment} and dealing @Damage[6d6[bludgeoning]] damage to [[/gmr 1d4 #targets]] randomly chosen targets (@Check[reflex|dc:35|basic] save; on a critically failed save, the creature is knocked @UUID[Compendium.pf2e.conditionitems.Item.Prone]). On a critical success, the effect is the same, but the debris deals @Damage[12d6[bludgeoning]] damage to [[/gmr 2d4 #targets]] randomly chosen targets instead (DC 35 basic Reflex save; on a critically failed Reflex save, the creature is @UUID[Compendium.pf2e.conditionitems.Item.Restrained] by rubble until freed [@UUID[Compendium.pf2e.actionspf2e.Item.Force Open] DC 38, @UUID[Compendium.pf2e.actionspf2e.Item.Escape] DC 35]).

' (x1) - '

(3 actions) The trap loses 1 action per turn per successful check to disable. The floating flamethrower uses its first action to release a gout of flame in a @Template[cone|distance:15] that deals @Damage[(4d6+4)[fire]] damage (@Check[reflex|dc:40|basic] save), its second action to fly in a U-shape in a random direction, and its third action to release another gout of flame.

' (x1) - '

(4 actions) The trap loses 1 action per disabled sensor. On each action, the trap causes a random 10-foot-by-10-foot space in the arena to suddenly freeze. Each creature that begins its turn in a frozen space takes @Damage[(2d6+2)[cold]] damage (@Check[reflex|dc:40|basic] save). A creature that critically fails its save also becomes @UUID[Compendium.pf2e.conditionitems.Item.Slowed]{Slowed 1} for 1 round; if it was already slowed, the creature instead becomes @UUID[Compendium.pf2e.conditionitems.Item.Immobilized] for 1 round. Any amount of fire damage dealt to a slowed or immobilized creature removes the condition. Frozen tiles become unfrozen at the beginning of the trap\'s next turn.

' (x1) saves : object {Book 2 - Ready? Fight!.system.saves} fortitude : object {Book 2 - Ready? Fight!.system.saves.fortitude} saveDetail : string {Book 2 - Ready? Fight!.system.saves.fortitude.saveDetail} (same value: '') diff --git a/output/pf2e/packs/Book 2 - Severed at the Root.txt b/output/pf2e/packs/Book 2 - Severed at the Root.txt index dc8feda..57b73cb 100644 --- a/output/pf2e/packs/Book 2 - Severed at the Root.txt +++ b/output/pf2e/packs/Book 2 - Severed at the Root.txt @@ -845,15 +845,6 @@ object {Book 2 - Severed at the Root} type : string {Book 2 - Severed at the Root.items.[].system.spell.system.damage.0.type} (same value: 'untyped') description : object {Book 2 - Severed at the Root.items.[].system.spell.system.description} value : string {Book 2 - Severed at the Root.items.[].system.spell.system.description.value} (2 different values) - '

You send a surge of healing energy to restore the target\'s body. Attempt to counteract an effect of your choice imposing one of these conditions on the target: @UUID[Compendium.pf2e.conditionitems.Item.Blinded], @UUID[Compendium.pf2e.conditionitems.Item.Dazzled], @UUID[Compendium.pf2e.conditionitems.Item.Deafened], @UUID[Compendium.pf2e.conditionitems.Item.Enfeebled], or @UUID[Compendium.pf2e.conditionitems.Item.Sickened]. If you didn\'t counteract the effect, but you would have if its counteract rank were 2 lower, instead suppress the effect until the beginning of your next turn. The effect\'s duration doesn\'t elapse while it\'s suppressed.

-

This spell can\'t counteract or suppress curses, diseases, or conditions that are part of the target\'s normal state.

-
-

Heightened (4th) Add @UUID[Compendium.pf2e.conditionitems.Item.Drained] and @UUID[Compendium.pf2e.conditionitems.Item.Slowed] to the list of conditions.

-

Heightened (8th) Add @UUID[Compendium.pf2e.conditionitems.Item.Stunned] to the list of conditions.

' (x1) - '

You grace the target\'s mind, boosting its mental defenses and healing its wounds. The target regains 1d10+4 Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.

-

@UUID[Compendium.pf2e.spell-effects.Item.Spell Effect: Soothe]

-
-

Heightened (+1) The amount of healing increases by 1d10+4.

' (x1) duration : object {Book 2 - Severed at the Root.items.[].system.spell.system.duration} sustained : boolean {Book 2 - Severed at the Root.items.[].system.spell.system.duration.sustained} (same value: False) value : string {Book 2 - Severed at the Root.items.[].system.spell.system.duration.value} (2 different values) @@ -1193,14 +1184,6 @@ object {Book 2 - Severed at the Root} '

The daffodils replenish their nectar and filaments after 24 hours.

' (x1) '

The trap resets when the hatch is shut.

' (x1) [routine] : string {Book 2 - Severed at the Root.system.details.routine} (6 different values) - '' (x7) - '

(3 actions) The trap uses its first action to move directly toward the nearest living creature, its second action to make a door Strike against each adjacent creature, and its third action to Batter. This trap doesn\'t take a multiple attack penalty.

-
-

Speed 15 feet

' (x1) - '

(1 action; fire) On its turn, the fire deals @Damage[(2d8+13)[fire]] damage to creatures in the grove, plus an additional @Damage[6[fire]] damage to Corazal and any creature within 15 feet of them (@Check[reflex|dc:29|basic] save).

' (x1) - '

(1 action) The trap launches one tool against every living creature within 15 feet as 1 action. Because it flings tools continuously, the trap can also use the Continuous Barrage free action to fling tools at each creature during that creature\'s turn.

' (x1) - '

(2 actions per shadow tendril) On its turn, each shadow tendril uses 1 action to make a lash Strike against a creature in the area, then uses 1 action to Constrict a creature it has @UUID[Compendium.pf2e.conditionitems.Item.Grabbed]. The shadow tendrils don\'t apply the trap\'s multiple attack penalty.

' (x1) - '

(3 actions) The cyclone uses 3 actions to move, traveling up to 30 feet with each action and dealing @Damage[(2d12+13)[slashing]] damage to each creature in its path (@Check[reflex|dc:33|basic] save). A creature needs to attempt only one save during the cyclone\'s movement, even if the cyclone moves over its space more than once. On a critical failure, a creature is swept up into the cyclone, becoming @UUID[Compendium.pf2e.conditionitems.Item.Grabbed] (@UUID[Compendium.pf2e.actionspf2e.Item.Escape] DC 33). A creature grabbed by the cyclone moves along with the cyclone and takes @Damage[(1d12+7)[slashing]]{1d12+7 additional slashing} damage at the beginning of its turn, and it must attempt the basic Reflex save against the cyclone on the cyclone\'s turn, no matter where the cyclone moves. A creature that successfully Escapes from the cyclone falls from a height of 1d20 × 5 feet.

' (x1) [initiative] : object {Book 2 - Severed at the Root.system.initiative} statistic : string {Book 2 - Severed at the Root.system.initiative.statistic} (same value: 'perception') [perception] : object {Book 2 - Severed at the Root.system.perception} diff --git a/output/pf2e/packs/Book 2 - Singer, Stalker, Skinsaw Man.txt b/output/pf2e/packs/Book 2 - Singer, Stalker, Skinsaw Man.txt index c8c6f63..0c5b39f 100644 --- a/output/pf2e/packs/Book 2 - Singer, Stalker, Skinsaw Man.txt +++ b/output/pf2e/packs/Book 2 - Singer, Stalker, Skinsaw Man.txt @@ -987,28 +987,6 @@ object {Book 2 - Singer, Stalker, Skinsaw Man} statistic : string {Book 2 - Singer, Stalker, Skinsaw Man.items.[].system.spell.system.defense.save.statistic} (same value: 'reflex') description : object {Book 2 - Singer, Stalker, Skinsaw Man.items.[].system.spell.system.description} value : string {Book 2 - Singer, Stalker, Skinsaw Man.items.[].system.spell.system.description.value} (5 different values) - '

You create a visible magical barrier that attempts to counteract teleportation effects and planar travel into or out of the area, including items that allow access to extradimensional spaces. Planar seal tries to counteract any attempt to summon a creature into the area but doesn\'t stop the creature from departing when the summoning ends.

' (x1) - '

You instantly transport yourself and any items you\'re wearing and holding from your current space to an unoccupied space within range you can see. If this would bring another creature with you—even if you\'re carrying it in an extradimensional container—the spell is lost.

-
-

Heightened (5th) The range increases to 1 mile. You don\'t need to be able to see your destination, as long as you have been there in the past and know its relative location and distance from you. You are then temporarily immune for 1 hour.

' (x1) - '

You unravel the magic behind a spell or effect. Attempt a counteract check against the target. If you successfully counteract a magic item, the item becomes a mundane item of its type for 10 minutes. This doesn\'t change the item\'s non-magical properties. If the target is an artifact or similar item, you automatically fail.

' (x1) - '

Divine flames scour creatures within the area. Creatures take 6d6 fire damage and @Damage[(@item.level -3)d6[persistent,fire]] damage. The divine power within the flames scorches the spirit as well; a creature takes spirit damage instead of fire damage from divine immolation if that would be more detrimental to the creature (as determined by the GM).

-
-

Critical Success The creature is unaffected.

-

Success The creature takes half damage and no persistent damage.

-

Failure The creature takes full damage and persistent damage.

-

Critical Failure The creature takes double damage and double persistent damage.

-
-

Heightened (+1) The damage increases by 1d6 and persistent damage increases by 1d6.

' (x1) - '

A globe of freezing darkness explodes in the area, dealing 8d10 cold damage to creatures in the area, plus an additional 8d4 void damage to living creatures. Each creature in the area must attempt a Reflex save.

-

If the globe overlaps with an area of magical light or affects a creature affected by magical light, eclipse burst attempts to counteract the light effect.

-
-

Critical Success The creature is unaffected.

-

Success The creature takes half damage.

-

Failure The creature takes full damage.

-

Critical Failure The creature takes double damage and becomes @UUID[Compendium.pf2e.conditionitems.Item.Blinded] by the darkness for an unlimited duration.

-
-

Heightened (+1) The cold damage increases by 1d10 and the void damage against the living increases by 1d4.

' (x1) duration : object {Book 2 - Singer, Stalker, Skinsaw Man.items.[].system.spell.system.duration} sustained : boolean {Book 2 - Singer, Stalker, Skinsaw Man.items.[].system.spell.system.duration.sustained} (same value: False) value : string {Book 2 - Singer, Stalker, Skinsaw Man.items.[].system.spell.system.duration.value} (2 different values) diff --git a/output/pf2e/packs/Book 2 - Sixty Feet Under.txt b/output/pf2e/packs/Book 2 - Sixty Feet Under.txt index d3bd591..29710b3 100644 --- a/output/pf2e/packs/Book 2 - Sixty Feet Under.txt +++ b/output/pf2e/packs/Book 2 - Sixty Feet Under.txt @@ -733,9 +733,6 @@ object {Book 2 - Sixty Feet Under} '

The pressure plate must be reset manually.

' (x1) '

The trap deactivates and resets 1 minute after there are no creatures touching the iron bars.

' (x1) [routine] : string {Book 2 - Sixty Feet Under.system.details.routine} (2 different values) - '' (x3) - '

(1 action) The trap pulls up to four creatures that have already triggered its Magnetize the Living ability toward one of the far corners of the room, possibly pressing them into the iron bars. If all the iron bars between an affected creature and the magnetic panel remain intact, the creature takes @Damage[(2d10+10)[bludgeoning]] damage with a @Check[fortitude|dc:25]{DC 25 basic Fortitude} save and is restrained on a failure (Escape DC 23).

-

If an iron bar has been broken, the creature takes @Damage[(1d10+5)[bludgeoning]] damage instead, and if two consecutive bars have been broken the creature takes no damage (but might still be restrained on a failed save).

' (x1) [initiative] : object {Book 2 - Sixty Feet Under.system.initiative} statistic : string {Book 2 - Sixty Feet Under.system.initiative.statistic} (same value: 'perception') [perception] : object {Book 2 - Sixty Feet Under.system.perception} diff --git a/output/pf2e/packs/Book 2 - Spoken on the Song Wind.txt b/output/pf2e/packs/Book 2 - Spoken on the Song Wind.txt index b8f42af..84b0cc5 100644 --- a/output/pf2e/packs/Book 2 - Spoken on the Song Wind.txt +++ b/output/pf2e/packs/Book 2 - Spoken on the Song Wind.txt @@ -940,37 +940,6 @@ object {Book 2 - Spoken on the Song Wind} Value type: string {Book 2 - Spoken on the Song Wind.system.details.languages.value.[]} (12 different values) [privateNotes] : string {Book 2 - Spoken on the Song Wind.system.details.privateNotes} (same value: '') [publicNotes] : string {Book 2 - Spoken on the Song Wind.system.details.publicNotes} (10 different values) - '' (x13) - '

Damibwas are domesticated hounds capable of detecting prey or predators via echolocation thanks to their exceptionally large ears and keen hearing. Adept swimmers, damibwas have sleek bodies, short limbs, webbed feet, and long muscular tails that enable them to maneuver underwater with grace and speed.

-

Trained as specialized hunting hounds, damibwas primarily catch fish, although they\'re also adept at diving for lobsters, crabs, and clams. While hunting, damibwas wait near the water\'s edge, typically on a boat or along the shore, listening for choice prey. When they detect prey in range, they dive down below the water, catch the animal in their jaws, and drag it back up to the surface. When large or dangerous aquatic predators approach, damibwas retreat to land and howl a warning, making them desirable guard dogs in coastal or riverside communities. Damibwas rarely attack terrestrial creatures unless they\'re threatened and unable to make an escape.

-

Damibwas are popular pets along rivers, lakes, and swamps throughout Golarion, particularly in the River Kingdoms, Wanshou, and the canals of Nantambu in the Mwangi Expanse. Some Erutaki in Avistan\'s far north hunt seals alongside a particular hardy breed covered in thick fur and a layer of blubber. They are only universally called damibwas in the Mwangi Expanse, and are often called "diving dogs" in other regions.

' (x1) - '

Resembling an enormous, long-legged alligator, the gbahali is larger, stronger, faster, and more cunning than all but the largest of its crocodilian kin. Gbahalis will range far from the banks of the rivers they inhabit to seek prey. With a powerful, squat snout, a gbahali viciously bites their quarry, while their powerful hind legs allow them to leap upon fleeing creatures or stride away to safety when threatened.

-

Gbahalis are solitary creatures, splitting their time between the rivers that offer easy meals of fish and aquatic snakes and stalking the edges of the hunting territories of larger, meatier prey. Given the option, gbahalis much prefer warm-blooded food, but a hungry or injured gbahali remains near a river where it can more easily consume large fish, snakes, or even crocodiles until it\'s ready to hunt its preferred quarry once again. An adult gbahali can quickly take down and consume livestock, leaving no sign of its meals but enormous scuffed tracks in the ground, as its jaws are large enough to swallow many creatures whole.

-

Gbahalis have a basic understanding of humanoid behavior. A gbahali learns quickly to evade trackers and traps, and can skillfully hunt along the fringes of a settlement for months before its presence becomes known. They usually avoid humanoid prey, even when hungry; they know that humanoid communities may hunt them in dogged retaliation for feasting upon a humanoid. Gbahalis therefore prefer to hunt far-ranging livestock like ranch or grazing animals. If another predator threatens a gbahali\'s territory, it might attack a humanoid, leave messy remains strewn about, and then retreat from the area for several weeks. In this time, it hopes the angry humanoids will hunt and kill its rival, leaving the gbahali an uncontested hunting ground when it returns.

' (x1) - '

Baneback gripplis with innate magical ability may find themselves drawn to vile magic dealing with poison, vermin, and ill luck. Those who revel in the dreadful legends surrounding their kind often worship evil gods or demons associated with poison, tattooing themselves with mystic symbols to gain powerful control over toxins.

-
-

Gripplis are small, frog-like humanoids native to tropical rainforests. Most gripplis live in tight-knit treetop villages and survive primarily as hunters and gatherers. While most communities are peaceful and harmonious, a lingering superstition has led to a unique group of these people being cut off from their communal bonds and forced to make their own way in the world.

-

Among the many gripplis who possess poison glands, a rare subset secrete mind-altering chemicals. These gripplis aren\'t immune to this toxin, and over many years it may render them erratic at best and selfishly misanthropic at worst. Other gripplis view these "banebacks" as cursed and react to their presence with fear and mistrust, which usually leads to their censure and exile. They soon find that their natural skills as hunters, combined with an unlimited supply of their potent toxin, make them ideally suited to taking on work as mercenaries, bandits, or assassins.

' (x1) - '

Skirmishers are jittery baneback hunters or ambushers. Although they often fight in groups, they aren\'t loyal to each other and sometimes leave one member of the group behind to face punishment while the others flee.

-
-

Gripplis are small, frog-like humanoids native to tropical rainforests. Most gripplis live in tight-knit treetop villages and survive primarily as hunters and gatherers. While most communities are peaceful and harmonious, a lingering superstition has led to a unique group of these people being cut off from their communal bonds and forced to make their own way in the world.

-

Among the many gripplis who possess poison glands, a rare subset secrete mind-altering chemicals. These gripplis aren\'t immune to this toxin, and over many years it may render them erratic at best and selfishly misanthropic at worst. Other gripplis view these "banebacks" as cursed and react to their presence with fear and mistrust, which usually leads to their censure and exile. They soon find that their natural skills as hunters, combined with an unlimited supply of their potent toxin, make them ideally suited to taking on work as mercenaries, bandits, or assassins.

' (x1) - '

I\'iko dragons are greedy bullies with long muscular bodies, stubby legs, small wings, and shimmering glass-like scales. From their treetop nests overhanging well-traveled rivers, i\'iko dragons land on passing watercrafts and extort the passengers, threatening to capsize boats if not paid with bright treasure. When faced with a well-armed group guarding their desired trinkets, they instead resort to stealth, stealing them under cover of darkness, using their claws to pick locks and disable traps as needed.

-

I\'iko dragons reside in the jungles of the Mwangi Expanse, particularly in Nantambu where they live under the tall arching bridges that cross the city\'s many canals, building roosts in the bridge supports. I\'iko dragons eat fish and birds, and have a taste for glass, crystals, and gemstones, which they consume to harden and color their scales. Incredibly vain, i\'iko dragons collect the most colorful glass they can find to transform their scales into a resplendent rainbow.

' (x1) - '

In the heights of the world, where the hills and mountains reach up to touch the clouds, mpeshis fall to the earth in flashes of lightning and thunder. Most return to the heavens on the gossamer strands of web on which they descend, but those few that remain cry out, lamenting their inability to return to their homes in the sky.

-

A mpeshi appears to be a monstrous goat with the foreclaws, hindquarters, and tail of a crocodile. Electricity arcs around its sharp horns, which it can use to both batter and gore with equal facility. Although mpeshis are always seeking methods to return to their homes in the clouds, they aggressively defend their earthbound lairs from outsiders.

-

Mpeshis are generally solitary, though some congregate as pairs or small groups that watch cloud movements together. They can sometimes be seen trying to join reach the storm clouds, leaping from high places such as hills, mountains, or cliffs. Though these attempts are rarely successful, the mpeshis always resolve to try again-and some do manage succeed at returning to their mysterious homes amongst the clouds.

-

Mpeshis are utterly unafraid of rocs, dragons, or other monstrous flying creatures, usually seeing them as competition. Mpeshis are crafty, though, and sometimes try to negotiate transportation back to the clouds from flying creatures larger than they are.

' (x1) - '

Assassins commit murder, either for pay or due to their belief in a cause, such as a religion or a political movement. Some assassins work alone and choose their own victims. Others are members of assassins\' guilds, organizations that accept contracts to kill in return for money, favors, or both.

-
-

Some criminals are the desperate who have no option but to break the law to survive, while others choose a life of crime for thrills, forming gangs or underworld guilds that specialize in certain illegal ventures.

' (x1) - '

Many burly aapoph serpentfolk bear minor mutations. Granitescales have bulky frames covered in hard, speckled gray plates. These scales offer additional protection but shed when struck with too much force. As granitescales regrow lost scales quickly, they make effective long-term sentinels and vanguards for guerilla tactics. Granitescales like to carve their shed scales into small chips and attach them as rattles to the ends of their spears. Many an unsuspecting victim has heard the shaking hiss of a granitescale\'s rattle too late.

-
-

Ancient and cunning, the once mighty serpentfolk have suffered numerous setbacks and indignities since the decapitation of their god, Ydersius, millennia ago. Scattered in isolated pockets, the reptilian humanoids constantly scheme their return to glory. Though many serpentfolk labor to restore Ydersius and reclaim power through him, others pursue different avenues to greatness, such as by mastering uncanny magic or practicing spycraft to take down enemy organizations from the inside.

' (x1) - '

Venom callers are zyss serpentfolk spellcasters that specialize in the use of acid and poison magic, viewing them as natural extensions of their inherent venom. They have a reputation for bold action, something that puts them at odds with other zyss who prefer stealth and subterfuge. When a venom caller can\'t eliminate their rivals to seize control of their colony, they often leave in a dramatic demonstration of arrogance, insisting that slithering in shadows does the serpentfolk cause no favors.

-

Though venom callers aren\'t considered subtle by their kin, their schemes-which often revolve around acquiring rare magical lore-can nevertheless take humanoid communities by surprise. Venom callers often lure away unsuspecting victims, murder them, and disfigure their venom-wracked bodies with acid; the venom caller then assumes the victim\'s form. Authorities, believing all members of the community are accounted for, assume the unrecognizable corpse must have been a traveler. Most venom callers have broken with other serpentfolk communities and have no qualms about murdering their kin or infiltrating other serpentfolk cells if it serves their purposes.

-
-

Ancient and cunning, the once mighty serpentfolk have suffered numerous setbacks and indignities since the decapitation of their god, Ydersius, millennia ago. Scattered in isolated pockets, the reptilian humanoids constantly scheme their return to glory. Though many serpentfolk labor to restore Ydersius and reclaim power through him, others pursue different avenues to greatness, such as by mastering uncanny magic or practicing spycraft to take down enemy organizations from the inside.

' (x1) [reset] : string {Book 2 - Spoken on the Song Wind.system.details.reset} (3 different values) '' (x2) '

Resetting the boulders in the trap is a labor-intensive project that takes 2 hours.

' (x1) diff --git a/output/pf2e/packs/Book 2 - The Destiny War.txt b/output/pf2e/packs/Book 2 - The Destiny War.txt index f28ea2a..6087e09 100644 --- a/output/pf2e/packs/Book 2 - The Destiny War.txt +++ b/output/pf2e/packs/Book 2 - The Destiny War.txt @@ -385,36 +385,6 @@ object {Book 2 - The Destiny War} 'reflex' (x5) description : object {Book 2 - The Destiny War.items.[].system.description} [gm] : string {Book 2 - The Destiny War.items.[].system.description.gm} (10 different values) - '

Epitome When you epitomize The Demon\'s Lantern, assign it to a point of interest in the swamp. This indicates a region that has become infested with will-o\'-wisps. A PC who travels here must wait until nightfall for the wisps to come out. At this point, they can spend 8 hours of the night pursuing the will-o\'-wisps through the overgrown swamp by attempting a @Check[acrobatics|dc:35] check, after which no one may chase the wisps again for 1 week.

-
-

Critical Success You catch up to the will-o\'-wisps. The wisps are startled and vanish in a panic, leaving behind a treasure for you to claim. Choose from among the following: antimagic armor rune, greater shock weapon rune, a wand of continuation (blink, heightened to 6th level), or a wand of regenerate. At the GM\'s discretion, other 15th-level permanent magic items could be included in this list. The wisps now know that you can catch them and avoid you—you can never attempt this activity again.

-

Success You come close enough to a wisp to hear its delighted giggles at being chased but fail to catch up to it. The next time you perform this activity, you gain a +4 circumstance check on your Acrobatics check.

-

Failure You fail to catch up to the wisps.

-

Critical Failure You become entangled. The wisps descend upon you and drain away some of your health before they flit away, giggling cruelly as they go. You become @UUID[Compendium.pf2e.conditionitems.Item.Clumsy]{Clumsy 3} for 1 week or until the condition is removed via an effect like restoration.

' (x1) - '

Epitome A small group of soldiers set up training grounds in the village surrounding Harrowheart. A PC who spends Downtime training here can Retrain feats, skills, and class features, provided the new feat, skill, or class feature is combat-themed. Feats and skill increases retrained here take only 5 days. Class features retrained here take only 3 weeks.

' (x1) - '

Epitome When The Tyrant is epitomized, an immense blue dragon manifests in the Harrow Court. The dragon has no name, but gracefully accepts any the PCs offer them. The blue dragon is not hostile to the PCs, but their personality is tinged with arrogance and condescension. As with the other partially real simulacra of the Harrow Court, the dragon has no agency of their own and cannot take part in encounter mode play, but they can be called upon to aid with their skills or to cast (or teach) spells. Treat the dragon as a typical spellcasting ancient blue dragon for the purposes of its skill modifiers and what spells they can cast or teach, but one that also knows the legend lore ritual. A PC who impresses the dragon with their own imperious attitude (with a successful @Check[intimidation|dc:35] check) can convince the dragon to carry them to any location in the Harrow Court, once per successful check. The dragon keeps a lair in a large cavern below Harrowheart, where they spend their time counting their (illusory) hoard, sleeping, or plotting nefarious schemes they will never actually enact.

' (x1) - '

Epitome When you epitomize The Cyclone, assign it to a point of interest in the mountains. This marks the location of a peak that is constantly assailed by blustery winds. Leering, sinister faces made of roiling vapor constantly form and melt away in these winds, and the feeling of the gusts tugging at clothing and flesh feels eerily like the clutching of long-fingered claws. A perpetual cyclone is visible at the mountain\'s peak. Nonetheless, any PC who visits this location feels a strong urge to attempt an ascent of the wind-wracked mountain. A PC who wishes to attempt the dangerous climb must spend 8 hours of downtime, then attempt a @Check[athletics|dc:35] check to Climb.

-
-

Critical Success The PC reaches the mountain\'s peak! The PC gains the ability to cast a spell as a primal innate spell, choosing from @UUID[Compendium.pf2e.spells-srd.Item.Fly] (once per day), @UUID[Compendium.pf2e.spells-srd.Item.Gust of Wind] (at will), @UUID[Compendium.pf2e.spells-srd.Item.Wall of Wind] (three times per day), or @UUID[Compendium.pf2e.spells-srd.Item.Migration] (once per day). In order to choose a spell, the spell\'s rank must be equal to or less than half the PC\'s level (rounded up). The spell is automatically heightened to half the PC\'s level, rounded up, and uses the PC\'s class DC if needed. A PC can change the innate spell they gain by successfully climbing the mountain again.

-

Success The PC makes progress, but hasn\'t quite reached the peak. The PC becomes @UUID[Compendium.pf2e.conditionitems.Item.Fatigued]. The PC can either abandon the attempt and end their eight hours back at the mountain\'s base, or they can continue the ascent either by sheltering in place for eight hours or attempting another eight hour activity at a Climb check to reach the peak. Successfully sheltering in place requires a @Check[survival|dc:35] check— success removes the fatigued condition, but failure does not, and also makes the PC @UUID[Compendium.pf2e.conditionitems.Item.Enfeebled]{Enfeebled 1} (or increases the value of a current enfeebled condition by 1, to a maximum of @UUID[Compendium.pf2e.conditionitems.Item.Enfeebled]{Enfeebled 5}). A character who fails 3 Survival checks when attempting to shelter fails the attempt to ascend the mountain and is forced to retreat to the mountain\'s base (see Failure, below).

-

Failure The PC falls, taking @Damage[10d10[bludgeoning]] damage from falls and pummeling wind. The PC is fatigued.

-

Critical Failure As failure, but the PC also suffers a fall near the end of their descent, taking an additional 50 points of falling damage along the way (@Damage[(10d10+50)[bludgeoning]]).

' (x1) - '

Epitome When you epitomize The Keep, assign it to a point of interest in the farmland. A small, fortified keep springs up here. Its interior is a complex maze of locked rooms and barricaded hallways—exploring this keep can be an exhausting ordeal, but a character who does so can be rewarded by discovering a hidden armory. A character who wishes to seek out this armory must spend 8 hours @UUID[Compendium.pf2e.actionspf2e.Item.Force Open]{Forcing Open} doors, portcullises, and barricades with a @Check[athletics|dc:35] check, after which no one may search for the armory again for 1 week.

-
-

Critical Success You make it to one of the armories and discover a suit of +2 greater resilient armor. The type of armor is up to you, but it must be a common type of armor. For you, The Keep\'s armories are now forever empty, and you can never attempt this activity again.

-

Success You spend time pushing your way through the maze but don\'t quite reach your goal. The next time you perform this activity, you gain a +4 circumstance check to your Stealth check.

-

Failure You fail to reach the hidden armory.

-

Critical Failure You fail to reach the hidden armory and strain your muscles in an attempt to wrench open a barrier. You become @UUID[Compendium.pf2e.conditionitems.Item.Clumsy]{Clumsy 3} for 1 week, or until the condition is removed via an effect like @UUID[Compendium.pf2e.spells-srd.Item.Restoration].

' (x1) - '

Epitome When The Waxworks is epitomized, an unsettling laboratory comes into being in the dungeons below Harrowheart. Here, bubbling cauldrons of wax sputter and smoke, while metal molds containing the likenesses of the PCs and significant NPCs from their past stand unnervingly along the walls. The laboratory is attended by a sallow-complexioned tiefling who is always way too excited and polite to visiting PCs. This tiefling knows the rituals for @UUID[Compendium.pf2e.spells-srd.Item.Clone] and @UUID[Compendium.pf2e.spells-srd.Item.Shadow Double], and can teach them to the PCs. Skill checks attempted in the laboratory to perform either of these rituals gain a +2 item bonus.

' (x1) - '

Epitome One of Harrowheart\'s workshops transforms into a forge. The quality of the tools now found here increase that workshop\'s item bonus to Crafting checks made within to a +2. When The Forge is first epitomized, 10,000 gp of raw materials suitable for use in crafting metal items manifests in the workshop. These raw materials can be used to create items or even simply harvested and sold for a profit, as they do not vanish if taken out of the Harrow Court. Once these raw materials are used or sold, they do not replenish.

-

However, additional materials do manifest periodically within the workshop. Their appearances are linked to the party\'s level, manifesting as soon as The Forge is epitomized or (if The Forge is already epitomized) as soon as the PCs attain the respective level.

-

17th-level: 13,500 gp of cold iron

-

18th-level: 18,000 gp of dawnsilver

-

19th-level: 18,000 gp of adamantine

-

20th-level: 30,000 gp of orichalcum

' (x1) - '

Epitome A guild of thieves sets up secret hideouts in the village surrounding Harrowheart. These thieves do not prey upon the PCs or the citizens of the Harrow Court, preferring instead to focus on self-improvement. A PC who spends Downtime training with these thieves can Retrain feats, skills, and class features, provided the new feat, skill, or class feature is neither combat- nor magic-themed. Feats and skill increases retrained here take only 5 days, while class features retrained here take only 3 weeks.

' (x1) - '

Epitome When you epitomize The Tangled Briar, small patches of tangled undergrowth spring up throughout the Harrow Court—blackberries and thistles in the farmlands, stinging nettles in the forests and swamps, spiky leafless shrubs in the desert and mountains, and strange spiny seaweed in the lake. These tangles serve as spiritual conduits for ancient spirits associated with the harrow to influence the Harrow Court. These spirits help to guide souls through the realm, and as a result, all skill checks made to resolve the casting of @UUID[Compendium.pf2e.spells-srd.Item.Astral Projection], @UUID[Compendium.pf2e.spells-srd.Item.Call Spirit], @UUID[Compendium.pf2e.spells-srd.Item.Reincarnate], and @UUID[Compendium.pf2e.spells-srd.Item.Resurrect] gain a +2 item bonus. The presence of the spirits helps to lessen the cost involved when casting reincarnate and resurrect as well, halving the final gp cost of performing the ritual as long as it takes place in the Harrow Court.

' (x1) - '

Epitome Some areas in Harrowheart\'s village become strangely quiet and deserted looking. A character can spend eight hours in Downtime here to focus on this loss and emptiness, taking those realities into themselves to emerge changed, with entirely new memories—be they old memories recovered for the first time or newly created memories. At the end of these eight hours, the PC can instantly Retrain a single feat, skill, or class feature, as if they had spent the normal amount of time required for that downtime activity. All the other normal restrictions for retraining apply. A PC can only use The Lost to retrain in this way once per level.

' (x1) value : string {Book 2 - The Destiny War.items.[].system.description.value} (321 different values) [dexCap] : integer {Book 2 - The Destiny War.items.[].system.dexCap} (2 different values) 3 (x2) @@ -1491,15 +1461,6 @@ object {Book 2 - The Destiny War} '

If disarmed, the trap resets in 1 hour as long as the two crystals in area C5 still function.

' (x1) '

1 hour

' (x1) [routine] : string {Book 2 - The Destiny War.system.details.routine} (4 different values) - '' (x2) - '

(2 actions; death, divine, necromancy) On its initiative, the pit uses its first action to use Damning Swarm against any creature within 5 feet of the pit floor. It then takes its second action to form a long, thrashing tendril composed of thousands of maggots to lash at a single target within area M1.

' (x1) - '

(2 actions) The sphere uses its first action to fly 30 feet toward the closest creature currently under the effects of a spell, or it uses both actions to fly 60 feet toward the closest creature if none are within 30 feet. The rogue sphere attempts to enter the target\'s space. If a rogue sphere shares a creature\'s space, it uses an action to Magic Drift the target. If the target has no magical effects or carries no magic items, the result of its Fortitude save to resist the force damage caused by Magic Drift is increased by one degree of success.

' (x1) - '

(1 action; illusion, incapacitation, mental) The shadow maze shifts and adjusts its appearance, affecting all creatures currently located within its area. Any creatures in the area at this time must attempt a @Check[will|dc:37] save.

-
-

Critical Success The creature sees through the illusions and can act normally.

-

Success The creature treats all squares within the trap\'s area as difficult terrain, and the trap fills the creature\'s mind with sensations and false memories that it has been wandering these alleys for nearly an hour. The creature takes @Damage[5d6[mental]] damage from the perceived strain of navigating the alien flooded alleys.

-

Failure As success, but the creature believes it has been wandering the alleys for several hours. It becomes @UUID[Compendium.pf2e.conditionitems.Item.Slowed]{Slowed 2} for 1 round and takes @Damage[10d6[mental]] damage from the perceived strain.

-

Critical Failure The creature believes it has been hopelessly lost in the alleys of the shadow maze for days, and it is incapacitated for 1 round and takes @Damage[20d6[mental]] damage from the perceived strain.

' (x1) [initiative] : object {Book 2 - The Destiny War.system.initiative} statistic : string {Book 2 - The Destiny War.system.initiative.statistic} (same value: 'perception') [perception] : object {Book 2 - The Destiny War.system.perception} diff --git a/output/pf2e/packs/Book 2 - The Secret of Deathstalk Tower.txt b/output/pf2e/packs/Book 2 - The Secret of Deathstalk Tower.txt index d07c5f0..090f250 100644 --- a/output/pf2e/packs/Book 2 - The Secret of Deathstalk Tower.txt +++ b/output/pf2e/packs/Book 2 - The Secret of Deathstalk Tower.txt @@ -1105,15 +1105,6 @@ object {Book 2 - The Secret of Deathstalk Tower} 'will' (x1) description : object {Book 2 - The Secret of Deathstalk Tower.items.[].system.spell.system.description} value : string {Book 2 - The Secret of Deathstalk Tower.items.[].system.spell.system.description.value} (2 different values) - '

You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

-

1 The spell has a range of touch.

-

2 (concentrate) The spell has a range of 30 feet. If you\'re healing a living creature, increase the Hit Points restored by 8.

-

3 (concentrate) You disperse vital energy in a @Template[emanation|distance:30]. This targets all living and undead creatures in the burst.

-
-

Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.

' (x1) - '

A vision of apocalyptic destruction fills the mind of each creature in the area. The vision deals 11d6 mental damage (basic Will save). On a critical failure, the creature must also succeed at a Reflex save or believe it\'s trapped (stuck in a fissure, adrift at sea, or some other fate in keeping with its vision). If it fails the second save, it\'s also @UUID[Compendium.pf2e.conditionitems.Item.Stunned] for 1 minute. It can attempt a new Will save at the end of each of its turns, and on a success, it disbelieves the illusion and recovers from the Stunned condition.

-
-

Heightened (+1) The damage increases by 2d6.

' (x1) duration : object {Book 2 - The Secret of Deathstalk Tower.items.[].system.spell.system.duration} sustained : boolean {Book 2 - The Secret of Deathstalk Tower.items.[].system.spell.system.duration.sustained} (same value: False) value : string {Book 2 - The Secret of Deathstalk Tower.items.[].system.spell.system.duration.value} (same value: '') diff --git a/output/pf2e/packs/Book 2 - They Watched the Stars.txt b/output/pf2e/packs/Book 2 - They Watched the Stars.txt index 2f5603c..3e634cc 100644 --- a/output/pf2e/packs/Book 2 - They Watched the Stars.txt +++ b/output/pf2e/packs/Book 2 - They Watched the Stars.txt @@ -925,15 +925,6 @@ object {Book 2 - They Watched the Stars} '

8 hours

' (x1) '

Creatures can still fall into the pit, but the soil must be replaced for the trap to become hidden again.

' (x1) [routine] : string {Book 2 - They Watched the Stars.system.details.routine} (4 different values) - '' (x3) - '

(3 actions) With each action, the trap attempts a frost jet Strike against any creature standing on the white bricks. The trap loses 1 action per disabled or dispelled rune.

' (x1) - '

(1 action) The memory of Osoyo gives a keening scream that shatters the layer of ice coating the deck of the Mermaid\'s Tears. Any creature on difficult terrain created by the memory\'s Glacial Gust takes @Damage[(2d8+7)[cold]] (@Check[reflex|dc:26|basic]) from the icy shrapnel.

' (x1) - '

(3 actions) The Sarkorian divinity commands a swarm of ghostly animals to overwhelm creatures in a @Template[burst|distance:10] in the well. The haunt can select up to three different points to target, spending 1 action per burst. Creatures in an affected take @Damage[4d6[force]] and must attempt a @Check[will|dc:25] save. The haunt loses 1 action for each successful check to disable the haunt.

-
-

Critical Success The target is unaffected.

-

Success The target takes half damage.

-

Failure The target takes full damage and is @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard] until the beginning of the haunt\'s next turn.

-

Critical Failure The target takes double damage, is off-guard until the beginning of the haunt\'s next turn, and is @UUID[Compendium.pf2e.conditionitems.Item.Slowed]{Slowed 1} for 1 round.

' (x1) [initiative] : object {Book 2 - They Watched the Stars.system.initiative} statistic : string {Book 2 - They Watched the Stars.system.initiative.statistic} (same value: 'perception') [perception] : object {Book 2 - They Watched the Stars.system.perception} diff --git a/output/pf2e/packs/Book 3 - A Voice in the Blight.txt b/output/pf2e/packs/Book 3 - A Voice in the Blight.txt index e346b09..f060a85 100644 --- a/output/pf2e/packs/Book 3 - A Voice in the Blight.txt +++ b/output/pf2e/packs/Book 3 - A Voice in the Blight.txt @@ -979,24 +979,6 @@ object {Book 3 - A Voice in the Blight} type : string {Book 3 - A Voice in the Blight.items.[].system.spell.system.damage.RrsNfz6nzSiUPvoY.type} (same value: 'fire') description : object {Book 3 - A Voice in the Blight.items.[].system.spell.system.description} value : string {Book 3 - A Voice in the Blight.items.[].system.spell.system.description.value} (4 different values) - '

Area 4 40-foot bursts

-
-

You reach into the skies and call down an array of falling stars that explode upon colliding with the ground. Choose for the falling stars to be airbursts (sonic), asteroids (fire), comets (cold), or plasma (electricity). The spell gains the trait of the falling star type you chose. The four stars\' central 10-foot bursts can\'t overlap. Each falling star deals 6d10 bludgeoning damage to each creature in the @Template[burst|distance:10] at the center of its area of effect before exploding, dealing 14d6 energy damage of the type you chose to each creature in its @Template[burst|distance:40]. A creature in any of the areas attempts one basic Reflex save against the spell no matter how many overlapping explosions it\'s caught in and can take each type of damage only once.

-
-

Heightened (+1) The bludgeoning damage increases by 1d10, and the energy damage increases by 2d6.

' (x1) - '

You and the targets are instantly transported to any location within range, as long as you can identify the location precisely both by its position relative to your starting position and by its appearance (or other identifying features). Incorrect knowledge of the location\'s appearance usually causes the spell to fail, but it could instead lead to teleporting to an unwanted location or some other unusual mishap determined by the GM. Teleport is not precise over great distances. The targets appear at a distance from the intended destination equal to roughly 1 percent of the total distance traveled, in a direction determined by the GM. For short journeys, this lack of precision is irrelevant, but for long distances this could be up to 1 mile.

-
-

Heightened (7th) You and the other targets can travel to any location within 1,000 miles.

-

Heightened (8th) You and the other targets can travel to any location on the same planet. If you travel more than 1,000 miles, you arrive only 10 miles off target.

-

Heightened (9th) You and the other targets can travel to any location on another planet within the same solar system. Assuming you have accurate knowledge of the location\'s position and appearance, you arrive on the new planet 100 miles off target.

-

Heightened (10th) As the 9th-rank version, but you and the other targets can travel to any planet within the same galaxy.

' (x1) - '

You send the creature a mental message of 25 words or fewer, and it can respond immediately with its own message of 25 words or fewer.

' (x1) - '

You transport the target into an extraplanar puzzle room of mysterious origin, locking them there. Once each turn as a single action, the target can attempt an Occultism check, Perception check, or Thievery check against your spell DC to solve the puzzle. Teleportation effects can\'t carry the target outside the puzzle room unless they can also traverse the planes, such as @UUID[Compendium.pf2e.spells-srd.Item.Interplanar Teleport]. When the spell ends, the target returns to the space it occupied when it was banished, or to the nearest space if the original is now filled.

-
-

Critical Success The target solves the puzzle and escapes.

-

Success The target is on the right path to the solution. If it was already on the right path, it solves the puzzle and escapes.

-

Failure The target makes no progress toward a solution.

-

Critical Failure The target makes no progress and, if it was on the right path, it no longer is.

' (x1) duration : object {Book 3 - A Voice in the Blight.items.[].system.spell.system.duration} sustained : boolean {Book 3 - A Voice in the Blight.items.[].system.spell.system.duration.sustained} (2 different values) False (x3) diff --git a/output/pf2e/packs/Book 3 - Burning Tundra.txt b/output/pf2e/packs/Book 3 - Burning Tundra.txt index 42e00dd..7c5cfab 100644 --- a/output/pf2e/packs/Book 3 - Burning Tundra.txt +++ b/output/pf2e/packs/Book 3 - Burning Tundra.txt @@ -1090,12 +1090,6 @@ object {Book 3 - Burning Tundra} 11 (x1) 4 (x1) [privateNotes] : string {Book 3 - Burning Tundra.system.details.privateNotes} (4 different values) - '' (x17) - '

Slow A tar zombie is permanently @UUID[Compendium.pf2e.conditionitems.Item.Slowed]{Slowed 1} and can\'t use reactions.

' (x3) - '

Hora queens rule over wide stretches of land, nourishing and protecting native animals and plants. Most hora queens watch over their regions in pairs: one summer and one winter, or one autumn and one spring.

-

The Summer Hora Queen is under the constant effects of @UUID[Compendium.pf2e.spells-srd.Item.Speak with Animals] and @UUID[Compendium.pf2e.spells-srd.Item.Speak with Plants].

' (x1) - '

Summer horai appear constantly bathed in sunlight, with skin and clothing of red, orange, and yellow, like the sunlight of high summer.

-

The Summer Hora is under the constant effects of @UUID[Compendium.pf2e.spells-srd.Item.Speak with Animals] and @UUID[Compendium.pf2e.spells-srd.Item.Speak with Plants].

' (x1) [publicNotes] : string {Book 3 - Burning Tundra.system.details.publicNotes} (same value: '') publication : object {Book 3 - Burning Tundra.system.details.publication} license : string {Book 3 - Burning Tundra.system.details.publication.license} (same value: 'OGL') diff --git a/output/pf2e/packs/Book 3 - Dreamers of the Nameless Spires.txt b/output/pf2e/packs/Book 3 - Dreamers of the Nameless Spires.txt index 54c116a..2446ae3 100644 --- a/output/pf2e/packs/Book 3 - Dreamers of the Nameless Spires.txt +++ b/output/pf2e/packs/Book 3 - Dreamers of the Nameless Spires.txt @@ -646,22 +646,6 @@ object {Book 3 - Dreamers of the Nameless Spires} statistic : string {Book 3 - Dreamers of the Nameless Spires.items.[].system.spell.system.defense.save.statistic} (same value: 'will') description : object {Book 3 - Dreamers of the Nameless Spires.items.[].system.spell.system.description} value : string {Book 3 - Dreamers of the Nameless Spires.items.[].system.spell.system.description.value} (3 different values) - '

Area 20-foot burst adjacent to a flat surface

-
-

Oily black tentacles rise up and attempt to capture creatures in the area. Make spell attack rolls against the Fortitude DC of each creature in the area. Any creature you succeed against is @UUID[Compendium.pf2e.conditionitems.Item.Grabbed] and takes 3d6 bludgeoning damage. Whenever a creature ends its turn in the area, the tentacles attempt to grab that creature if they haven\'t already, and they deal @Damage[1d6[bludgeoning]] damage to any creature already Grabbed.

-

The tentacles\' Escape DC is equal to your spell DC. A creature can attack a tentacle in an attempt to release its grip. Its AC is equal to your spell DC, and it is destroyed if it takes 12 or more damage. Even if destroyed, additional tentacles continue to grow in the area until the duration ends. You can Dismiss the spell.

' (x1) - '

You befuddle your target with strange impulses, causing it to act randomly. The effects are determined by the target\'s Will save. You can Dismiss the spell.

-
-

Critical Success The target is unaffected.

-

Success The target babbles incoherently and is @UUID[Compendium.pf2e.conditionitems.Item.Stunned]{Stunned 1}.

-

Failure The target is @UUID[Compendium.pf2e.conditionitems.Item.Confused] for 1 minute. It can attempt a new save at the end of each of its turns to end the confusion.

-

Critical Failure The target is Confused for 1 minute, with no save to end early.

-
-

Heightened (8th) You can target up to 10 creatures.

' (x1) - '

The target can soar through the air, gaining a fly Speed equal to its Speed or 20 feet, whichever is greater.

-

@UUID[Compendium.pf2e.spell-effects.Item.Spell Effect: Fly]

-
-

Heightened (7th) The duration increases to 1 hour.

' (x1) duration : object {Book 3 - Dreamers of the Nameless Spires.items.[].system.spell.system.duration} sustained : boolean {Book 3 - Dreamers of the Nameless Spires.items.[].system.spell.system.duration.sustained} (same value: False) value : string {Book 3 - Dreamers of the Nameless Spires.items.[].system.spell.system.duration.value} (2 different values) @@ -1032,13 +1016,6 @@ object {Book 3 - Dreamers of the Nameless Spires} '' (x2) '

The hazard resets when Etward dreams in this room.

' (x1) [routine] : string {Book 3 - Dreamers of the Nameless Spires.system.details.routine} (2 different values) - '' (x2) - '

(2 actions; cold, enchantment, mental, occult) The haunt uses its first action to light incense burners again, forcing any creature that isn\'t already @UUID[Compendium.pf2e.conditionitems.Item.Unconscious] to save against that effect once more. Its second action is to cause any unconscious creatures in the room to experience horrific, vivid dreams about being lost in the arctic during a blizzard, while enormous furred figures— saumen kar—lunge at them through the snow to attack repeatedly. Each unconscious creature must attempt a @Check[fortitude|dc:28|traits:cold,enchantment,mental,occult] saving throw. If at the end of the round there are no unconscious creatures in the room, Etward\'s nightmare ends and the trap deactivates.

-
-

Critical Success The creature is unaffected and wakes up.

-

Success The creature remains unconscious and takes @Damage[1d10[cold]] and @Damage[1d10[mental]]. This damage does not wake the creature, and those who are awake can see the unconscious creature thrash as if in the throes of a nightmare while their body rimes over with layers of frost. The creature can fight against the bitter cold and monstrous shapes by attempting a @Check[will|dc:28|traits:cold,enchantment,mental,occult] save as a three-action activity on its turn— on a success, the creature wakes up.

-

Failure As success, but 1d10+6 cold and @Damage[(1d10+6)[mental]], and with a @Check[will|dc:32|traits:cold,enchantment,mental,occult] save to wake up.

-

Critical Failure The creature remains unconscious and takes @Damage[(2d10+12)[cold]] and @Damage[(2d10+12)[mental]].

' (x1) [initiative] : object {Book 3 - Dreamers of the Nameless Spires.system.initiative} statistic : string {Book 3 - Dreamers of the Nameless Spires.system.initiative.statistic} (same value: 'perception') [perception] : object {Book 3 - Dreamers of the Nameless Spires.system.perception} diff --git a/output/pf2e/packs/Book 3 - Eyes of Empty Death.txt b/output/pf2e/packs/Book 3 - Eyes of Empty Death.txt index d4cb063..e424d62 100644 --- a/output/pf2e/packs/Book 3 - Eyes of Empty Death.txt +++ b/output/pf2e/packs/Book 3 - Eyes of Empty Death.txt @@ -1101,16 +1101,6 @@ object {Book 3 - Eyes of Empty Death} 'necril' (x2) 'gnomish' (x1) [privateNotes] : string {Book 3 - Eyes of Empty Death.system.details.privateNotes} (2 different values) - '' (x26) - '

During their trek through the lowest levels of the Abomination Vaults, the heroes likely face Belcorra several times before they finally acquire the fulcrum lenses they need to defeat her for good. She learns about them from her wisp allies and you can thereafter use her whenever her appearance might cause the most tension. She should attack at least once on each dungeon level, as often as every couple of days. You shouldn\'t have Belcorra fight alongside other creatures until the adventure\'s finale-she\'s tough enough on her own!

-

Each time Belcorra attacks, she learns more about how the heroes fight and adapts her tactics and her preparations. She might cast @UUID[Compendium.pf2e.spells-srd.Item.Spell Immunity] to protect herself from the heroes\' most effective spells, @UUID[Compendium.pf2e.spells-srd.Item.Truesight] or @UUID[Compendium.pf2e.spells-srd.Item.See the Unseen] to keep them in sight, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] to counter their magical defenses. She mocks the heroes for their failures and rages at their successes-remember, she has been aware of them since her test firing of Gauntlight\'s beam in "Ruins of Gauntlight."

-

First Attack As soon as Belcorra realizes the heroes\' presence, she seeks them out, traveling through the Gauntlight footprint (areas A37 and B28). She casts @UUID[Compendium.pf2e.spells-srd.Item.Phantasmal Calamity] at a distance and retreats, moving through walls if necessary so the heroes can\'t follow.

-

Second Attack Belcorra wants the heroes to fear her, so she approaches them more closely the second time and uses single-target spells like @UUID[Compendium.pf2e.spells-srd.Item.Never Mind] and @UUID[Compendium.pf2e.spells-srd.Item.Phantasmal Killer] while demanding the heroes flee her Abomination Vaults. With her message delivered, she retreats after only a few rounds.

-

Later Attacks Once the heroes have recovered a fulcrum lens or the @UUID[Compendium.pf2e.equipment-srd.Item.Fulcrum Lattice], Belcorra considers the heroes an actual threat, but her anger overrides her caution. She attacks with her full might, using her Corrupting Gaze and ghostly hand along with her spells. If she defeats a hero, she retreats, confident that they\'ll leave her alone.

-

Leveraging Agents Belcorra has several living allies within the Abomination Vaults, including the urdefhan cult and the Children of Belcorra. She might send these groups after the heroes, insisting they let the heroes know they\'re acting on Belcorra\'s orders. Fortunately, neither group can muster large numbers, so the heroes should be able to manage an attack from them.

-

Killing Allies Belcorra learns if the heroes make alliances, such as with nearby calignis or drow. She knows better than to face powerful, entrenched leaders like Galudu or Quara, but she might murder a few guards or direct monsters where they can most damage the heroes\' allies. It\'s important to Belcorra that she leave some evidence (usually a single, injured survivor) to let the heroes know she had orchestrated the attack.

-

In the Footprint Belcorra is most effective fighting the heroes who enter the Gauntlight footprint (areas A37 and B28) due to her Haunted Lighthouse ability.

-

The Final Attack If the heroes defeat Belcorra shortly before they reach the Empty Vault, she uses the power of the @UUID[Compendium.pf2e.equipment-srd.Item.Ebon Fulcrum Lens] to hasten her rejuvenation so she can face them in her sanctum. Belcorra doesn\'t ever surrender or flee in the Empty Vault. The heroes could possibly face her there without yet having the ability to permanently defeat her. In this case, they\'ll need to retreat to collect the fulcrum lenses and return to face her again. Once the heroes can focus Nhimbaloth\'s gaze upon Belcorra, they can defeat the sorcerer for good.

' (x1) [publicNotes] : string {Book 3 - Eyes of Empty Death.system.details.publicNotes} (17 different values) [reset] : string {Book 3 - Eyes of Empty Death.system.details.reset} (4 different values) '

The trap resets immediately and can affect the same creature multiple times on the creature\'s turn.

' (x2) @@ -1118,13 +1108,6 @@ object {Book 3 - Eyes of Empty Death} '

The rune resets 1 minute after it triggers.

' (x1) '

The hazard resets over the course of an hour as the daemonic stain reenergizes the fog.

' (x1) [routine] : string {Book 3 - Eyes of Empty Death.system.details.routine} (2 different values) - '' (x4) - '

(1 action) The gas intensifies. Each creature in the room must make a @Check[fortitude|dc:30].

-
-

Critical Success The creature is unaffected and becomes temporarily immune to the gas for 1 hour, though if the creature has already been stupefied by the trap, that condition remains for its normal duration.

-

Success The creature is unaffected.

-

Failure The creature becomes @UUID[Compendium.pf2e.conditionitems.Item.Stupefied]{Stupefied 1} for 24 hours. If the target is already stupefied, the condition value increases by 1 (to a maximum of stupefied 4) and the target takes @Damage[8d6[mental]] damage.

-

Critical Effect As failure, except the target takes double the mental damage.

' (x1) saves : object {Book 3 - Eyes of Empty Death.system.saves} fortitude : object {Book 3 - Eyes of Empty Death.system.saves.fortitude} saveDetail : string {Book 3 - Eyes of Empty Death.system.saves.fortitude.saveDetail} (same value: '') diff --git a/output/pf2e/packs/Book 3 - Field of Maidens.txt b/output/pf2e/packs/Book 3 - Field of Maidens.txt index 61a02af..d933cd8 100644 --- a/output/pf2e/packs/Book 3 - Field of Maidens.txt +++ b/output/pf2e/packs/Book 3 - Field of Maidens.txt @@ -974,26 +974,6 @@ object {Book 3 - Field of Maidens} 11 (x1) [privateNotes] : string {Book 3 - Field of Maidens.system.details.privateNotes} (same value: '') [publicNotes] : string {Book 3 - Field of Maidens.system.details.publicNotes} (9 different values) - '' (x14) - '

Soulbound dolls are eerie mannequins or playthings that have been imbued with a small piece of a deceased mortal\'s soul. These little constructs are created for a variety of reasons-such as to serve as companions or servants-but their free will means their obedience to their creators is hardly a given. Followers of Pharasma generally abhor soulbound dolls, viewing them as a perversion of the natural cycle of souls, and those who worship the Lady of Graves see the destruction of a soulbound doll, regardless of the construct\'s alignment, as an important service to the Great Beyond. Soulbound dolls are the simplest in a series of soulbound constructs including human-sized soulbound mannequins, powerful soulbound shells, and sentinel soulbound terra-cotta warriors. Creating them from unwilling living creatures is evil, and an unwilling donor can resist the process with a successful Will save against the creator\'s Craft DC, ruining the doll if not preventing the donor\'s death. A non-evil doll can only be crafted from the soul of a person who has given consent to such use before their death occurred

-

Soulbound dolls encountered by adventurers are typically guardians of some sort; despite their diminutive size, the soul fragment\'s power makes the doll\'s flst more dangerous than a casual observer would expect. Further, it grants the doll a single spell of outsized power given its stature. Because of their autonomy and remarkable intelligence, soulbound dolls are occasionally employed by their crafters as administrators over much more powerful but mindless constructs such as golems, allowing such dolls to control defenses far beyond their own capabilities. Though soulbound dolls contain a small fragment of a soul extracted during or shortly after a person\'s death, this doesn\'t affect the deceased\'s resurrection or progress to the afterlife. This extraction process is lethal to otherwise-living prospective soul donors, though there are rumors of more expensive processes that allows someone to donate a fragment of a living soul without repercussions.

-

The soul fragment resides in a soul focus gem typically embedded in the doll\'s neck or chest. The soul fragment isn\'t static, and the doll continues to learn from its initial state, meaning its personality and abilities can change, possibly growing closer to the donor\'s or moving farther afield on its own individual path. The soulbound doll\'s focus gem retains the doll\'s memories even after the doll\'s destruction. The the intact soul focus gem of a destroyed doll can even be placed into a new doll body by someone knowledgeable in the creation of soulbound creatures, effectively reconstituting the soulbound doll.

' (x4) - '

Aeolaekas, also known as stone azatas, embody the slow but inevitable chaos of rock itself. Stone is often thought to be steadfast and unchanging, but, when viewed on a grander scale over vast periods of time, stone can transform into things as diverse as intricate crystals and fine powder. To the aeolaeka, anything that could become either sand or diamond is the very incarnation of the chaos of reality-just on a slower scale. As a result of their stone affinity, aeolaekas are less capricious than other azatas, and some have willingly forged lasting accords or agreements with mortals. Stone-skinned aeolaekas are sometimes mistaken for statues and use this fact to hide in plain sight when they don\'t want their presence known.

' (x1) - '

Bulettes are fearsome predators that roam just beneath the surface of desolate wilderness areas. When they burrow through the ground, only the fin of their thickly armored backs protrudes above-at least until they are ready to leap out and strike their prey. Their appearance, appetite, and iconic dorsal fin have earned the nickname "landshark."

-

A typical bulette claims a territory of approximately 500 square miles. When it finds an area rich in food, such as a farming village, it adds that area to its regular patrol route. Over the course of a few months, it can wipe entire settlements off the map. Bulettes are fiercely competitive creatures that battle relentlessly with other predators in their territory. They actively avoid contact or conflict with other members of their kind unless seeking a mate. Bulette pairs share territory and mate for life-a mated pair of bulettes being the only known exception to the creature\'s penchant for solitude. They rear their young for a short period of time. The mated pair instruct the young bulette how to hunt, teaching their spawn which creatures are easiest to kill and which creatures to avoid. The mated pair drive off their young after its first successful hunt.

-

The first bulettes were magically created guardians, intended to serve as frightening pets for a power-hungry and sadistic wizard. The technique for their creation, as well as their original purpose, has since been lost to history, and multiple conflicting accounts of ancient texts exist with dozens of wizards claiming to have been the first inventor of the notorious beast. Some sages postulate that the original inventor may have been an elf-a theory born out of little more than the curious fact that bulettes, for all their ravenous nature, seem to find elf flesh unpalatable. Unfortunately for elves who stumble into a bulette\'s path, bulettes are no less likely to kill them than any other intruder, simply leaving the bodies unconsumed where they fall.

' (x1) - '

Agathions are born from petitioners who achieved enlightenment in life or after death and received Nirvana\'s blessing. A guloval is small in stature but fierce, appearing as an anthropomorphic wolverine with gray and black fur, a white strip down the snout, and fearsome digging claws that can be easily used as weapons.

-

A guloval\'s core value is aggressive protection, and as such, they are one of the most militant of the normally peaceful agathions. A guloval attacks with a frightening ferocity to protect others, and they particularly seek out roles as guardians of children or the elderly. Despite this compulsion to protect those who may not be able to defend themselves, gulovals are also known for grumpy temperaments and impatience with social niceties. Most prefer to live as hermits when they\'re not assisting someone in need.

' (x1) - '

As with any humanoid animated statues of Medium size, giant animated statues are used to guard locations of importance, but their increased size and power make them most useful in large vaults, spacious chambers, or outdoor locations. Animated objects of this strength and size are ideal for tasks and responsibilities usually performed by golems, and more powerful animated objects are thus all but unheard of.

-
-

Granted a semblance of life through the use of rituals or other strange magic, animated objects take many forms and serve a variety of uses. A few examples of typical animated objects are listed below. Many of these creatures serve as guardians, surprising unsuspecting adventurers when they suddenly attack. Others serve as idle distractions for the exceptionally rich, simple servants created to handle odd jobs, and the like.

' (x1) - '

Shadowforged guardians are created through the intricate and dangerous process of siphoning penumbral energies and matter from the Shadow Plane and then binding them to a physical skeleton of wood and metal.

-

The first shadowforged guardians were created thousands of years ago in Nidal and were usually crafted in the likeness of that nation\'s patron deity, Zon-Kuthon. Shadowforged guardians are understandably in high demand; unfortunately, only the person who speaks a special word or phrase at the moment of the construct\'s creation can command it. Those who know the hidden formula to craft these constructs guard the secret well and only a few shadowcasters deign to create these guardians on another person\'s behalf-for a hefty price.

' (x1) - '

Native to the coastal provinces of eastern Holomog, these strange amphibians have frilled, iridescent gills that appear asymmetrically on either side of their bodies. Random arrays of spots, stripes, and other patterns decorate their flanks, and it\'s said no two shimmernewts have the same coloration. Originally, shimmernewts were ordinary (if oversized) amphibians, living their lives between brackish coastal lakes or tidal pools and the steamy jungles nearby. Over time, the ambient chaotic energies flowing through Holomog magically altered their evolution. The shimmernewts of today barely resemble their ancestors.

-

Their inherent chaotic nature has resulted in shimmernewts operating on different cycles from one another. Some are diurnal, some are nocturnal, but most are crepuscular. Shimmernewts that live close to peaceful humanoid settlements are often docile, but wild populations, whether deep in the jungle or in proximity to more violent settlements, can be quite aggressive. When provoked, all shimmernewts can inflate their gills in impressive displays to appear more attractive to mates or more intimidating to rivals. The capricious amphibians lack any natural predators, and conservation- minded locals are trying to prevent them from migrating further inland.

-

Some underground rings host shimmernewt fights, an unsavory form of entertainment made alluring by lucrative betting. Strolling down the docks of any port town in Holomog for a few minutes provokes whispered invitations to these fights. Though many locals decry these fights as inhumane, each time a ring is shut down, another group pops up sooner or later.

' (x1) - '

Among the most terrifying archons to behold, and easily the most difficult for mortals to comprehend, is the wheel archon, so named for its appearance as a flying, armor-plated wheel of fire with eyes on each spoke. Wheel archons often serve as messengers or harbingers for the armies of heaven, as their stubborn, indomitable natures make them ill-suited for missions requiring diplomacy or tact. Indeed, they have a legendary intolerance and single-mindedness in the pursuit of the punishment of evil.

-

Wheel archons can\'t tolerate deceit and easily see through lies. The sensation of this celestial being\'s divine eyes all fixing upon a single target is usually enough to encourage honesty, but when a wheel archon detects a falsehood, their righteous wrath takes over and they mete out punishment to sinners without quarter.

' (x1) publication : object {Book 3 - Field of Maidens.system.details.publication} license : string {Book 3 - Field of Maidens.system.details.publication.license} (same value: 'OGL') remaster : boolean {Book 3 - Field of Maidens.system.details.publication.remaster} (same value: False) @@ -1023,17 +1003,6 @@ object {Book 3 - Field of Maidens} '

Unless completely disabled or destroyed, the haunt resets at the next moonrise at full strength.

' (x1) '

The haunt ends as soon as there are no creatures within 60 feet. It resets when the secret door is closed.

' (x1) [routine] : string {Book 3 - Field of Maidens.system.details.routine} (5 different values) - '' (x2) - '

(1 action) The flood advances forward 60 feet, crashing into all creatures within its area. Each creature must attempt a @Check[fortitude|dc:30] save as the floodwaters pummel them and pull them downstream. The amount and type of damage dealt are based on the nature of the flood, and certain types of floods impose additional effects. The turbulent waters mean creatures within the area of the flood must attempt a @Check[athletics|dc:20|name:Swim|traits:action:swim] check to Swim in order to move, and those who do not succeed at a check to Swim each round may drown.

-

This caustic flood dissolves flesh as it moves, dealing @Damage[1d12[bludgeoning],(1d12+8)[acid]]{1d12 bludgeoning damage and 1d12+8 acid damage}. Additionally, it deals @Damage[2d6[persistent,acid]] damage to creatures who critically fail their Fortitude saves.

-
-

Critical Success The creature takes no damage.

-

Success The creature takes half damage.

-

Failure The creature takes full damage and is moved 10 feet along with the water.

-

Critical Failure The creature takes double damage and is moved 20 feet along with the water.

' (x1) - '

The shadow heart uses Battering Vortex, and then uses shadow lash on a random creature within range.

' (x1) - '

(3 actions) The spectral Taviah uses 1 action to appear adjacent to a random creature within 30 feet if not already adjacent to a creature. It then uses its spectral claw Strike with its remaining actions.

' (x1) - '

(1 action) (divine, evocation, incapacitation, sonic) The spectral figure shouts, dealing @Damage[4d10[sonic]] damage to all creatures within 60 feet of the secret door (@Check[will|dc:28|basic|traits:divine,evocation,incapacitation,sonic]). A creature that fails its save is also @UUID[Compendium.pf2e.conditionitems.Item.Paralyzed] for 1 round.

' (x1) [initiative] : object {Book 3 - Field of Maidens.system.initiative} statistic : string {Book 3 - Field of Maidens.system.initiative.statistic} (same value: 'perception') [perception] : object {Book 3 - Field of Maidens.system.perception} diff --git a/output/pf2e/packs/Book 3 - Hurricane's Howl.txt b/output/pf2e/packs/Book 3 - Hurricane's Howl.txt index 61e6f7a..49be897 100644 --- a/output/pf2e/packs/Book 3 - Hurricane's Howl.txt +++ b/output/pf2e/packs/Book 3 - Hurricane's Howl.txt @@ -1181,13 +1181,6 @@ object {Book 3 - Hurricane's Howl} 6 (x1) [privateNotes] : string {Book 3 - Hurricane's Howl.system.details.privateNotes} (same value: '') [publicNotes] : string {Book 3 - Hurricane's Howl.system.details.publicNotes} (4 different values) - '' (x21) - '

As their empire crumbled and fell into ruin, many cyclopes turned to increasingly depraved and vicious rituals to enhance their divinations and oracular powers. Some, especially those too fearful or suspicious of their fellow cyclopes to collaborate, constructed servants known as golgopos to aid in their rituals. These squat creatures are made from ancient bones dredged from fetid swamps and packed with mud to resemble a squat humanoid. Their heads are little more than the skull of whatever creature\'s bones were used in their creation with an extra eye socket punched in the forehead, glowing with eerie light.

-

Golgopos spend most of their time perched on the shoulder of a cyclops master, acting as secondary casters for foul rituals and casting spells to aid them as needed. Golgopos are generally not evil, however, and one whose master has abandoned them or been destroyed might be convinced to employ their knowledge of ritual magic in service of another.

' (x1) - '

A screaming sulfur is a creature born from gasping death and suffocating suffering. When an earthquake or other geological phenomena releases toxic gases, these gases can build up beneath lakes and other large bodies of water. Eventually, they escape the water, expanding into massive clouds that cover the immediate area. Its silent, unexpected arrival can take thousands of lives in an instant. Confused, in pain, and desperate for a way out, the dying souls become trapped in the noxious cloud and amass into this horrifying creature.

-

While not truly undead, a screaming sulfur shares many similarities with undead creatures, including the malice of vengeful spirits and the hatred of all living creatures who breathe freely and painlessly.

-

A screaming sulfur resembles a cloud made of countless, featureless faces, mouths agape and releasing ghastly wails.

' (x1) - '

Ssumzilis are lanky, murderous fey who delight in the thrill of the hunt. They are particularly skilled/adept at stalking their prey in the rain and most commonly reside in rainforests and coastal regions, where frequent rain provides ample opportunity to hunt. Camouflaged by their cloud-gray skin, ssumzilis often compete in tests of stealth when hunting in groups, taking particular delight in approaching their quarry as closely as possible without being observed.

' (x1) publication : object {Book 3 - Hurricane's Howl.system.details.publication} license : string {Book 3 - Hurricane's Howl.system.details.publication.license} (same value: 'OGL') remaster : boolean {Book 3 - Hurricane's Howl.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/Book 3 - King of the Mountain.txt b/output/pf2e/packs/Book 3 - King of the Mountain.txt index e37aaf4..0bca070 100644 --- a/output/pf2e/packs/Book 3 - King of the Mountain.txt +++ b/output/pf2e/packs/Book 3 - King of the Mountain.txt @@ -1227,20 +1227,6 @@ object {Book 3 - King of the Mountain} 22 (x1) [privateNotes] : string {Book 3 - King of the Mountain.system.details.privateNotes} (same value: '') [publicNotes] : string {Book 3 - King of the Mountain.system.details.publicNotes} (10 different values) - '' (x20) - '

Bul-gaes are manifestations of the eclipsed sun and moon. They resemble large canines, though their coloration and features change as they exercise their powers over heat and cold. Depending on whether they have most recently unleashed their lunar or solar powers, a bul-gae resembles either a crimson hound wreathed in flames or a cerulean, frostbitten fox, respectively.

-

Legends say that the first bul-gae attempted to steal the sun from the sky. As they bit down on the burning sphere, though, the bul-gae was badly burned. Having failed, they then tried to retrieve the moon, but when they touched the moon the bul-gae froze solid and fell to the ground. The descendants of that bul-gae forever hone their powers of flame and ice so that they may one day succeed where their ancestor failed.

' (x1) - '

In the densest and oldest jungles, arboreals can reach heights of 200 feet or more. Given thousands of undisturbed years, these massive creatures enter into a symbiotic relationship with a myriad of plants, fungi, and animals to achieve the esteemed status of canopy elder. They provide a safe home for the creatures they host and develop a variety of powers that help them defend their forest realms.

' (x1) - '

Countless temples across Golarion, dedicated to deities both living and forgotten, have risen and fallen through the ages. Many find themselves buried under sand, snow, or vine never to be found. In such places, the spirits of the faithful can bind with their ruined temple to form a guardian construct, though with nothing left to guard, these spirits often become hollow, resentful, and filled with malice. These "desecrated guardians" lie in wait, sometimes for centuries, and destroy any adventurers who happen upon them. The most powerful desecrated guardians, such as the one presented here, incorporate the structures of multiple temples into their massive serpentine forms.

' (x1) - '

Gumihos are legendary nine-tailed fox creatures who, when disguised in humanoid form, use charm and guile to lure prey deep into the forest before revealing their true form and striking. The green-eyed canids use brutally sharp fangs to tear out their victim\'s throat and feast on their liver. Those few who survive a gumiho\'s trap recall the canid\'s eerie green eyes as well as a strange marble amulet warn around the monster\'s neck.

-

Old stories claim that a fox transforms into a gumiho once it has lived for a thousand years, quadrupling in size, growing eight additional tails, and gaining the power to change shape. Terrifyingly, it also gains an insatiable hunger for the livers of people. This hunger is so closely connected to a gumiho\'s power that if it abstains from eating liver for one thousand days, the gumiho loses its magic and permanently takes on its humanoid guise-also losing its evil nature in the process.

' (x1) - '

Lophiithus dwell in the deepest ocean trenches, places untouched by light, hope, or mortal comprehension. They appear to be gaping maws with distended jaws, vestigial flaps of putrefying flesh, and filamentous tentacles tipped with glowing light. Their extraplanar mouths take up most of their bodies, leaving no room for other organs, and any prey they swallow is transported to the Maelstrom for digestion.

' (x1) - '

An orochi is an enormous serpent with eight heads and eight tails that lives among large waterways. Orochi are vile, amoral creatures kept at bay only with yearly sacrifices. Most settlements unable to satisfy an orochi with a sacrifice soon meet their destruction.

' (x1) - '

Those who feast on the sun are said to carry its power within them. Sanzuwus are small crows with red plumage and dark throats. According to legend, they stole their burning power from the sun and now fly across the sky as blinding streaks of fire. When they land on the earth, it ignites around them, causing unbound destruction. A handful of people worship these radiant birds and inscribe their three-legged visage on coins, items, and weapons.

' (x1) - '

Spirit turtles are benevolent fey known to heal those in need and confer other powerful gifts. These gentle giants resemble enormous turtles and often bear entire ecosystems on their shells.

-

In ancient times, so the legend goes, spirit turtles used to grant wishes to many mortals. After millennia of such encounters, the giant creatures grew tired and went into hiding or returned to their home plane, the First World. Those few spirit turtles who remain on Golarion now grant their favors only to the purest and worthiest mortal petitioners.

' (x1) - '

The Wall of Heaven claims many intrepid climbers. Some such travelers come seeking fortune. Others seek enlightenment. Many, however, find only an icy death. With no means for a proper burial, many of these unfortunate souls remain abandoned to the ice, their bodies becoming macabre guideposts along mountain trails.

-

Through means unknown, the most willful of these frozen travelers reanimate to seek vengeance upon the living for their denied burial. Such creatures, called sthiras, are composed of multiple bodies or body parts frozen together into one horrific monstrosity.

' (x1) publication : object {Book 3 - King of the Mountain.system.details.publication} license : string {Book 3 - King of the Mountain.system.details.publication.license} (same value: 'OGL') remaster : boolean {Book 3 - King of the Mountain.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/Book 3 - No Breath to Cry.txt b/output/pf2e/packs/Book 3 - No Breath to Cry.txt index 065a6fa..cd84889 100644 --- a/output/pf2e/packs/Book 3 - No Breath to Cry.txt +++ b/output/pf2e/packs/Book 3 - No Breath to Cry.txt @@ -817,51 +817,6 @@ object {Book 3 - No Breath to Cry} 'untyped' (x1) description : object {Book 3 - No Breath to Cry.items.[].system.spell.system.description} value : string {Book 3 - No Breath to Cry.items.[].system.spell.system.description.value} (9 different values) - '

You assault the target\'s faith, riddling the creature with doubt and mental turmoil that deal 6d6 mental damage, or 6d8 mental damage if it can cast divine spells. The effects are determined by its Will save.

-

To many deities, casting this spell on a follower of your own deity without significant cause is anathema.

-
-

Critical Success The target is unaffected.

-

Success The target takes half damage.

-

Failure The target takes full damage; if the target can cast divine spells, it\'s @UUID[Compendium.pf2e.conditionitems.Item.Stupefied]{Stupefied 1} for 1 round.

-

Critical Failure The target takes double damage, is @UUID[Compendium.pf2e.conditionitems.Item.Stupefied]{Stupefied 1} for 1 round, and can\'t cast divine spells for 1 round.

-
-

Heightened (+1) The damage increases by 2d6 (or by 2d8 if the target is a divine spellcaster).

' (x1) - '

You create a hovering shield made of fire. As long as the shield persists, its heat grants you cold resistance 5 and makes you immune to mild and severe environmental cold. You can Raise a Shield with the fire shield as a normal shield to gain a +1 circumstance bonus to AC. You can use the Shield Block reaction with the fire shield, which has Hardness 10, is immune to fire, and has 40 HP (with no Broken Threshold), and its Hardness is halved against effects that have the water trait. If you Shield Block a melee attack that is either an unarmed attack or made by an adjacent attacker, the attacker takes 2d6 fire damage.

-

@UUID[Compendium.pf2e.spell-effects.Item.Spell Effect: Fire Shield]

-
-

Heightened (+2) The cold resistance increases by 5, the HP increase by 10, and the fire damage increases by 1d6.

' (x1) - '

Area: 10-foot radius, 40-foot-tall cylinder

-
-

You call a rain of divine fire that plummets down from above, dealing 8d6 fire damage. Because the flame is infused with divine energy, creatures in the area apply only half their usual fire resistance. Creatures that are immune to fire, instead of gaining the usual benefit of immunity, treat the results of their saving throws as one degree of success better.

-
-

Heightened (+1) The damage increases by 2d6.

' (x1) - '

Magic empowers the target to act faster. It gains the @UUID[Compendium.pf2e.conditionitems.Item.Quickened] condition and can use the extra action each round only for Strike and Stride actions.

-
-

Heightened (7th) You can target up to 6 creatures.

-

@UUID[Compendium.pf2e.spell-effects.Item.Spell Effect: Haste]

' (x1) - '

A swirling torrent of water manifests along a straight line, battering creatures and unattended objects in its path and possibly pushing them away from you. The torrent deals 8d6 bludgeoning damage. Each creature in the area must attempt a basic Fortitude save; unattended objects automatically fail. Creatures and objects that fail are also knocked back 5 feet (10 feet on a critical failure).

-
-

Heightened (+1) The damage increases by 2d6.

' (x1) - '

You create an illusory image of a Large or smaller creature. It generates the appropriate sounds, smells, and feels believable to the touch. If you and the image are ever farther than 500 feet apart, the spell ends.

-

The image can\'t speak, but you can use your actions to speak through the creature, with the spell disguising your voice as appropriate. You might need to attempt a Deception or Performance check to mimic the creature, as determined by the GM. This is especially likely if you\'re trying to imitate a specific person and engage with someone that person knows.

-

In combat, the illusion can use 2 actions per turn, which it uses when you Sustain the spell. It uses your spell attack modifier for attack rolls and your spell DC for its AC. Its saving throw modifiers are equal to your spell DC – 10. It is substantial enough that it can flank other creatures. If the image is hit by an attack or fails a save, the spell ends.

-

The illusion can cause damage by making the target believe the illusion\'s attacks are real, but it cannot otherwise directly affect the physical world. If the illusory creature hits with a Strike, the target takes @Damage[3d4[mental]] damage. The illusion\'s Strikes are nonlethal. If the damage doesn\'t correspond to the image of the monster—for example, if an illusory Large dragon deals only 5 damage—the GM might allow the target to attempt an immediate Perception check to disbelieve the spell. Any relevant resistances and weaknesses apply if the target thinks they do, as judged by the GM. For example, if the illusion wields a warhammer and attacks a creature resistant to bludgeoning damage, the creature would take less mental damage. However, illusory damage does not deactivate regeneration or trigger other effects that require a certain damage type. The GM should track illusory damage dealt by the illusion.

-

Any creature that touches the image or uses the @UUID[Compendium.pf2e.actionspf2e.Item.Seek] action to examine it can attempt to disbelieve your illusion. When a creature disbelieves the illusion, it recovers from half the damage it had taken from it (if any) and doesn\'t take any further damage from it.

-
-

Heightened (+1) The damage of the image\'s Strikes increases by 1d4, and the maximum size of creature you can create increases by one (to a maximum of Gargantuan).

' (x1) - '

You craft an imaginary scene that includes up to 10 discrete creatures or objects of various sizes, all of which must be within the spell\'s area. These elements generate appropriate sounds and smells, and they feel right to the touch. Elements of an illusory scene are incapable of speech. Unlike with the @UUID[Compendium.pf2e.spells-srd.Item.Illusory Creature] spell, creatures in your scene lack combat abilities and statistics. Your scene doesn\'t include changes to the environment around it, though you can place your scene within the illusory environment of a @UUID[Compendium.pf2e.spells-srd.Item.Mirage] spell.

-

When you create the scene, you can choose to have it be static or follow a program. Though a static scene is stationary, it includes basic natural movement. For example, wind blowing on an illusory piece of paper would rustle it. A program can be up to 1 minute long and repeats when finished. For instance, you could create a scene of two orcs fighting each other, and the fight would go the same way for each repetition. If you create a loop, the two fighters end up in the same place at the start of the scene and at the end of it, but you can smooth the program so it\'s hard to tell when the loop ends and begins. Anyone observing the scene for more than a few minutes almost always notices it looping. You\'re unable to alter the program after you create the illusion.

-

Any creature that touches any part of the image or uses the @UUID[Compendium.pf2e.actionspf2e.Item.Seek] action to examine it can attempt to disbelieve your illusion. If they interact with a portion of the illusion, they disbelieve only that portion. They disbelieve the entire scene only on a critical success.

-
-

Heightened (6th) Creatures or objects in your scene can speak. You must speak the specific lines for each actor when creating your program. The spell disguises your voice for each actor.

-

Heightened (8th) As the 6th-rank version, and the duration is unlimited.

' (x1) - '

Three illusory images of you swirl about your space, potentially causing those who attack you to hit one of the images instead of you. Any attack that would hit you has a random chance of hitting one of your images instead of you. If all three images remain, there is a 1 in 4 chance of hitting you (1 on [[/r 1d4]]). With two images remaining, there is a 1 in 3 chance of hitting you (1-2 on [[/r 1d6]]). With only one image, the chances are 1 in 2 (1-3 on [[/r 1d6]]).

-

Once an image is hit, it is destroyed. If an attack roll fails to hit your AC but doesn\'t critically fail, it destroys an image but has no additional effect (even if the attack would normally have an effect on a failure). If an attack roll is a critical success and would hit one of the images, one of the images is destroyed and the attack roll becomes a success against you. Once all the images are destroyed, the spell ends.

-

@UUID[Compendium.pf2e.spell-effects.Item.Spell Effect: Mirror Image]

' (x1) - '

You grace the target\'s mind, boosting its mental defenses and healing its wounds. The target regains 1d10+4 Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.

-

@UUID[Compendium.pf2e.spell-effects.Item.Spell Effect: Soothe]

-
-

Heightened (+1) The amount of healing increases by 1d10+4.

' (x1) duration : object {Book 3 - No Breath to Cry.items.[].system.spell.system.duration} sustained : boolean {Book 3 - No Breath to Cry.items.[].system.spell.system.duration.sustained} (2 different values) False (x8) @@ -1234,26 +1189,6 @@ object {Book 3 - No Breath to Cry} 4 (x1) [privateNotes] : string {Book 3 - No Breath to Cry.system.details.privateNotes} (same value: '') [publicNotes] : string {Book 3 - No Breath to Cry.system.details.publicNotes} (7 different values) - '' (x12) - '

Akashtis are manipulative fiends who prey on those in mourning; they assume the form of a recently deceased loved one so they can infiltrate homes, then murder and consume the souls of grieving families. Sometimes called a "copycorpse," an akashti in its true form appears as a skin-covered skeleton with sharp talons on its fingers and tears of blood dripping from its lidless eyes. Its skull appears open like a bowl, and inside nest handfuls of crimson butterflies. When an akashti hides within its manifested body, close investigation can sometimes reveal the truth when the scalp of the supposed beloved one returned to life seems to subtly ripple and bulge as the butterflies within writhe. Akashtis embody the complex cycle of grief.

-

Deathly Invaders

-

Sometimes, akashtis ambush and murder targets not to bask in the grief of their loved ones, but instead to assume their form and infiltrate an organization from within to corrupt established bonds of camaraderie. Inevitably, though, these akashtis grow bored with deception and lead their new allies into a trap for slaughter.

' (x1) - '

The mysterious undead known as shadows lurk in dark places and feed on those who stray too far from the light. Those who parley with shadows, typically by keeping them at bay with a glowing weapon, may learn great secrets, for they are ideal spies.

' (x1) - '

Kagekumas exist in the periphery, lurking in the very shadows of their prey. Known in some regions as "shadefiends," this nindoru\'s ability to appear as uninteresting figures in the crowd allows them to feed even in populated areas. A kagekuma appears as a hunched over humanoid with a long neck and a fanged mouth, but when wearing a bundle, the creature\'s head and neck tuck in tight between its shoulders to become entirely obscured. The kagekuma personifies the cycle of trust being built and broken over and over again through the course of a complex relationship.

-

Kagekuma Bundles

-

A kagekuma\'s bundle is more than just a disguise and armor—it\'s a physical indication of how many lives they\'ve cut short and how many souls they\'ve supped upon. Whether the bundle is composed of straw, ropes, hair, or other materials, the individual lengths symbolize a sort of "reaper\'s harvest," with each strand in the bundle representing a metaphorical lifeline that the nindoru has severed and collected—to an extent that the multitude of lives taken overwhelms the nindoru\'s own presence in the world.

' (x1) - '

Shimmerthieves are blind, lizard-like cave dwellers with an insatiable yearning to consume the rare delicacy of light. This hunger compels them to travel beyond their subterranean lairs to the surface to feed, leaving pockets of darkness behind as they go.

-

They\'re far from unintelligent yet prefer to avoid other sapient creatures, aware that many find them off-putting. They become independent at a young age but are protective of their kind, and they travel in small groups when able. Prudent shimmerthieves try to avoid feeding on light in busy areas, but such places are also the most tempting, as bustling populations mean more light sources.

-

Alternate Diets

-

Some shimmerthieves develop a taste for and the capacity to consume energy forms far more insidious than light, allowing them to feed on life energy or thought energy instead of light. Such behavior is considered monstrous by most shimmerthieves and a reason for exile. Shimmerthieves with these proclivities are dangerous predators that maintain the ability to feed on light and purposely create pockets of darkness to trap and feed on victims. A shimmerthief that feeds on life energy deals negative damage with their jaws, while one that feeds on thought energy deals mental damage with their jaws.

' (x1) - '

When a home is abandoned after it has been lived in for generations, sometimes the building itself mourns the loss of its family so greatly that it attracts the pity of a kami who has yet to claim a ward. Similar to how a tsukumogami manifests, such a conjoining of spiritual power can result in the formation of a silsyche—a spirit of an abandoned home who craves companionship. A silsyche never aims to outright harm those who enter the homes they form from. They are merely desperate for connection and lack the understanding that most others don\'t take kindly to captivity.

-

The silsyche\'s true form is a slender, childlike shimmering figure with a headpiece resembling the structure they initially manifested from. These representations of the silsyche\'s first home reflect the warmth and welcome they yearn for, potentially even displaying mementos of the house\'s inhabitants that have long gone.

-

Range Of Possession

-

Most silsyches bond with a single home, typically a small building with one or two floors. More powerful silsyches can bond with larger structures, like fortresses or castles, or even large vehicles like sailing ships. Legends of entire towns being claimed by a single, incredibly powerful silsyche persist in stories to this day.

' (x1) - '

Waldgeists act as avatars of nature that seek vengeance for environmental abuse, such as pollution and deforestation. These undead spirits of destroyed trees form at the site of their destruction or in a nearby woodland, if the original location was entirely razed. They become guardians of the forest, possessing power over the plants within its boundaries. Waldgeists show no mercy to anyone caught damaging their bonded woodland, attacking loggers, fey, travelers, and invasive species with equal prejudice.

-
-

When disaster befalls the natural world, a different kind of undead may rise, entirely unlike risen humanoids. Most plants, fish, insects, and other animals don\'t possess a psychology complex enough to experience the emotional catharsis required to return as undead without intervention from an outside force. Mass extinction can serve as that outside force.

-

Humanoids clear-cutting an entire forest or a seaside community wiping out a species critical to their ecosystem can spawn a verdorite. The collective spiritual energy and emotional distress of a dying biome powers these undead, formed as conglomerates or representatives.

' (x1) publication : object {Book 3 - No Breath to Cry.system.details.publication} license : string {Book 3 - No Breath to Cry.system.details.publication.license} (same value: 'OGL') remaster : boolean {Book 3 - No Breath to Cry.system.details.publication.remaster} (same value: False) @@ -1283,14 +1218,6 @@ object {Book 3 - No Breath to Cry} '

If both hazards are disabled or destroyed, a new one forms adjacent to a randomly determined character still inside the crumbling building after [[/gmr 1d4+2 #Rounds]] rounds. Once all three NPCs are rescued or exorcised, these hazards don\'t reset.

' (x1) '

Reactivating the warding bell requires a complicated rite taking several days.

' (x1) [routine] : string {Book 3 - No Breath to Cry.system.details.routine} (3 different values) - '' (x5) - '

(three actions) The spiritual disruptor\'s first action each round is always to create a pulse of rippling energy in a @Template[emanation|distance:10] that causes the surrounding structure to appear to age rapidly and become distorted, causing the ground in this area to become difficult terrain. If the spiritual disruptor is adjacent to a living target, it attempts to disrupt that target\'s life energy by making a Strike with its smoking torch. If the spiritual disruptor isn\'t adjacent to a living target, it Strides toward the closest target. If it has multiple adjacent targets, the spiritual disruptor favors higher-level targets, selecting randomly from multiple adjacent equal-level targets.

' (x1) - '

(1 action; divine, emotion, enchantment, fear, mental) The warding bell emits a harrowing ring that can be heard only by undead or transmigrated PCs in area C11; affected characters must attempt a @Check[will|dc:30|traits:divine,emotion,enchantment,fear,mental] save.

-
-

Critical Success The creature is unaffected and is temporarily immune to the warding bell\'s routine for 24 hours.

-

Success The creature is unaffected.

-

Failure The creature becomes @UUID[Compendium.pf2e.conditionitems.Item.Frightened]{Frightened 1} and takes @Damage[6d6[mental]] damage.

-

Critical Failure The creature becomes @UUID[Compendium.pf2e.conditionitems.Item.Frightened]{Frightened 2}, takes @Damage[12d6[mental]] damage, and is @UUID[Compendium.pf2e.conditionitems.Item.Fleeing] as long as it remains frightened.

' (x1) [initiative] : object {Book 3 - No Breath to Cry.system.initiative} statistic : string {Book 3 - No Breath to Cry.system.initiative.statistic} (same value: 'perception') [perception] : object {Book 3 - No Breath to Cry.system.perception} diff --git a/output/pf2e/packs/Book 3 - Tomorrow Must Burn.txt b/output/pf2e/packs/Book 3 - Tomorrow Must Burn.txt index 95ed26a..5925ea2 100644 --- a/output/pf2e/packs/Book 3 - Tomorrow Must Burn.txt +++ b/output/pf2e/packs/Book 3 - Tomorrow Must Burn.txt @@ -1228,18 +1228,6 @@ object {Book 3 - Tomorrow Must Burn} 12 (x1) [privateNotes] : string {Book 3 - Tomorrow Must Burn.system.details.privateNotes} (same value: '') [publicNotes] : string {Book 3 - Tomorrow Must Burn.system.details.publicNotes} (5 different values) - '' (x15) - '

Blood boars are fearsome swine bred in Cheliax for the singular purpose of hunting down escaped slaves. The species originated from a type of large feral boar native to Nidal\'s shadowy Uskwood, and blood boars retain their predecessors\' gray fur, red eyes, and exceptional senses. The intensive breeding process to produce blood boars-augmented by the selective application of magic-grants the creatures an unparalleled awareness of blood, including the ability to precisely detect a bloodied creature\'s location and movements, allowing the boars to track their prey from up to a mile away.

-

Blood boars\' keepers groom and mark the animals to enhance their already unsettling appearance. While from a distance, a blood boar might be mistaken for an ordinary pig, up close the differences are stark. Blood-red eyes, ashen fur, and unnaturally sharp tusks frame hundreds of pounds of raw muscle, the veins of which can be seen through the boar\'s ghastly pale flesh. Chains, manacles, and spikes are typical blood boar accessories, ensuring the boars are as fearsome as possible.

-

A blood boar\'s ability to track its quarry using only the scent of the target\'s blood has been the bane of many thieves, brigands, and the occasional illicit lover, but none have as much cause to fear the beasts as slaves in pursuit of freedom. Even washing off spilled blood does nothing to deter the blood boar\'s pursuit if it already has the scent. As a result, many halflings in the Bellflower Network zealously practice disarming and nonlethal combat techniques specifically to avoid accidental bloodshed during an escape.

' (x1) - '

Kalavakuses work as slavers in the Abyss, earning them the alternate moniker of "slaver demons"; these fiends round up captured victims and sell them to other fiends or unscrupulous mortals. Pleas for freedom or clemency fall on deaf ears, as slaver demons consider anyone they can catch and hold to be their rightful property and theirs to sell. Kalavakuses know more than just physical means of restraining slaves; they also know how to fetter a victim\'s soul. The most successful slaver demons have vast slave-pits in the Abyss where they keep stables of imprisoned souls.

' (x1) - '

Velstracs are horrific, shadow-dwelling fiends who seek ultimate sensation through self-mutilation. They transcend their stoic detachment only when inflicting pain and terror upon their victims, practicing new forms of debasement and torture before then turning their knives on themselves. Although velstracs consider themselves beyond such limitations as morality or mortal taboos, their victims know them as emotionless tormentors who inflict debased, sadistic suffering. They claim to seek perfection in thought, form, and action, although they don\'t recognize any refinement that doesn\'t require the painful excision of the flesh or spirit.

-

Velstracs manifest from the souls of masochistic or sadistic mortals that are diverted into the Shadow Plane and then forged into forms that suit their vile predilections, ranging from the low-ranking augurs to the aesthetics-obsessed interlocutors.

-

Some mortals refer to velstracs as "kytons," a misattribution that the velstracs tolerate with cold amusement. The term "kyton" denotes a master or virtuoso among their kind, and these fiends enjoy being labeled masters of their horrid paths to perfection through agony.

-

Velstrac storytellers and historians are known as precentors. Trailed by horrific choirs, precentors perform in the courts of the velstrac demagogues.

' (x1) - '

Though the Silver Ravens defeated the evil tyrant Barzillai Thrune before he could fully realize his goal of becoming a genius loci, remnants of his spirit remain throughout the Ravounel region. On occasion, these scraps of sentience form a vague, Barzillai-shaped body from bits of the nearby terrain, but when near haunted locations, the spectral force can coalesce into a more precise body using ectoplasm siphoned from these haunts. In either form, the remnant carries a form of Barzillai\'s own burning mace, which dissolves into a thin mist 1 hour after the remnant is destroyed.

-

Remnants of Barzillai can manifest anywhere throughout Ravounel, and even after one remnant is defeated, another might arise later on. The undead inquisitor can be put to rest permanently only by retrieving his mace before it disappears, then burying it in a location consecrated by good clerics, where it must remain for at least a year undisturbed.

-

While a remnant of Barzillai can draw power from any haunt it is associated with, remnants tend to do so with specific haunts. The haunts presented are commonly associated with remnants of Barzillai. These are far from the only haunts Barzillai can create, however; the Silver Ravens\' records mention many phenomena associated with the undead being, some of which deal with themes of various birds, the scents of mint and tea, and ghostly figures in heavy armor.

' (x1) publication : object {Book 3 - Tomorrow Must Burn.system.details.publication} license : string {Book 3 - Tomorrow Must Burn.system.details.publication.license} (same value: 'OGL') remaster : boolean {Book 3 - Tomorrow Must Burn.system.details.publication.remaster} (same value: False) @@ -1264,12 +1252,6 @@ object {Book 3 - Tomorrow Must Burn} '' (x1) '

The trap deactivates and resets if it has no creatures @UUID[Compendium.pf2e.conditionitems.Item.Grabbed] and no creatures in the room to attack. If an uncursed dreamstone is placed in its trunk, the statue doesn\'t reactivate.

' (x1) [routine] : string {Book 3 - Tomorrow Must Burn.system.details.routine} (5 different values) - '

(2 actions) The haunt uses its first action to Stride (Speed 60 feet), then its second action for a jaws Strike against its designated target if it is in reach. If the target is not in reach, the haunt resets.

' (x1) - '

(1 action) The bells toll, dealing @Damage[4d6[sonic]] damage to each living creature within @Template[emanation|distance:30]{30 feet} (@Check[fortitude|dc:24|basic|name:Phantom Bells Toll|traits:auditory,complex,haunt,sonic,hazard] save).

' (x1) - '

(6 actions) The trap loses 1 action per disabled or destroyed sluice. On each of its actions, the water rushing from the sluices flows through the room, creating a river of churning water that fills the room to several inches and makes the floor of the chamber into difficult terrain. The water level never rises above this level in the room, as it drains out of the chutes to the south and begins to flood the quarry pit (area J2). On the trap\'s second turn, the water starts filling the four slave pits in area J2. Each of the trap\'s actions fills the pits 4 inches (2 feet per round if all sluices are functional). If the slave pits fill to their total depth of 12 feet and the grates over the slave pits aren\'t open, the slaves begin to drown, dying if they aren\'t freed in 5 rounds. Once the slave pits are full, the water continues to slowly fill the central area over the course of an hour until it empties the reservoir and floods area J2 to a depth of 15 feet.

-

Other options beyond disabling or destroying the sluices could prevent the flooding of the quarry pit at your discretion.

' (x1) - '

(4 actions) The lathe attempts four sharpened fragment attacks against creatures in the room, selecting a target randomly from all available targets in area A1. The trap does not take multiple attack penalties for any of its attacks. The trap loses 1 action each turn as its springs wind down, and becomes disabled when it has 0 actions.

' (x1) - '

(3 actions) The statue uses each action to attempt a branch Strike against a random creature in the room that it hasn\'t @UUID[Compendium.pf2e.conditionitems.Item.Grabbed]. If there are no creatures for it to attack and it has at least one creature grabbed, it instead Constricts. The trap can have up to six creatures grabbed.

' (x1) [initiative] : object {Book 3 - Tomorrow Must Burn.system.initiative} statistic : string {Book 3 - Tomorrow Must Burn.system.initiative.statistic} (same value: 'perception') [perception] : object {Book 3 - Tomorrow Must Burn.system.perception} diff --git a/output/pf2e/packs/Book 3 - Worst of All Possible Worlds.txt b/output/pf2e/packs/Book 3 - Worst of All Possible Worlds.txt index b8823f1..f4214d7 100644 --- a/output/pf2e/packs/Book 3 - Worst of All Possible Worlds.txt +++ b/output/pf2e/packs/Book 3 - Worst of All Possible Worlds.txt @@ -1122,18 +1122,6 @@ object {Book 3 - Worst of All Possible Worlds} [isComplex] : boolean {Book 3 - Worst of All Possible Worlds.system.details.isComplex} (same value: True) [reset] : string {Book 3 - Worst of All Possible Worlds.system.details.reset} (same value: '') [routine] : string {Book 3 - Worst of All Possible Worlds.system.details.routine} (2 different values) - '

(1 action) The Avalanche releases its fury at a point within 120 feet, affecting all creatures within its area. Each creature must attempt a @Check[reflex|dc:41] save to hold their ground or avoid the incoming danger. The amount and type of damage dealt are based on the nature of the natural disaster the Avalanche unleashes, and certain types of disasters impose additional effects. The Avalanche can\'t unleash the same type of disaster twice in a row. The sturzstromer is immune to these effects.

-

Earthquake The ground in a @Template[burst|distance:20] violently shakes and launches rubble in the area, dealing @Damage[(3d12+20)[bludgeoning]] damage. On a failure, the creature also stumbles back 5 feet, away from the Avalanche. On a critical failure, the creature stumbles back 10 feet and is knocked @UUID[Compendium.pf2e.conditionitems.Item.Prone].

-

Fire Rain A hail of burning rock rains down in a @Template[burst|distance:20], dealing @Damage[(3d12+20)[fire]] damage. Creatures that fail their save catch on fire and take @Damage[2d6[persistent,fire]] damage (double on a critical failure).

-

Landslide A mass of rubble falls in a @Template[burst|distance:20], dealing @Damage[9d8[bludgeoning]] damage. Creatures that critically fail their save become trapped under this rubble as if it were an avalanche, except a creature can attempt to @UUID[Compendium.pf2e.actionspf2e.Item.Escape] from beneath the rubble (DC 40).

-

Lava Channel A burst of molten rock violently spews forth in a @Template[line|distance:30|width:10]{30‑foot‑long and 10‑foot‑wide line}, dealing @Damage[9d8[fire]] damage. Creatures that fail their Reflex save are swept 15 feet away by the lava (30 feet on a critical failure). The lava cools almost instantly, allowing creatures to walk over its path immediately after resolving the effects of the disaster.

-

Powerful Winds A massive burst of wind travels in a @Template[line|distance:60], kicking up dust and dealing @Damage[(3d12+20)[slashing]] damage. Creatures that fail their Reflex save become @UUID[Compendium.pf2e.conditionitems.Item.Dazzled] for 1 round and also fall prone on a critical failure.

-
-

Critical Success The creature takes no damage.

-

Success The creature takes half damage.

-

Failure The creature takes full damage.

-

Critical Failure The creature takes double damage.

' (x1) - '

(1 action) The Eclipse heals @Damage[50[healing]] points of damage, retreats upward from PCs if any have approached (as determined by its Distance Score), then unleashes a meteor down on the island below. The meteor explodes upon striking the island, creating a @Template[burst|distance:30] that inflicts @Damage[8d6[fire],4d6[bludgeoning]]{8d6 fire damage and 4d6 bludgeoning damage} (@Check[reflex|dc:41|basic|traits:damaging-effect] save) to all creatures caught in the blast. The eclipse targets these strikes to catch as many PCs in the blast as it can each time—while it doesn\'t seek to damage a bul‑gae, it won\'t worry about catching one or both in the area of effect if that spot is the most advantageous to striking the most possible PCs.

' (x1) [initiative] : object {Book 3 - Worst of All Possible Worlds.system.initiative} statistic : string {Book 3 - Worst of All Possible Worlds.system.initiative.statistic} (same value: 'perception') [perception] : object {Book 3 - Worst of All Possible Worlds.system.perception} diff --git a/output/pf2e/packs/Book 4 - Fires of the Haunted City.txt b/output/pf2e/packs/Book 4 - Fires of the Haunted City.txt index b3b37d4..96d3be8 100644 --- a/output/pf2e/packs/Book 4 - Fires of the Haunted City.txt +++ b/output/pf2e/packs/Book 4 - Fires of the Haunted City.txt @@ -1263,21 +1263,6 @@ object {Book 4 - Fires of the Haunted City} 8 (x1) [privateNotes] : string {Book 4 - Fires of the Haunted City.system.details.privateNotes} (same value: '') [publicNotes] : string {Book 4 - Fires of the Haunted City.system.details.publicNotes} (9 different values) - '' (x13) - '

This undead dwarf has gorged on suffering over the centuries, and in that time has grown immense himself, so that he is proportioned more like a giant than a dwarf.

' (x1) - '

Carnivorous crystals are strange ooze creatures native to the Plane of Earth. Unlike most oozes, their bodies are not homogeneously fluid; rather, interspersed within their glassy, viscous resin are thousands of sharp mineral formations that nevertheless possess some of the same flexibility and mobility as the rest of the creature\'s gooey body.

' (x1) - '

Dalos are reclusive fey that dwell within or near remote volcanoes and volcanic vents and resemble the massive calderas they call home. They more often dwell within the superheated confines of these locales than in the "cold wastelands" beyond their warmth and are therefore rarely encountered outside such environments. Like most fey, dalos are capricious and vengeful. They hate being disturbed above all else and will often warn away intruders with only the throw of a red-hot boulder before attacking outright.

-

A dalos stands 25 feet tall and weighs in excess of 20,000 pounds.

' (x1) - '

These batlike monstrosities inhabit the nooks and crevices of the Darklands, where they hang from stalactites and swoop down on unsuspecting prey. Though they are completely sightless, deculis possess rudimentary nerves in their skulls that allow them to detect the presence of infrared light-information they use to locate potential food and threats. They are deadly hunters, thanks largely to their magical ability to manipulate the ebb and flow of shadows. Deculis prefer to feed upon the warm blood of freshly killed prey, but they can subsist on carrion if they have to.

' (x1) - '

Not all would-be dragonslayers who die a valiant death rest peacefully amid the annals of legend. Sometimes, a draconic necromancer is so impressed by its fallen foe that the dragon ritually raises the dead warrior to serve the dragon in undeath. These undead guardians are infused with a fraction of the power of the dragon who slew them, channeling the same energy as their draconic masters\' breath.

-

Dragonscarred dead are similar to skeletal champions or graveknights in that they are not merely reanimated servants who mindlessly follow orders, but are instead powerful wardens who maintain the same agency they bore in life. While a dragonscarred dead is often magically compelled to follow its reanimator\'s commands, some of these undead dragonslayers manage to escape their masters and pursue their own vile agendas-which may involve rallying allies to challenge their draconic creator once more and finish the dire mission they started in life.

' (x1) - '

Evil dwarves who die having failed to live up to the exacting standards of the duergar god Droskar are sometimes forced to return to the material world as undead abominations known as forge-spurned.

' (x1) - '

Those who tread in ruined places sometimes speak of a sense that a supernatural presence is there alongside them, as if the spirits of the dead were watching intently. Such presences can be very real, often taking the form of ghosts or other shades of undead that cannot let go of their attachment to the Material Plane. But sometimes, instead of manifesting as distinct spirits, the souls of the dead infuse the very stone and mortar around them. When enough souls attach themselves to a single place-be it a home, crypt, or castle-it can take on a life of its own, becoming a soulbound ruin.

' (x1) - '

A gug\'s most horrid feature is its barrel-shaped head, which splits vertically to reveal numerous rows of sharp, yellow teeth and an open throat. Its eyes on either side of its head-jaw are small but keen. Bony ridges protect its eyes from the frantic flailing of its prey, as it prefers meals of raw and writhing meat over fungi and molds. It grips said prey with powerful arms that split at the elbow into a pair of forearms, giving it four clawed paws. These monstrous brutes are covered with shaggy black fur, often crusted with blood and gore.

-

Although gugs may seem bestial, they have keen and wicked intellects. Gugs lair far underground, but they sometimes come to the surface to hunt during dark nights, either alone or in small groups. As they possess voracious appetites, most gugs consume the creatures they catch, but some instead kidnap their victims and retreat below the surface, leaving only a lingering stench and odd, clawed paw-prints. Victims are taken to rancid lairs marked with strange runes and sacrificed to the gugs\' wicked gods of blood, darkness, and nightmares. Dire rumors tell of lightless gug cities made of titanic blocks of stone far underground, where powerful gug leaders preach their vile doctrines to mobs of howling gugs.

-

Gugs have a strange relationship with ghouls, which seems to date from their shared origin in a distant subterranean world. Gugs live in fear of ghouls, despite towering over them; however, this strange fear doesn\'t apply to ghasts, whom gugs consume as voraciously as they do other creatures.

-

Gugs stand 16 feet tall and weigh 2,000 pounds, although they have an eerie, graceful gait that belies their immense size. Their light step and ability to squeeze through very small crannies makes gugs common bogeymen in tales of strange disappearances or bloody massacres.

-

Some particularly bloodthirsty gugs gain awful powers as gifts from their eldritch patrons. These monsters are known as savants, are never less than 12th level in power, and gain several occult innate spells. Though each savant\'s precise mix of spells varies, normally, these spells grant invisibility, offer power to manipulate and change rock, or invoke awful and destructive energies upon living flesh.

' (x1) publication : object {Book 4 - Fires of the Haunted City.system.details.publication} license : string {Book 4 - Fires of the Haunted City.system.details.publication.license} (same value: 'OGL') remaster : boolean {Book 4 - Fires of the Haunted City.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/Book 4 - Secrets of the Temple-City.txt b/output/pf2e/packs/Book 4 - Secrets of the Temple-City.txt index b405a4c..7f5ce65 100644 --- a/output/pf2e/packs/Book 4 - Secrets of the Temple-City.txt +++ b/output/pf2e/packs/Book 4 - Secrets of the Temple-City.txt @@ -1370,28 +1370,7 @@ object {Book 4 - Secrets of the Temple-City} 25 (x1) 6 (x1) privateNotes : string {Book 4 - Secrets of the Temple-City.system.details.privateNotes} (3 different values) - '' (x21) - '

Influence 1 The heroes automatically gain 1 Influence Point and reach this threshold after their first meeting with Nkiruka at the temple.

-

Influence 2 Nkiruka trusts the heroes enough to end their escort detail. The heroes can move through Mzali without escorts, though they must still follow other laws. The heroes gain 30 XP.

-

Influence 3 Nkiruka marks the delegation as an important group in Mzali. They can now attempt to use the Contact a Mzali Figure activity to meet with the Council of Mwanyisa. The heroes gain 30 XP.

-

Influence 4 Nkiruka marks the delegation as a priority group in Mzali. Nkiruka requires that other important figures prioritize more time meeting with the delegation. The heroes can now engage in 2 rounds of social encounters per week. The heroes gain 30 XP.

-

Influence 5 Nkiruka grants the delegation access to the tombs of the Necropolis in the western part of the city. This serves as an opportunity for Practical Research as the heroes can study the history and relics of the countless tombs within the Necropolis. At your discretion, they might encounter dangers in the form of undead, traps, and other common tomb hazards. The heroes gain 30 XP.

-

Influence 6 Nkiruka appreciates how well the delegation has interacted with the people of Mzali. She offers the opportunity for further integration in the form of language lessons. The heroes can take these lessons to learn to read and speak Mzunu, the official language of the city. This requires one month of downtime of intense lessons. A hero can instead spend the month to learn to sign Mzunu, or two months of downtime to learn both the spoken and signed language. The heroes gain 30 XP.

-

Influence 7 Nkiruka provides servants and assistants to the delegation to aid the heroes during their time in Mzali. This help grants a +2 circumstance bonus to all skill checks the heroes make while within Mzali, including checks to Influence or Discover. The heroes gain 30 XP.

-

Influence 8 Nkiruka feels that the heroes have done more than enough to earn an audience with Walkena himself. The heroes gain 80 XP.

-

Resistances Nkiruka is a professional and above threats of all kinds. Attempts to use Intimidation or other aggressive negotiation tactics draw her ire, which trickles down as consequences with others. This increases the DC of checks with other figures by 2 for 1 week.

-

Weaknesses Nkiruka is above allowing her emotions get in the way of her work and lacks any true weakness that can be taken advantage of during negotiations.

' (x1) - '

Discovery @Check[mzali-lore|dc:32], @Check[perception|dc:37], @Check[society|dc:35]

-

Influence Skills @Check[intimidation|dc:35|name:Discuss Defensive Performative Aspects of Combat] (to discuss offensive combat techniques), @Check[acrobatics|dc:35|name:Discuss Defensive Combat Techniques] (to discuss defensive combat techniques), @Check[athletics|dc:35|name:Discuss Training Techniques] (to discuss training techniques), @Check[intimidation|dc:35|name:Discuss Defensive Performative Aspects of Combat], @Check[mzali-lore|dc:35|name:Discuss Defensive Performative Aspects of Combat], @Check[deception|dc:37|name:Discuss Defensive Performative Aspects of Combat], @Check[diplomacy|dc:39|name:Discuss Defensive Performative Aspects of Combat], @Check[performance|dc:39|name:Discuss Defensive Performative Aspects of Combat] (to discuss the performative aspects of combat), @Check[society|dc:39]

-
-

Influence 2 Worknesh invites the delegation to a combat performance later in the week. The performance features members of the Jackal Guard engaging in sparring matches and retellings of the history of Mzali, with exciting combat peppered in. The heroes are under no obligation to go, but if they do, they are Worknesh\'s esteemed guests. During the performance, she takes the time to introduce the heroes to other key leaders in the city: Themba, Wekesa, and Zubari. This meeting gives the heroes inroads to contact these other leaders (even though Themba is decidedly cool to Worknesh). If the heroes\' next attempt to Contact a Mzali Figure is to reach out to Themba, Wekesa, or Zubari, the attempt has a result no worse than a success.

-

Influence 4 Worknesh wants to know the delegation\'s combat capabilities and invites the heroes to an exhibition fight. See Worknesh\'s Challenge for details on how this plays out.

-

Influence 6 Worknesh acknowledges that the delegation is unlikely to pose a threat to the city and shares her approval with Nkiruka. This earns the heroes 1 Influence Point with Nkiruka. The heroes gain 30 XP.

-

Influence 8 Worknesh finds a kind of kinship with the delegation, recognizing its ambition. She presents the heroes with a cache of armaments as a gift and sign of respect-or of pity if she genuinely thinks they\'re poor combatants. While the armaments are very elegant, Worknesh is against mistreatment of weaponry by making them more decorative than functional-each piece can be used in a fight. The armaments include a @UUID[Compendium.pf2e.equipment-srd.Item.Warleader\'s Bulwark], an @UUID[Compendium.pf2e.equipment-srd.Item.Iron Equalizer], and a +1 striking axiomatic @UUID[Compendium.pf2e.equipment-srd.Item.Warhammer] with a @UUID[Compendium.pf2e.equipment-srd.Item.Binding Coil (Greater)]{Greater Binding Coil} affixed to it.

' (x1) publicNotes : string {Book 4 - Secrets of the Temple-City.system.details.publicNotes} (2 different values) - '' (x22) - '

This undead guardian stands amid a whirling swarm of shackled spirits that rage against their fate. Bound by a profane necromantic ritual, a nemhaith and its servitors maintain watch over an object or place so important they embraced undeath to guard it. This ritual binds connected beings-friends, family, fellow worshippers, or even sacrificed innocents-to form a single nemhaith.

-

Most nemhaiths were, in life, priests or protectors who sought immortality to protect the temple they served or guard an important landmark. Others follow an endless and even impossible quest beyond the bounds of life and death. A nemhaith is not always evil at first, but the inherent evil and violence of a nemhaith\'s existence inevitably darkens even the brightest light.

' (x1) publication : object {Book 4 - Secrets of the Temple-City.system.details.publication} license : string {Book 4 - Secrets of the Temple-City.system.details.publication.license} (same value: 'OGL') remaster : boolean {Book 4 - Secrets of the Temple-City.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/Book 4 - To Bloom Below the Web.txt b/output/pf2e/packs/Book 4 - To Bloom Below the Web.txt index 79b80ca..756a536 100644 --- a/output/pf2e/packs/Book 4 - To Bloom Below the Web.txt +++ b/output/pf2e/packs/Book 4 - To Bloom Below the Web.txt @@ -743,10 +743,6 @@ object {Book 4 - To Bloom Below the Web} '

The weakened floor gives way with a tremendous crash, dropping everything in the room into a muddy morass of toxic mold.

' (x1) '

Necromantic magic stored in runes painted in powdered bone and banshees\' tears lash out at anyone other than Heh Shan-Bao who opens the secondary compartment.

' (x1) [disable] : string {Book 4 - To Bloom Below the Web.system.details.disable} (3 different values) - '

@Check[occultism|dc:32] or @Check[religion|dc:32] to exorcise the haunt, @Check[society|dc:35] to approach the manor in a proper way that defers to its occupant\'s symbolic standing in the community; displaying an official pass that legally grants permission to enter the building reduces both of these DCs by 5 (provided the PCs approach the front door and not from another direction).

-

@Check[occultism|dc:27] @Check[religion|dc:27] @Check[society|dc:30]

' (x1) - '

@Check[crafting|dc:33] (master) three times to knock holes in the floor without triggering the spore cloud while simultaneously lightening the strain on the floor so it can be walked upon, @Check[stealth|dc:36] (expert) to move carefully through the room for the remainder of your turn without triggering the hazard, or @Check[nature|dc:36] (expert) twice once the trap is triggered to knock enough holes into the nearby walls to cause the spores to disperse

' (x1) - '

DC 37 Disable Device to scratch out the runes and dissipate their magic harmlessly, @Check[arcana|dc:40] to sabotage the spell and cause the runes to dry up and blow away as inert powder, or dispel magic (7th level; counteract DC 31) to counteract the runes

' (x1) [isComplex] : boolean {Book 4 - To Bloom Below the Web.system.details.isComplex} (2 different values) False (x2) True (x1) diff --git a/output/pf2e/packs/Book 5 - A Taste of Ashes.txt b/output/pf2e/packs/Book 5 - A Taste of Ashes.txt index 0bcc035..b42a1be 100644 --- a/output/pf2e/packs/Book 5 - A Taste of Ashes.txt +++ b/output/pf2e/packs/Book 5 - A Taste of Ashes.txt @@ -982,18 +982,6 @@ object {Book 5 - A Taste of Ashes} '

The haunt resets immediately when there are no creatures in area F9. Any previous successes from attempts to Disable the haunt persist when it\'s later triggered. After three successes, the haunt doesn\'t reset.

' (x1) '

The sacred fire disappears 1 minute after no creatures are in the room, and the trap immediately resets

' (x1) [routine] : string {Book 5 - A Taste of Ashes.system.details.routine} (2 different values) - '

(1 action) The shadowy shape sends streams of scouring ash toward the mouth, eyes, and nose of each creature in the room, dealing @Damage[(3d12+20)[slashing]] damage and requiring a @Check[fortitude|dc:42] save. Creatures that don\'t need breathe can\'t be sickened by the haunt and creatures that don\'t see can\'t be @UUID[Compendium.pf2e.conditionitems.Item.Blinded] by it.

-
-

Critical Success The creature takes no damage and is blinded for 1 round.

-

Success The creature takes half damage, is blinded for 1 round, and is @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 1}.

-

Failure The creature takes full damage, is blinded for 1 minute, and is @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 2}.

-

Critical Failure The creature takes full damage, is blinded for 1 minute, is sickened 2, and is unable to use any spells or abilities with the verbal trait while it is sickened.

' (x1) - '

(1 action) A wall of sacred fire washes back and forth throughout the room, bathing every inch of the space in holy power and dealing @Damage[3d12[fire],3d12[vitality]]{3d12 fire damage 3d12 vitality damage}. Each creature in the trap\'s area must attempt a @Check[reflex|dc:39] save.

-
-

Critical Success The creature is unaffected.

-

Success The creature takes half damage.

-

Failure The creature takes double damage.

-

Critical Failure If the creature has void healing, it is instantly destroyed. Otherwise, it takes double damage and @Damage[1d12[persistent,fire]] damage.

' (x1) [initiative] : object {Book 5 - A Taste of Ashes.system.initiative} statistic : string {Book 5 - A Taste of Ashes.system.initiative.statistic} (same value: 'perception') [perception] : object {Book 5 - A Taste of Ashes.system.perception} diff --git a/output/pf2e/packs/Book 5 - Against the Scarlet Triad.txt b/output/pf2e/packs/Book 5 - Against the Scarlet Triad.txt index d1f5b40..f874cc6 100644 --- a/output/pf2e/packs/Book 5 - Against the Scarlet Triad.txt +++ b/output/pf2e/packs/Book 5 - Against the Scarlet Triad.txt @@ -805,23 +805,6 @@ object {Book 5 - Against the Scarlet Triad} Value type: string {Book 5 - Against the Scarlet Triad.system.details.languages.value.[]} (14 different values) [privateNotes] : string {Book 5 - Against the Scarlet Triad.system.details.privateNotes} (same value: '') [publicNotes] : string {Book 5 - Against the Scarlet Triad.system.details.publicNotes} (6 different values) - '' (x9) - '

The most common aluum is powered by the bound soul of a loyal city servant, but its creation is among the Pactmasters\' most guarded secrets. There are dozens of dormant aluums spread throughout Katapesh, and only someone wearing an aluum charm can activate and command one of these 14-foot-tall soldiers. The Pactmasters entrust few beyond the Zephyr Guard to carry these charms, and stealing such a charm is one of the most severe crimes in the city.

-
-

Aluums are powerful metal and stone constructs originally created by the Pactmasters to maintain order in Katapesh. The construction of each aluum includes the creation of an @UUID[Compendium.pf2e.equipment-srd.Item.Aluum Charm], a brass pendant set with a blue crystal designed to control that particular construct. The charm constructed at the same time as an aluum is called its linked charm.

' (x1) - '

Of all the ways to die, crucidaemons represent perhaps one of the least desirable: death by torture. The fiend\'s shapely body, which appears to be sculpted from iron or mithril, belies a sinister wrath and love of inflicting pain. Crucidaemons particularly enjoy inflicting pain with their curved, serrated daggers, which are attached to their bodies via a chain that pierces each wrist.

-

A crucidaemon\'s existence is dedicated to subjecting its prey to an eternity of pain and terror. Unlike other daemons, many of which are eager to feed on mortal souls as soon as they can, the crucidaemon takes much greater pleasure in prolonging the agony of its victims. Oftentimes, a crucidaemon will inflict such torment and pain upon its prey that when the end finally comes, the victim tearfully thanks the daemon for the mercy of oblivion. An encounter with a crucidaemon that does not end with its death is far from over-crucidaemons have unequaled patience for those who dare oppose them.

' (x1) - '

An immortal ichor is an intelligent mass of blood from a dead evil deity. The cultists who perform the ritual to create immortal ichor typically seal up the sentient ooze in an underground or remote chamber that blocks its magical abilities, but over time these seals break or weaken, freeing the unholy monster.

' (x1) - '

Whereas most aluums are animated by the souls of volunteers loyal to Katapesh, the Pactmasters created a handful of more capable (and deadly) aluums powered by the souls of a dozen or more dangerous criminals. These spiritbound aluums are rarely used as peacekeepers, instead serving as assassins, elite bodyguards, or riot control during times of martial law.

-

A spiritbound aluum has a dull blue crystalline focus that stores constituent souls, surrounded by a host of smaller gems used for trapping souls the Pactmasters wish to deny from entering the Great Beyond. Spiritbound aluums rarely use this soul-binding ability except when instructed by their masters. However, the murderous or embittered souls within the aluum sometimes exert control and willfully consume a departing soul either out of malice or to incorporate it into the construct\'s core. If not relieved of its trapped souls in a timely manner, a spiritbound aluum can develop enough will to overcome its masters\' orders and even awaken to full sentience. These rogue aluums typically lose the mindless trait, are evil, have an Intelligence modifier of -2 or higher, and gain several skills with bonuses ranging from +25 to +32.

-
-

Aluums are powerful metal and stone constructs originally created by the Pactmasters to maintain order in Katapesh. The construction of each aluum includes the creation of an @UUID[Compendium.pf2e.equipment-srd.Item.Aluum Charm], a brass pendant set with a blue crystal designed to control that particular construct. The charm constructed at the same time as an aluum is called its linked charm.

' (x1) - '

Demiliches are formed when a lich, through carelessness or by accident, loses its phylactery. As years pass, the lich\'s body crumbles to dust, leaving only the skull as the seat of its necromantic power. The lich enters a sort of torpor, its mind left wandering the planes in search of ever greater mysteries. The lich gradually loses the ability to cast spells and its magic items slowly subsume into its new form. Void energy concentrates around the skull, causing some of its bones and teeth to petrify with power and turn into blight crystals. The resulting lich skull, embedded with arcane gemstones and suffused with palpably powerful magic, forms a creature called a demilich.

-

Despite its near-constant state of inactivity, a demilich grows restless from time to time, especially when living creatures draw near. Only then does the demilich\'s hunger for life stir once more, causing it to lash out with terrifying bursts of power in attempts to consume vital energy. Unlike an ordinary lich, should the demilich\'s skull be destroyed, its bond to the world is permanently severed, although some theorize that even then it is not truly slain. Rather, some think that once the demilich is destroyed, its foul and tormented mind is finally free to wander the planes and find new ways to enact its will. For the short-lived common folk of the Material Plane, this is good enough, though eons later a demilich may reappear in the region it once inhabited with a new—and even more insidious—agenda.

-
-

To gain more time to complete their goals, some desperate spellcasters pursue immortality by embracing undeath. After long years of research and the creation of a special container called a phylactery, a spellcaster takes the final step by imbibing a deadly concoction or casting dreadful incantations that transform them into a lich. While most undertake this drastic plan to continue their work or fulfill some long-term plan, others become liches because they fear death or to fulfill some malevolent purpose, such as long-sworn revenge. Regardless, the result is permanent and carries with it the potential to alter history—both that of those who transform themselves and of the countless mortals that will inevitably suffer as a result of a lich\'s new power.

-

After its metamorphosis, a lich often finds some quiet place to dwell, typically protected by a variety of guardians and traps, for two primary purposes. First, a lich requires solitude in order to plan its elaborate schemes, and second, few mortals (if any) deign to interact with these legendarily corrupt necromancers. One reason begets the other, as the self-imposed isolation of a lich often drives the lich insane, further solidifying its separation from civilization. The longer a lich lives, the more meticulous a planner it becomes, secreting itself within a labyrinth of deadly puzzles, misdirection, and monsters. A lich\'s servants and guardians are absolutely loyal, either due to their nature (such as constructs or other undead) or as a result of compulsion using powerful magic. Many liches go mad, in time, and the nature of a lich\'s lair is a good indicator of the undead\'s current mental state.

-

For all the protections it arrays around itself, a lich will go to greater lengths to guard its phylactery, as it knows that the destruction of this magical container spells doom for the lich. A lich is notoriously difficult to bargain with, though the threat of damaging its phylactery is a sure way to gain the upper hand in such a negotiation.

' (x1) [reset] : string {Book 5 - Against the Scarlet Triad.system.details.reset} (5 different values) '' (x2) '

The trap resets after 1 day.

' (x1) diff --git a/output/pf2e/packs/Book 5 - Belly of the Black Whale.txt b/output/pf2e/packs/Book 5 - Belly of the Black Whale.txt index 3a07b22..77a6240 100644 --- a/output/pf2e/packs/Book 5 - Belly of the Black Whale.txt +++ b/output/pf2e/packs/Book 5 - Belly of the Black Whale.txt @@ -1186,14 +1186,6 @@ object {Book 5 - Belly of the Black Whale} value : integer {Book 5 - Belly of the Black Whale.system.details.level.value} (11 different values) [privateNotes] : string {Book 5 - Belly of the Black Whale.system.details.privateNotes} (same value: '') [publicNotes] : string {Book 5 - Belly of the Black Whale.system.details.publicNotes} (6 different values) - '' (x29) - '

Traditionally crafted into the forms of giant suits of armor or powerful animals, iron golems are products of exquisite artistry and skill. Their articulated joints and sturdy armored bodies require great care and mathematical precision to craft, and regular cleaning and oiling ensure they don\'t rust over the ages. With proper care, iron golems can remain in good shape for thousands of years, being passed down for generations, as long as they aren\'t destroyed by meddlesome adventurers. In addition to their incredible strength, iron golems possess a potent toxic breath weapon that is often more than enough to dispatch entire groups of opponents.

' (x2) - '

Spellcasters create elemental vessels by harvesting raw elemental energy and then binding it within a specially enchanted magic circle to grant it life.

' (x2) - '

Glabrezus are looming behemoths who revel in the act of twisting mortal desires into their ultimate ruin, betraying and manipulating as easily as they breathe. Desires granted by a glabrezu always come to fruition in the most destructive way possible, turning a wish or hope into a potent and devastating act of betrayal-although the long-term repercussions are not always immediately apparent. For example, a struggling weapon smith might wish for fame and skill at their craft, only to find that their best patron is a cruel and sadistic murderer who uses the weapons in bloody sprees. Or a lonely widower might have his desire granted in the form of a lost love returned to "life" as a vampire. Glabrezus are nothing if not creative in addressing a mortal\'s needs.

-

These massive demons have enormous pincers and a pair of smaller humanoid arms sprouting from their chests, but their size belies their skill at magic, and they possess formidable innate spells. Treachery demons arise from the souls of mortals engaged in treason and deception.

' (x1) - '

A lusca is a predatory sea monster that resembles a three-headed shark with the body of an octopus. Ferocious electrical storms usually herald a lusca\'s arrival; such violent bursts of electricity result from the creature\'s superconductive flesh, which allows the lusca to store energy from lightning strikes that it can then discharge at foes.

' (x1) - '

Shemhazians rise from the souls of torturers and those who reveled in mutilating the physical bodies of their victims. Standing 35 feet tall, a shemhazian is well equipped with a wide range of talons, claws, and fangs to continue inflicting such torments on those it encounters.

-

Shemhazians delight in visiting torment upon mortals, of course, but more than most demons, these fiends revel in sharing the pain with their own kind. Other demons fear and hate shemhazians for this reason, with only the most powerful willing to work with a shemhazian to achieve a shared goal. Even then, the shemhazian is always on the watch for an opportunity to bring pain and suffering to its allies along with any foe.

' (x1) publication : object {Book 5 - Belly of the Black Whale.system.details.publication} license : string {Book 5 - Belly of the Black Whale.system.details.publication.license} (same value: 'OGL') remaster : boolean {Book 5 - Belly of the Black Whale.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/Book 5 - Doorway to the Red Star.txt b/output/pf2e/packs/Book 5 - Doorway to the Red Star.txt index 7e49ed4..3b134cd 100644 --- a/output/pf2e/packs/Book 5 - Doorway to the Red Star.txt +++ b/output/pf2e/packs/Book 5 - Doorway to the Red Star.txt @@ -996,12 +996,6 @@ object {Book 5 - Doorway to the Red Star} '

A seemingly innocent ramen cart is rigged to detonate if moved from its current location.

' (x1) '' (x1) [disable] : string {Book 5 - Doorway to the Red Star.system.details.disable} (5 different values) - '

@Check[thievery|dc:35|name:Disconnect the Turret|traits:magical,trap,hazard] (master) to disconnect the turret from its ammo supply system, or @Check[arcana|dc:35|name:Neutralize the Magical Targeting System|traits:magical,trap,hazard] (master) to neutralize the magical targeting system.

-

Tan‑Takneh can also deactivate one or both auto‑turrets remotely with a special command word.

' (x1) - '

@Check[thievery|dc:40|name:Seal the Rift|traits:magical,trap,hazard] (master) to seal the rift using materials strongly grounded to the Material Plane, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (7th‑level, counteract DC 33) to counteract the portal.

' (x1) - '

@Check[religion|dc:40|name:Exorcise the Spirits|traits:haunt,hazard] (master) to exorcise the spirits and break the power binding them into a single entity, or @Check[performance|dc:35|name:Counter the Choir|traits:haunt,hazard] (expert) to counter the choir and nullify the destructive elements of its song

' (x1) - '

@Check[thievery|dc:35|name:Decouple Mechanisms] (master) to decouple several mechanisms barely accessible through gaps between the shifting risers, or @Check[perception|dc:38|name:Note Stairs Wear Patterns DC] to note which stairs have slightly different wear patterns to know which ones are safe to step on

' (x1) - '

@Check[thievery|dc:40|name:Disable the Detonation Trigger|traits:hazard,alchemical,mechanical,trap] (master) to disable the detonation trigger

' (x1) [isComplex] : boolean {Book 5 - Doorway to the Red Star.system.details.isComplex} (2 different values) False (x3) True (x2) @@ -1035,17 +1029,6 @@ object {Book 5 - Doorway to the Red Star} '

The entropy choir resets automatically after 24 hours, even if it has been disabled or destroyed. It fades away forever once Dwandek and other members of the cult to which it sings its praises are destroyed.

' (x1) '

The flensing chute resets automatically.

' (x1) [routine] : string {Book 5 - Doorway to the Red Star.system.details.routine} (3 different values) - '' (x3) - '

(3 actions) With each action, the auto‑turret makes a longrifle Strike against a creature within 60 feet of Tan‑Takneh\'s campsite (other than Tan-Takneh). If there are no such creatures, the auto‑turret instead uses its action to sprout mechanical legs, totter 20 feet in the direction of its last target, and then plant itself into the ground again. Programmed to spread its fire around, the auto‑turret doesn\'t attack any creature it\'s already attacked in the round.

-

After making 15 Strikes, the auto‑turret depletes its ammunition and automatically deactivates.

' (x1) - '

(3 actions; auditory, divine, evocation, sonic) The choir continues to sing its grim dirge every round until it is disabled or destroyed. If there are any non‑slowed living creatures in area A3 when its turn starts, it first uses Call to Nothingness as a single action.

-

It uses its remaining actions (or all three actions if there are slowed living creatures in the room already) to focus soul‑shattering choruses onto individual targets.

-

The choir can target any living creature in area A3 with an action, but never more than once per round per creature. It prefers to attack slowed creatures over all others, but it targets non‑slowed creatures if they\'re the only viable targets. A targeted creature must attempt a @Check[fortitude|dc:36|traits:auditory,divine,evocation,sonic] save.

-
-

Critical Success The target is unaffected.

-

Success The target takes @Damage[5d6[sonic]] damage.

-

Failure The target takes @Damage[10d6[sonic]] damage.

-

Critical Failure The target takes @Damage[15d6[sonic]] damage and increases their @UUID[Compendium.pf2e.conditionitems.Item.Drained] condition by 1, to a maximum of drained 4.

' (x1) [space] : object {Book 5 - Doorway to the Red Star.system.details.space} high : integer {Book 5 - Doorway to the Red Star.system.details.space.high} (same value: 5) long : integer {Book 5 - Doorway to the Red Star.system.details.space.long} (same value: 10) diff --git a/output/pf2e/packs/Book 5 - Lord of the Black Sands.txt b/output/pf2e/packs/Book 5 - Lord of the Black Sands.txt index 7cd7f39..ea37c8c 100644 --- a/output/pf2e/packs/Book 5 - Lord of the Black Sands.txt +++ b/output/pf2e/packs/Book 5 - Lord of the Black Sands.txt @@ -907,23 +907,6 @@ object {Book 5 - Lord of the Black Sands} damage : object {Book 5 - Lord of the Black Sands.items.[].system.spell.system.damage} description : object {Book 5 - Lord of the Black Sands.items.[].system.spell.system.description} value : string {Book 5 - Lord of the Black Sands.items.[].system.spell.system.description.value} (3 different values) - '

You tap into the target\'s inner heroism, granting it a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks.

-
-

Heightened (6th) The status bonus increases to +2.

-

Heightened (9th) The status bonus increases to +3.

-

@UUID[Compendium.pf2e.spell-effects.Item.Spell Effect: Heroism]

' (x1) - '

You transport the target into an extradimensional maze of eldritch origin and trap it there. Once each turn, the target can spend 1 action to attempt a Survival check or Perception check against your spell DC to escape the maze. The possible outcomes are as follows. Teleportation magic doesn\'t help the creature escape unless the magic can transport across planes, such as plane shift. When the spell ends, either because the target escaped or the duration ran out, the target returns to the space it occupied when it was banished, or to the nearest space if the original is now filled.

-

Critical Success The target escapes and the spell ends.

-

Success The target is on the right path to the exit. If the target was already on the right path, it escapes the maze and the spell ends.

-

Failure The target makes no progress toward escape.

-

Critical Failure The target makes no progress toward escape, and if it was on the right path, it no longer is.

' (x1) - '

This spell grants perfect sight based on scrying, allowing several willing targets to track the exact movements or position of one creature or object. Choose one target creature or object in the area to be tracked. It becomes the sensor for the spell. Up to five willing creatures of your choice in the area can see a ghostly image of this creature or object when it\'s out of their sight. They can perceive the creature or object perfectly, allowing them to ignore the @UUID[Compendium.pf2e.conditionitems.Item.Concealed] or @UUID[Compendium.pf2e.conditionitems.Item.Invisible] condition, though physical barriers still provide cover.

-

The tracking creatures can see the tracked creature or object through all barriers other than lead or running water, which block their vision. Distance doesn\'t matter, though the creature or object might move so far away it becomes too small to perceive. The tracking creatures don\'t see any of the environment around the target, though they do see any gear a creature is wearing or holding, and they can tell if it removes objects from its person.

-

If the target to be tracked is willing, the duration is 1 hour. If you try to track an unwilling creature, the target must attempt a Will save.

-
-

Critical Success The creature or object is unaffected.

-

Success As described, and the duration is 1 minute.

-

Failure As described, and the duration is 1 hour.

' (x1) duration : object {Book 5 - Lord of the Black Sands.items.[].system.spell.system.duration} sustained : boolean {Book 5 - Lord of the Black Sands.items.[].system.spell.system.duration.sustained} (2 different values) False (x2) @@ -1315,11 +1298,6 @@ object {Book 5 - Lord of the Black Sands} '

The magical energy that animates the statue builds up again over 24 hours and the trap resets.

' (x1) '

The trap resets if both secret compartments are shut.

' (x1) [routine] : string {Book 5 - Lord of the Black Sands.system.details.routine} (3 different values) - '' (x3) - '

3 For each of its actions, the trap attempts a ghostly hand Strike against a different creature within 50 feet of the ruins of the house (if there are fewer than 3 creatures, the haunt doesn\'t use its remaining actions).

' (x1) - '

(1 action) The mirror absorbs another reflected creature into the mirror (@Check[reflex|dc:42]) and replaces it with a mirror duplicate. Mirror duplicates act on their own initiative, using the same statistics as the original creature, but with an evil alignment (changing only abilities that shift with the alignment change).

-

Mirror duplicates are legendary in Intimidation and are permanently @UUID[Compendium.pf2e.conditionitems.Item.Quickened], but they can use this additional action only to Demoralize.

-

A mirror duplicate can spend 3 actions in contact with the mirror to return to its original dimension and release the creature it duplicated, but most mirror duplicates prefer not to.

' (x1) [initiative] : object {Book 5 - Lord of the Black Sands.system.initiative} statistic : string {Book 5 - Lord of the Black Sands.system.initiative.statistic} (same value: 'perception') [perception] : object {Book 5 - Lord of the Black Sands.system.perception} diff --git a/output/pf2e/packs/Book 6 - Broken Promises.txt b/output/pf2e/packs/Book 6 - Broken Promises.txt index 3def49c..1c3f4bb 100644 --- a/output/pf2e/packs/Book 6 - Broken Promises.txt +++ b/output/pf2e/packs/Book 6 - Broken Promises.txt @@ -1416,16 +1416,6 @@ object {Book 6 - Broken Promises} 25 (x1) [privateNotes] : string {Book 6 - Broken Promises.system.details.privateNotes} (same value: '') [publicNotes] : string {Book 6 - Broken Promises.system.details.publicNotes} (6 different values) - '' (x14) - '

Dahak\'s influence in Alseta\'s Landing created a soul-draining effect that slays unprotected creatures within, transforming them into ghostly creatures known as aiudara wraiths, but these rare undead can rise within modern aiudara portals as well. Each time an individual travels through an aiudara, there\'s a chance their passage could leave a faint imprint of their subconscious in the network. Normally this imprint simply fades away, but when an aiudara is damaged or the individual is suffering from necromantic contagions, these imprints can accumulate and, in time, coalesce on the Astral Plane or within Alseta\'s Landing as a full-fledged aiudara wraith. The wraith is forced to live with an incomplete sense of self, always seeking its own memories and swiftly growing violent and vengeful as its quest to reclaim these ephemeral notions constantly meets with failure.

' (x1) - '

Created by Mengkare and powered by a shard of the @UUID[Compendium.pf2e.equipment-srd.Item.Orb of Dragonkind]{Orb of Gold Dragonkind}, this construct is made of sculpted crystal draped in a beautiful gold filigree frame.

' (x1) - '

The most powerful spawn is Tarrasque, whose legend spread across countless worlds beyond Golarion. Its destruction of the nation of Ninshabur and its march across Avistan in -632 AR culminated in the destruction of the flying Shory city of Kho before this spawn was sealed away in a remote cavern.

-
-

The spawn are titanic terrors of immense size and strength that live only to destroy. Tarrasque and Xotani are but two of Rovagug\'s spawn. Others, including Chemnosit (the Monarch Worm), Kothogaz (the Dance of Disharmony), and Volnagur (the End-Singer) hold places of horror in the history of various regions, but the most famed is Ulunat (the Unholy First), whose beetle-like carcass remains sprawled in Sothis, the capital of Osirion.

' (x1) - '

The arthropod monstrosity known as a vazgorlu makes its home on the Astral Plane or inside of a stable portal, ambushing creatures that travel there using dimensional magic.

' (x1) - '

A monstrosity of living flame and magma, Xotani may be the weakest of Rovagug\'s spawn, but it remains a formidable threat. Xotani was slain in 2104 AR by an alliance of spellcasters, but recently its deathlike slumber was interrupted. Its corpse twitches, signaling that it might be close to returning.

-
-

The spawn are titanic terrors of immense size and strength that live only to destroy. Tarrasque and Xotani are but two of Rovagug\'s spawn. Others, including Chemnosit (the Monarch Worm), Kothogaz (the Dance of Disharmony), and Volnagur (the End-Singer) hold places of horror in the history of various regions, but the most famed is Ulunat (the Unholy First), whose beetle-like carcass remains sprawled in Sothis, the capital of Osirion.

' (x1) publication : object {Book 6 - Broken Promises.system.details.publication} license : string {Book 6 - Broken Promises.system.details.publication.license} (same value: 'OGL') remaster : boolean {Book 6 - Broken Promises.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/Book 6 - Ruins of the Radiant Siege.txt b/output/pf2e/packs/Book 6 - Ruins of the Radiant Siege.txt index 540c202..cbec33b 100644 --- a/output/pf2e/packs/Book 6 - Ruins of the Radiant Siege.txt +++ b/output/pf2e/packs/Book 6 - Ruins of the Radiant Siege.txt @@ -1287,15 +1287,6 @@ object {Book 6 - Ruins of the Radiant Siege} '

A mass of brushes use magical paint to convert creatures into art.

' (x1) '

Subtle but deadly magical runes link this mural to Kharnas\'s master. Good- or neutral-aligned creatures who examine the mural witness the castle\'s drawbridge silently descend, revealing an endless darkness.

' (x1) [disable] : string {Book 6 - Ruins of the Radiant Siege.system.details.disable} (8 different values) - '

@Check[thievery|dc:50|name:Gum Up Trapdoor|traits:action:disable-a-device] (legendary) to gum up the trapdoor\'s porous metal surface, @Check[crafting|dc:45|name:Render Toxin Inert] (master) to render the toxin inert, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (9th level; counteract DC 45) to counteract the trap\'s magic

' (x1) - '

@Check[thievery|dc:42|name:Disable Thievery] (legendary) to permanently disable the planar distortion (DC increases by 2 for each duplicate still extant), or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (10th level; counteract DC 42) to destroy the planar distortion

' (x1) - '

@Check[arcana|dc:53|name:Disable Arcana] (legendary) to draw a fiery counteracting glyph over each snowflake, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (9th level, counteract DC 48)

' (x1) - '

@UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (9th level; counteract DC 46) to seal the rift

' (x1) - '

@Check[athletics|dc:48|name:Disable Athletics] (legendary) or @Check[athletics|dc:45|name:Disable Acrobatics]{Acrobatics} (master) to tie one tentacle into a knot, rendering it useless, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (8th level; counteract DC 44) to counteract one tentacle.

-

The death of the Daemonic Rumormonger permanently dispels all the inky tendrils.

' (x1) - '

Disable @Check[thievery|dc:46|name:Destroy Glyph|traits:action:disable-a-device] (legendary) to destroy the glyph, @Check[arcana|dc:42|name:Divert Glyph\'s Power] (master) to harmlessly divert the glyph\'s power, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (7th level; counteract DC 38) to counteract the glyph

' (x1) - '

@Check[crafting|dc:41|name:Crafting Disable] (master) to mix the paints into bland, useless colors, @Check[thievery|dc:41|name:Thievery Disable] (legendary) to dismantle the animated brushes, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (8th level; counteract DC 41) to counteract the magic within the paint.

' (x1) - '

@Check[thievery|dc:44|name:Disable Thievery] (legendary) to obscure or mar the magical runes set into the mural, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (9th level; counteract DC 42) to counteract the mural

' (x1) [isComplex] : boolean {Book 6 - Ruins of the Radiant Siege.system.details.isComplex} (2 different values) False (x6) True (x2) diff --git a/output/pf2e/packs/Book 6 - The Apocalypse Prophet.txt b/output/pf2e/packs/Book 6 - The Apocalypse Prophet.txt index 523ca07..e57814d 100644 --- a/output/pf2e/packs/Book 6 - The Apocalypse Prophet.txt +++ b/output/pf2e/packs/Book 6 - The Apocalypse Prophet.txt @@ -1023,13 +1023,6 @@ object {Book 6 - The Apocalypse Prophet} '

The shadows of four xulgaths endlessly relive their deaths at the hands of the wendigos and their clutchmates.

' (x1) '

Nearly imperceptible runes set off an explosion at the point a thief is most unable to receive aid.

' (x1) [disable] : string {Book 6 - The Apocalypse Prophet.system.details.disable} (6 different values) - '

@Check[nature|dc:48|name:Calm a Flower|traits:environmental] (master) or @Check[performance|dc:48|name:Calm a Flower|traits:environmental] (legendary) to calm a flower, closing it

' (x1) - '

@Check[thievery|dc:48|name:Drain the Glyph\'s Power|traits:magical,trap] (master) to drain the glyph\'s power harmlessly, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (9th level; counteract DC 42) to counteract the glyph

' (x1) - '

@Check[thievery|dc:40|name:Obliterate a Key Rune|traits:magical,trap] (master) or @Check[religion|dc:35|name:Obliterate a Key Rune|traits:magical,trap] (master) four times to obliterate each of the four key runes.

-

A @Check[thievery|dc:45|name:Stop the Clockwork\'s Movement|traits:magical,trap] (legendary) check (or breaking the lattice) stops the clockwork\'s movement and prevents it from resetting, but doesn\'t stop its current activation.

' (x1) - '

@Check[crafting|dc:48|name:Buttress the Rocks|traits:environmental] (legendary) to buttress the collapsing rocks in three different locations. Using large and durable materials (or applicable spells) to support the rocks reduces the check to @Check[crafting|dc:45|name:Buttress the Rocks|traits:environmental] (master).

' (x1) - '

@Check[religion|dc:42|name:Calm a Spirit|traits:haunt] (master) or @Check[occultism|dc:42|name:Calm a Spirit|traits:haunt] (master) to calm each of the four spirits. On a character\'s first successful check, the character also learns that xulgath funerary rites typically involve cremation, which hints that fire is a viable way to put them to rest.

' (x1) - '

@Check[thievery|dc:45|name:Counteract the Runes|traits:magical,trap] (master) or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (10th level, counteract DC 50) to counteract the runes

' (x1) [isComplex] : boolean {Book 6 - The Apocalypse Prophet.system.details.isComplex} (2 different values) True (x4) False (x2) @@ -1071,22 +1064,6 @@ object {Book 6 - The Apocalypse Prophet} Value type: string {Book 6 - The Apocalypse Prophet.system.details.languages.value.[]} (12 different values) [privateNotes] : string {Book 6 - The Apocalypse Prophet.system.details.privateNotes} (same value: '') [publicNotes] : string {Book 6 - The Apocalypse Prophet.system.details.publicNotes} (8 different values) - '' (x8) - '

Xulgath thoughtmaws are inheritors of the xulgaths\' ancient psychic legacy. They eagerly and liberally use their ability to extract knowledge from their foes to quicken their own prodigious intellects.

' (x2) - '

Mhar, an ancient evil deity of caverns, mountains, and volcanoes, belongs to the pantheon of the Great Old Ones-monstrous beings of alien intellect and unfathomable power. The so-called children of Mhar (known as deghuuns in the chaotic tongues of Mhar\'s enraptured cultists) physically resemble blue-gray octopods made of stone, mud, and molten iron. Venthole-like craters dot the surface of a deghuun\'s body, through which the creature can gaze out with a single golden eye that it can move from crater to crater.

' (x1) - '

These saurians adopt warfare as their primary role and greatest calling. They particularly excel at taking slaves.

-
-

Enormous tyrannosaurus-humanoids, saurians are ancient beings who predate the rise of humans and dwell in the world\'s primeval jungles. While the saurians presented here are evil, saurians of all alignments exist.

' (x1) - '

The longest-lived saurians favor introspection and take the long view of things-though this thoughtfulness should not be mistaken for weakness. Other saurians defer to worldwatchers\' experience.

-
-

Enormous tyrannosaurus-humanoids, saurians are ancient beings who predate the rise of humans and dwell in the world\'s primeval jungles. While the saurians presented here are evil, saurians of all alignments exist.

' (x1) - '

Mariliths are the generals of the Abyss, formed from the souls of proud evil mortals, often warlords and despots. They appear as tall and powerfully built humans from the waist up with snake tails and six arms. Because of Lamashtu\'s prominence over other demonic deities, most pride demons encountered by mortals take female form, but they can be of any gender.

-

Mariliths are among the greatest tacticians in the Abyss, and they have an almost supernatural knack for understanding the ripples of chaos and the unpredictable nature of demonic life. Their ability to command armies rises as much from their commanding presence as it does their ability to read into the potential results of any possible act and a sufficient understanding of the flow of entropy to allow them to predict likely outcomes.

-
-

When a sinful mortal soul is judged and sent on to the Abyss, it can become a deadly fiend-a demon. Demons are living incarnations of sin-be they classic sins like wrath or gluttony, or more "specialized" depravities like an obsession with torture or the act of treason or treachery. Once formed, a demon\'s driving goals are twofold-the amassing of personal power, and the corruption of mortal souls to cause them to become tainted by sin. In this way demons ensure a never-ending supply of new demons to bolster their ever-growing ranks in the Abyss.

' (x1) - '

Juggernauts of destruction, vavakias are formed from the souls of mortals who extract, enslave, or consume the souls of others.

' (x1) - '

One of the many horrid life-forms native to Zevgavizeb\'s Abyssal realm of Gluttondark, viskithrels-or "gluttonraptors"-are tireless hunters resembling tentacled theropods. They are social creatures by nature and prefer to hunt in large packs, chasing down prey and tearing them apart to share with their fellow hunters. A lone viskithrel forgoes hunting to frantically seek out others of its kind, starving to death if it cannot do so. Although viskithrels attack nearly any other creatures they encounter, they virtually never fight other viskithrels; even beasts in rival packs give each other space rather than fight over territory or prey.

-

Other, smarter denizens of Gluttondark, such as @UUID[Compendium.pf2e.extinction-curse-bestiary.Actor.Xilvirek]{Xilvireks} herd and train viskithrels, working to convince the viskithrels that the trainer is one of their pack. This not only protects the trainer from attacks by the viskithrels, but also enables the trainer to easily direct them.

' (x1) [reset] : string {Book 6 - The Apocalypse Prophet.system.details.reset} (6 different values) '

Wemmuths collapse into ordinary vines and the trap resets if the area is left alone for 1 minute.

' (x1) '

1 hour

' (x1) @@ -1095,15 +1072,6 @@ object {Book 6 - The Apocalypse Prophet} '

The haunt is deactivated and resets 1 minute after all non-wendigo creatures leave the area.

' (x1) '

The trap resets in 1 minute.

' (x1) [routine] : string {Book 6 - The Apocalypse Prophet.system.details.routine} (5 different values) - '' (x2) - '

2 If there are fewer wemmuths than open flowers, the flowers create more wemmuths (so there as many wemmuths as open flowers) as their first action.

-

For their second action, the flowers produce a mind-addling pollen. Each non-plant creature within 30 feet of a flower must succeed at a @Check[fortitude|dc:41|name:Mindaddling Pollen|traits:emotion,mental,olfactory] save or become @UUID[Compendium.pf2e.conditionitems.Item.Slowed]{Slowed 1} for 1 round (or @UUID[Compendium.pf2e.conditionitems.Item.Confused] for 1 round, on a critical failure). The pollen is an emotion, mental, and olfactory effect.

' (x1) - '

(3 actions) The convergence lattice uses its first action to call for aid. Each convergent creature within 100 feet of the lattice Strides toward the lattice as a reaction. Creatures thus called continue to move toward the lattice on their turn each round until they are adjacent to it, at which point they defend it with their lives.

-

The lattice uses its second action to deal @Damage[16d6[mental]] damage (@Check[will|dc:42|basic] save) to a non-convergent creature within 100 feet. This damage is nonlethal; a creature knocked out by this damage doesn\'t gain the dying condition and is automatically @UUID[Compendium.pf2e.conditionitems.Item.Controlled] by the convergence lattice when they awaken.

-

The lattice uses its third action to make the same attack against a second non-convergent creature within 100 feet; if there isn\'t such a second creature, it doesn\'t take its third action.

' (x1) - '

(2 actions) On the hazard\'s first action, any areas of crumbling rocks from a previous round collapse, making a falling rocks Strike against each creature in the area.

-

On its second action, the hazard crumbles rocks in a 20-foot radius around the previous collapse. A character can @UUID[Compendium.pf2e.actionspf2e.Item.Seek] (DC 40) to determine where the rocks will fall on the following round, but on a critical failure, they incorrectly identify where the rocks will fall.

' (x1) - '

(4 actions) Each active spirit chooses a living non-wendigo creature within 120 feet and attempts to devour it, targeting different creatures if possible. Each calmed spirit reduces the hazard\'s actions by 1

' (x1) saves : object {Book 6 - The Apocalypse Prophet.system.saves} fortitude : object {Book 6 - The Apocalypse Prophet.system.saves.fortitude} saveDetail : string {Book 6 - The Apocalypse Prophet.system.saves.fortitude.saveDetail} (same value: '') diff --git a/output/pf2e/packs/Book of the Dead.txt b/output/pf2e/packs/Book of the Dead.txt index f61a06e..21e49d3 100644 --- a/output/pf2e/packs/Book of the Dead.txt +++ b/output/pf2e/packs/Book of the Dead.txt @@ -1232,17 +1232,6 @@ object {Book of the Dead} damage : object {Book of the Dead.items.[].system.spell.system.damage} description : object {Book of the Dead.items.[].system.spell.system.description} value : string {Book of the Dead.items.[].system.spell.system.description.value} (4 different values) - '

You and the targets are instantly transported to any location within range, as long as you can identify the location precisely both by its position relative to your starting position and by its appearance (or other identifying features). Incorrect knowledge of the location\'s appearance usually causes the spell to fail, but it could instead lead to teleporting to an unwanted location or some other unusual mishap determined by the GM. Teleport is not precise over great distances. The targets appear at a distance from the intended destination equal to roughly 1 percent of the total distance traveled, in a direction determined by the GM. For short journeys, this lack of precision is irrelevant, but for long distances this could be up to 1 mile.

-
-

Heightened (7th) You and the other targets can travel to any location within 1,000 miles.

-

Heightened (8th) You and the other targets can travel to any location on the same planet. If you travel more than 1,000 miles, you arrive only 10 miles off target.

-

Heightened (9th) You and the other targets can travel to any location on another planet within the same solar system. Assuming you have accurate knowledge of the location\'s position and appearance, you arrive on the new planet 100 miles off target.

-

Heightened (10th) As the 9th-rank version, but you and the other targets can travel to any planet within the same galaxy.

' (x1) - '

You unravel the magic behind a spell or effect. Attempt a counteract check against the target. If you successfully counteract a magic item, the item becomes a mundane item of its type for 10 minutes. This doesn\'t change the item\'s non-magical properties. If the target is an artifact or similar item, you automatically fail.

' (x1) - '

You form an @UUID[Compendium.pf2e.conditionitems.Item.Invisible] wall of pure magical force up to 50 feet long and up to 20 feet high. The wall has no discernible thickness. You must create the wall in an unbroken open space so its edges don\'t pass through any creatures or objects, or the spell is lost. The wall has AC 10, Hardness 30, and 60 Hit Points, and it\'s immune to critical hits and precision damage. The wall blocks physical effects from passing through it, and because it\'s made of force, it blocks incorporeal and ethereal creatures as well. Teleportation effects can pass through the barrier, as can visual effects (since the wall is invisible). Wall of force is immune to counteracting effects of its level or lower, but the wall is automatically destroyed by a disintegrate spell of any level or by contact with a rod of cancellation or sphere of annihilation.

-
-

Heightened (+2) The Hit Points of the wall increases by 20.

' (x1) - '

You see things within 60 feet as they actually are. The GM rolls a secret counteract check against any illusion or transmutation in the area, but only for the purpose of determining whether you see through it (for instance, if the check succeeds against a polymorph spell, you can see the creature\'s true form, but you don\'t end the polymorph spell).

' (x1) duration : object {Book of the Dead.items.[].system.spell.system.duration} sustained : boolean {Book of the Dead.items.[].system.spell.system.duration.sustained} (same value: False) value : string {Book of the Dead.items.[].system.spell.system.duration.value} (3 different values) @@ -1532,18 +1521,6 @@ object {Book of the Dead} True (x6) [reset] : string {Book of the Dead.system.details.reset} (11 different values) [routine] : string {Book of the Dead.system.details.routine} (7 different values) - '' (x19) - '

(3 actions) The spirit attempts to @UUID[Compendium.pf2e.actionspf2e.Item.Grapple] up to two creatures within 10 feet with a [[/r 1d20+14 #Athletics]]{+14 Athletics modifier}, then squeezes each creature it has @UUID[Compendium.pf2e.conditionitems.Item.Grabbed], dealing @Damage[(1d10+4)[damage]] damage. The haunt doesn\'t apply a multiple attack penalty to the second attempt to Grapple.

' (x1) - '

(4 actions) For each aurochs skull disabled or destroyed, the haunt has 1 fewer action. On each action, a different aurochs moves up to 60 feet and attempts a horn Strike against a different living creature. A creature critically hit by a horn Strike also takes @Damage[2d6[bleed]] and is knocked @UUID[Compendium.pf2e.conditionitems.Item.Prone].

' (x1) - '

(1 action) The grasping hands batter all creatures in the area, dealing @Damage[(2d6+7)[bludgeoning]] damage (@Check[reflex|dc:26|basic] save). On a critical failure, a creature is dragged partially into the earth, becoming @UUID[Compendium.pf2e.conditionitems.Item.Immobilized] until it @UUID[Compendium.pf2e.actionspf2e.Item.Escape]{Escapes} (DC 26). If already immobilized, it\'s fully submerged and must hold its breath to avoid suffocation.

' (x1) - '

(1 action; enchantment, mental, occult) The conductor urges each creature within 30 feet to play the hazardous instrument it holds. Each creature that is compelled to play its instrument does so, and those who succeeded on their save can choose to do so. Playing the instrument, either from the haunt\'s routine or of a creature\'s own volition during an attempt to disable the haunt, deals @Damage[(1d6+3)[slashing]] damage (@Check[reflex|dc:21|basic|traits:enchantment,mental,occult] save), and the creature must attempt a @Check[performance|dc:18|traits:enchantment,mental,occult,damaging-effect] check. On a success, the conductor accepts the performance and dismisses that creature\'s instrument, and on a critical failure, the discordant sound and conductor\'s jeers deal an additional @Damage[(1d6+3)[sonic]] damage.

' (x1) - '

(1 action; death, divine, necromancy, void) The spirit inhales, siphoning the souls of the living and becoming more visible. Each creature within @Template[burst|distance:60]{60 feet} takes @Damage[(4d10+20)[void]] damage, with a @Check[fortitude|dc:41|traits:death,divine,necromancy,void,damaging-effect] save. If no creatures are within the area, the haunt moves up to 120 feet into the largest concentration of living creatures and then inhales.

-
-

Critical Success The creature is unaffected.

-

Success The creature takes half damage.

-

Failure The creature takes full damage and increases its @UUID[Compendium.pf2e.conditionitems.Item.Drained] value by 1, to a maximum of drained 4.

-

Critical Failure The creature takes double damage and increases its drained value by 2, to a maximum of drained 4. If the creature was already drained 4, it dies.

' (x1) - '

(3 actions) The spirit cyclone uses 3 actions to move, traveling up to 30 feet with each action and dealing @Damage[(2d10+13)[void]] damage to each creature in its path (@Check[reflex|dc:32|basic] save). A creature needs to attempt only one save during the cyclone\'s movement, even if the cyclone moves over its space more than once. On a critical failure, a creature is swept up into the cyclone, becoming @UUID[Compendium.pf2e.conditionitems.Item.Grabbed] (@UUID[Compendium.pf2e.actionspf2e.Item.Escape] DC 32). A creature grabbed by the cyclone moves along with the cyclone and takes @Damage[(1d10+6)[void]] damage at their beginning of its turn, and it must attempt a Reflex save against the cyclone on the cyclone\'s turn, no matter where the cyclone moves. A creature that successfully Escapes from the cyclone falls from a height of [[/r {1d12*5} #Falling Distance]]{1d12 x 5 feet}.

' (x1) [initiative] : object {Book of the Dead.system.initiative} statistic : string {Book of the Dead.system.initiative.statistic} (same value: 'perception') [perception] : object {Book of the Dead.system.perception} diff --git a/output/pf2e/packs/Crown of the Kobold King.txt b/output/pf2e/packs/Crown of the Kobold King.txt index 1dc3a75..812c894 100644 --- a/output/pf2e/packs/Crown of the Kobold King.txt +++ b/output/pf2e/packs/Crown of the Kobold King.txt @@ -1186,22 +1186,6 @@ object {Crown of the Kobold King} '

The trap resets after 1 minute, during which it sees no creatures to target.

' (x1) '

Creatures can still fall down the shaft even after the cauldron is released, but the cauldron must be reset manually.

' (x1) [routine] : string {Crown of the Kobold King.system.details.routine} (6 different values) - '' (x10) - '

(6 actions) On each of the trap\'s actions, a crystal sphere that hasn\'t yet taken an action during the turn either flies 25 feet toward the closest creature in the Outer Ring (if no creature is within 25 feet), or it attacks a visible creature within 25 feet (the crystal spheres can sense targets via darkvision). If a crystal sphere attacks a target, that target takes @Damage[1d6[force]] damage (@Check[reflex|dc:24|basic]) as the sphere hits them and bursts. A creature can be attacked by multiple spheres in a turn, but a sphere always targets the closest target. Once a sphere attacks and bursts, it vanishes but respawns at its spawn point at the start of the next turn and continues its routine. A sphere that has been destroyed or had its spawn point disabled vanishes and doesn\'t continue to respawn and attack, and the trap loses 1 action for each sphere destroyed or disabled in this way.

' (x1) - '

(1 action) On its initiative, the trap exerts a strong magnetic pull on the doors, causing the north and west doors to open if they\'re closed, or causing the south and east doors to close if they\'re open. A character can open or close a door against this pull with a successful @Check[athletics|dc:18] check to @UUID[Compendium.pf2e.actionspf2e.Item.Force Open] the door. At the same time, any character in the room who wears primarily metal armor must attempt a @Check[reflex|dc:18] save (characters in medium metal armor suffer a -1 circumstance penalty to this save, and characters in heavy metal armor suffer a -2 circumstance penalty).

-
-

Critical Success The PC is unaffected.

-

Success The PC resists the pull but treats the room as difficult terrain.

-

Failure The PC treats the room as difficult terrain and is knocked @UUID[Compendium.pf2e.conditionitems.Item.Prone]. A PC who\'s already prone suffers a critical failure instead.

-

Critical Failure As failure, but the PC is also pulled 5 feet toward the lodestone. A PC who is adjacent to the lodestone instead becomes stuck to it and is @UUID[Compendium.pf2e.conditionitems.Item.Restrained] as long as the trap continues its routine (escape DC 18).

' (x1) - '

(1 action; divine, necromancy) As the dwarves continue to chant and grasp at the living, the pit infuses all living creatures inside it with the ache and pain a body endures after hours of constant toil. Each living creature in the pit must attempt a @Check[fortitude|dc:18|traits:divine,necromancy,damaging-effect] save.

-
-

Critical Success The creature suffers no ill effect and is thereafter immune to the pit of toil\'s routine.

-

Success The creature suffers no ill effect.

-

Failure The creature takes @Damage[2d6[void]] damage and becomes @UUID[Compendium.pf2e.conditionitems.Item.Enfeebled]{Enfeebled 1} for 1 round.

-

Critical Failure The creature takes @Damage[4d6[void]] damage and becomes @UUID[Compendium.pf2e.conditionitems.Item.Fatigued].

' (x1) - '

(3 actions) The trap loses 1 action per disabled spout each turn. On each action, a different spout located at one of the three areas marked H4c spews a gout of lava at the closest non-thoqqua target in its line of sight; these spouts use magical sensors that have darkvision and a Perception DC of 25. Originally, agents of the abbot would come through here after the trap was triggered, deactivate it, and clean out the hardened blobs of lava and dead bodies that remained, but the amount of time it would take for this trap to clog tunnels with cooled lava makes tracking that slow accretion over the course of this adventure unnecessary.

' (x1) - '

(3 actions) The trap loses 1 action for each disabled vent. On each of the trap\'s actions, a vent spews a gout of boiling toxin at a living creature in sight of it. It can\'t target a single creature more than once per round, so if there aren\'t enough viable targets for all 3 actions, the trap loses those unspent actions.

' (x1) [initiative] : object {Crown of the Kobold King.system.initiative} statistic : string {Crown of the Kobold King.system.initiative.statistic} (2 different values) 'perception' (x26) diff --git a/output/pf2e/packs/Dark Archive.txt b/output/pf2e/packs/Dark Archive.txt index ca60656..6bcc9b5 100644 --- a/output/pf2e/packs/Dark Archive.txt +++ b/output/pf2e/packs/Dark Archive.txt @@ -657,11 +657,6 @@ object {Dark Archive} 'necril' (x1) [privateNotes] : string {Dark Archive.system.details.privateNotes} (same value: '') [publicNotes] : string {Dark Archive.system.details.publicNotes} (3 different values) - '' (x6) - '

The mysterious undead known as shadows lurk in dark places and feed on those who stray too far from the light. Those who parley with shadows, typically by keeping them at bay with a glowing weapon, may learn great secrets, for they are ideal spies.

' (x1) - '

These enormous plants have thick, knotted trunks festooned with fanged blossoms. A gaping mouth sits at the top of the trunk, capable of swallowing most creatures smaller than the moonflower whole. Moonflowers can move slowly on their powerful roots or use them to attack, but usually they dig them deeply into the surrounding ground and remain stationary to await prey.

-

Though moonflowers can\'t speak in the conventional sense, they communicate telepathically with other moonflowers. Explorers who encounter a single moonflower can thus be assured that any other moonflowers in the vicinity will be prepared for them. Those who manage to intercept a moonflower\'s telepathic communications are assaulted by visions of dreadful, primeval jungles ruled over by titanic plant life. Whether this is some vision of the past or a dream of the future shared by all moonflowers is unknown.

-

Moonflowers are alien life-forms from a long-dead planet, but their proliferation throughout the galaxy has been ensured through the machinations of the Dominion of the Black, a sinister, alien organization from the dark places between the stars.

' (x1) [reset] : string {Dark Archive.system.details.reset} (12 different values) [routine] : string {Dark Archive.system.details.routine} (8 different values) '' (x12) diff --git a/output/pf2e/packs/Dinner at Lionlodge.txt b/output/pf2e/packs/Dinner at Lionlodge.txt index a290f58..ef66c5a 100644 --- a/output/pf2e/packs/Dinner at Lionlodge.txt +++ b/output/pf2e/packs/Dinner at Lionlodge.txt @@ -1099,23 +1099,6 @@ object {Dinner at Lionlodge} 'vitality' (x1) description : object {Dinner at Lionlodge.items.[].system.spell.system.description} value : string {Dinner at Lionlodge.items.[].system.spell.system.description.value} (3 different values) - '

You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC and a maximum Dexterity modifier of +5. While wearing mage armor, you use your unarmored proficiency to calculate your AC.

-

@UUID[Compendium.pf2e.spell-effects.Item.Spell Effect: Mystic Armor]

-
-

Heightened (4th) You gain a +1 item bonus to saving throws.

-

Heightened (6th) The item bonus to AC increases to +2, and you gain a +1 item bonus to saving throws.

-

Heightened (8th) The item bonus to AC increases to +2, and you gain a +2 item bonus to saving throws.

-

Heightened (10th) The item bonus to AC increases to +3, and you gain a +3 item bonus to saving throws.

' (x1) - '

You grace the target\'s mind, boosting its mental defenses and healing its wounds. The target regains 1d10+4 Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.

-

@UUID[Compendium.pf2e.spell-effects.Item.Spell Effect: Soothe]

-
-

Heightened (+1) The amount of healing increases by 1d10+4.

' (x1) - '

You channel vitality energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

-

1 (somatic) The spell has a range of touch.

-

2 (verbal, somatic) The spell has a range of 30 feet. If you\'re healing a living creature, increase the Hit Points restored by 8

-

3 (material, somatic, verbal) You disperse vitality energy in a 30-foot emanation. This targets all living and undead creatures in the burst.

-
-

Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.

' (x1) duration : object {Dinner at Lionlodge.items.[].system.spell.system.duration} sustained : boolean {Dinner at Lionlodge.items.[].system.spell.system.duration.sustained} (same value: False) value : string {Dinner at Lionlodge.items.[].system.spell.system.duration.value} (3 different values) diff --git a/output/pf2e/packs/Equipment.txt b/output/pf2e/packs/Equipment.txt index 02c640f..e0e188e 100644 --- a/output/pf2e/packs/Equipment.txt +++ b/output/pf2e/packs/Equipment.txt @@ -455,15 +455,6 @@ object {Equipment} type : string {Equipment.system.spell.system.damage.QrOXDstbGji5fsbX.type} (same value: 'piercing') description : object {Equipment.system.spell.system.description} value : string {Equipment.system.spell.system.description.value} (2 different values) - '

You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

-

1 The spell has a range of touch.

-

2 (concentrate) The spell has a range of 30 feet. If you\'re healing a living creature, increase the Hit Points restored by 8.

-

3 (concentrate) You disperse vital energy in a @Template[emanation|distance:30]. This targets all living and undead creatures in the burst.

-
-

Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.

' (x6) - '

You launch a volley of splinters at your foes. Make a spell attack roll against a single creature. On a hit, the splinters deal 4d6 piercing damage. The splinters deal double damage on a critical hit and @Damage[(floor(@item.level/2))[bleed]] damage. You can spend a third action while casting this spell to fire splinters at two different targets instead of one. These attacks each increase your multiple attack penalty, but you don\'t increase your multiple attack penalty until after you make both spell attack rolls for splinter volley.

-
-

Heightened (+2) Increase the damage dealt to each target by 4d6 and the persistent bleed damage by 1.

' (x4) duration : object {Equipment.system.spell.system.duration} sustained : boolean {Equipment.system.spell.system.duration.sustained} (same value: False) value : string {Equipment.system.spell.system.duration.value} (same value: '') diff --git a/output/pf2e/packs/Explorer.txt b/output/pf2e/packs/Explorer.txt index 9e0aca3..c322194 100644 --- a/output/pf2e/packs/Explorer.txt +++ b/output/pf2e/packs/Explorer.txt @@ -466,16 +466,6 @@ object {Explorer} 'fortitude' (x1) description : object {Explorer.items.[].system.spell.system.description} value : string {Explorer.items.[].system.spell.system.description.value} (2 different values) - '

An ephemeral, taloned hand grips the target, burning it with magical acid. The target takes 2d8 acid damage plus @Damage[floor(@item.level/2)d6[persistent,acid]] damage depending on its Reflex save. A creature taking persistent damage from this spell takes a –10-foot status penalty to its Speeds. @UUID[Compendium.pf2e.spell-effects.Item.Spell Effect: Acid Grip]


Critical Success The creature is unaffected.

-

Success The creature takes half damage and no persistent damage, and the claw moves it up to 5 feet in a direction of your choice.

-

Failure The creature takes full damage and persistent damage, and the claw moves it up to 10 feet in a direction of your choice.

-

Critical Failure The creature takes double damage and full persistent damage, and the claw moves it up to 20 feet in a direction of your choice.


Heightened (+2) The initial damage increases by 2d8, and the persistent acid damage increases by 1d6.

' (x1) - '

You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

-

1 The spell has a range of touch.

-

2 (concentrate) The spell has a range of 30 feet. If you\'re healing a living creature, increase the Hit Points restored by 8.

-

3 (concentrate) You disperse vital energy in a @Template[emanation|distance:30]. This targets all living and undead creatures in the burst.

-
-

Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.

' (x1) duration : object {Explorer.items.[].system.spell.system.duration} sustained : boolean {Explorer.items.[].system.spell.system.duration.sustained} (same value: False) value : string {Explorer.items.[].system.spell.system.duration.value} (same value: '') diff --git a/output/pf2e/packs/Fall of Plaguestone.txt b/output/pf2e/packs/Fall of Plaguestone.txt index 64a8381..b8c9703 100644 --- a/output/pf2e/packs/Fall of Plaguestone.txt +++ b/output/pf2e/packs/Fall of Plaguestone.txt @@ -586,18 +586,6 @@ object {Fall of Plaguestone} 5 (x1) [privateNotes] : string {Fall of Plaguestone.system.details.privateNotes} (same value: '') [publicNotes] : string {Fall of Plaguestone.system.details.publicNotes} (4 different values) - '' (x18) - '

Swelling like a bubble about to burst, this oozing thing looks like it is made entirely from blood. Its slick, crimson skin is marred only by spots that look like clots formed on the surface.

-

Created through the foulest of alchemical rituals, the blood ooze seeks only one thing: to increase its mass by consuming blood from the living. The blood ooze hides within the body of its victims, only bursting out to attack when another meal draws near, leaving the body a husk of its former self.

-

The process by which such an ooze is created involves draining the blood of at least four Medium creatures and feeding all of the collected blood to a fifth creature, along with deadly reagents designed to prevent the blood from coagulating. During this time, the host slowly dies while the blood ooze takes form, emerging 2 to 6 hours later. Blood oozes have no loyalty toward those who created them, but some creators have noted that newly formed blood oozes seem to avoid harming other members of the host creature\'s family.

-

It is not widely known that an existing blood ooze can reproduce by splitting itself in half. It undergoes this division only if it has grown so large that splitting in half would create a pair of normal-sized blood oozes, such as the one listed below.

' (x1) - '

The bloodlash bush attempts to lacerate its foes, using its weeping wounds to irrigate the ground around itself. The seeds of a bloodlash bush can take root only in soil that has been soaked in blood.

-
-

Often overlooked in light of more obvious threats, some plants can be just as deadly and dangerous as wild beasts.

-

What first appears to be a simple shrub suddenly stirs to life.

' (x1) - '

The vine lasher attacks in groups, attempting to immobilize prey and slowly tear a creature to pieces.

-
-

What first appears to be a simple shrub suddenly stirs to life.

' (x1) publication : object {Fall of Plaguestone.system.details.publication} license : string {Fall of Plaguestone.system.details.publication.license} (same value: 'OGL') remaster : boolean {Fall of Plaguestone.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/Foolish Housekeeping and Other Articles.txt b/output/pf2e/packs/Foolish Housekeeping and Other Articles.txt index 17c3196..7a3f7bd 100644 --- a/output/pf2e/packs/Foolish Housekeeping and Other Articles.txt +++ b/output/pf2e/packs/Foolish Housekeeping and Other Articles.txt @@ -52,22 +52,6 @@ object {Foolish Housekeeping and Other Articles} [category] : string {Foolish Housekeeping and Other Articles.items.[].system.category} (all different values) description : object {Foolish Housekeeping and Other Articles.items.[].system.description} value : string {Foolish Housekeeping and Other Articles.items.[].system.description.value} (8 different values) - '' (x2) - '

Trigger The swarm rolls initiative


Effect The dust bunnies stir, kicking up a cloud in a @Template[type:burst|distance:15] centered on the swarm that lasts for 1 minute. Creatures who enter or start their turn in this cloud must attempt a @Check[fortitude|dc:16] save or take a –1 circumstance penalty to skill checks that have the concentration trait and all Perception checks as their sensory organs become impaired.

-

@UUID[Compendium.pf2e.bestiary-effects.Item.Effect: Cloud of Allergens]

' (x1) - '

When a dust bunny swarm is destroyed, it re-forms after [[/gmr 2d4 #days]]{2d4 days} in the area in which it was destroyed unless the location has been significantly cleaned of all dust and debris.

' (x1) - '

Each enemy in the swarm\'s space takes @Damage[1d6[bludgeoning]] damage with a @Check[reflex|dc:16|basic] save. A creature that fails its save cannot use reactions for 1 round as they sneeze uncontrollably.

' (x1) - '

Trigger An enemy targets the rt5rrmn with a melee attack


Effect The rt5rrmn erkijs, the vibrating sound convincing the enemy to stop hurting it. The target must attempt a @Check[will|dc:26] save.


Critical Success The target is unaffected, ignoring the seduction of the erkij.

-

Success The target is @UUID[Compendium.pf2e.conditionitems.Item.Fascinated] by the rt5rrmn\'s erkij until the end of the rt5rrmn\'s next turn.

-

Failure As success, and the target is @UUID[Compendium.pf2e.conditionitems.Item.Slowed]{Slowed 1} as it focuses on the rt5rrmn\'s erkij.

-

Critical Failure As failure, but the target is @UUID[Compendium.pf2e.conditionitems.Item.Slowed]{Slowed 2}.

' (x1) - '

If the rt5rrmn is targeted with an ability that restores Hit Points, it gains an additional use of But I\'m Adorable that lasts until the end of its next turn.

' (x1) - '

Saving Throw @Check[fortitude|dc:24]

-

Maximum Duration 1 week

-

Stage 1 @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 1} (1 hour)

-

Stage 2 sickened 1 and the creature can\'t reduce its sickened value below 1 (1 day)

-

Stage 3 @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 2} and the creature can\'t reduce its sickened value below 1 (1 day)

' (x1) - '

The rt5rrmn Strides and then makes two g7ujik Strikes at a single target. Both count toward its multiple attack penalty, but the penalty increases only after both attacks are made. The rt5rrmn must be able to move at least half its Speed to yidsfh.

' (x1) publication : object {Foolish Housekeeping and Other Articles.items.[].system.publication} license : string {Foolish Housekeeping and Other Articles.items.[].system.publication.license} (same value: 'OGL') remaster : boolean {Foolish Housekeeping and Other Articles.items.[].system.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/Introductions.txt b/output/pf2e/packs/Introductions.txt index e07ddeb..f8827af 100644 --- a/output/pf2e/packs/Introductions.txt +++ b/output/pf2e/packs/Introductions.txt @@ -313,14 +313,6 @@ object {Introductions} 'draconic' (x1) [privateNotes] : string {Introductions.system.details.privateNotes} (same value: '') [publicNotes] : string {Introductions.system.details.publicNotes} (4 different values) - '

Ghouls are ravenous undead who haunt graveyards and eat corpses.

-
-

Few creatures are more ubiquitous to sinister locations such as lonely graveyards and ruined crypts than the flesh-eating undead known as ghouls.

' (x1) - '' (x1) - '

Shadow drakes are typically among the smallest and least powerful of their species. Most stand as tall and long as house cats and have charcoal-colored scales and membranous wings just translucent enough to pass for shadows. Attracted to shiny materials, they employ deception, teamwork, and even rudimentary traps to create opportunities to make off with ill-gotten gains. Shadow drakes have a particular fascination and admiration for umbral dragons-a notable exception to the norm for drakes and dragons.

' (x1) - '

These amorphous masses of sewage and other detritus make their way through filthy culverts beneath cities large and small.

-
-

Slimes, molds, and other oozes can be found in dank dungeons and shadowed forests. While not necessarily evil, some grow to enormous sizes and have insatiable appetites.

' (x1) [reset] : string {Introductions.system.details.reset} (8 different values) '

The mosaic ceases its routine 2 rounds after all living creatures are out of sight of the stairs. After 6 hours the haunt is ready to trigger again.

' (x2) '

The trap resets each day at dawn.

' (x1) @@ -331,20 +323,6 @@ object {Introductions} '

The spectral warrior returns to the wall and ceases 2 rounds after all living creatures are out of sight of the stairs. After 6 hours the haunt is ready to trigger again.

' (x1) '

The hazard still submerges anyone who walks in, but the surface doesn\'t become hidden again until it settles over the course of 24 hours.

' (x1) [routine] : string {Introductions.system.details.routine} (8 different values) - '' (x2) - '

(3 actions) A pulsing red ball of energy flies from the wall and explodes in negative energy in the room. Anyone in the room takes @Damage[(1d10+4)[void]] damage (@Check[reflex|dc:20|basic|name:Avoid the Energy|traits:complex,haunt,void] save).

' (x1) - '

(3 actions) The bloody mosaic blasts shards of colored glass at anyone within 10 feet of the eastern wall, and they each take @Damage[1d10[slashing]] damage plus @Damage[1[bleed]] damage (@Check[reflex|dc:20|basic|name:Avoid the Glass Shards|traits:complex,haunt,slashing] save; critical success negates the bleed damage).

' (x1) - '

(3 actions) Ghostly workers appear in the room and begin abrading, scrubbing, and splashing cleaning chemicals on anyone in the area. Each creature in the room takes @Damage[(1d4+2)[slashing]] and @Damage[(1d4+2)[acid]] damage (@Check[reflex|dc:20|basic|name:Avoid Workers|traits:haunt,complex] save; roll once for both).

' (x1) - '

(3 actions) The trap fills the room with a cloud of caustic vapor and deals @Damage[(2d6+2)[acid]] damage to all creatures in the area (@Check[fortitude|dc:20|basic|name:Cleaning Agent|traits:acid]).

' (x1) - '

(3 actions) The supervisor\'s voice fills the room and compels everyone within to start smiling. Each creature in the room takes @Damage[(1d8+4)[mental]] damage and must attempt a @Check[will|dc:20|name:Try Not to Smile too Hard|traits:complex,haunt] save.

-
-

Critical Success The target takes no damage.

-

Success The target takes half damage.

-

Failure The creature takes full damage.

-

Critical Failure The creature takes full damage and is @UUID[Compendium.pf2e.conditionitems.Item.Drained]{Drained 1}.

' (x1) - '

(3 actions) The warrior\'s blade sweeps through the bodies of any living creature within sight of the exit stairs, and they each take @Damage[(1d10+4)[slashing]] damage (@Check[fortitude|dc:20|basic|name:Avoid the Warrior\'s Blade|traits:complex,haunt,slashing] save). Undead creatures in the area gain 5 temporary hit points.

' (x1) - '

(1 action) On its initiative, the quicksand pulls down each creature within it. A creature that was submerged up to its waist becomes submerged up to its neck, and a creature that was submerged up to its neck is pulled under and has to hold its breath to avoid suffocation.

-

A creature in the quicksand can attempt a @Check[athletics|dc:18|name:Swim out of Quicksand|traits:action:swim,environmental] check to Swim to either raise itself by one step if it\'s submerged to its neck or worse, or to move 5 feet if it\'s submerged only up to its waist. On a critical failure, the creature is pulled down one step. A creature that Swims out of the quicksand escapes the hazard and is prone in a space adjacent to the quicksand patch. Other creatures can Aid the creature, typically by using a rope or similar aid, or attempt to pull the creature out with their own @Check[athletics|dc:18|name:Aid Another Creature in Quicksand] check, with the same results as if the creature attempted the check.

' (x1) saves : object {Introductions.system.saves} fortitude : object {Introductions.system.saves.fortitude} saveDetail : string {Introductions.system.saves.fortitude.saveDetail} (same value: '') diff --git a/output/pf2e/packs/Little Trouble in Big Absalom.txt b/output/pf2e/packs/Little Trouble in Big Absalom.txt index b4b63e9..8207221 100644 --- a/output/pf2e/packs/Little Trouble in Big Absalom.txt +++ b/output/pf2e/packs/Little Trouble in Big Absalom.txt @@ -1293,19 +1293,6 @@ object {Little Trouble in Big Absalom} type : string {Little Trouble in Big Absalom.items.[].system.spell.system.damage.0.type} (same value: 'fire') description : object {Little Trouble in Big Absalom.items.[].system.spell.system.description} value : string {Little Trouble in Big Absalom.items.[].system.spell.system.description.value} (3 different values) - '

A ray that saps a foe\'s strength flashes from your hand. Attempt a ranged spell attack against the target. If you succeed, that creature attempts a Fortitude save to determine the spell\'s effect. If your attack roll is a critical success, use the outcome for one degree of success worse than the result of its save.

-
-

Critical Success The target is unaffected.

-

Success The target becomes @UUID[Compendium.pf2e.conditionitems.Item.Enfeebled]{Enfeebled 1}.

-

Failure The target becomes @UUID[Compendium.pf2e.conditionitems.Item.Enfeebled]{Enfeebled 2}.

-

Critical Failure The target becomes @UUID[Compendium.pf2e.conditionitems.Item.Enfeebled]{Enfeebled 3}.

' (x1) - '

You repair the target item. You restore 5 Hit Points per spell rank to the target, potentially removing the @UUID[Compendium.pf2e.conditionitems.Item.Broken] condition if this repairs it past the item\'s Broken Threshold. You can\'t replace lost pieces or repair an object that\'s been completely destroyed.

-
-

Heightened (2nd) You can target a non-magical object of 1 Bulk or less.

-

Heightened (3rd) You can target a non-magical object of 2 Bulk or less, or a magical object of 1 Bulk or less.

' (x1) - '

Gouts of flame rush from your hands. You deal 2d6 fire damage to creatures in the area.

-
-

Heightened (+1) The damage increases by 2d6.

' (x1) duration : object {Little Trouble in Big Absalom.items.[].system.spell.system.duration} sustained : boolean {Little Trouble in Big Absalom.items.[].system.spell.system.duration.sustained} (same value: False) value : string {Little Trouble in Big Absalom.items.[].system.spell.system.duration.value} (2 different values) diff --git a/output/pf2e/packs/Lost Omens_ Monsters of Myth.txt b/output/pf2e/packs/Lost Omens_ Monsters of Myth.txt index cd46c93..db1f09c 100644 --- a/output/pf2e/packs/Lost Omens_ Monsters of Myth.txt +++ b/output/pf2e/packs/Lost Omens_ Monsters of Myth.txt @@ -1263,15 +1263,6 @@ object {Lost Omens: Monsters of Myth} '

Ebeshra doesn\'t rush this way again for [[/gmr 1d4 #Rounds]] rounds.

' (x1) '

Ebeshra waits [[/gmr 1d4 #Lightning Blast Wait]] rounds before another blast.

' (x1) [routine] : string {Lost Omens: Monsters of Myth.system.details.routine} (3 different values) - '' (x3) - '

The GM rolls a @Check[flat|dc:9|showDC:owner] to determine if the building partially collapses, increasing the DC as listed above. On a successful check, dust and debris fall within the building and 30 feet around it, providing concealment and dealing @Damage[6d6[bludgeoning]] damage to [[/r 1d4 #Targets]] randomly chosen targets (@Check[reflex|dc:35|basic|name:Falling Debris|traits:hazard,complex,environmental,kaiju] save; on a critical failure, the creature is knocked @UUID[Compendium.pf2e.conditionitems.Item.Prone]). On a critical success, the effect is the same, but the debris deals @Damage[12d6[bludgeoning]] damage to [[/r 2d4 #Targets]] randomly chosen targets instead (@Check[reflex|dc:35|basic|name:Falling Debris|traits:hazard,complex,environmental,kaiju] save; on a critical failure, the creature is @UUID[Compendium.pf2e.conditionitems.Item.Restrained] by rubble until freed [@UUID[Compendium.pf2e.actionspf2e.Item.Force Open] DC 38, @UUID[Compendium.pf2e.actionspf2e.Item.Escape] DC 35]).

' (x1) - '

The rift pulls creatures within 500 feet toward it. The rift can pull any creature, regardless of its size. Creatures in the area must attempt a @Check[fortitude|dc:45|name:Planar Rift|traits:complex,conjuration,divine,environmental,kaiju,teleportation,hazard] or @Check[reflex|dc:45|name:Planar Rift|traits:complex,conjuration,divine,environmental,kaiju,teleportation,hazard] save (the creature\'s choice) to resist the effects of this pull or attempt to grab something to avoid getting pulled.

-
-

Critical Success The creature resists the pull and doesn\'t move toward the rift.

-

Success The creature is moved 25 feet toward the rift.

-

Failure The creature is moved 50 feet toward the rift.

-

Critical Failure The creature is moved 100 feet toward the rift. The harsh pull causes the creature to take @Damage[10d6[bludgeoning]] damage.

-

If a creature is directly beneath the rift when the rift pulls it, the creature instead attempts a @Check[fortitude|dc:50|name:Pull Into the Rift|traits:complex,conjuration,divine,environmental,kaiju,teleportation,hazard] or @Check[reflex|dc:50|name:Pull Into the Rift|traits:complex,conjuration,divine,environmental,kaiju,teleportation,hazard] save (the creature\'s choice) to avoid being pulled into the rift. On a failure, the creature is pulled up into the rift and thrown to a random point on the plane on the other side.

' (x1) [initiative] : object {Lost Omens: Monsters of Myth.system.initiative} statistic : string {Lost Omens: Monsters of Myth.system.initiative.statistic} (same value: 'perception') [perception] : object {Lost Omens: Monsters of Myth.system.perception} diff --git a/output/pf2e/packs/Mark of the Mantis.txt b/output/pf2e/packs/Mark of the Mantis.txt index 919f14a..fae0e73 100644 --- a/output/pf2e/packs/Mark of the Mantis.txt +++ b/output/pf2e/packs/Mark of the Mantis.txt @@ -1169,22 +1169,6 @@ object {Mark of the Mantis} statistic : string {Mark of the Mantis.items.[].system.spell.system.defense.save.statistic} (same value: 'fortitude') description : object {Mark of the Mantis.items.[].system.spell.system.description} value : string {Mark of the Mantis.items.[].system.spell.system.description.value} (5 different values) - '

All creatures in the area when you cast the spell are limned in colorful, heatless fire of a color of your choice for the duration. Visible creatures can\'t be @UUID[Compendium.pf2e.conditionitems.Item.Concealed] while affected by faerie fire. If the creatures are @UUID[Compendium.pf2e.conditionitems.Item.Invisible], they are Concealed while affected by faerie fire, rather than being @UUID[Compendium.pf2e.conditionitems.Item.Undetected].

' (x1) - '

You channel vitality energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

-

1 (somatic) The spell has a range of touch.

-

2 (verbal, somatic) The spell has a range of 30 feet. If you\'re healing a living creature, increase the Hit Points restored by 8

-

3 (material, somatic, verbal) You disperse vitality energy in a 30-foot emanation. This targets all living and undead creatures in the burst.

-
-

Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.

' (x1) - '

With a touch, you ease a creature\'s fears. You can attempt to counteract a single fear effect that the target suffers from. This frees only the target, not any other creatures under the fear effect.

-
-

Heightened (6th) The spell\'s range increases to 30 feet, and you can target up to 10 creatures.

' (x1) - '

A shield of elemental energy protects a creature against one type of energy damage. Choose acid, cold, electricity, fire, or sonic damage. The target and its gear gain resistance 5 against the damage type you chose.

-

@UUID[Compendium.pf2e.spell-effects.Item.Spell Effect: Resist Energy]

-
-

Heightened (4th) The resistance increases to 10, and you can target up to two creatures.

-

Heightened (7th) The resistance increases to 15, and you can target up to five creatures.

' (x1) - '

You call forth a cloud of mist. All creatures within the mist become @UUID[Compendium.pf2e.conditionitems.Item.Concealed], and all creatures outside the mist become Concealed to creatures within it. You can Dismiss the cloud.

' (x1) duration : object {Mark of the Mantis.items.[].system.spell.system.duration} sustained : boolean {Mark of the Mantis.items.[].system.spell.system.duration.sustained} (same value: False) value : string {Mark of the Mantis.items.[].system.spell.system.duration.value} (all different values) diff --git a/output/pf2e/packs/Menace Under Otari.txt b/output/pf2e/packs/Menace Under Otari.txt index 11f6f80..a108a8e 100644 --- a/output/pf2e/packs/Menace Under Otari.txt +++ b/output/pf2e/packs/Menace Under Otari.txt @@ -1159,15 +1159,6 @@ object {Menace Under Otari} '

Pressure-sensitive panels in the floor connect to a stone slab hidden in a hallway\'s ceiling.

' (x1) '

A wall socket loaded with a spear connects to a floor tile in one 5-foot square.

' (x1) [disable] : string {Menace Under Otari.system.details.disable} (8 different values) - '

A hero must succeed at a @Check[thievery|dc:18|traits:hazard|name:Disable Mechanism] check on the triggering floor tiles or the wall sockets in the western wall.

' (x1) - '

@Check[thievery|dc:17|traits:hazard|name:Disable the Spring Mechanism] on the spring mechanism

' (x1) - '

A hero must succeed at a @Check[thievery|dc:18|traits:hazard|name:Prevent Blocks from Falling] check on the triggering square or the ceiling to prevent the stone blocks from falling.

' (x1) - '

@Check[thievery|dc:12|traits:hazard|name:Remove the Trapdoor] to remove the trapdoor.

' (x1) - '

@Check[thievery|dc:20|traits:complex,hazard|name:Disable Mechanism] on each corner mechanism (must disable all three working corners to disable the trap)

-

Each corner mechanism has hardness 8 and 15 HP

' (x1) - '

@Check[thievery|dc:21|traits:hazard|name:Disable Blade] to disable each blade.

' (x1) - '

@Check[thievery|dc:15|traits:hazard|name:Disable Floor Panels] on the floor panels before the slab falls.

' (x1) - '

@Check[thievery|dc:18|traits:hazard|name:Disable Mechanism] on the floor tile or wall socket.

' (x1) [isComplex] : boolean {Menace Under Otari.system.details.isComplex} (2 different values) False (x7) True (x1) @@ -1175,14 +1166,6 @@ object {Menace Under Otari} '' (x7) '

The central spears reset after 1 minute.

' (x1) [routine] : string {Menace Under Otari.system.details.routine} (2 different values) - '' (x7) - '

Each turn, the fountain uses 1 action. Roll a [[/r 1d10]]{1d10} and look up the result on the following list to determine which action it uses that round.

- ' (x1) [initiative] : object {Menace Under Otari.system.initiative} statistic : string {Menace Under Otari.system.initiative.statistic} (same value: 'perception') [perception] : object {Menace Under Otari.system.perception} diff --git a/output/pf2e/packs/Monster Core.txt b/output/pf2e/packs/Monster Core.txt index b9c707d..e018ad0 100644 --- a/output/pf2e/packs/Monster Core.txt +++ b/output/pf2e/packs/Monster Core.txt @@ -4292,13 +4292,6 @@ object {Monster Core} damage : object {Monster Core.items.[].system.spell.system.damage} description : object {Monster Core.items.[].system.spell.system.description} value : string {Monster Core.items.[].system.spell.system.description.value} (2 different values) - '

You and the targets are instantly transported to any location within range, as long as you can identify the location precisely both by its position relative to your starting position and by its appearance (or other identifying features). Incorrect knowledge of the location\'s appearance usually causes the spell to fail, but it could instead lead to teleporting to an unwanted location or some other unusual mishap determined by the GM. Teleport is not precise over great distances. The targets appear at a distance from the intended destination equal to roughly 1 percent of the total distance traveled, in a direction determined by the GM. For short journeys, this lack of precision is irrelevant, but for long distances this could be up to 1 mile.

-
-

Heightened (7th) You and the other targets can travel to any location within 1,000 miles.

-

Heightened (8th) You and the other targets can travel to any location on the same planet. If you travel more than 1,000 miles, you arrive only 10 miles off target.

-

Heightened (9th) You and the other targets can travel to any location on another planet within the same solar system. Assuming you have accurate knowledge of the location\'s position and appearance, you arrive on the new planet 100 miles off target.

-

Heightened (10th) As the 9th-rank version, but you and the other targets can travel to any planet within the same galaxy.

' (x1) - '

You erect protective wards that make the target difficult to detect via magic. Veil of privacy attempts to counteract all detection, revelation, and scrying effects used against the target or the target\'s gear throughout the duration, counting cantrips as 1st-rank spells for this purpose. Successfully counteracting a spell that targets an area or multiple targets negates the effects for only veil of privacy\'s target.

' (x1) duration : object {Monster Core.items.[].system.spell.system.duration} sustained : boolean {Monster Core.items.[].system.spell.system.duration.sustained} (same value: False) value : string {Monster Core.items.[].system.spell.system.duration.value} (2 different values) diff --git a/output/pf2e/packs/Mystic.txt b/output/pf2e/packs/Mystic.txt index a2e7703..bd7c67b 100644 --- a/output/pf2e/packs/Mystic.txt +++ b/output/pf2e/packs/Mystic.txt @@ -827,15 +827,6 @@ object {Mystic} damage : object {Mystic.items.[].system.spell.system.damage} description : object {Mystic.items.[].system.spell.system.description} value : string {Mystic.items.[].system.spell.system.description.value} (3 different values) - '

The target can soar through the air, gaining a fly Speed equal to its Speed or 20 feet, whichever is greater.

-

@UUID[Compendium.pf2e.spell-effects.Item.Spell Effect: Fly]

-
-

Heightened (7th) The duration increases to 1 hour.

' (x1) - '

You shield the target against dangerous temperatures. Choose severe cold or heat. The target is protected from the temperature you chose (but not extreme cold or heat).

-
-

Heightened (3rd) The target is protected from severe cold and severe heat.

-

Heightened (5th) The target is protected from severe cold, severe heat, extreme cold, and extreme heat.

' (x1) - '

You create a false image that fools any attempts to scry on an area. Any scrying spell sees, hears, smells, and otherwise detects whatever you wish within the area, rather than what is actually in the area. You can Sustain the spell each round to change the illusion as you desire, including playing out a complex scene. If the scrying spell is of a higher rank than false vision, the scryer can attempt a Perception check to disbelieve the illusion, though even if they\'re successful, they can\'t learn what\'s truly going on in the area.

' (x1) duration : object {Mystic.items.[].system.spell.system.duration} sustained : boolean {Mystic.items.[].system.spell.system.duration.sustained} (same value: False) value : string {Mystic.items.[].system.spell.system.duration.value} (2 different values) diff --git a/output/pf2e/packs/NPC Gallery.txt b/output/pf2e/packs/NPC Gallery.txt index 8ba2007..4367c97 100644 --- a/output/pf2e/packs/NPC Gallery.txt +++ b/output/pf2e/packs/NPC Gallery.txt @@ -773,10 +773,6 @@ object {NPC Gallery} damage : object {NPC Gallery.items.[].system.spell.system.damage} description : object {NPC Gallery.items.[].system.spell.system.description} value : string {NPC Gallery.items.[].system.spell.system.description.value} (2 different values) - '

With a touch, you ease a creature\'s fears. You can attempt to counteract a single fear effect that the target suffers from. This frees only the target, not any other creatures under the fear effect.

-
-

Heightened (6th) The spell\'s range increases to 30 feet, and you can target up to 10 creatures.

' (x1) - '

You can ask questions of, receive answers from, and use the Diplomacy skill with animals. The spell doesn\'t make them more friendly than normal. Cunning animals are likely to be terse and evasive, while less intelligent ones often make inane comments.

' (x1) duration : object {NPC Gallery.items.[].system.spell.system.duration} sustained : boolean {NPC Gallery.items.[].system.spell.system.duration.sustained} (same value: False) value : string {NPC Gallery.items.[].system.spell.system.duration.value} (2 different values) diff --git a/output/pf2e/packs/Night of the Gray Death.txt b/output/pf2e/packs/Night of the Gray Death.txt index 1512160..44f0721 100644 --- a/output/pf2e/packs/Night of the Gray Death.txt +++ b/output/pf2e/packs/Night of the Gray Death.txt @@ -1027,15 +1027,6 @@ object {Night of the Gray Death} 19 (x1) [privateNotes] : string {Night of the Gray Death.system.details.privateNotes} (same value: '') [publicNotes] : string {Night of the Gray Death.system.details.publicNotes} (3 different values) - '' (x13) - '

Ages ago, when this cycle of the multiverse was still adolescent, a cabal of psychopomps who already felt bored and restrained in their role of ushering souls to their ultimate resting place rebelled against their station. It was this corruption of the cycle of souls that spawned the first sahkils.

-

Ambivalent to the prescribed order of the multiverse and spiteful of mortals, sahkils delight in spreading fear and unease to all beings, clogging up the metaphysical cycle with anxiety-ridden mortals too scared to achieve their potential. These fiends have drastically changed from their dedicated psychopomp predecessors. They are creatures of spite and torment, fear and disgust. They exploit the most common and rare fears for their own perverse satisfaction, and they want nothing more than to frighten mortals and make them quetion their reason for existence.

-

Most sahkils lurk on the Ethereal Plane, but they frequently invade the Material Plane to torment mortals and spread terror. They use their innate ability to slip between the veils of the Ethereal and Material effortlessly, often stalking their targets for days or weeks before enacting their devious plots.

-
-

Pakalchis strive to intensify their preys\' inherent insecurity over personal and emotional bonds, playing on the threat of those relationships falling into ruin. These sahkils are among the most manipulative of their kind, pulling strings both literal and figurative on their victims over stretched-out periods of time, exhilarating in the despair and fear for as long as possible.

' (x1) - '

Terra-cotta warriors guard the tombs of ancient rulers, where they stand vigil, animating only when intruders break in to pilfer riches or defile the tomb itself. Each warrior is meticulously crafted from clay and given unique features.

-
-

These constructed warriors can work together as a trained group to repel intruders.

' (x1) publication : object {Night of the Gray Death.system.details.publication} license : string {Night of the Gray Death.system.details.publication.license} (same value: 'OGL') remaster : boolean {Night of the Gray Death.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/Paizo Blog.txt b/output/pf2e/packs/Paizo Blog.txt index 5621532..3d8c559 100644 --- a/output/pf2e/packs/Paizo Blog.txt +++ b/output/pf2e/packs/Paizo Blog.txt @@ -694,11 +694,6 @@ object {Paizo Blog} damage : object {Paizo Blog.items.[].system.spell.system.damage} description : object {Paizo Blog.items.[].system.spell.system.description} value : string {Paizo Blog.items.[].system.spell.system.description.value} (2 different values) - '

You make the target easier to open. Knock grants a +4 status bonus to any creature that tries to open the target door, lock, or container with an Athletics or a Thievery check. You can attempt a Thievery check to open the target as part of casting knock, and you add your level even if you\'re untrained.

-

Knock counteracts @UUID[Compendium.pf2e.spells-srd.Item.Lock].

' (x1) - '

Cloaked in illusion, the target becomes @UUID[Compendium.pf2e.conditionitems.Item.Invisible]. This makes it @UUID[Compendium.pf2e.conditionitems.Item.Undetected] to all creatures, though the creatures can attempt to find the target, making it @UUID[Compendium.pf2e.conditionitems.Item.Hidden] to them instead. If the target uses a hostile action, the spell ends after that hostile action is completed.

-
-

Heightened (4th) The spell lasts 1 minute, but it doesn\'t end if the target uses a hostile action.

' (x1) duration : object {Paizo Blog.items.[].system.spell.system.duration} sustained : boolean {Paizo Blog.items.[].system.spell.system.duration.sustained} (same value: False) value : string {Paizo Blog.items.[].system.spell.system.duration.value} (2 different values) @@ -1022,16 +1017,6 @@ object {Paizo Blog} value : integer {Paizo Blog.system.details.level.value} (15 different values) privateNotes : string {Paizo Blog.system.details.privateNotes} (same value: '') publicNotes : string {Paizo Blog.system.details.publicNotes} (4 different values) - '' (x26) - '

Brass dragons are whimsical tricksters who delight in humor and play. They particularly enjoy conversations with humans and other civilized humanoids, delighting in the naive customs of these diminutive races without showing them haughtiness or scorn. While they may seem merely curious, brass dragons engage in this sort of conversation with the goal of keeping up to date on regional politics so they can anticipate future conflicts. Along the way, they create extensive information networks that begin with their own allies but stretch across all levels of humanoid society-networks which the brass dragon then uses to subtly assist settlements near their lair. Unlike the schemes and manipulations of blue dragons, brass dragons use their informant networks to establish justice and equality.

-

These carefree dragons value independence and feel that all creatures deserve to live as they please, provided they don\'t harm others. They are emotional creatures and tend to have short attention spans, sometimes falling victim to depression in their twilight years. To combat this, some brass dragons keep pets and houseplants that they can care for.

-

Though they may seem childlike in their curiosity concerning mortal affairs, a brass dragon\'s prowess in battle is no laughing matter. A brass dragon whose territory or allies are threatened is a terrifying foe indeed, quick to shed their innocent guise and unleash their terrifying might upon evildoers.

-

Most brass dragons live in desert climates, and while they keep their lairs hidden, they often build near humanoid settlements.

' (x1) - '

Monstrous humanoids that resemble humans with snakes instead of hair, medusas are best known for their petrifying gazes that-if lingered upon-can permanently transform mortals to stone. Medusas are shrewd and manipulative adversaries who collect and covet secrets, and who use threats and guile to exploit the fears of weaker creatures. A medusa may seek out powerful magic items, use divination magic to discover secret knowledge and unlock forbidden power, or infiltrate a society to beguile influential politicians. Their ability to worm their way into powerful organizations makes them natural leaders of criminal outfits and thieves\' guilds, and their interest in magical phenomena leads some to pursue careers as oracles who offer to help adventurers find what they seek-for a price. Of course, if wit and deception proves insufficient, a medusa can always simply turn rivals into ornate stone decorations with little more than a glare.

-

Exceptionally agile and surprisingly hardy, a medusa rarely backs down from a conflict even when cornered. Many adventurers who thought themselves readied to resist the effects of a medusa\'s gaze have nevertheless fallen to a medusa, as these creatures are also often deadly archers able to riddle their foes with venom-coated arrows from a distance. Still, a medusa may barter for their life if no alternatives remain, and the secrets carried by these powerful villains often make it more than worth sparing the monster\'s life.

' (x1) - '

With every strike of a wordsmith\'s hammer, a new onomatopoeia is formed. They swiftly grab the word as it flies off the anvil before nailing it to the pages of our favorite comics. POW! WHAM! SPLAT! The hammer crafts each and every sound. The humble wordsmith is often overlooked by their artisan peers, whose pictures are the primary focus of readers. However, many don\'t realize that while pictures can be sent to the printing press, sounds are not captured so easily on the page and must be hammered into place by a skilled wordsmith.

-

While most wordsmiths are content to forge their words out of sight of the public, they are fierce defenders of their work and are quick to fight anyone who belittles it. They know the pen is mightier than the sword, but the hammer is mightiest of all, and they use it mercilessly to SMASH! through their foes.

-

Though many wordsmiths are dwarves, they come from all kinds of backgrounds, each bringing their own unique sounds and noises from their culture. Tengu wordsmiths particularly favor onomatopoeias similar to bird calls like caw for crows or okalee for red-winged blackbirds. Meanwhile, leshy wordsmiths favor sounds inaudible to most non-plant creatures, such as the tr-tr-tr that reflects the sound of a plant growing.

' (x1) publication : object {Paizo Blog.system.details.publication} license : string {Paizo Blog.system.details.publication.license} (2 different values) 'OGL' (x28) diff --git a/output/pf2e/packs/Quests.txt b/output/pf2e/packs/Quests.txt index 64ffde1..68ebe00 100644 --- a/output/pf2e/packs/Quests.txt +++ b/output/pf2e/packs/Quests.txt @@ -723,37 +723,6 @@ object {Quests} '' (x28) '

In the adventure text, the cantrips aren\'t heightened but they have been in Foundry

' (x1) [publicNotes] : string {Quests.system.details.publicNotes} (10 different values) - '' (x11) - '

Wargs hunt in packs like wolves, but their penchant for taunting victims makes them easy to distinguish from their cousins. Orcs and hobgoblins frequently recruit wargs. Most wargs are amenable to this arrangement, but if food should run out, wargs are more than willing to integrate goblinoid flesh into their diet.

-
-

The warg is an intelligent and malevolent wolf that dwells among goblins, hobgoblins, orcs, and violent humanoids.

' (x3) - '

These moss colonies coalesce over a century into the rough facsimile of a large sloth, right down to mimicking the unique structure of the animal\'s fur that attracts additional fungi and pollinating insects. Unless summoned or attacked, they rarely leave the trees upon which they first formed.

-
-

At first glance, wood elementals might not seem to have the same destructive potential as their cousins from the Planes of Fire, Water, or Air, but don\'t be fooled. The woods can be a dangerous place.

-

Though some resemble animals, the elemental beasts presented here are still plants, and their life cycles reflect it. Vegetable lambs grow on rooted stalks, from which they can\'t be removed until they\'ve matured (or perhaps ripened), leaving them dependent on their immediate surroundings for food. Moss sloths are little more than lumps of green fluff for the first century of their existence, only gaining limited mobility once they can grow their defensive wooden claws.

-

Wild But Unwild

-

Many wood elementals are created by kizidhars and other powerful creatures on the Plane of Wood and placed in rote roles. Populating nature preserves and sprawling estates, they can be unsure how to behave if released into the wild. They\'re essentially born domesticated and will likely act far differently than the wild creatures they mimic, even in natural environments. Their natural predators are few, putting the elementals at less risk, although they\'re still sometimes eaten by giant termites or captured by some as pets.

-

A Brain By Any Other Name

-

Even if Lady Shumunue taught the wood elementals\' ancestors to mimic animals, a wood elemental\'s consciousness is contained not in a brain but in its root system. Entities like nursery crawlers, living groves, and carved beasts use this to their advantage. That an elemental\'s wooden body can be carved and crafted, apparently without lasting harm, implies that they might not feel pain so long as their roots remain undamaged.

' (x3) - '

A pale blue head and paper-thin wings peek out from the cloud that clings to the air scamp. Air scamps are short-sighted and flighty, even relative to their kin; they are as likely to fly recklessly into battle as they are to whine in terror at a loud noise.

-
-

Elemental scamps are bat-like critters marked by elemental powers. Scamps are dispatched from the Elemental Planes by more powerful residents or called to the Universe by neophyte summoners. All scamps have a hint of magical power due to a lingering connection to their home plane, which they largely use to pull simple pranks.

-

Scamps rapidly form a pecking order of cleverness. Humanoids often confuse scamps when meeting such creatures for the first time. These confused scamps usually resort to an escalating series of pranks and mischief, seeing what they can get away with to establish their place in the hierarchy.

' (x2) - '

The vast ranks of earth elementals have been slow to respond to the return of the elemental lords and the Planes of Metal and Wood. These events have not broken the mountains, nor have they blown away the sands.

-

Earthy Emotions

-

Earth elementals talk even less than most elementals. They\'re ponderous, weighing decisions so slowly they can crush the energy from a discussion. Their foremost concern is whether a situation can be endured. Though a rare or resplendent treasure might entice an earth elemental, it\'s difficult to spur any sense of urgency in them without the presence of an immediate threat.

' (x2) - '

Jinkins are sadistic tinkers who steal and sabotage items and take great pride in their power to curse precious objects. They hold grudges and create convoluted plans for revenge when they feel slighted, such as when a creature dares to remove one of their curses. Rarely content to wreak simple mayhem, jinkins also take immense pleasure in torture and murder, though they prefer to lead victims into traps designed to capture or incapacitate rather than just kill them outright. Deep pits are a preferred method, since victims who survive their fall face a slow death from starvation and thirst while jinkins gather at the edge of pits to tease and torment them.

-
-

Gremlins are cruel fey tricksters and saboteurs who have fully acclimated to life in the Universe, finding distinct niches for their inventive destructiveness. Nearly all gremlins delight in ruining or breaking things, whether it\'s something physical like a device or vehicle or something intangible such as an alliance or relationship. A gremlin\'s greatest joy is watching the collapse of complex creations, preferably after the slightest, carefully targeted nudge from the gremlin. Gremlins tend to denigrate, bully, or even slaughter their lesser kin, particularly mitflits, whom stronger gremlins derisively call "baggies."

' (x2) - '

Lone fairies usually need several minutes of elbow grease and a sleeping or restrained subject to extract a tooth.

-
-

Tooth fairies spawn when a child\'s tooth (or, less commonly, an entire child) is buried in terrain rife with fey energies. Hatching from the buried teeth like larvae from an egg, tooth fairies build crude pliers from whatever they can find, then go hunting for more teeth—regardless of the owners\' willingness.

' (x2) - '

The mischievous dragon sprites called draxies have dueled their pixie cousins for the title of ultimate prankster for centuries. They exercise patience and planning to create the perfect pranks, spending months, or even years, on their efforts. One exception to their flighty nature is the elucrea, a lifelong bond between a draxie and a creature they\'re particularly fond of, typically one with a good sense of humor. According to draxie legend, a little piece of a draxie\'s spirit remembers being united as the ancient fey dragonet Elucredassa, and that causes draxies to yearn for such connections with others.

-
-

Elusive, flighty, and ebullient, sprites are what many villagers first imagine when they hear the terms "fey" or "fairy." While their dispositions vary, all sprites share a connection to magic and a diminutive size. This family of fey shares its name with its slightest and most populous member, the common sprite.

' (x2) - '

The capricious and destructive metal scamps are self-appointed forces of entropy, taking great pleasure in indiscriminately wrecking everything around them, sometimes even to their own detriment. Metal scamps have a severe appearance, with pointed facial features and angular limbs, and their skin can be the color of any metal, often heavily oxidized as if by years of exposure to the elements.

' (x1) - '

Like other wisps, wood wisps roam their plane and attune to other wisps, wandering with them in symphonies. Because of their willingness to bond, wood wisps appear outside their home plane more than other wood elementals, though they\'re still relatively rare compared to other wisps.

-

Wood wisps resemble coconuts trailed by thick nests of branches that cover and conceal even deeper webs of thorny vines. They are, unfortunately, both unaware of the pain these thorns can cause fleshy creatures and very physically affectionate in their eagerness to offer assistance.

' (x1) publication : object {Quests.system.details.publication} license : string {Quests.system.details.publication.license} (same value: 'ORC') remaster : boolean {Quests.system.details.publication.remaster} (same value: True) diff --git a/output/pf2e/packs/Ritual.txt b/output/pf2e/packs/Ritual.txt index fb95bc8..844c7bf 100644 --- a/output/pf2e/packs/Ritual.txt +++ b/output/pf2e/packs/Ritual.txt @@ -41,33 +41,6 @@ object {Ritual} 'will' (x1) description : object {Ritual.system.description} [gm] : string {Ritual.system.description.gm} (5 different values) - '

The DC required to successfully awaken a portal varies based on the strength and distance between its end points. For the portals found in the Abomination Vaults Adventure Path, the DC varies according to the dungeon level on which it is located. Use the @UUID[Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.pBS3DUjlzVuFgapv]{DCs by Spell Rank} section to determine the DC for a portal, using the dungeon level in place of spell rank. Thus, activating the portal on the first level of the Abomination Vaults requires a successful DC 15 check, while activating the portal on the fourth level requires a successful DC 23 check.

In the Abomination Vaults, the creature conjured depends on the dungeon level where the ritual was attempted, as listed below.

' (x1) - '

The damage on failure kills Madge.

' (x1) - '

You attempt to transport the targets from a mindscape they\'re currently within into an adjacent, nearly identical mindscape, such as to or from the Willowshore mindscape into Heh Shan-Bao\'s mindscape—the mindscape in which Governor Heh Shan-Bao is trapped. Unlike the use of mindscape door, which projects the mind into a mindscape and leaves the physical body behind, mindscape shift teleports its targets entirely into the new mindscape. If the mindscape\'s creator wants to prevent anyone from entering or exiting it, the DC of the primary check is the creator\'s Will DC if that would be higher than the ritual\'s normal DC (note that in this adventure, Heh Shan-Bao doesn\'t seek to take this action against the PCs visiting his mindscape, as he has his own plans for them). When you successfully travel to the other mindscape, you and the targets appear in the same corresponding location you occupied in the previous mindscape, and if no such corresponding location exists in the target mindscape, the ritual automatically has a critical failure result.

-
-

Critical Success You transport the targets as intended and can leave a portal back to the previous mindscape that lasts for up to 24 hours. It typically looks like an ordinary door or passage appropriate to the mindscape. Any target of the spell can enter or exit through this portal as they would an ordinary door. If you wish, you can make this door passable by anyone.

-

Success You transport the targets as intended.

-

Failure You fail to transport the targets.

-

Critical Failure Not only do you fail to transport the targets, you also cause mental feedback to inflict @Damage[9d6[mental]] damage to all ritual casters (@Check[will|dc:26|basic] save).

-
-

Heightened (8th) You can transport the targets to any mindscape you have visited before or have detailed knowledge of. Your arrival point within the target mindscape is somewhere you\'ve visited, or somewhere chosen by the GM.

' (x1) - '

Your research into the nature of the so-called Willowshore Curse has revealed a possible method of opening a doorway through the eerie Wall of Ghosts found west of town. By starting with a consecrate ritual and then applying Sangpotshi theories of the cyclical nature of life and reincarnation, along with insights gleaned from Zoudou\'s notes, you\'ve created a magical ritual that can quiet the angry spirits that haunt this misty barrier and allow other creatures to pass through into the regions beyond. This ritual is unlikely to grant total protection from the ghosts or evil spirits within the wall itself, so once you open the wall, you and your allies might need to face additional dangers within before you can exit the other side. In addition, the ritual must be performed during a crescent or new moon (a time that equates to the second half of each month).


Critical Success The ritual succeeds and offers unexpected protection while you\'re passing through the Wall of Ghosts. While navigating the Wall of Ghosts, you and the secondary casters to the ritual gain a +2 status bonus to Armor Class and saving throws.

@UUID[Compendium.pf2e.spell-effects.Item.Spell Effect: Open the Wall of Ghosts (Critical Success)]

Success The ritual succeeds.

Failure The ritual fails.

Critical Failure The ritual fails spectacularly, and two of the ghosts trapped within the wall tear free and attack. Treat each of these ghosts as a @UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Ghost Commoner], save that their ghostly hand attacks deal mental damage rather than void damage.

' (x1) - '

A slain creature whose soul became trapped between life and death in the Willowshore mindscape can\'t escape either back to life or into the afterlife. With the use of this ritual, you can temporarily transmigrate out of the mindscape to appear in the living world in a solid body made of ectoplasm, where you can exist for a short time in a hazy area between life and undeath.

-

Before casting this ritual, the PCs must construct a kiln made of earth and stone that is large enough for all of them to lie down inside of. Once the kiln is complete, the PCs must prepare beds of clay for themselves in the kiln, surrounding each one with heron feathers placed upright in the clay around the bed. When the four-hour casting of the ritual is completed, the PCs become infused with spiritual energy and must lie down on the still-wet clay beds, after which assistants come in to encase them in a three-inch-thick layer of additional clay. Short lengths of bamboo held in the mouth allow the clay-encased PCs to continue breathing. The incense and sakaki wood is then placed atop each encased PC, the kiln is closed, and the fires lit. Each PC is baked alive within their clay shells, but if the ritual is successful, they\'re sent into the living world as ectoplasmic apparitions.

-
-

Critical Success The clay cracks open and the PCs transmigrate into the border between life and death, a small mindscape in which they face a challenge they must overcome if they\'re to transmigrate into the living world. This encounter is presented on page 45 of this book. During this encounter, the PCs gain a +1 status bonus to all Strikes, saving throws, and skill checks. If they defeat the encounter, they fully transmigrate into the living world for up to 1 month, and retain a +1 status bonus to all skill checks for the first week of this month.

-

@UUID[Compendium.pf2e.spell-effects.Item.Spell Effect: Transmigrate (Encounter)]

-

@UUID[Compendium.pf2e.spell-effects.Item.Spell Effect: Transmigrate (Skill)]

-

Success As critical success, but without the status bonus to skill checks.

-

Failure As a critical success, but extra energy is sapped from the PCs. They gain a –1 status penalty to all Strikes, saving throws, and skill checks made in the border between life and death, and if they transmigrate to the living world, they also take a –1 status penalty to all skill checks for the first week of the ritual\'s month-long duration.

-

Critical Failure The ritual fails, and the PCs do not enter the border between life and death. Instead, they each take @Damage[9d6[fire]] damage as they each bake in their clay shells (@Check[fortitude|dc:24|basic] save) before the failed ritual snuffs out the flames and cracks open their partially fired clay casings. The ritual can be attempted again after 24 hours have passed.

-
-

Heightened (5th) As long as the Tan Sugi stands tall above Kugaptee\'s grave (as it does, after the climax of the previous adventure) and Willowshore\'s Eternal Lantern is lit in both the mindscape and the living world, you can draw upon the artifact\'s power to transmigrate the entire Willowshore mindscape. This more complex version of the ritual has a cast time of 5 days and affects the entire mindscape. Furthermore, this ritual can only be attempted after the first day of the new year in the mindscape (the 72nd day of this adventure), as it also draws upon that milestone societal event to work its magic. Any attempt to cast this version of transmigrate before either of those two requirements are fulfilled causes the casting to fail as it begins, before any checks are attempted or its costs are paid. This version of the ritual must be cast near Willowshore\'s Eternal Lantern, which is located on the southern side of Dawnstep Bridge. As with the 4th-rank version of transmigrate, this ritual requires the creation of a kiln within 30 feet of the Eternal Lantern, within which a scale model of the town of Willowshore must be crafted from clay. On the first day of casting, the kiln itself is prepared and anointed with aromatic oils. On the second day, a platform of sakaki wood slats is built in the kiln and then anointed with additional oils. On the third day, the town of Willowshore is sculpted on the platform from clay. On the fourth day, heron feathers and sticks of incense are placed in the sculpture\'s still drying clay; the sticks of incense are lit and continually replaced through the day as they burn. Finally, on the fifth day, the kiln is lit and the sculpture is fired. The next day, as the people of Willowshore awaken from the ritual, its effects become apparent. See "Concluding the Adventure" on page 61 and Chapter 1 of the next adventure for more details.

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Critical Success The Willowshore mindscape transmigrates wholly into the living world. The full extent of what transmigrates depends on how many Preparation Points remain unspent at the end of this adventure, but the Critical Success at this ritual grants the party an additional 12 Preparation Points to determine this success, as detailed at the start of the next adventure.

-

Success As critical success, without bonus Preparation Points.

-

Failure The ritual fails, but a new attempt can be made after 24 hours have passed.

-

Critical Failure As failure, but the failed ritual also spreads waves of despair through town, causing food stores to rot away and buildings to take damage as if affected by years of neglect. The party loses 12 of their remaining Preparation Points, deducted as they see fit from Hope Points, Food Points, and Security Points. If the party can\'t deduct the full 12 points from their remaining Preparation Points, reduce all points to 0. Their next attempt to cast the ritual at 5th-rank takes a –2 status penalty to its checks.

' (x1) value : string {Ritual.system.description.value} (132 different values) duration : object {Ritual.system.duration} sustained : boolean {Ritual.system.duration.sustained} (same value: False) diff --git a/output/pf2e/packs/Rusthenge.txt b/output/pf2e/packs/Rusthenge.txt index bceaf2a..88c1c78 100644 --- a/output/pf2e/packs/Rusthenge.txt +++ b/output/pf2e/packs/Rusthenge.txt @@ -194,22 +194,6 @@ object {Rusthenge} 'fortitude' (x17) description : object {Rusthenge.items.[].system.description} [gm] : string {Rusthenge.items.[].system.description.gm} (3 different values) - '

While the Horn of Rust\'s power has diminished over the ages since Xar-Azmak\'s death, those who carry it are still subject to its palpable chaotic influences. If you aren\'t chaotic evil, you are @UUID[Compendium.pf2e.conditionitems.Item.Enfeebled]{Enfeebled 1} while carrying or using the Horn of Rust, and if you\'re lawful or good, you are instead @UUID[Compendium.pf2e.conditionitems.Item.Enfeebled]{Enfeebled 2} and @UUID[Compendium.pf2e.conditionitems.Item.Stupefied]{Stupefied 1}. The longer a non-worshipper of Xar-Azmak carries the Horn of Rust, the greater the chances a vloriak or other demon (or group of demons) will seek them out to slay them and reclaim the artifact. The frequency of these attacks is left to the GM to determine, but they should occur no less frequently than once a month. These attacks should always be at least moderate encounters; if the PCs don\'t take them seriously, the attacks could eventually escalate into severe encounters.

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Xar-Azmak Resurrected If the demon lord Xar-Azmak is resurrected, the Horn of Rust becomes a 20th-level item. Its swirling aura of rusty metal shards grants a +3 item bonus to AC, deals @Damage[20d6[slashing]] damage (@Check[reflex|dc:43|basic] save), and the tetanus has a @Check[fortitude|dc:43] save. It has a [[/r 1d20+31 #Counteract]]{+31} counteract modifier against diseases. You can cast the following additional spells using the artifact\'s charges.

- -
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Destruction The Horn of Rust must be washed with the juice of a fresh peach plucked from an immortal arboreal, then dipped into a pool of molten dawnsilver, and finally cooled with the tears of a remorseful demon. Alternatively, GMs can devise a series of their own quests for the PCs and send them to destroy this ancient artifact. Once the horn is destroyed, Xar-Azmak can never be resurrected.

' (x1) - '

key to chest in area E2

' (x1) - '

Secure storage key

' (x1) value : string {Rusthenge.items.[].system.description.value} (134 different values) [cost] : object {Rusthenge.items.[].system.cost} value : string {Rusthenge.items.[].system.cost.value} (3 different values) @@ -855,19 +839,6 @@ object {Rusthenge} damage : object {Rusthenge.items.[].system.spell.system.damage} description : object {Rusthenge.items.[].system.spell.system.description} value : string {Rusthenge.items.[].system.spell.system.description.value} (2 different values) - '

You create enough food to feed six Medium creatures for a day. This food is bland and unappealing, but it is nourishing. After 1 day, if no one has eaten the food, it decays and becomes inedible. Most Small creatures eat one-quarter as much as a Medium creature (one-sixteenth as much for most Tiny creatures), and most Large creatures eat 10 times as much (100 times as much for Huge creatures and so on).

-
-

Heightened (4th) You can feed 12 Medium creatures.

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Heightened (6th) You can feed 50 Medium creatures.

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Heightened (8th) You can feed 200 Medium creatures.

' (x1) - '

Restorative magic counters the effects of toxins or conditions that prevent a creature from functioning at its best. When you cast restoration, choose to either reduce a condition or lessen the effect of a toxin. A creature can benefit from only one restoration spell each day, and it can\'t benefit from restoration more than once to reduce the stage of the same exposure to a given toxin.

- -
-

Heightened (4th) Add @UUID[Compendium.pf2e.conditionitems.Item.Drained] to the list of conditions you can reduce. When you lessen a toxin, reduce the stage by two. You also gain a third option that allows you to reduce the target\'s @UUID[Compendium.pf2e.conditionitems.Item.Doomed] value by 1. You can\'t use this to reduce a permanent Doomed condition.

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Heightened (6th) As the 4th-rank restoration, but you can reduce a permanent Doomed condition if you add a spellcasting action and a material component while Casting the Spell, during which you provide 100 gp worth of diamond dust as a cost.

' (x1) duration : object {Rusthenge.items.[].system.spell.system.duration} sustained : boolean {Rusthenge.items.[].system.spell.system.duration.sustained} (same value: False) value : string {Rusthenge.items.[].system.spell.system.duration.value} (same value: '') diff --git a/output/pf2e/packs/Shadows at Sundown.txt b/output/pf2e/packs/Shadows at Sundown.txt index 356e1d7..433c086 100644 --- a/output/pf2e/packs/Shadows at Sundown.txt +++ b/output/pf2e/packs/Shadows at Sundown.txt @@ -887,40 +887,6 @@ object {Shadows at Sundown} 'reflex' (x1) description : object {Shadows at Sundown.items.[].system.spell.system.description} value : string {Shadows at Sundown.items.[].system.spell.system.description.value} (5 different values) - '

You blind the target. The effect is determined by the target\'s Fortitude save. The target then becomes temporarily immune for 1 minute.

-
-

Critical Success The target is unaffected.

-

Success The target is @UUID[Compendium.pf2e.conditionitems.Item.Blinded] until its next turn begins.

-

Failure The target is Blinded for 1 minute.

-

Critical Failure The target is Blinded permanently.

' (x1) - '

You assault the target\'s faith, riddling the creature with doubt and mental turmoil that deal 6d6 mental damage, or 6d8 mental damage if it can cast divine spells. The effects are determined by its Will save.

-

To many deities, casting this spell on a follower of your own deity without significant cause is anathema.

-
-

Critical Success The target is unaffected.

-

Success The target takes half damage.

-

Failure The target takes full damage; if the target can cast divine spells, it\'s @UUID[Compendium.pf2e.conditionitems.Item.Stupefied]{Stupefied 1} for 1 round.

-

Critical Failure The target takes double damage, is @UUID[Compendium.pf2e.conditionitems.Item.Stupefied]{Stupefied 1} for 1 round, and can\'t cast divine spells for 1 round.

-
-

Heightened (+1) The damage increases by 2d6 (or by 2d8 if the target is a divine spellcaster).

' (x1) - '

Area: 10-foot radius, 40-foot-tall cylinder

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-

You call a rain of divine fire that plummets down from above, dealing 8d6 fire damage. Because the flame is infused with divine energy, creatures in the area apply only half their usual fire resistance. Creatures that are immune to fire, instead of gaining the usual benefit of immunity, treat the results of their saving throws as one degree of success better.

-
-

Heightened (+1) The damage increases by 2d6.

' (x1) - '

A cacophonous noise blasts out, dealing 2d10 sonic damage. Each creature must attempt a Fortitude save.

-
-

Critical Success The creature is unaffected.

-

Success The creature takes half damage.

-

Failure The creature takes full damage and is @UUID[Compendium.pf2e.conditionitems.Item.Deafened] for 1 round.

-

Critical Failure The creature takes double damage, is Deafened for 1 minute, and is @UUID[Compendium.pf2e.conditionitems.Item.Stunned]{Stunned 1}.

-
-

Heightened (+1) The damage increases by 1d10.

' (x1) - '

You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

-

1 The spell has a range of touch.

-

2 (concentrate) The spell has a range of 30 feet. If you\'re healing a living creature, increase the Hit Points restored by 8.

-

3 (concentrate) You disperse vital energy in a @Template[emanation|distance:30]. This targets all living and undead creatures in the burst.

-
-

Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.

' (x1) duration : object {Shadows at Sundown.items.[].system.spell.system.duration} sustained : boolean {Shadows at Sundown.items.[].system.spell.system.duration.sustained} (same value: False) value : string {Shadows at Sundown.items.[].system.spell.system.duration.value} (same value: '') @@ -1339,18 +1305,6 @@ object {Shadows at Sundown} 7 (x1) [privateNotes] : string {Shadows at Sundown.system.details.privateNotes} (same value: '') [publicNotes] : string {Shadows at Sundown.system.details.publicNotes} (4 different values) - '' (x10) - '

Rarely, when an ioton leeches a particularly secretive thought, it can choke to death on the secret, only to be born from its previous body into that of a loreavor: an ennosite whose existence is shaped around the consumption of secrets and artistry.

-

Loreavors sip at secrets throughout their lives and are instinctively drawn to obscure information. Their hunger places them firmly at odds with scholars and historians alike. Living victims lose memories; written texts become blank books. Loreavors\' favorite sites are ruins and ancient libraries, but they can also survive on banal secrets of everyday life as well. While the creatures are secretive, typically staying out of sight and fleeing danger, they become aggressive when their favored food sources are threatened.

-

A loreavor appears as a 3-foot-long, pale, wormlike creature with dozens of half-formed faces growing from its segmented body. Trapped in an area without secrets to eat, a loreavor won\'t starve and can live for years.

' (x1) - '

The most powerful strigoi are those intentionally summoned into the bodies of willing hosts in times long past. As the rites to do so are lost to time, very few strigoi progenitors exist today. Those who do trace their lives back well over ten thousand years ago to Thassilon, Azlant, or similar ancient empires. A strigoi progenitor may appear to possess the vitality of the living, yet closer inspection reveals sharp fangs, the faintest smell of decay, and the strange and unsettling shifting of their shadow. In life, this example strigoi progenitor was a powerful oracle and advisor in Runelord Sorshen\'s nation of Eurythnia.

-
-

The oldest of all vampires are the strigoi. They predate ancient nosferatus and view moroi as infantile children, yet their own origins are so far lost to the ravages of time that few today have heard of them and fewer still know their true nature. Many of the oldest tales about vampires trace back to the strigoi, and nearly every other vampire carries traits that ultimately have their roots in these powerful, ancient creatures.

-

Strigoi, in their true form, are bodiless creatures native to the Shadow Plane that are incapable of interacting with the physical world, existing only as pure forces of malevolence. When this malevolence is invited into a physical body by method of ancient rituals, though, a strigoi becomes much more dangerous. This requirement-that a living creature perform a rite of their own free will to draw the strigoi into their soul-may well be the source of a moroi\'s compulsion not to enter a home without first being invited.

-

Some myths point to Urgathoa as the source of the ritual that allowed spellcasters to become strigoi, while others suggest the method was spread by the cult of Zura. Whatever the source, this long-lost ritual was no gateway to power, but instead a trap that allowed the strigoi to inhabit the shadows and souls of once-living hosts. In so doing, they found a way to exist in the world of flesh and blood. The presence of a strigoi within the shadow of a living host causes sickness and swift death, after which the strigoi bonds with the host\'s soul and becomes one with the body. Thus did the first of their kind invade the world of the living, and thus did the first vampires walk the night.

' (x1) - '

The oldest of all vampires are the strigoi. They predate ancient nosferatus and view moroi as infantile children, yet their own origins are so far lost to the ravages of time that few today have heard of them and fewer still know their true nature. Many of the oldest tales about vampires trace back to the strigoi, and nearly every other vampire carries traits that ultimately have their roots in these powerful, ancient creatures.

-

Strigoi, in their true form, are bodiless creatures native to the Shadow Plane that are incapable of interacting with the physical world, existing only as pure forces of malevolence. When this malevolence is invited into a physical body by method of ancient rituals, though, a strigoi becomes much more dangerous. This requirement-that a living creature perform a rite of their own free will to draw the strigoi into their soul-may well be the source of a moroi\'s compulsion not to enter a home without first being invited.

-

Some myths point to Urgathoa as the source of the ritual that allowed spellcasters to become strigoi, while others suggest the method was spread by the cult of Zura. Whatever the source, this long-lost ritual was no gateway to power, but instead a trap that allowed the strigoi to inhabit the shadows and souls of once-living hosts. In so doing, they found a way to exist in the world of flesh and blood. The presence of a strigoi within the shadow of a living host causes sickness and swift death, after which the strigoi bonds with the host\'s soul and becomes one with the body. Thus did the first of their kind invade the world of the living, and thus did the first vampires walk the night.

' (x1) publication : object {Shadows at Sundown.system.details.publication} license : string {Shadows at Sundown.system.details.publication.license} (same value: 'OGL') remaster : boolean {Shadows at Sundown.system.details.publication.remaster} (same value: False) diff --git a/output/pf2e/packs/Sundered Waves.txt b/output/pf2e/packs/Sundered Waves.txt index c0c00da..311bbb6 100644 --- a/output/pf2e/packs/Sundered Waves.txt +++ b/output/pf2e/packs/Sundered Waves.txt @@ -1148,39 +1148,6 @@ object {Sundered Waves} type : string {Sundered Waves.items.[].system.spell.system.damage.0.type} (same value: 'vitality') description : object {Sundered Waves.items.[].system.spell.system.description} value : string {Sundered Waves.items.[].system.spell.system.description.value} (7 different values) - '

The target\'s form appears blurry. It becomes @UUID[Compendium.pf2e.conditionitems.Item.Concealed]. As the nature of this effect still leaves the target\'s location obvious, the target can\'t use this concealment to Hide or Sneak.

' (x1) - '

You create an illusory visual image of a stationary object. The entire image must fit within the spell\'s area. The object appears to animate naturally, but it doesn\'t make sounds or generate smells. For example, water would appear to pour down an illusory waterfall, but it would be silent.

-

Any creature that touches the image or uses the Seek action to examine it can attempt to disbelieve your illusion.

-
-

Heightened (2nd) Your image makes appropriate sounds, generates normal smells, and feels right to the touch. The spell gains the auditory trait. The duration increases to 1 hour.

-

Heightened (5th) As the 2nd-rank version, but the duration is unlimited.

' (x1) - '

You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC and a maximum Dexterity modifier of +5. While wearing mage armor, you use your unarmored proficiency to calculate your AC.

-

@UUID[Compendium.pf2e.spell-effects.Item.Spell Effect: Mystic Armor]

-
-

Heightened (4th) You gain a +1 item bonus to saving throws.

-

Heightened (6th) The item bonus to AC increases to +2, and you gain a +1 item bonus to saving throws.

-

Heightened (8th) The item bonus to AC increases to +2, and you gain a +2 item bonus to saving throws.

-

Heightened (10th) The item bonus to AC increases to +3, and you gain a +3 item bonus to saving throws.

' (x1) - '

You gain a vague glimpse of the future. During the casting of this spell, ask about the results of a particular course of action. The spell can predict results up to 30 minutes into the future and reveals the GM\'s best guess among the following outcomes:

- -

The GM rolls a secret @Check[flat|dc:6|traits:secret]. On a failure, the result is always "nothing." This makes it impossible to tell whether a "nothing" result is accurate. If anyone asks about the same topic as the first casting of augury during an additional casting, the GM uses the secret roll result from the first casting. If circumstances change, though, it\'s possible to get a different result.

' (x1) - '

You pour healing magic through the target in an attempt to cure one poison afflicting it. Attempt a counteract check against the poison.

' (x1) - '

You ward a creature with protective energy that deters enemy attacks. Creatures attempting to attack the target must attempt a Will save each time. If the target uses a hostile action, the spell ends.

-

Critical Success Sanctuary ends.

-

Success The creature can attempt its attack and any other attacks against the target this turn.

-

Failure The creature can\'t attack the target and wastes the action. It can\'t attempt further attacks against the target this turn.

-

Critical Failure The creature wastes the action and can\'t attempt to attack the target for the rest of sanctuary\'s duration.

' (x1) - '

You channel vitality energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

-

1 (somatic) The spell has a range of touch.

-

2 (verbal, somatic) The spell has a range of 30 feet. If you\'re healing a living creature, increase the Hit Points restored by 8

-

3 (material, somatic, verbal) You disperse vitality energy in a 30-foot emanation. This targets all living and undead creatures in the burst.

-
-

Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.

' (x1) duration : object {Sundered Waves.items.[].system.spell.system.duration} sustained : boolean {Sundered Waves.items.[].system.spell.system.duration.sustained} (same value: False) value : string {Sundered Waves.items.[].system.spell.system.duration.value} (all different values) diff --git a/output/pf2e/packs/The Enmity Cycle.txt b/output/pf2e/packs/The Enmity Cycle.txt index ca7dd89..bac634c 100644 --- a/output/pf2e/packs/The Enmity Cycle.txt +++ b/output/pf2e/packs/The Enmity Cycle.txt @@ -927,13 +927,6 @@ object {The Enmity Cycle} 3 (x1) [privateNotes] : string {The Enmity Cycle.system.details.privateNotes} (same value: '') [publicNotes] : string {The Enmity Cycle.system.details.publicNotes} (3 different values) - '' (x10) - '

A sand wolf is an elemental creature which dwells in the sandy deserts of elemental earth that drift to, or have been conjured on, the Plane of Air. Occasionally, these creatures seep through planar rifts or are summoned by elementalists on the Material Plane. Sand wolves are prized as guardians for their relative intelligence, keen perception, and ability to disguise themselves, easily blending with the shifting sands in desert terrain. Cunning and agile, they fiercely pursue any creatures they ambush, no matter how nimble their prey. Sand wolves also have a remarkable ability to sing beautiful, haunting songs, and their music is considered high entertainment among djinn who inhabit the Plane of Air. Many djinni viziers and even certain Material Plane rulers seeking the attention of their peers keep at least one of these creatures in their employ to show off at special events and ceremonies. The wolves\' wordless songs evoke both the strength of the earth and the power of wind to erode it.

-

The Eternal Hourglass

-

Deep within a cavern in the Plane of Earth is a massive, seemingly indestructible hourglass the size of a small city, its top filled with thousands of sand wolves. As each wolf reaches the opening to the bottom, they are turned to sand and do not reform, instead piling up in a huge mound. It is not clear who constructed or placed the hourglass, how the sand wolves got there, or what—if anything—the hourglass is timing. Some claim the wolves will break loose and rampage freely when the sand runs out, while others believe the glass is counting down to the end of time itself.

' (x1) - '

In places where magic, alchemy, and engineering converge, there are often unforeseen side effects on the environment and its inhabitants. Scrapborn sometimes result from this strange convergence. Mostly, scrapborn appear to be walking piles of assorted junk, seemingly assembled at random. Their actual bodies are vaguely humanoid with delicate, spongy green skin. They secrete an adhesive that allows them to gather up debris and attach it to their bodies for protection. When these scraps eventually fall off, the scrapborn either reattaches them or replaces them with something new. Despite their resulting bulky appearance, scrapborn remain strong swimmers and display little loss of agility underwater. Scrapborn lack a centralized society, but sometimes congregate in small groups that work together for survival. Typically, this leads to ever-escalating attacks on nearby settlements as the creatures feed upon each other\'s resentment and work themselves up into a frenzy. They often target places with high-quality armor first so they can improve their odds of survival.

-

Pretend Knights

-

Some scrapborn spend a great deal of their time carefully selecting the pieces of armor and other bits they attach to their sticky skin. They might enjoy a particular color or material and cultivate their collection accordingly, striving for a cohesive design over time. A very diligent and patient—or particularly wealthy—scrapborn can even construct a full suit of armor this way and might even be able to pass as a knight, using their bulky armored form to bluff and intimidate anyone who might question them as they walk through a city or castle.

' (x1) publication : object {The Enmity Cycle.system.details.publication} license : string {The Enmity Cycle.system.details.publication.license} (same value: 'OGL') remaster : boolean {The Enmity Cycle.system.details.publication.remaster} (same value: False) @@ -959,21 +952,6 @@ object {The Enmity Cycle} '

manual

' (x1) '

A new production of The Enmity Cycle must be arranged; this process usually takes at least 1 week.

' (x1) [routine] : string {The Enmity Cycle.system.details.routine} (5 different values) - '

(1 action) The clockwork dancers target each creature on the stage within 10 feet of a pillar by a spinning blade Strike.

' (x1) - '

(1 action; emotion, fear, mental, occult) The echoes continue to reverberate, tearing at those in the area and filling them with distrust of others. All creatures in the area take @Damage[(2d10+11)[mental]] damage and must attempt a @Check[will|dc:28|traits:emotion,fear,mental,occult,damaging-effect] save.

-
-

Critical Success The target is unaffected and is immune to the effects for 1 minute.

-

Success The target takes half damage.

-

Failure The target takes full damage and is @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 1} by feelings of distrust and anxiety.

-

Critical Failure The target takes double damage and is @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 2}.

' (x1) - '

(1 action) The trap swings one slashing blade against every creature in the workshop as 1 action. The entire workshop is treated as difficult terrain because of the sheer number of slashing chains. This trap doesn\'t take a multiple attack penalty.

' (x1) - '' (x1) - '

(1 action) The performance continues to sow seeds of enmity, discord, and distrust on those in its area. All creatures in attendance other than Zridi must attempt a @Check[will|dc:25] save.

-
-

Critical Success The target is unaffected and is immune to the effects for 1 day.

-

Success The target is @UUID[Compendium.pf2e.conditionitems.Item.Frightened]{Frightened 1} for 2 rounds.

-

Failure The target is @UUID[Compendium.pf2e.conditionitems.Item.Frightened]{Frightened 2} for 1 minute and is certain the source of this fear is their fellow citizens, especially those from places other than their hometown. For 1 week the target suffers a –2 penalty to all Diplomacy skill checks against people from other Thuvian cities and regains the frightened 2 condition whenever they are in one of those cities.

-

Critical Failure As failure, but the target becomes a carrier for The Enmity Cycle for the next week. The target is compelled to travel to a city other than where they were exposed and recite as many lines from the anbarit as they can recall. Those who hear or witness the performance are treated as if they had attended a performance of The Enmity Cycle, but with a @Check[will|dc:23] save

' (x1) [initiative] : object {The Enmity Cycle.system.initiative} statistic : string {The Enmity Cycle.system.initiative.statistic} (same value: 'perception') [perception] : object {The Enmity Cycle.system.perception} diff --git a/output/pf2e/packs/Troubles in Otari.txt b/output/pf2e/packs/Troubles in Otari.txt index 77c4021..18f8f7a 100644 --- a/output/pf2e/packs/Troubles in Otari.txt +++ b/output/pf2e/packs/Troubles in Otari.txt @@ -564,16 +564,6 @@ object {Troubles in Otari} damage : object {Troubles in Otari.items.[].system.spell.system.damage} description : object {Troubles in Otari.items.[].system.spell.system.description} value : string {Troubles in Otari.items.[].system.spell.system.description.value} (2 different values) - '

The weapon glimmers with magic and energy. The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.

-

@UUID[Compendium.pf2e.spell-effects.Item.Spell Effect: Runic Weapon]

' (x1) - '

You plant fear in the target; it must attempt a Will save.

-
-

Critical Success The target is unaffected.

-

Success The target is @UUID[Compendium.pf2e.conditionitems.Item.Frightened]{Frightened 1}.

-

Failure The target is @UUID[Compendium.pf2e.conditionitems.Item.Frightened]{Frightened 2}.

-

Critical Failure The target is @UUID[Compendium.pf2e.conditionitems.Item.Frightened]{Frightened 3} and @UUID[Compendium.pf2e.conditionitems.Item.Fleeing] for 1 round.

-
-

Heightened (3rd) You can target up to five creatures.

' (x1) duration : object {Troubles in Otari.items.[].system.spell.system.duration} sustained : boolean {Troubles in Otari.items.[].system.spell.system.duration.sustained} (same value: False) value : string {Troubles in Otari.items.[].system.spell.system.duration.value} (2 different values) @@ -847,18 +837,6 @@ object {Troubles in Otari} 3 (x1) [privateNotes] : string {Troubles in Otari.system.details.privateNotes} (same value: '') [publicNotes] : string {Troubles in Otari.system.details.publicNotes} (5 different values) - '' (x8) - '

Kobold trapmasters are the masterminds behind crafting and implementing wily traps in kobold lairs, and are widely respected among their kind.

' (x1) - '

Under specific planar conjunctions, Lamashtu bestows an unholy gift upon a jackal on the Material Plane. When that jackal bears a litter, one pup is born with a third eye in the center of its forehead. If the pup can survive to maturity, this jackal gains superior intelligence and psychic abilities, becoming a full-fledged Kurnugian jackal, so named after the Mother of Monsters\' Abyssal realm. With increased cleverness comes an appetite to sow chaos in the name of Lamashtu. When a Kurnugian jackal reaches the pinnacle of their power, they appear twice as large as a regular jackal and far more cunning.

-

A Kurnugian jackal enjoys stalking the outskirts of settlements, looking for lone individuals they can ambush. Once they spot their prey, they open their third eye to hypnotize and lure their target in. Often, a Kurnugian jackal leads victims into the wilderness and then releases their hold, leaving the victims lost with no memory of how they got there. Most succumb to exposure or the dangers of local wildlife as the jackal looks on gleefully. They seem to gain sustenance from their victims\' predicament but also feast on the deceased victims\' flesh. If their prey reaches safety, the Kurnugian jackal repeats the process on subsequent nights.

-

Some Kurnugian jackals are adopted as objects of worship by Lamashtan cults, and others gather followers on their own. Their resemblance to Lamashtu\'s religious symbol affords them a great deal of reverence, and they sometimes claim to speak directly for the Mother of Monsters. A cult with a Kurnugian jackal often acts more boldly than one without.

' (x1) - '

Couatls are large, brightly colored serpents with feathered wings. Good-natured, these creatures aid mortals and oppose evildoers, but sighting one presents a momentous occasion-these magnificent, albeit reclusive creatures rarely appear.

-

The smallest members of the couatl family, Scalliwings resemble their larger kin but are roughly the size of a house cat, and a irascible mischievous streak tempers their kindly nature. While most couatls seek to right the world\'s wrongs or guide mortal civilization toward societal advancement, scalliwings work on a more individual level. They claim their role is to teach goodhearted spellcasters the ways of magic, and indeed they sometimes serve-or "assist," as they\'re swift to correct-such spellcasters as familiars.

-

With iridescent scales and bright feathers, scalliwings are remarkably pretty creatures. They seem well aware of this fact and use their appearance to ingratiate themselves with others. This beauty makes some of them slightly self-aggrandizing, but other scalliwings find that their small size and relatively weak defenses put them at the mercy of cruel, larger creatures who seek to imprison them as beautiful pets and trophies. While scalliwings might cheerfully reside in a single residence indefinitely of their own volition, captive scalliwings have orchestrated devious escapes, coordinating their efforts with other creatures to cause spectacular property damage in the process.

-

Scalliwings measure about 2 feet long from nose to tail with wingspans of about the same length. They have life spans nearly as long as a human\'s. While a scalliwing appears slightly more common than their larger, reclusive kin, many mortals live entire lifetimes without ever encountering a scalliwing.

' (x1) - '

Stinkweed shamblers are animate masses of foul vegetation that grow from necrotic soil where ghasts, disease-ridden zombies, or other putrid undead creatures have fallen. At a site where numerous undead creatures have been destroyed, an infestation of up to a dozen stinkweed shamblers might arise. Such "rot-mates" work well together, sharing a preternatural coordination. Stinkweed shamblers grow quickly, initially appearing as fast-growing green shoots with light-green leaves but soon growing into a humanoid form that can pull itself free from the ground and slowly move about on its own. Stinkweed shamblers\' leaves are the source of their unpleasant smell, which is most pungent when the leaves are crushed or squeezed. Stinkweed shamblers are covered with several small, white flowers, each of which grows into the shape of a tiny skull.

-

Stinkweed shamblers are nasty creatures, but their methods are uncomplicated. They like to capture and torment larger creatures such as livestock and humanoids. Aware that they aren\'t particularly strong and that their smell can give them away, stinkweed shamblers like to set simple traps such as deadfalls or pits. Their perverse fun ceases only when their prey has died from numerous injuries. Stinkweed shamblers don\'t consume their victims and in fact lack mouths; they gain all the sustenance they need from sunlight but also seem to derive some nutritional satisfaction from the pain that their torments engender.

-

Most stinkweed shamblers grow to be about 3 feet tall and weigh only 30 pounds.

' (x1) publication : object {Troubles in Otari.system.details.publication} license : string {Troubles in Otari.system.details.publication.license} (same value: 'OGL') remaster : boolean {Troubles in Otari.system.details.publication.remaster} (same value: False) @@ -887,16 +865,6 @@ object {Troubles in Otari} '

The terrible visions cease after all creatures have left the affected area, but the hazard is immediately ready to inflict its visions on the next creature to enter.

' (x1) '

The trap deactivates and resets after 10 minutes. After the trap is activated for the fourth time, it runs out of fuel and must be reset manually.

' (x1) [routine] : string {Troubles in Otari.system.details.routine} (4 different values) - '' (x3) - '

(3 actions) For each of its actions on its turn, a carving on a different pillar glows and makes a magical starknife Ranged Strike against a random creature within range. Creatures might have cover from this Strike, such as from one of the pillars in the room.

' (x1) - '

(1 action) Terrible visions assail the minds of all creatures who can see within the affected area. Each creature must attempt a @Check[will|dc:24] saving throw.

-
-

Critical Success The creature is unaffected.

-

Success The creature is @UUID[Compendium.pf2e.conditionitems.Item.Frightened]{Frightened 2}.

-

Failure The creature takes @Damage[(2d8+9)[mental]] damage and is @UUID[Compendium.pf2e.conditionitems.Item.Frightened]{Frightened 3}.

-

Critical Failure The creature takes @Damage[(4d8+18)[mental]] damage and is @UUID[Compendium.pf2e.conditionitems.Item.Frightened]{Frightened 4}.

' (x1) - '

(4 actions) The trap loses 1 action each turn for each disabled nozzle. On each action, a different nozzle fires a jet of flame down a different corridor, dealing @Damage[3d6[fire]] damage to each creature in the first 10 feet of the corridor past the intersection (@Check[reflex|dc:22|basic]).

-

A creature standing in the corridor intersection can be hit by only one flame jet per round even if they\'re in the area of multiple flame jets. The creature attempts only one saving throw per round, but it takes a -2 circumstance penalty to its saving throw.

' (x1) [initiative] : object {Troubles in Otari.system.initiative} statistic : string {Troubles in Otari.system.initiative.statistic} (same value: 'perception') [perception] : object {Troubles in Otari.system.perception} diff --git a/output/pf2e/types/Actor.character.txt b/output/pf2e/types/Actor.character.txt index c22fcb0..4a61cf5 100644 --- a/output/pf2e/types/Actor.character.txt +++ b/output/pf2e/types/Actor.character.txt @@ -858,8 +858,8 @@ object {Actor.character} [identified] : object {Actor.character.items.[].system.identified} value : boolean {Actor.character.items.[].system.identified.value} (same value: True) [items] : dict {Actor.character.items.[].system.items} - Key:string {Actor.character.items.[].system.items.[key]} (506 different values) - Value:object {Actor.character.items.[].system.items.[value]} + #key : string {Actor.character.items.[].system.items.[key]} (506 different values) + #value : object {Actor.character.items.[].system.items.[value]} img : string {Actor.character.items.[].system.items.[value].img} (206 different values) level : mixed integer {Actor.character.items.[].system.items.[value].level} (11 different values) @@ -919,8 +919,8 @@ object {Actor.character} value : integer {Actor.character.items.[].system.mod.value} (same value: 0) [onlyLevel1] : boolean {Actor.character.items.[].system.onlyLevel1} (same value: True) [overlays] : dict {Actor.character.items.[].system.overlays} - Key:string {Actor.character.items.[].system.overlays.[key]} (31 different values) - Value:object {Actor.character.items.[].system.overlays.[value]} + #key : string {Actor.character.items.[].system.overlays.[key]} (31 different values) + #value : object {Actor.character.items.[].system.overlays.[value]} [_id] : string {Actor.character.items.[].system.overlays.[value]._id} (24 different values) [name] : string {Actor.character.items.[].system.overlays.[value].name} (17 different values) overlayType : string {Actor.character.items.[].system.overlays.[value].overlayType} (same value: 'override') @@ -2792,19 +2792,6 @@ object {Actor.character} beliefs : string {Actor.character.system.details.biography.beliefs} (same value: '') birthPlace : string {Actor.character.system.details.biography.birthPlace} (same value: '') campaignNotes : string {Actor.character.system.details.biography.campaignNotes} (5 different values) - '' (x117) - '

Jadren Tagar: Jadren was usually too much for Elsir. The loud, boisterous first mate was always the center of attention, which suited Elsir just fine-it meant fewer people bothered the sorcerer. Worse still, Jadren never seemed able to remember Elsir\'s name.

-

Kaako Ashfeather: Kaako and Elsir were often bound up in some scheme or another in just about every port of call. Kaako often created a distraction in busy places, allowing Elsir to work the crowd and swindle passersby to make some quick coin. The two often spent long nights up on deck, gazing at the stars, sharing a bottle, and dreaming of a rich and prosperous future.

-

Lavanna Saltspray: Elsir and Lavanna never really got along. He got the impression that she didn\'t appreciate his antics in port, which he saw as a hypocritical coming from the priest of a pirate vessel. Worse still, Elsir has little use for faith, a belief that has only grown over the years.

' (x1) - '

Elsir Syniras: Jadren remembers little about Elsir, and continues to struggle to recall the sorcerer\'s name. To Jadren, Elsir always had a sour demeanor and kept to himself. Jadren thinks Elsir might have used magic in the past but isn\'t sure. In any case, Jadren is embarrassed that he doesn\'t remember more about those who served with him on the Brass Bird, and regrets having paid so little attention to others.

-

Kaako Ashfeather: Kaako and Jadren had a strained relationship. In his youth, Jadren used to invent nicknames for the tengu rogue, but he now looks back on them with embarrassment. She was skilled at her job and often kept the crew safe from curses. He realizes now that she didn\'t deserve to be teased.

-

Lavanna Saltspray: Jadren regards the halfling cleric of Gozreh highly. Even though his faith has taken a different course than hers, he can\'t help but reflect on their time together warmly. After all, she showed him the value of faith and conviction. Lavanna continually provided encouragement and laughter whenever he was down. For a time, Jadren even believed there might be something more to their relationship.

' (x1) - '

Elsir Syniras: Kaako and Elsir used to be close friends and often went into port to get into trouble together. Kaako always found a way to cheer the sometimes-dour elven sorcerer up, and he in turn would leave her small magical baubles and trinkets. The two often spent long nights on the deck looking out at the stars, sharing a bottle, and dreaming of a rich and prosperous future.

-

Jadren Tagar: Jadren has always been a pain in Kaako\'s backside. The life of the party, daring first officer, and charming pirate was just more than Kaako could handle. It did not help that the hulking human fighter often gave Kaako condescending "bird" nicknames she didn\'t like.

-

Lavanna Saltspray: Kaako and Lavanna always got along, though the young halfling priestess sometimes disagreed about signs and portents, preferring to turn to Gozreh than trust Kaako\'s intuition. Lavanna often remained inseparable from Jadren, making it hard for Kaako to trust her entirely.

' (x1) - '

Elsir Syniras: Elsir was never really one to be trusted. Although he never swindled folks onboard, Lavanna saw the elven sorcerer use his magic on multiple occasions to con or steal from folks at port. Worse still, his dour attitude and aversion to risk made him less than fun to be around.

-

Jadren Tagar: Lavanna and Jadren used to be almost inseparable. The hulking human fighter was fun, often telling wild stories from his youth. There was a time when Lavanna thought there might be more to it than that, but such feelings never went anywhere.

-

Kaako Ashfeather: Lavanna and the tengu rogue got along just fine, even though she never really believed in Kaako\'s jinx-eating abilities. That said, she did enjoy going to new places and seeing new things, which made her a fine companion aboard the Brass Bird.

' (x1) catchphrases : string {Actor.character.system.details.biography.catchphrases} (same value: '') dislikes : string {Actor.character.system.details.biography.dislikes} (same value: '') edicts : array<> {Actor.character.system.details.biography.edicts} diff --git a/output/pf2e/types/Item.ancestry.txt b/output/pf2e/types/Item.ancestry.txt index 954a257..0cd8f51 100644 --- a/output/pf2e/types/Item.ancestry.txt +++ b/output/pf2e/types/Item.ancestry.txt @@ -15,11 +15,11 @@ object {Item.ancestry} Length: min=0 max=11 Value type: string {Item.ancestry.system.additionalLanguages.value.[]} (42 different values) boosts : dict {Item.ancestry.system.boosts} - Key:string {Item.ancestry.system.boosts.[key]} (3 different values) + #key : string {Item.ancestry.system.boosts.[key]} (3 different values) '0' (x48) '1' (x48) '2' (x48) - Value:object {Item.ancestry.system.boosts.[value]} + #value : object {Item.ancestry.system.boosts.[value]} value : array {Item.ancestry.system.boosts.[value].value} Length: min=0 max=6 Value type: string {Item.ancestry.system.boosts.[value].value.[]} (6 different values) @@ -47,8 +47,8 @@ object {Item.ancestry} 6 (x13) 10 (x7) items : dict {Item.ancestry.system.items} - Key:string {Item.ancestry.system.items.[key]} (45 different values) - Value:object {Item.ancestry.system.items.[value]} + #key : string {Item.ancestry.system.items.[key]} (45 different values) + #value : object {Item.ancestry.system.items.[value]} img : string {Item.ancestry.system.items.[value].img} (30 different values) level : mixed integer {Item.ancestry.system.items.[value].level} (2 different values) diff --git a/output/pf2e/types/Item.background.txt b/output/pf2e/types/Item.background.txt index 735e8c3..1f02bc2 100644 --- a/output/pf2e/types/Item.background.txt +++ b/output/pf2e/types/Item.background.txt @@ -8,11 +8,11 @@ object {Item.background} name : string {Item.background.name} (all different values) system : object {Item.background.system} boosts : dict {Item.background.system.boosts} - Key:string {Item.background.system.boosts.[key]} (3 different values) + #key : string {Item.background.system.boosts.[key]} (3 different values) '0' (x459) '1' (x459) '2' (x2) - Value:object {Item.background.system.boosts.[value]} + #value : object {Item.background.system.boosts.[value]} [selected] : empty value : array {Item.background.system.boosts.[value].value} Length: min=0 max=6 @@ -26,8 +26,8 @@ object {Item.background} description : object {Item.background.system.description} value : string {Item.background.system.description.value} (all different values) items : dict {Item.background.system.items} - Key:string {Item.background.system.items.[key]} (368 different values) - Value:object {Item.background.system.items.[value]} + #key : string {Item.background.system.items.[key]} (368 different values) + #value : object {Item.background.system.items.[value]} img : string {Item.background.system.items.[value].img} (same value: 'icons/sundries/books/book-red-exclamation.webp') level : integer {Item.background.system.items.[value].level} (2 different values) 1 (x367) diff --git a/output/pf2e/types/Item.class.txt b/output/pf2e/types/Item.class.txt index e05d6cf..14a2fe5 100644 --- a/output/pf2e/types/Item.class.txt +++ b/output/pf2e/types/Item.class.txt @@ -73,8 +73,8 @@ object {Item.class} 6 (x4) 12 (x1) items : dict {Item.class.system.items} - Key:string {Item.class.system.items.[key]} (484 different values) - Value:object {Item.class.system.items.[value]} + #key : string {Item.class.system.items.[key]} (484 different values) + #value : object {Item.class.system.items.[value]} img : string {Item.class.system.items.[value].img} (247 different values) level : integer {Item.class.system.items.[value].level} (10 different values) 1 (x96) diff --git a/output/pf2e/types/Item.consumable.txt b/output/pf2e/types/Item.consumable.txt index 391d82e..9168965 100644 --- a/output/pf2e/types/Item.consumable.txt +++ b/output/pf2e/types/Item.consumable.txt @@ -146,10 +146,10 @@ object {Item.consumable} value : string {Item.consumable.system.spell.system.cost.value} (same value: '') counteraction : boolean {Item.consumable.system.spell.system.counteraction} (same value: False) damage : dict {Item.consumable.system.spell.system.damage} - Key:string {Item.consumable.system.spell.system.damage.[key]} (2 different values) + #key : string {Item.consumable.system.spell.system.damage.[key]} (2 different values) '0' (x6) 'QrOXDstbGji5fsbX' (x4) - Value:object {Item.consumable.system.spell.system.damage.[value]} + #value : object {Item.consumable.system.spell.system.damage.[value]} applyMod : boolean {Item.consumable.system.spell.system.damage.[value].applyMod} (same value: False) [category] : empty formula : string {Item.consumable.system.spell.system.damage.[value].formula} (2 different values) @@ -168,15 +168,6 @@ object {Item.consumable} 'piercing' (x4) description : object {Item.consumable.system.spell.system.description} value : string {Item.consumable.system.spell.system.description.value} (2 different values) - '

You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

-

1 The spell has a range of touch.

-

2 (concentrate) The spell has a range of 30 feet. If you\'re healing a living creature, increase the Hit Points restored by 8.

-

3 (concentrate) You disperse vital energy in a @Template[emanation|distance:30]. This targets all living and undead creatures in the burst.

-
-

Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.

' (x6) - '

You launch a volley of splinters at your foes. Make a spell attack roll against a single creature. On a hit, the splinters deal 4d6 piercing damage. The splinters deal double damage on a critical hit and @Damage[(floor(@item.level/2))[bleed]] damage. You can spend a third action while casting this spell to fire splinters at two different targets instead of one. These attacks each increase your multiple attack penalty, but you don\'t increase your multiple attack penalty until after you make both spell attack rolls for splinter volley.

-
-

Heightened (+2) Increase the damage dealt to each target by 4d6 and the persistent bleed damage by 1.

' (x4) duration : object {Item.consumable.system.spell.system.duration} sustained : boolean {Item.consumable.system.spell.system.duration.sustained} (same value: False) value : string {Item.consumable.system.spell.system.duration.value} (same value: '') @@ -209,12 +200,12 @@ object {Item.consumable} '1 to 3' (x6) '2 or 3' (x4) [overlays] : dict {Item.consumable.system.spell.system.overlays} - Key:string {Item.consumable.system.spell.system.overlays.[key]} (4 different values) + #key : string {Item.consumable.system.spell.system.overlays.[key]} (4 different values) '37gy7l19tik74o4s' (x6) '7qdtetowq348s9oc' (x6) '7vbvdrv2cl87sqta' (x6) 'lfxcoz2d3f8j2zq1' (x6) - Value:object {Item.consumable.system.spell.system.overlays.[value]} + #value : object {Item.consumable.system.spell.system.overlays.[value]} _id : string {Item.consumable.system.spell.system.overlays.[value]._id} (4 different values) '37gy7l19tik74o4s' (x6) '7qdtetowq348s9oc' (x6) diff --git a/output/pf2e/types/Item.deity.txt b/output/pf2e/types/Item.deity.txt index f35ba80..4b93dd3 100644 --- a/output/pf2e/types/Item.deity.txt +++ b/output/pf2e/types/Item.deity.txt @@ -57,7 +57,7 @@ object {Item.deity} Length: min=0 max=2 Value type: string {Item.deity.system.skill.[]} (16 different values) spells : dict {Item.deity.system.spells} - Key:string {Item.deity.system.spells.[key]} (9 different values) + #key : string {Item.deity.system.spells.[key]} (9 different values) '1' (x443) '3' (x204) '4' (x198) @@ -67,7 +67,7 @@ object {Item.deity} '7' (x75) '8' (x30) '9' (x26) - Value:string {Item.deity.system.spells.[value]} (295 different values) + #value : string {Item.deity.system.spells.[value]} (295 different values) weapons : array {Item.deity.system.weapons} Length: min=0 max=2 Value type: string {Item.deity.system.weapons.[]} (99 different values) diff --git a/output/pf2e/types/Item.feat.txt b/output/pf2e/types/Item.feat.txt index 48382dc..3f21065 100644 --- a/output/pf2e/types/Item.feat.txt +++ b/output/pf2e/types/Item.feat.txt @@ -157,8 +157,8 @@ object {Item.feat} 3 (x1) 1 (x1) [proficiencies] : dict {Item.feat.system.subfeatures.proficiencies} - Key:string {Item.feat.system.subfeatures.proficiencies.[key]} (28 different values) - Value:object {Item.feat.system.subfeatures.proficiencies.[value]} + #key : string {Item.feat.system.subfeatures.proficiencies.[key]} (28 different values) + #value : object {Item.feat.system.subfeatures.proficiencies.[value]} [attribute] : string {Item.feat.system.subfeatures.proficiencies.[value].attribute} (4 different values) 'int' (x3) 'dex' (x3) diff --git a/output/pf2e/types/Item.kit.txt b/output/pf2e/types/Item.kit.txt index 7327147..c95d993 100644 --- a/output/pf2e/types/Item.kit.txt +++ b/output/pf2e/types/Item.kit.txt @@ -11,14 +11,14 @@ object {Item.kit} equippedBulk : object {Item.kit.system.equippedBulk} value : string {Item.kit.system.equippedBulk.value} (same value: '') items : dict {Item.kit.system.items} - Key:string {Item.kit.system.items.[key]} (6 different values) + #key : string {Item.kit.system.items.[key]} (6 different values) 'mca3x' (x1) '5z6qg' (x1) 'aftjc' (x1) 'b2zsf' (x1) 'lfmi2' (x1) 'lnvy6' (x1) - Value:object {Item.kit.system.items.[value]} + #value : object {Item.kit.system.items.[value]} img : string {Item.kit.system.items.[value].img} (5 different values) 'systems/pf2e/icons/default-icons/mystery-man.svg' (x2) 'icons/containers/bags/pack-leather-white-tan.webp' (x1) @@ -27,7 +27,7 @@ object {Item.kit} 'icons/tools/navigation/map-chart-tan.webp' (x1) isContainer : boolean {Item.kit.system.items.[value].isContainer} (all different values) items : dict {Item.kit.system.items.[value].items} - Key:string {Item.kit.system.items.[value].items.[key]} (8 different values) + #key : string {Item.kit.system.items.[value].items.[key]} (8 different values) '02xhi' (x1) '30xet' (x1) 'afbn4' (x1) @@ -36,7 +36,7 @@ object {Item.kit} 'lems2' (x1) 'lpl11' (x1) 'z9tim' (x1) - Value:object {Item.kit.system.items.[value].items.[value]} + #value : object {Item.kit.system.items.[value].items.[value]} img : string {Item.kit.system.items.[value].items.[value].img} (8 different values) 'icons/sundries/survival/rope-wrapped-brown.webp' (x1) 'systems/pf2e/icons/equipment/adventuring-gear/waterskin.webp' (x1) diff --git a/output/pf2e/types/Item.spell.txt b/output/pf2e/types/Item.spell.txt index 9ba5552..97941f8 100644 --- a/output/pf2e/types/Item.spell.txt +++ b/output/pf2e/types/Item.spell.txt @@ -24,8 +24,8 @@ object {Item.spell} False (x1660) True (x55) damage : dict {Item.spell.system.damage} - Key:string {Item.spell.system.damage.[key]} (218 different values) - Value:object {Item.spell.system.damage.[value]} + #key : string {Item.spell.system.damage.[key]} (218 different values) + #value : object {Item.spell.system.damage.[value]} [applyMod] : boolean {Item.spell.system.damage.[value].applyMod} (2 different values) False (x500) True (x5) @@ -47,33 +47,6 @@ object {Item.spell} type : string {Item.spell.system.damage.[value].type} (16 different values) description : object {Item.spell.system.description} [gm] : string {Item.spell.system.description.gm} (5 different values) - '

The DC required to successfully awaken a portal varies based on the strength and distance between its end points. For the portals found in the Abomination Vaults Adventure Path, the DC varies according to the dungeon level on which it is located. Use the @UUID[Compendium.pf2e.journals.JournalEntry.S55aqwWIzpQRFhcq.JournalEntryPage.pBS3DUjlzVuFgapv]{DCs by Spell Rank} section to determine the DC for a portal, using the dungeon level in place of spell rank. Thus, activating the portal on the first level of the Abomination Vaults requires a successful DC 15 check, while activating the portal on the fourth level requires a successful DC 23 check.

In the Abomination Vaults, the creature conjured depends on the dungeon level where the ritual was attempted, as listed below.

  • First Level @UUID[Compendium.pf2e.pathfinder-bestiary-2.Actor.Vampiric Mist]
  • Second Level @UUID[Compendium.pf2e.abomination-vaults-bestiary.Actor.Scalathrax]
  • Third Level @UUID[Compendium.pf2e.pathfinder-bestiary.Actor.Gibbering Mouther]
  • Fourth Level @UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Will-o\'-Wisp]
  • Fifth Level @UUID[Compendium.pf2e.pathfinder-bestiary-2.Actor.Soul Eater]
  • Sixth Level @UUID[Compendium.pf2e.abomination-vaults-bestiary.Actor.Voidglutton]
  • Seventh Level @UUID[Compendium.pf2e.pathfinder-bestiary-2.Actor.Dread Wraith]
  • Eighth Level @UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Ghost Mage]
  • Ninth Level @UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Gosreg]
  • Tenth Level @UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Shining Child]
' (x1) - '

The damage on failure kills Madge.

' (x1) - '

You attempt to transport the targets from a mindscape they\'re currently within into an adjacent, nearly identical mindscape, such as to or from the Willowshore mindscape into Heh Shan-Bao\'s mindscape—the mindscape in which Governor Heh Shan-Bao is trapped. Unlike the use of mindscape door, which projects the mind into a mindscape and leaves the physical body behind, mindscape shift teleports its targets entirely into the new mindscape. If the mindscape\'s creator wants to prevent anyone from entering or exiting it, the DC of the primary check is the creator\'s Will DC if that would be higher than the ritual\'s normal DC (note that in this adventure, Heh Shan-Bao doesn\'t seek to take this action against the PCs visiting his mindscape, as he has his own plans for them). When you successfully travel to the other mindscape, you and the targets appear in the same corresponding location you occupied in the previous mindscape, and if no such corresponding location exists in the target mindscape, the ritual automatically has a critical failure result.

-
-

Critical Success You transport the targets as intended and can leave a portal back to the previous mindscape that lasts for up to 24 hours. It typically looks like an ordinary door or passage appropriate to the mindscape. Any target of the spell can enter or exit through this portal as they would an ordinary door. If you wish, you can make this door passable by anyone.

-

Success You transport the targets as intended.

-

Failure You fail to transport the targets.

-

Critical Failure Not only do you fail to transport the targets, you also cause mental feedback to inflict @Damage[9d6[mental]] damage to all ritual casters (@Check[will|dc:26|basic] save).

-
-

Heightened (8th) You can transport the targets to any mindscape you have visited before or have detailed knowledge of. Your arrival point within the target mindscape is somewhere you\'ve visited, or somewhere chosen by the GM.

' (x1) - '

Your research into the nature of the so-called Willowshore Curse has revealed a possible method of opening a doorway through the eerie Wall of Ghosts found west of town. By starting with a consecrate ritual and then applying Sangpotshi theories of the cyclical nature of life and reincarnation, along with insights gleaned from Zoudou\'s notes, you\'ve created a magical ritual that can quiet the angry spirits that haunt this misty barrier and allow other creatures to pass through into the regions beyond. This ritual is unlikely to grant total protection from the ghosts or evil spirits within the wall itself, so once you open the wall, you and your allies might need to face additional dangers within before you can exit the other side. In addition, the ritual must be performed during a crescent or new moon (a time that equates to the second half of each month).


Critical Success The ritual succeeds and offers unexpected protection while you\'re passing through the Wall of Ghosts. While navigating the Wall of Ghosts, you and the secondary casters to the ritual gain a +2 status bonus to Armor Class and saving throws.

@UUID[Compendium.pf2e.spell-effects.Item.Spell Effect: Open the Wall of Ghosts (Critical Success)]

Success The ritual succeeds.

Failure The ritual fails.

Critical Failure The ritual fails spectacularly, and two of the ghosts trapped within the wall tear free and attack. Treat each of these ghosts as a @UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Ghost Commoner], save that their ghostly hand attacks deal mental damage rather than void damage.

' (x1) - '

A slain creature whose soul became trapped between life and death in the Willowshore mindscape can\'t escape either back to life or into the afterlife. With the use of this ritual, you can temporarily transmigrate out of the mindscape to appear in the living world in a solid body made of ectoplasm, where you can exist for a short time in a hazy area between life and undeath.

-

Before casting this ritual, the PCs must construct a kiln made of earth and stone that is large enough for all of them to lie down inside of. Once the kiln is complete, the PCs must prepare beds of clay for themselves in the kiln, surrounding each one with heron feathers placed upright in the clay around the bed. When the four-hour casting of the ritual is completed, the PCs become infused with spiritual energy and must lie down on the still-wet clay beds, after which assistants come in to encase them in a three-inch-thick layer of additional clay. Short lengths of bamboo held in the mouth allow the clay-encased PCs to continue breathing. The incense and sakaki wood is then placed atop each encased PC, the kiln is closed, and the fires lit. Each PC is baked alive within their clay shells, but if the ritual is successful, they\'re sent into the living world as ectoplasmic apparitions.

-
-

Critical Success The clay cracks open and the PCs transmigrate into the border between life and death, a small mindscape in which they face a challenge they must overcome if they\'re to transmigrate into the living world. This encounter is presented on page 45 of this book. During this encounter, the PCs gain a +1 status bonus to all Strikes, saving throws, and skill checks. If they defeat the encounter, they fully transmigrate into the living world for up to 1 month, and retain a +1 status bonus to all skill checks for the first week of this month.

-

@UUID[Compendium.pf2e.spell-effects.Item.Spell Effect: Transmigrate (Encounter)]

-

@UUID[Compendium.pf2e.spell-effects.Item.Spell Effect: Transmigrate (Skill)]

-

Success As critical success, but without the status bonus to skill checks.

-

Failure As a critical success, but extra energy is sapped from the PCs. They gain a –1 status penalty to all Strikes, saving throws, and skill checks made in the border between life and death, and if they transmigrate to the living world, they also take a –1 status penalty to all skill checks for the first week of the ritual\'s month-long duration.

-

Critical Failure The ritual fails, and the PCs do not enter the border between life and death. Instead, they each take @Damage[9d6[fire]] damage as they each bake in their clay shells (@Check[fortitude|dc:24|basic] save) before the failed ritual snuffs out the flames and cracks open their partially fired clay casings. The ritual can be attempted again after 24 hours have passed.

-
-

Heightened (5th) As long as the Tan Sugi stands tall above Kugaptee\'s grave (as it does, after the climax of the previous adventure) and Willowshore\'s Eternal Lantern is lit in both the mindscape and the living world, you can draw upon the artifact\'s power to transmigrate the entire Willowshore mindscape. This more complex version of the ritual has a cast time of 5 days and affects the entire mindscape. Furthermore, this ritual can only be attempted after the first day of the new year in the mindscape (the 72nd day of this adventure), as it also draws upon that milestone societal event to work its magic. Any attempt to cast this version of transmigrate before either of those two requirements are fulfilled causes the casting to fail as it begins, before any checks are attempted or its costs are paid. This version of the ritual must be cast near Willowshore\'s Eternal Lantern, which is located on the southern side of Dawnstep Bridge. As with the 4th-rank version of transmigrate, this ritual requires the creation of a kiln within 30 feet of the Eternal Lantern, within which a scale model of the town of Willowshore must be crafted from clay. On the first day of casting, the kiln itself is prepared and anointed with aromatic oils. On the second day, a platform of sakaki wood slats is built in the kiln and then anointed with additional oils. On the third day, the town of Willowshore is sculpted on the platform from clay. On the fourth day, heron feathers and sticks of incense are placed in the sculpture\'s still drying clay; the sticks of incense are lit and continually replaced through the day as they burn. Finally, on the fifth day, the kiln is lit and the sculpture is fired. The next day, as the people of Willowshore awaken from the ritual, its effects become apparent. See "Concluding the Adventure" on page 61 and Chapter 1 of the next adventure for more details.

-
-

Critical Success The Willowshore mindscape transmigrates wholly into the living world. The full extent of what transmigrates depends on how many Preparation Points remain unspent at the end of this adventure, but the Critical Success at this ritual grants the party an additional 12 Preparation Points to determine this success, as detailed at the start of the next adventure.

-

Success As critical success, without bonus Preparation Points.

-

Failure The ritual fails, but a new attempt can be made after 24 hours have passed.

-

Critical Failure As failure, but the failed ritual also spreads waves of despair through town, causing food stores to rot away and buildings to take damage as if affected by years of neglect. The party loses 12 of their remaining Preparation Points, deducted as they see fit from Hope Points, Food Points, and Security Points. If the party can\'t deduct the full 12 points from their remaining Preparation Points, reduce all points to 0. Their next attempt to cast the ritual at 5th-rank takes a –2 status penalty to its checks.

' (x1) value : string {Item.spell.system.description.value} (1713 different values) duration : object {Item.spell.system.duration} sustained : boolean {Item.spell.system.duration.sustained} (2 different values) @@ -87,15 +60,15 @@ object {Item.spell} 10 (x2) 20 (x1) [damage] : dict {Item.spell.system.heightening.damage} - Key:string {Item.spell.system.heightening.damage.[key]} (166 different values) - Value:string {Item.spell.system.heightening.damage.[value]} (27 different values) + #key : string {Item.spell.system.heightening.damage.[key]} (166 different values) + #value : string {Item.spell.system.heightening.damage.[value]} (27 different values) [interval] : integer {Item.spell.system.heightening.interval} (4 different values) 1 (x291) 2 (x95) 3 (x5) 4 (x2) [levels] : dict {Item.spell.system.heightening.levels} - Key:string {Item.spell.system.heightening.levels.[key]} (9 different values) + #key : string {Item.spell.system.heightening.levels.[key]} (9 different values) '4' (x27) '3' (x26) '9' (x25) @@ -105,7 +78,7 @@ object {Item.spell} '8' (x18) '10' (x15) '2' (x4) - Value:object {Item.spell.system.heightening.levels.[value]} + #value : object {Item.spell.system.heightening.levels.[value]} [area] : object {Item.spell.system.heightening.levels.[value].area} [areaType] : string {Item.spell.system.heightening.levels.[value].area.areaType} (3 different values) 'burst' (x7) @@ -124,8 +97,8 @@ object {Item.spell} '20' (x1) '30' (x1) [damage] : dict {Item.spell.system.heightening.levels.[value].damage} - Key:string {Item.spell.system.heightening.levels.[value].damage.[key]} (26 different values) - Value:object {Item.spell.system.heightening.levels.[value].damage.[value]} + #key : string {Item.spell.system.heightening.levels.[value].damage.[key]} (26 different values) + #value : object {Item.spell.system.heightening.levels.[value].damage.[value]} applyMod : boolean {Item.spell.system.heightening.levels.[value].damage.[value].applyMod} (2 different values) False (x65) True (x3) @@ -248,8 +221,8 @@ object {Item.spell} 'fortitude' (x209) 'reflex' (x174) [overlays] : dict {Item.spell.system.overlays} - Key:string {Item.spell.system.overlays.[key]} (158 different values) - Value:object {Item.spell.system.overlays.[value]} + #key : string {Item.spell.system.overlays.[key]} (158 different values) + #value : object {Item.spell.system.overlays.[value]} overlayType : string {Item.spell.system.overlays.[value].overlayType} (same value: 'override') sort : integer {Item.spell.system.overlays.[value].sort} (6 different values) 1 (x58) @@ -284,8 +257,8 @@ object {Item.spell} '30' (x1) '20' (x1) [damage] : dict {Item.spell.system.overlays.[value].system.damage} - Key:string {Item.spell.system.overlays.[value].system.damage.[key]} (46 different values) - Value:object {Item.spell.system.overlays.[value].system.damage.[value]} + #key : string {Item.spell.system.overlays.[value].system.damage.[key]} (46 different values) + #value : object {Item.spell.system.overlays.[value].system.damage.[value]} [applyMod] : boolean {Item.spell.system.overlays.[value].system.damage.[value].applyMod} (same value: False) [category] : string {Item.spell.system.overlays.[value].system.damage.[value].category} (2 different values) '' (x2) @@ -313,62 +286,16 @@ object {Item.spell} 'fortitude' (x5) 'will' (x4) '' (x2) - [heightening] : dict {Item.spell.system.overlays.[value].system.heightening} - Key:string {Item.spell.system.overlays.[value].system.heightening.[key]} (4 different values) + [heightening] : dict|integer|string> {Item.spell.system.overlays.[value].system.heightening} + #key : string {Item.spell.system.overlays.[value].system.heightening.[key]} (4 different values) 'damage' (x53) 'interval' (x32) 'type' (x32) 'area' (x7) - Value:mixed - object {Item.spell.system.overlays.[value].system.heightening.[value]} - [0] : string {Item.spell.system.overlays.[value].system.heightening.[value].0} (8 different values) - '2d6' (x5) - '1d8+8' (x3) - '1d4' (x1) - '4d4' (x1) - '2d8' (x1) - '1d12' (x1) - '1d10+8' (x1) - '1d6' (x1) - [0tjfe8H7wz7QoXYE] : string {Item.spell.system.overlays.[value].system.heightening.[value].0tjfe8H7wz7QoXYE} (same value: '1d10') - [2MvpaX0V8xQX6CsS] : string {Item.spell.system.overlays.[value].system.heightening.[value].2MvpaX0V8xQX6CsS} (same value: '2d6') - [37YW4ZGhxx7Y2mdI] : string {Item.spell.system.overlays.[value].system.heightening.[value].37YW4ZGhxx7Y2mdI} (same value: '1d6') - [3EYhdKvOCHjkfErE] : string {Item.spell.system.overlays.[value].system.heightening.[value].3EYhdKvOCHjkfErE} (same value: '1d4') - [5s8WDBie6obDFd7O] : string {Item.spell.system.overlays.[value].system.heightening.[value].5s8WDBie6obDFd7O} (same value: '1d10') - [65e8IoTrChnWR3jL] : string {Item.spell.system.overlays.[value].system.heightening.[value].65e8IoTrChnWR3jL} (same value: '0') - [6VDpVfnth5Jo4Ik5] : string {Item.spell.system.overlays.[value].system.heightening.[value].6VDpVfnth5Jo4Ik5} (same value: '2d6') - [8dOIX3NNAKkHeHVH] : string {Item.spell.system.overlays.[value].system.heightening.[value].8dOIX3NNAKkHeHVH} (same value: '2d4') - [9mHTsjY5oHSoL8Ru] : string {Item.spell.system.overlays.[value].system.heightening.[value].9mHTsjY5oHSoL8Ru} (same value: '2d6') - [9uHHaYTm9m5EKYXr] : string {Item.spell.system.overlays.[value].system.heightening.[value].9uHHaYTm9m5EKYXr} (same value: '1d10') - [CI0T8rUwcB2khY0t] : string {Item.spell.system.overlays.[value].system.heightening.[value].CI0T8rUwcB2khY0t} (same value: '1d10') - [Esn7klJ9WRsIFnrE] : string {Item.spell.system.overlays.[value].system.heightening.[value].Esn7klJ9WRsIFnrE} (same value: '1d6') - [GP7TJnF7wP3usMHf] : string {Item.spell.system.overlays.[value].system.heightening.[value].GP7TJnF7wP3usMHf} (same value: '1d4') - [LVGTWs2TiFSQaP8s] : string {Item.spell.system.overlays.[value].system.heightening.[value].LVGTWs2TiFSQaP8s} (same value: '2d6') - [M2B0VWxc4jyJ2ZMk] : string {Item.spell.system.overlays.[value].system.heightening.[value].M2B0VWxc4jyJ2ZMk} (same value: '0') - [NG8iJ8V08LYNGE2U] : string {Item.spell.system.overlays.[value].system.heightening.[value].NG8iJ8V08LYNGE2U} (same value: '1d4') - [NdoyC7Quio9EO78V] : string {Item.spell.system.overlays.[value].system.heightening.[value].NdoyC7Quio9EO78V} (same value: '1d4') - [OUpuC9jXZ28jWOr2] : string {Item.spell.system.overlays.[value].system.heightening.[value].OUpuC9jXZ28jWOr2} (same value: '2d6') - [OuHfPvNu5dWl6QS4] : string {Item.spell.system.overlays.[value].system.heightening.[value].OuHfPvNu5dWl6QS4} (same value: '1d4') - [Q85SvGoxCoIiB0OS] : string {Item.spell.system.overlays.[value].system.heightening.[value].Q85SvGoxCoIiB0OS} (same value: '1d6') - [RvlurCw0bh1rCO6z] : string {Item.spell.system.overlays.[value].system.heightening.[value].RvlurCw0bh1rCO6z} (same value: '1d4') - [VSfHXFSJQGTzmS13] : string {Item.spell.system.overlays.[value].system.heightening.[value].VSfHXFSJQGTzmS13} (same value: '1d6') - [Zz4wGcMxD0oYt8b5] : string {Item.spell.system.overlays.[value].system.heightening.[value].Zz4wGcMxD0oYt8b5} (same value: '0') - [b39tbePoPlJSzLku] : string {Item.spell.system.overlays.[value].system.heightening.[value].b39tbePoPlJSzLku} (same value: '6') - [cIQMOJJsHOShytJy] : string {Item.spell.system.overlays.[value].system.heightening.[value].cIQMOJJsHOShytJy} (same value: '1d10') - 1 : string {Item.spell.system.overlays.[value].system.heightening.[value].1} (same value: '2d12') - [cM137DAlBX1LcWAX] : string {Item.spell.system.overlays.[value].system.heightening.[value].cM137DAlBX1LcWAX} (same value: '6') - [cMm8FNIiFTWwz9le] : string {Item.spell.system.overlays.[value].system.heightening.[value].cMm8FNIiFTWwz9le} (same value: '2d6') - [cQDyW0QpjJ38MlSi] : string {Item.spell.system.overlays.[value].system.heightening.[value].cQDyW0QpjJ38MlSi} (same value: '1d6') - [d80radfbikwjogmr] : string {Item.spell.system.overlays.[value].system.heightening.[value].d80radfbikwjogmr} (same value: '2d6') - [ki6WLHf13lvCRfPM] : string {Item.spell.system.overlays.[value].system.heightening.[value].ki6WLHf13lvCRfPM} (same value: '2d6') - [nMMXarqRmT50OrII] : string {Item.spell.system.overlays.[value].system.heightening.[value].nMMXarqRmT50OrII} (same value: '2d4') - [t0UzdeQuwssxsPyM] : string {Item.spell.system.overlays.[value].system.heightening.[value].t0UzdeQuwssxsPyM} (same value: '2d6') - [t4PnP1mLQnxt0Vu0] : string {Item.spell.system.overlays.[value].system.heightening.[value].t4PnP1mLQnxt0Vu0} (same value: '2d4') - [tgzp2lzatpg4c9a5] : string {Item.spell.system.overlays.[value].system.heightening.[value].tgzp2lzatpg4c9a5} (same value: '1d6') - [vs9ciDI4DzHtuq6T] : string {Item.spell.system.overlays.[value].system.heightening.[value].vs9ciDI4DzHtuq6T} (same value: '1d8') - [yDUpRhWBFgdtBTqW] : string {Item.spell.system.overlays.[value].system.heightening.[value].yDUpRhWBFgdtBTqW} (same value: '1d4') - [ycNNS1IJaYJ9uw80] : string {Item.spell.system.overlays.[value].system.heightening.[value].ycNNS1IJaYJ9uw80} (same value: '1d10') - [zvXU9ZdRVHSORUUn] : string {Item.spell.system.overlays.[value].system.heightening.[value].zvXU9ZdRVHSORUUn} (same value: '1d6') + #value : mixed + dict {Item.spell.system.overlays.[value].system.heightening.[value]} + #key : string {Item.spell.system.overlays.[value].system.heightening.[value].[key]} (40 different values) + #value : string {Item.spell.system.overlays.[value].system.heightening.[value].[value]} (14 different values) integer {Item.spell.system.overlays.[value].system.heightening.[value]} (3 different values) 1 (x31) 0 (x7) diff --git a/output/pf2e/types/Item.weapon.txt b/output/pf2e/types/Item.weapon.txt index ebd408e..1b6bb58 100644 --- a/output/pf2e/types/Item.weapon.txt +++ b/output/pf2e/types/Item.weapon.txt @@ -160,26 +160,6 @@ object {Item.weapon} 'piercing' (x4) description : object {Item.weapon.system.description} [gm] : string {Item.weapon.system.description.gm} (6 different values) - '

Fiendbreaker is focused on Kyonin\'s safety and protection. It imparts the following edicts and anathema on the wielder. If they\'re violated, the artifact reverts to its non-artifact form until the wielder atones, either through the use of the atone ritual, or through a short side quest or influence encounter of your own design.

Edicts kill Treerazer, protect elven lives, push back Tanglebriar\'s boundaries

Anathema aid Treerazer, willingly betray Kyonin

Choose Apex Attribute

Fiendbreaker is a powerful apex item, but the apex bonuses granted are more powerful than most. As with all apex items, a PC can only benefit from one apex item at a time. When your character creates the artifact, choose one attribute modifier. When you invest the artifact, you either increase that attribute modifier by 2 or increase it to +5, whichever would give you a higher value. Once you make this selection, you can\'t change it later.


Note: Select the apex attribute on the details tab of this item.

Choose Heroic Skill

Fiendbreaker also bolsters one skill of your choice. When your character creates the artifact, choose one of the three skills listed for the artifact. As long as the artifact is invested by you, it grants you a +4 item bonus to checks with that skill.

Heroic Recovery

Finally, Fiendbreaker has 1 Recovery Point; this point replenishes once per day when its invested partner does their daily preparations. When the artifact\'s partner\'s @UUID[Compendium.pf2e.conditionitems.Item.Dying] value would reach an amount sufficient to kill them (usually 4), the artifact spends its Recovery Point, and the partner instead increases their @UUID[Compendium.pf2e.conditionitems.Item.Doomed] value by 1 and stabilizes at 0 Hit Points.

Invested Weapon

Note that normally staves and weapons don\'t need to be invested, but Fiendbreaker is an exception to this rule. It provides its constant benefits as long as the item remains invested and is carried or stowed by a character; they need not be held in a hand or wielded as a weapon in combat in order to grant these benefits. If you drop an invested staff or weapon, are disarmed of it, or otherwise release it from being held or stowed, you continue to benefit from its invested qualities until the end of your next turn—if you reclaim the staff or weapon before the end of your next turn, then your investment continues uninterrupted. If you fail to reclaim the item by this point, it\'s no longer invested until you repeat the process by Interacting with the item, taking the normal steps to invest the item.

' (x1) - '

Aspects air, celestial

-
-

Monarch is an ancient starknife, once wielded by a priest of the Desnan sect known as the Order of the Starless Night, an organization devoted to protecting Golarion from the horrors of the Dark Tapestry. The weapon is made of low-grade silver, and its blades gleam with soft light, equivalent to that of a candle (the glow can be extinguished or activated by the weapon\'s carrier by activating Monarch as an envision action). The blades bear etchings of monarch butterflies in flight.

-

When discovered in the Pit, Monarch functions as a +1 striking returning starknife that can\'t have additional property runes, as it\'s a specific item. Monarch deals an additional 1d6 untyped damage to creatures with the aberration trait, provided the creature isn\'t disguised as another creature.

-
-

Minor Gifts: @UUID[Compendium.pf2e.adventure-specific-actions.Item.Wind Barrier], @UUID[Compendium.pf2e.adventure-specific-actions.Item.Word of Faith]

-

Major Gifts: @UUID[Compendium.pf2e.adventure-specific-actions.Item.Propelling Winds], @UUID[Compendium.pf2e.adventure-specific-actions.Item.Righteous Call]

-

Grand Gift: @UUID[Compendium.pf2e.adventure-specific-actions.Item.Azata\'s Grace]

-

While Monarch has no direct ties to the seven dooms that threaten Sandpoint, certain dangers in the Pit present specific opportunities to honor the weapon\'s ancient traditions by opposing forces from the darkest reaches of the Universe. In particular, the dero worshippers of Azathoth found in the Pit, as well as the Hollow Star, are elements the Order of the Starless Night would\'ve worked hard to oppose, and the magic imbued into Monarch retains this thematic opposition.

-

When the PCs first recover Monarch, one of its minor gifts becomes active as chosen from the above options by the first PC to handle the starknife. The second minor gift becomes active as soon as the party defeats the dero cultists of the Hollow Star. Its first major gift becomes active once the PCs defeat their first intellect devourer foes, likely those encountered at the Midnight Dawn encampment (area G7); the weapon\'s wielder chooses which of the two gifts become active. Note that this is likely to take place while the party is 8th level, rather than 9th level (as would be the norm for a relic\'s first major gift). Likewise, the relic\'s second major gift should become active just before this adventure\'s climactic battle so that the weapon\'s wielder can use it in the final battle. While Monarch\'s grand gift won\'t become active during this adventure, this unique gift is presented here so that you can include its activation at a later date as you see fit.

-
-

Special Note: If you feel that introducing a relic upsets party balance, simply omit its gifts and have it be a unique magic starknife with the above activation.

' (x1) - '

Once Retribution is restored, it becomes a +3 major striking keen shifting wounding war razor and gains the following additional activations.


Activate—Cruel Cut 2 (curse, death, manipulate)

Frequency once per day

Effect Choose a target within 120 feet who you can see. That target must attempt a @Check[fortitude|dc:44] save.

Critical Success The target is unaffected.

Success The target takes @Damage[3d6[persistent,bleed]] damage.

Failure As success, but one of their eyes is damaged, rendering them @UUID[Compendium.pf2e.conditionitems.Item.Dazzled]. The target also becomes @UUID[Compendium.pf2e.conditionitems.Item.Drained]{Drained 1}. The dazzled and drained condition are permanent until removed by cleanse affliction or a similar effect.

Critical Failure As failure, but @Damage[6d6[persistent,bleed]] damage and the target is @UUID[Compendium.pf2e.conditionitems.Item.Blinded] instead of dazzled, and @UUID[Compendium.pf2e.conditionitems.Item.Drained]{Drained 2} instead of drained 1. If the target is ever reduced to 0 Hit Points or less while under this curse, they immediately die.


Activate—Reflect Curse r

Frequency once per hour

Trigger You are about to attempt a saving throw against a curse

Effect If you succeed or critically succeed against the curse, it is reflected back to its source and it does not affect you; the source must then attempt a saving throw against the curse.

' (x1) - '

Forming the Bond The PCs complete the @UUID[Compendium.pf2e.spells-srd.Item.Rite of Repatriation].

-

Advancing the Bond Protect, recover, and restore dwarven culture and people.

-

Minor Gifts @UUID[Compendium.pf2e.adventure-specific-actions.Item.Deadly Spark], @UUID[Compendium.pf2e.adventure-specific-actions.Item.Divine Retribution], @UUID[Compendium.pf2e.adventure-specific-actions.Item.Word of Faith]; divine retribution Strikes made with Skysunder gain the deadly d4 trait.

-

Major Gifts @UUID[Compendium.pf2e.adventure-specific-actions.Item.Holy Light], @UUID[Compendium.pf2e.adventure-specific-actions.Item.Propelling Winds]

' (x1) - '

Soulbreaker is focused on Kyonin\'s safety and protection. It imparts the following edicts and anathema on the wielder. If they\'re violated, the artifact reverts to its non-artifact form until the wielder atones, either through the use of the atone ritual, or through a short side quest or influence encounter of your own design.

Edicts kill Treerazer, protect elven lives, push back Tanglebriar\'s boundaries

Anathema aid Treerazer, willingly betray Kyonin

Choose Apex Attribute

Soulbreaker is a powerful apex item, but the apex bonuses granted are more powerful than most. As with all apex items, a PC can only benefit from one apex item at a time. When your character creates the artifact, choose one attribute modifier. When you invest the artifact, you either increase that attribute modifier by 2 or increase it to +5, whichever would give you a higher value. Once you make this selection, you can\'t change it later.


Note: Select the apex attribute on the details tab of this item.

Choose Heroic Skill

Soulbreaker also bolsters one skill of your choice. When your character creates the artifact, choose one of the three skills listed for the artifact. As long as the artifact is invested by you, it grants you a +4 item bonus to checks with that skill.

Heroic Recovery

Finally, Soulbreaker has 1 Recovery Point; this point replenishes once per day when its invested partner does their daily preparations. When the artifact\'s partner\'s @UUID[Compendium.pf2e.conditionitems.Item.Dying] value would reach an amount sufficient to kill them (usually 4), the artifact spends its Recovery Point, and the partner instead increases their @UUID[Compendium.pf2e.conditionitems.Item.Doomed] value by 1 and stabilizes at 0 Hit Points.

Invested Weapon

Note that normally staves and weapons don\'t need to be invested, but Soulbreaker is an exception to this rule. It provides its constant benefits as long as the item remains invested and is carried or stowed by a character; they need not be held in a hand or wielded as a weapon in combat in order to grant these benefits. If you drop an invested staff or weapon, are disarmed of it, or otherwise release it from being held or stowed, you continue to benefit from its invested qualities until the end of your next turn—if you reclaim the staff or weapon before the end of your next turn, then your investment continues uninterrupted. If you fail to reclaim the item by this point, it\'s no longer invested until you repeat the process by Interacting with the item, taking the normal steps to invest the item.

' (x1) - '

Wintershot is focused on Kyonin\'s safety and protection. It imparts the following edicts and anathema on the wielder. If they\'re violated, the artifact reverts to its non-artifact form until the wielder atones, either through the use of the atone ritual, or through a short side quest or influence encounter of your own design.

Edicts kill Treerazer, protect elven lives, push back Tanglebriar\'s boundaries

Anathema aid Treerazer, willingly betray Kyonin

Choose Apex Attribute

Wintershot is a powerful apex item, but the apex bonuses granted are more powerful than most. As with all apex items, a PC can only benefit from one apex item at a time. When your character creates the artifact, choose one attribute modifier. When you invest the artifact, you either increase that attribute modifier by 2 or increase it to +5, whichever would give you a higher value. Once you make this selection, you can\'t change it later.


Note: Select the apex attribute on the details tab of this item.

Choose Heroic Skill

Wintershot also bolsters one skill of your choice. When your character creates the artifact, choose one of the three skills listed for the artifact. As long as the artifact is invested by you, it grants you a +4 item bonus to checks with that skill.

Heroic Recovery

Finally, Wintershot has 1 Recovery Point; this point replenishes once per day when its invested partner does their daily preparations. When the artifact\'s partner\'s @UUID[Compendium.pf2e.conditionitems.Item.Dying] value would reach an amount sufficient to kill them (usually 4), the artifact spends its Recovery Point, and the partner instead increases their @UUID[Compendium.pf2e.conditionitems.Item.Doomed] value by 1 and stabilizes at 0 Hit Points.

Invested Weapon

Note that normally staves and weapons don\'t need to be invested, but Wintershot is an exception to this rule. It provides its constant benefits as long as the item remains invested and is carried or stowed by a character; they need not be held in a hand or wielded as a weapon in combat in order to grant these benefits. If you drop an invested staff or weapon, are disarmed of it, or otherwise release it from being held or stowed, you continue to benefit from its invested qualities until the end of your next turn—if you reclaim the staff or weapon before the end of your next turn, then your investment continues uninterrupted. If you fail to reclaim the item by this point, it\'s no longer invested until you repeat the process by Interacting with the item, taking the normal steps to invest the item.

' (x1) value : string {Item.weapon.system.description.value} (907 different values) hardness : integer {Item.weapon.system.hardness} (same value: 0) hp : object {Item.weapon.system.hp}