И ещё изменения

This commit is contained in:
2025-04-08 17:56:11 +04:00
parent 0558643183
commit 8b38152ff1
176 changed files with 44 additions and 2804 deletions
-4
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@@ -299,10 +299,6 @@ object {1-00}
'<p>The trap deactivates after 1 minute, at which point its acid reservoir is empty. It can\'t reactivate until this reservoir is refilled.</p>' (x1) '<p>The trap deactivates after 1 minute, at which point its acid reservoir is empty. It can\'t reactivate until this reservoir is refilled.</p>' (x1)
'<p>The <em>protoplasmic extruder</em> must gather reagents from the arcane slurry of the sewers for 24 hours before it can be reactivated.</p>' (x1) '<p>The <em>protoplasmic extruder</em> must gather reagents from the arcane slurry of the sewers for 24 hours before it can be reactivated.</p>' (x1)
[routine] : string {1-00.system.details.routine} (2 different values) [routine] : string {1-00.system.details.routine} (2 different values)
'<p>(3 actions) On its initiative, the trap makes an acid spray Strike against a random creature in the room for each of its actions.</p>' (x1)
'<p>(1 action) On its initiative, the trap creates an ooze in an adjacent unoccupied space. The first time the <em>protoplasmic extruder</em> uses this action, it creates a @UUID[Compendium.pf2e.pathfinder-bestiary.Actor.Gelatinous Cube] that acts immediately and thereafter acts on the <em>protoplasmic extruder\'s</em> initiative. In following rounds, the <em>protoplasmic extruder</em> instead creates @UUID[Compendium.pf2e.pathfinder-monster-core.Actor.Sewer Ooze]{Sewer Oozes} that act in the same manner.</p>
<p>Oozes created by the protoplasmic extruder are a nacreous green color; a gelatinous cube loses its transparent ability. All oozes created by the <em>protoplasmic extruder</em> are loyal to the Ohrlavis and act as they command.</p>
<p>The <em>protoplasmic extruder</em> can create no more than four oozes in total before it deactivates and resets.</p>' (x1)
saves : object {1-00.system.saves} saves : object {1-00.system.saves}
fortitude : object {1-00.system.saves.fortitude} fortitude : object {1-00.system.saves.fortitude}
saveDetail : string {1-00.system.saves.fortitude.saveDetail} (same value: '') saveDetail : string {1-00.system.saves.fortitude.saveDetail} (same value: '')
-88
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@@ -493,81 +493,6 @@ object {1-01}
'<p>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.</p>' (x1) '<p>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.</p>' (x1)
'<p>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.</p>' (x1) '<p>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.</p>' (x1)
[disable] : string {1-01.system.details.disable} (9 different values) [disable] : string {1-01.system.details.disable} (9 different values)
'<p>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.</p>' (x2)
'<p>@Check[crafting|dc:16|name:Reinforce Beams] to reinforce the beams</p>' (x1)
'<p>@Check[crafting|dc:14|name:Reinforce Beams] to reinforce the beams</p>' (x1)
'<p>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.</p>
<p>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.</p>
<p>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.</p>
<table class="pf2e">
<thead>
<tr>
<th>d4</th>
<th>Cause of Flaw</th>
<th>Skills to Overcome</th>
</tr>
</thead>
<tbody>
<tr>
<td>1</td>
<td>Harried (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)</td>
<td>@Check[arcana|dc:20] (trained) or @Check[thievery|dc:20] (trained)</td>
</tr>
<tr>
<td>2</td>
<td>Misplaced 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</td>
<td>@Check[society|dc:20] (trained) or @Check[religion|dc:20] (trained)</td>
</tr>
<tr>
<td>3</td>
<td>Cloistered (Tavvar hasn\'t done much field work and made a dangerous mistake in which mushrooms she used in the ink for the runes)</td>
<td>@Check[crafting|dc:20] (trained) or @Check[nature|dc:20] (trained)</td>
</tr>
<tr>
<td>4</td>
<td>Restrained (Tavvar\'s own hesitation and self-doubt has led to the ritual slipping out of her control)</td>
<td>@Check[deception|dc:20] (trained) or @Check[diplomacy|dc:20] (trained)</td>
</tr>
</tbody>
</table>' (x1)
'<p>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.</p>
<p>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.</p>
<p>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.</p>
<table class="pf2e">
<thead>
<tr>
<th>d4</th>
<th>Cause of Flaw</th>
<th>Skills to Overcome</th>
</tr>
</thead>
<tbody>
<tr>
<td>1</td>
<td>Harried (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)</td>
<td>@Check[arcana|dc:18] (trained) or @Check[thievery|dc:18] (trained)</td>
</tr>
<tr>
<td>2</td>
<td>Misplaced 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</td>
<td>@Check[society|dc:18] (trained) or @Check[religion|dc:18] (trained)</td>
</tr>
<tr>
<td>3</td>
<td>Cloistered (Tavvar hasn\'t done much field work and made a dangerous mistake in which mushrooms she used in the ink for the runes)</td>
<td>@Check[crafting|dc:18] (trained) or @Check[nature|dc:18] (trained)</td>
</tr>
<tr>
<td>4</td>
<td>Restrained (Tavvar\'s own hesitation and self-doubt has led to the ritual slipping out of her control)</td>
<td>@Check[deception|dc:18] (trained) or @Check[diplomacy|dc:18] (trained)</td>
</tr>
</tbody>
</table>' (x1)
'<p>@Check[religion|dc:20|name:Exorcize the Spirits] (trained) to exorcize the spirits</p>' (x1)
'<p>@Check[religion|dc:16|name:Exorcize the Spirits] (trained) to exorcize the spirits</p>' (x1)
'<p>@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</p>' (x1)
'<p>@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</p>' (x1)
[isComplex] : boolean {1-01.system.details.isComplex} (2 different values) [isComplex] : boolean {1-01.system.details.isComplex} (2 different values)
False (x6) False (x6)
True (x4) True (x4)
@@ -599,19 +524,6 @@ object {1-01}
'daemonic' (x1) 'daemonic' (x1)
[privateNotes] : string {1-01.system.details.privateNotes} (same value: '') [privateNotes] : string {1-01.system.details.privateNotes} (same value: '')
[publicNotes] : string {1-01.system.details.publicNotes} (4 different values) [publicNotes] : string {1-01.system.details.publicNotes} (4 different values)
'' (x16)
'<p>The frontline fighters of goblin tribes prefer to fight in large groups-especially when they can outnumber their foes at least three to one.</p>
<hr />
<p>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."</p>
<p>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.</p>' (x1)
'<p>Necromantic augmentations have granted this zombie increased size and power.</p>
<hr />
<p>A zombie\'s only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they\'re destroyed.</p>' (x1)
'<p>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.</p>
<hr />
<p>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.</p>
<p>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.</p>
<p>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."</p>' (x1)
[reset] : string {1-01.system.details.reset} (5 different values) [reset] : string {1-01.system.details.reset} (5 different values)
'<p>As the damage to the floor spreads, the areas adjacent to the new pit become new areas of this hazard.</p>' (x2) '<p>As the damage to the floor spreads, the areas adjacent to the new pit become new areas of this hazard.</p>' (x2)
'<p>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.</p>' (x2) '<p>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.</p>' (x2)
-5
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@@ -379,11 +379,6 @@ object {1-02}
-1 (x1) -1 (x1)
privateNotes : string {1-02.system.details.privateNotes} (same value: '') privateNotes : string {1-02.system.details.privateNotes} (same value: '')
publicNotes : string {1-02.system.details.publicNotes} (3 different values) publicNotes : string {1-02.system.details.publicNotes} (3 different values)
'' (x4)
'<p>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.</p>
<hr />
<p>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."</p>' (x1)
'<p>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.</p>' (x1)
publication : object {1-02.system.details.publication} publication : object {1-02.system.details.publication}
license : string {1-02.system.details.publication.license} (same value: 'OGL') license : string {1-02.system.details.publication.license} (same value: 'OGL')
remaster : boolean {1-02.system.details.publication.remaster} (same value: False) remaster : boolean {1-02.system.details.publication.remaster} (same value: False)
-7
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@@ -815,13 +815,6 @@ object {1-03}
'wildsong' (x1) 'wildsong' (x1)
[privateNotes] : string {1-03.system.details.privateNotes} (same value: '') [privateNotes] : string {1-03.system.details.privateNotes} (same value: '')
[publicNotes] : string {1-03.system.details.publicNotes} (3 different values) [publicNotes] : string {1-03.system.details.publicNotes} (3 different values)
'' (x7)
'<p>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.</p>
<hr />
<p>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.</p>' (x1)
'<p>A zombie shambler is a slow-moving horror dangerous in larger groups.</p>
<hr />
<p>A zombie\'s only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they\'re destroyed.</p>' (x1)
[reset] : string {1-03.system.details.reset} (same value: '') [reset] : string {1-03.system.details.reset} (same value: '')
[routine] : string {1-03.system.details.routine} (same value: '') [routine] : string {1-03.system.details.routine} (same value: '')
saves : object {1-03.system.saves} saves : object {1-03.system.saves}
-3
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@@ -604,9 +604,6 @@ object {1-04}
2 (x1) 2 (x1)
5 (x1) 5 (x1)
[privateNotes] : string {1-04.system.details.privateNotes} (2 different values) [privateNotes] : string {1-04.system.details.privateNotes} (2 different values)
'' (x11)
'<p>Squirrel Swarm size is incorrect in the PDF and was corrected to be large.</p>
<p>https://paizo.com/threads/rzs42s73?PFS-104-Bandits-of-Immenwood#10</p>' (x1)
[publicNotes] : string {1-04.system.details.publicNotes} (2 different values) [publicNotes] : string {1-04.system.details.publicNotes} (2 different values)
'' (x9) '' (x9)
'<p>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.</p>' (x3) '<p>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.</p>' (x3)
-6
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@@ -453,12 +453,6 @@ object {1-05}
0 (x1) 0 (x1)
privateNotes : string {1-05.system.details.privateNotes} (same value: '') privateNotes : string {1-05.system.details.privateNotes} (same value: '')
publicNotes : string {1-05.system.details.publicNotes} (3 different values) publicNotes : string {1-05.system.details.publicNotes} (3 different values)
'' (x8)
'<p>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.</p>' (x2)
'<p>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.</p>
<hr />
<p>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.</p>
<p>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.</p>' (x1)
publication : object {1-05.system.details.publication} publication : object {1-05.system.details.publication}
license : string {1-05.system.details.publication.license} (same value: 'OGL') license : string {1-05.system.details.publication.license} (same value: 'OGL')
remaster : boolean {1-05.system.details.publication.remaster} (same value: False) remaster : boolean {1-05.system.details.publication.remaster} (same value: False)
-16
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@@ -984,22 +984,6 @@ object {1-06}
[isComplex] : boolean {1-06.system.details.isComplex} (same value: True) [isComplex] : boolean {1-06.system.details.isComplex} (same value: True)
[reset] : string {1-06.system.details.reset} (same value: '') [reset] : string {1-06.system.details.reset} (same value: '')
[routine] : string {1-06.system.details.routine} (2 different values) [routine] : string {1-06.system.details.routine} (2 different values)
'<p>(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.</p>
<hr />
<p><strong>Critical Success</strong> The target is unaffected and is temporarily immune to this haunt for 24 hours.</p>
<p><strong>Success</strong> The target is @UUID[Compendium.pf2e.conditionitems.Item.Frightened]{Frightened 1}.</p>
<p><strong>Failure</strong> 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.</p>
<p><strong>Critical Failure</strong> 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.</p>
<hr />
<p>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.</p>' (x1)
'<p>(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.</p>
<hr />
<p><strong>Critical Success</strong> The target is unaffected and is temporarily immune to this haunt for 24 hours.</p>
<p><strong>Success</strong> The target is @UUID[Compendium.pf2e.conditionitems.Item.Frightened]{Frightened 1}.</p>
<p><strong>Failure</strong> 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.</p>
<p><strong>Critical Failure</strong> 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.</p>
<hr />
<p>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.</p>' (x1)
[initiative] : object {1-06.system.initiative} [initiative] : object {1-06.system.initiative}
statistic : string {1-06.system.initiative.statistic} (same value: 'perception') statistic : string {1-06.system.initiative.statistic} (same value: 'perception')
[perception] : object {1-06.system.perception} [perception] : object {1-06.system.perception}
-4
View File
@@ -220,10 +220,6 @@ object {1-07}
-1 (x1) -1 (x1)
privateNotes : string {1-07.system.details.privateNotes} (same value: '') privateNotes : string {1-07.system.details.privateNotes} (same value: '')
publicNotes : string {1-07.system.details.publicNotes} (2 different values) publicNotes : string {1-07.system.details.publicNotes} (2 different values)
'' (x4)
'<p>Ghasts-feral, foul-smelling, and constantly hungry-are the more powerful kin of ghouls. They are relentless in the pursuit of their prey.</p>
<hr />
<p>Few creatures are more ubiquitous to sinister locations such as lonely graveyards and ruined crypts than the flesh-eating undead known as ghouls.</p>' (x1)
publication : object {1-07.system.details.publication} publication : object {1-07.system.details.publication}
license : string {1-07.system.details.publication.license} (same value: 'OGL') license : string {1-07.system.details.publication.license} (same value: 'OGL')
remaster : boolean {1-07.system.details.publication.remaster} (same value: False) remaster : boolean {1-07.system.details.publication.remaster} (same value: False)
-8
View File
@@ -713,10 +713,6 @@ object {1-08}
4 (x1) 4 (x1)
[privateNotes] : string {1-08.system.details.privateNotes} (same value: '') [privateNotes] : string {1-08.system.details.privateNotes} (same value: '')
[publicNotes] : string {1-08.system.details.publicNotes} (2 different values) [publicNotes] : string {1-08.system.details.publicNotes} (2 different values)
'' (x15)
'<p>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.</p>
<hr />
<p>Few everyday vermin inspire as much dread as the infamous spider.</p>' (x1)
publication : object {1-08.system.details.publication} publication : object {1-08.system.details.publication}
license : string {1-08.system.details.publication.license} (same value: 'OGL') license : string {1-08.system.details.publication.license} (same value: 'OGL')
remaster : boolean {1-08.system.details.publication.remaster} (same value: False) 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) [isComplex] : boolean {1-08.system.details.isComplex} (same value: True)
[reset] : string {1-08.system.details.reset} (same value: '<p>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</p>') [reset] : string {1-08.system.details.reset} (same value: '<p>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</p>')
[routine] : string {1-08.system.details.routine} (2 different values) [routine] : string {1-08.system.details.routine} (2 different values)
'<p>(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.</p>
<p>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.</p>' (x1)
'<p>(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.</p>
<p>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.</p>' (x1)
[initiative] : object {1-08.system.initiative} [initiative] : object {1-08.system.initiative}
statistic : string {1-08.system.initiative.statistic} (same value: 'perception') statistic : string {1-08.system.initiative.statistic} (same value: 'perception')
[perception] : object {1-08.system.perception} [perception] : object {1-08.system.perception}
-4
View File
@@ -419,10 +419,6 @@ object {1-09}
1 (x1) 1 (x1)
privateNotes : string {1-09.system.details.privateNotes} (same value: '') privateNotes : string {1-09.system.details.privateNotes} (same value: '')
publicNotes : string {1-09.system.details.publicNotes} (2 different values) publicNotes : string {1-09.system.details.publicNotes} (2 different values)
'' (x7)
'<p>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.</p>
<hr />
<p>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.</p>' (x1)
publication : object {1-09.system.details.publication} publication : object {1-09.system.details.publication}
license : string {1-09.system.details.publication.license} (same value: 'OGL') license : string {1-09.system.details.publication.license} (same value: 'OGL')
remaster : boolean {1-09.system.details.publication.remaster} (same value: False) remaster : boolean {1-09.system.details.publication.remaster} (same value: False)
-10
View File
@@ -52,16 +52,6 @@ object {1-10}
damageType : string {1-10.items.[].system.damageRolls.rkttgx90yhkbrfiqiayt.damageType} (same value: 'piercing') damageType : string {1-10.items.[].system.damageRolls.rkttgx90yhkbrfiqiayt.damageType} (same value: 'piercing')
description : object {1-10.items.[].system.description} description : object {1-10.items.[].system.description}
value : string {1-10.items.[].system.description.value} (6 different values) value : string {1-10.items.[].system.description.value} (6 different values)
'' (x4)
'<p>@Localize[PF2E.NPC.Abilities.Glossary.AttackOfOpportunity]</p>' (x2)
'<p>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.</p>' (x2)
'<p>@Localize[PF2E.NPC.Abilities.Glossary.Grab]</p>' (x2)
'<p><strong>Requirements</strong> The giant short-faced bear has a creature grabbed</p>
<hr />
<p><strong>Effect</strong> The giant short-faced bear throws its grabbed target up to 20 feet in any direction and deals its claw damage to the target.</p>' (x1)
'<p><strong>Requirements</strong> The giant short-faced bear has a creature grabbed</p>
<hr />
<p><strong>Effect</strong> The giant shortfaced bear throws its grabbed target up to 20 feet in any direction and deals its claw damage to the target.</p>' (x1)
publication : object {1-10.items.[].system.publication} publication : object {1-10.items.[].system.publication}
license : string {1-10.items.[].system.publication.license} (same value: 'OGL') license : string {1-10.items.[].system.publication.license} (same value: 'OGL')
remaster : boolean {1-10.items.[].system.publication.remaster} (same value: False) remaster : boolean {1-10.items.[].system.publication.remaster} (same value: False)
-13
View File
@@ -613,19 +613,6 @@ object {1-11}
'necril' (x1) 'necril' (x1)
[privateNotes] : string {1-11.system.details.privateNotes} (same value: '') [privateNotes] : string {1-11.system.details.privateNotes} (same value: '')
[publicNotes] : string {1-11.system.details.publicNotes} (4 different values) [publicNotes] : string {1-11.system.details.publicNotes} (4 different values)
'' (x8)
'<p>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.</p>
<hr />
<p>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.</p>
<p>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.</p>' (x1)
'<p>Most kobolds encountered outside of a well-defended warren or lair are kobold scouts, creatures trained for stalking and the hunt.</p>
<hr />
<p>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.</p>
<p>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.</p>' (x1)
'<p>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.</p>
<hr />
<p>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.</p>
<p>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.</p>' (x1)
[reset] : string {1-11.system.details.reset} (2 different values) [reset] : string {1-11.system.details.reset} (2 different values)
'' (x2) '' (x2)
'<p>The trap resets each day at dawn.</p>' (x2) '<p>The trap resets each day at dawn.</p>' (x2)
-8
View File
@@ -485,14 +485,6 @@ object {1-12}
2 (x1) 2 (x1)
[privateNotes] : string {1-12.system.details.privateNotes} (same value: '') [privateNotes] : string {1-12.system.details.privateNotes} (same value: '')
[publicNotes] : string {1-12.system.details.publicNotes} (3 different values) [publicNotes] : string {1-12.system.details.publicNotes} (3 different values)
'' (x4)
'<p>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.</p>
<hr />
<p>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.</p>' (x1)
'<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>' (x1)
publication : object {1-12.system.details.publication} publication : object {1-12.system.details.publication}
license : string {1-12.system.details.publication.license} (same value: 'OGL') license : string {1-12.system.details.publication.license} (same value: 'OGL')
remaster : boolean {1-12.system.details.publication.remaster} (same value: False) remaster : boolean {1-12.system.details.publication.remaster} (same value: False)
-16
View File
@@ -420,28 +420,12 @@ object {1-13}
3 (x1) 3 (x1)
privateNotes : string {1-13.system.details.privateNotes} (same value: '') privateNotes : string {1-13.system.details.privateNotes} (same value: '')
publicNotes : string {1-13.system.details.publicNotes} (2 different values) publicNotes : string {1-13.system.details.publicNotes} (2 different values)
'' (x2)
'<p>Necromantic augmentations have granted this zombie increased size and power.</p>
<hr />
<p>A zombie\'s only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they\'re destroyed.</p>' (x1)
publication : object {1-13.system.details.publication} publication : object {1-13.system.details.publication}
license : string {1-13.system.details.publication.license} (same value: 'OGL') license : string {1-13.system.details.publication.license} (same value: 'OGL')
remaster : boolean {1-13.system.details.publication.remaster} (same value: False) 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') 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: '<p>The haunt deactivates and resets after 1 minute.</p>') [reset] : string {1-13.system.details.reset} (same value: '<p>The haunt deactivates and resets after 1 minute.</p>')
[routine] : string {1-13.system.details.routine} (2 different values) [routine] : string {1-13.system.details.routine} (2 different values)
'<p>(one action) One creature within the room must attempt a @Check[will|dc:23] save as the haunt attempts to drown them.</p>
<hr />
<p><strong>Critical Success</strong> The creature is unaffected and temporarily immune for 1 minute.</p>
<p><strong>Success</strong> The creature is unaffected.</p>
<p><strong>Failure</strong> 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.</p>
<p><strong>Critical Failure</strong> As failure, but the creature immediately loses [[/r 1d4 #Actions]]{1d4} actions\' worth of air.</p>' (x1)
'<p>(one action) One creature within the room must attempt a @Check[will|dc:25] save as the haunt attempts to drown them.</p>
<hr />
<p><strong>Critical Success</strong> The creature is unaffected and temporarily immune for 1 minute.</p>
<p><strong>Success</strong> The creature is unaffected.</p>
<p><strong>Failure</strong> 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.</p>
<p><strong>Critical Failure</strong> As failure, but the creature immediately loses [[/r 1d4 #Actions]]{1d4} actions\' worth of air.</p>' (x1)
initiative : object {1-13.system.initiative} initiative : object {1-13.system.initiative}
statistic : string {1-13.system.initiative.statistic} (same value: 'perception') statistic : string {1-13.system.initiative.statistic} (same value: 'perception')
perception : object {1-13.system.perception} perception : object {1-13.system.perception}
-17
View File
@@ -734,23 +734,6 @@ object {1-14}
0 (x1) 0 (x1)
privateNotes : string {1-14.system.details.privateNotes} (same value: '') privateNotes : string {1-14.system.details.privateNotes} (same value: '')
publicNotes : string {1-14.system.details.publicNotes} (6 different values) publicNotes : string {1-14.system.details.publicNotes} (6 different values)
'' (x10)
'<p>The most common skeletal minions are mere guardians.</p>' (x1)
'<p>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.</p>
<hr />
<p>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.</p>
<p>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.</p>' (x1)
'<p>Most kobolds encountered outside of a well-defended warren or lair are kobold scouts, creatures trained for stalking and the hunt.</p>
<hr />
<p>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.</p>
<p>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.</p>' (x1)
'<p>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.</p>
<hr />
<p>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.</p>
<p>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.</p>' (x1)
'<p>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.</p>
<hr />
<p>Few predators of the natural world can match the cat\'s talent for stalking and stealth.</p>' (x1)
publication : object {1-14.system.details.publication} publication : object {1-14.system.details.publication}
license : string {1-14.system.details.publication.license} (same value: 'OGL') license : string {1-14.system.details.publication.license} (same value: 'OGL')
remaster : boolean {1-14.system.details.publication.remaster} (same value: False) remaster : boolean {1-14.system.details.publication.remaster} (same value: False)
-4
View File
@@ -297,10 +297,6 @@ object {1-15}
[blurb] : string {1-15.system.details.blurb} (same value: '') [blurb] : string {1-15.system.details.blurb} (same value: '')
description : string {1-15.system.details.description} (same value: '<p>A fire engulfs a 10-foot-by-10-foot section of forest, then spreads on each of its turns.</p>') description : string {1-15.system.details.description} (same value: '<p>A fire engulfs a 10-foot-by-10-foot section of forest, then spreads on each of its turns.</p>')
disable : string {1-15.system.details.disable} (2 different values) disable : string {1-15.system.details.disable} (2 different values)
'<p>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.</p>
<p>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.</p>' (x1)
'<p>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.</p>
<p>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.</p>' (x1)
isComplex : boolean {1-15.system.details.isComplex} (same value: True) isComplex : boolean {1-15.system.details.isComplex} (same value: True)
[languages] : object {1-15.system.details.languages} [languages] : object {1-15.system.details.languages}
details : string {1-15.system.details.languages.details} (3 different values) details : string {1-15.system.details.languages.details} (3 different values)
-88
View File
@@ -487,11 +487,6 @@ object {1-16}
[blurb] : string {1-16.system.details.blurb} (same value: '') [blurb] : string {1-16.system.details.blurb} (same value: '')
description : string {1-16.system.details.description} (same value: '<p>Arcs of primal energy emerge from the L-shaped stone wall at the center of each alcove.</p>') description : string {1-16.system.details.description} (same value: '<p>Arcs of primal energy emerge from the L-shaped stone wall at the center of each alcove.</p>')
disable : string {1-16.system.details.disable} (2 different values) disable : string {1-16.system.details.disable} (2 different values)
'<p><span class="action-glyph">1</span> @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</p>
<p><span class="action-glyph">1</span> @Check[nature|dc:23] (trained) to temporarily befuddle one of the sensors with knowledge of primal magic.</p>
<p>Alternatively, inserting the correct key into an alcove\'s keyhole disables that alcove\'s sensor.</p>' (x1)
'<p>@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.</p>
<p>Alternatively, inserting the correct key into an alcove\'s keyhole disables that alcove\'s sensor.</p>' (x1)
isComplex : boolean {1-16.system.details.isComplex} (same value: True) isComplex : boolean {1-16.system.details.isComplex} (same value: True)
[languages] : object {1-16.system.details.languages} [languages] : object {1-16.system.details.languages}
details : string {1-16.system.details.languages.details} (2 different values) details : string {1-16.system.details.languages.details} (2 different values)
@@ -515,95 +510,12 @@ object {1-16}
6 (x1) 6 (x1)
[privateNotes] : string {1-16.system.details.privateNotes} (same value: '') [privateNotes] : string {1-16.system.details.privateNotes} (same value: '')
[publicNotes] : string {1-16.system.details.publicNotes} (4 different values) [publicNotes] : string {1-16.system.details.publicNotes} (4 different values)
'' (x4)
'<p>A biloko who has led a sufficient number of successful hunts garners the respect (and fear) of their companions.</p>
<hr />
<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>' (x1)
'<p>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.</p>
<hr />
<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>' (x1)
'<p>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.</p>
<p>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.</p>
<hr />
<p>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</p>' (x1)
publication : object {1-16.system.details.publication} publication : object {1-16.system.details.publication}
license : string {1-16.system.details.publication.license} (same value: 'OGL') license : string {1-16.system.details.publication.license} (same value: 'OGL')
remaster : boolean {1-16.system.details.publication.remaster} (same value: False) 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') 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: '<p>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.</p>') reset : string {1-16.system.details.reset} (same value: '<p>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.</p>')
routine : string {1-16.system.details.routine} (2 different values) routine : string {1-16.system.details.routine} (2 different values)
'<p>(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.</p>
<hr />
<p><strong>Spring Alcove (death)</strong> The decay of late autumn takes hold of the target.</p>
<ul>
<li><strong>Critical Success</strong> The trap has no effect.</li>
<li><strong>Success</strong> The target takes @Damage[2d6[void]] damage.</li>
<li><strong>Failure</strong> The target takes @Damage[4d6[void]] damage.</li>
<li><strong>Critical Failure</strong> The target takes @Damage[4d6[void]] damage and @Damage[1d6[persistent,void]] damage. Effects that use vitality energy, such as the @UUID[Compendium.pf2e.spells-srd.Item.Heal] spell, automatically end this persistent damage.</li>
</ul>
<hr />
<p><strong>Summer Alcove (cold)</strong> Winter\'s bitter chill descends on the target.</p>
<ul>
<li><strong>Critical Success</strong> The trap has no effect.</li>
<li><strong>Success</strong> The target takes @Damage[2d6[cold]] damage.</li>
<li><strong>Failure</strong> The target takes @Damage[4d6[cold]] damage.</li>
<li><strong>Critical Failure</strong> The target takes @Damage[4d6[cold]] damage;and is @UUID[Compendium.pf2e.conditionitems.Item.Enfeebled]{Enfeebled 1} for 1 hour.</li>
</ul>
<hr />
<p><strong>Autumn Alcove (poison)</strong> Poisonous springtime pollen sprays at the target.</p>
<ul>
<li><strong>Critical Success</strong> The trap has no effect.</li>
<li><strong>Success</strong> The target takes @Damage[2d6[poison]] damage.</li>
<li><strong>Failure</strong> The target takes @Damage[4d6[poison]] damage.</li>
<li><strong>Critical Failure</strong> The target takes @Damage[4d6[poison]] damage and is @UUID[Compendium.pf2e.conditionitems.Item.Drained]{Drained 1}.</li>
</ul>
<hr />
<p><strong>Winter Alcove (fire)</strong> Heat greater than the hottest summer afternoon engulfs the target.</p>
<ul>
<li><strong>Critical Success</strong> The trap has no effect.</li>
<li><strong>Success</strong> The target takes @Damage[2d6[fire]] damage.</li>
<li><strong>Failure</strong> The target takes @Damage[4d6[fire]] damage.</li>
<li><strong>Critical Failure</strong> The target takes @Damage[4d6[fire]] damage and is @UUID[Compendium.pf2e.conditionitems.Item.Dazzled] for 1 hour.</li>
</ul>' (x1)
'<p>(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.</p>
<hr />
<p><strong>Spring Alcove (death)</strong> The decay of late autumn takes hold of the target.</p>
<ul>
<li><strong>Critical Success</strong> The trap has no effect.</li>
<li><strong>Success</strong> The target takes @Damage[(2d6+2)[void]] damage.</li>
<li><strong>Failure</strong> The target takes @Damage[(4d6+4)[void]] damage.</li>
<li><strong>Critical Failure</strong> The target takes @Damage[(4d6+4)[void]] damage and @Damage[1d6[persistent,void]] damage. Effects that use vitality energy, such as the @UUID[Compendium.pf2e.spells-srd.Item.Heal] spell, automatically end this persistent damage.</li>
</ul>
<hr />
<p><strong>Summer Alcove (cold)</strong> Winter\'s bitter chill descends on the target.</p>
<ul>
<li><strong>Critical Success</strong> The trap has no effect.</li>
<li><strong>Success</strong> The target takes @Damage[(2d6+2)[cold]] damage.</li>
<li><strong>Failure</strong> The target takes @Damage[(4d6+4)[cold]] damage.</li>
<li><strong>Critical Failure</strong> The target takes @Damage[(4d6+4)[cold]] damage and is @UUID[Compendium.pf2e.conditionitems.Item.Enfeebled]{Enfeebled 1} for 1 hour.</li>
</ul>
<hr />
<p><strong>Autumn Alcove (poison)</strong> Poisonous springtime pollen sprays at the target.</p>
<ul>
<li><strong>Critical Success</strong> The trap has no effect.</li>
<li><strong>Success</strong> The target takes @Damage[(2d6+2)[poison]] damage.</li>
<li><strong>Failure</strong> The target takes @Damage[(4d6+4)[poison]] damage.</li>
<li><strong>Critical Failure</strong> The target takes @Damage[(4d6+4)[poison]] damage and is @UUID[Compendium.pf2e.conditionitems.Item.Drained]{Drained 1}.</li>
</ul>
<hr />
<p><strong>Winter Alcove (fire)</strong> Heat greater than the hottest summer afternoon engulfs the target.</p>
<ul>
<li><strong>Critical Success</strong> The trap has no effect.</li>
<li><strong>Success</strong> The target takes @Damage[(2d6+2)[fire]] damage.</li>
<li><strong>Failure</strong> The target takes @Damage[(4d6+4)[fire]] damage.</li>
<li><strong>Critical Failure</strong> The target takes @Damage[(4d6+4)[fire]] damage and is @UUID[Compendium.pf2e.conditionitems.Item.Dazzled] for 1 hour.</li>
</ul>' (x1)
[initiative] : object {1-16.system.initiative} [initiative] : object {1-16.system.initiative}
statistic : string {1-16.system.initiative.statistic} (same value: 'perception') statistic : string {1-16.system.initiative.statistic} (same value: 'perception')
[perception] : object {1-16.system.perception} [perception] : object {1-16.system.perception}
-7
View File
@@ -695,13 +695,6 @@ object {1-17}
5 (x1) 5 (x1)
privateNotes : string {1-17.system.details.privateNotes} (same value: '') privateNotes : string {1-17.system.details.privateNotes} (same value: '')
publicNotes : string {1-17.system.details.publicNotes} (3 different values) publicNotes : string {1-17.system.details.publicNotes} (3 different values)
'' (x6)
'<p>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.</p>
<hr />
<p>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.</p>' (x2)
'<p>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.</p>
<hr />
<p>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."</p>' (x1)
publication : object {1-17.system.details.publication} publication : object {1-17.system.details.publication}
license : string {1-17.system.details.publication.license} (same value: 'OGL') license : string {1-17.system.details.publication.license} (same value: 'OGL')
remaster : boolean {1-17.system.details.publication.remaster} (same value: False) remaster : boolean {1-17.system.details.publication.remaster} (same value: False)
-7
View File
@@ -427,13 +427,6 @@ object {1-18}
0 (x1) 0 (x1)
privateNotes : string {1-18.system.details.privateNotes} (same value: '') privateNotes : string {1-18.system.details.privateNotes} (same value: '')
publicNotes : string {1-18.system.details.publicNotes} (3 different values) publicNotes : string {1-18.system.details.publicNotes} (3 different values)
'' (x8)
'<p>The reanimated bones of giants make excellent necromantic thralls.</p>
<hr />
<p>Made from bones held together by foul necromancy, skeletons are among the most common types of undead, found haunting old dungeons and forgotten cemeteries.</p>' (x1)
'<p>Necromantic augmentations have granted this zombie increased size and power.</p>
<hr />
<p>A zombie\'s only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they\'re destroyed.</p>' (x1)
publication : object {1-18.system.details.publication} publication : object {1-18.system.details.publication}
license : string {1-18.system.details.publication.license} (same value: 'OGL') license : string {1-18.system.details.publication.license} (same value: 'OGL')
remaster : boolean {1-18.system.details.publication.remaster} (same value: False) remaster : boolean {1-18.system.details.publication.remaster} (same value: False)
-10
View File
@@ -62,16 +62,6 @@ object {1-19}
damageType : string {1-19.items.[].system.damageRolls.oqf8u8jy06z5g4zwlmki.damageType} (all different values) damageType : string {1-19.items.[].system.damageRolls.oqf8u8jy06z5g4zwlmki.damageType} (all different values)
description : object {1-19.items.[].system.description} description : object {1-19.items.[].system.description}
value : string {1-19.items.[].system.description.value} (4 different values) value : string {1-19.items.[].system.description.value} (4 different values)
'' (x2)
'<p><strong>Saving Throw</strong> @Check[fortitude|dc:25]</p>
<hr />
<p><strong>Maximum Duration</strong> 8 rounds</p>
<p><strong>Stage 1</strong> @Damage[1d4[poison]] damage (1 round)</p>
<p><strong>Stage 2</strong> 1d4 poison, @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard], and @UUID[Compendium.pf2e.conditionitems.Item.Clumsy]{Clumsy 1}(1 round)</p>
<p><strong>Stage 3</strong> 1d4 poison, off-guard, and @UUID[Compendium.pf2e.conditionitems.Item.Clumsy]{Clumsy 2}</p>
<p><strong>Stage 4</strong> 1d4 poison and @UUID[Compendium.pf2e.conditionitems.Item.Paralyzed] (1 round).</p>' (x1)
'<p>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.</p>' (x1)
'<p>@Localize[PF2E.NPC.Abilities.Glossary.Knockdown]</p>' (x1)
publication : object {1-19.items.[].system.publication} publication : object {1-19.items.[].system.publication}
license : string {1-19.items.[].system.publication.license} (all different values) license : string {1-19.items.[].system.publication.license} (all different values)
remaster : boolean {1-19.items.[].system.publication.remaster} (all different values) remaster : boolean {1-19.items.[].system.publication.remaster} (all different values)
-4
View File
@@ -460,10 +460,6 @@ object {1-20}
2 (x1) 2 (x1)
privateNotes : string {1-20.system.details.privateNotes} (same value: '') privateNotes : string {1-20.system.details.privateNotes} (same value: '')
publicNotes : string {1-20.system.details.publicNotes} (2 different values) publicNotes : string {1-20.system.details.publicNotes} (2 different values)
'<p>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.</p>
<hr />
<p>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.</p>' (x3)
'' (x2)
publication : object {1-20.system.details.publication} publication : object {1-20.system.details.publication}
license : string {1-20.system.details.publication.license} (same value: 'OGL') license : string {1-20.system.details.publication.license} (same value: 'OGL')
remaster : boolean {1-20.system.details.publication.remaster} (same value: False) remaster : boolean {1-20.system.details.publication.remaster} (same value: False)
-3
View File
@@ -474,9 +474,6 @@ object {1-21}
6 (x1) 6 (x1)
privateNotes : string {1-21.system.details.privateNotes} (same value: '') privateNotes : string {1-21.system.details.privateNotes} (same value: '')
publicNotes : string {1-21.system.details.publicNotes} (2 different values) publicNotes : string {1-21.system.details.publicNotes} (2 different values)
'' (x5)
'<p>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.</p>
<p>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.</p>' (x1)
publication : object {1-21.system.details.publication} publication : object {1-21.system.details.publication}
license : string {1-21.system.details.publication.license} (same value: 'OGL') license : string {1-21.system.details.publication.license} (same value: 'OGL')
remaster : boolean {1-21.system.details.publication.remaster} (same value: False) remaster : boolean {1-21.system.details.publication.remaster} (same value: False)
-14
View File
@@ -704,20 +704,6 @@ object {1-24}
remaster : boolean {1-24.system.details.publication.remaster} (same value: False) 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') 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) [description] : string {1-24.system.details.description} (6 different values)
'<p>A gargantuan scorpion-like robot, covered in signs of damage, has been bolted into the canyon\'s rock walls.</p>
<hr />
<p><strong>Integrated Chain Gun</strong> Hardness 10, HP 40 (BT 20) per integrated chain gun</p>
<p><strong>Plasma Lance</strong> Hardness 10, Plasma Lance HP 20 (BT 10)</p>' (x1)
'<p>A gargantuan scorpion-like robot, covered in signs of damage, has been bolted into the canyon\'s rock walls.</p>
<hr />
<p><strong>Integrated Chain Gun</strong> Hardness 10, HP 50 (BT 25) per integrated chain gun</p>
<p><strong>Plasma Lance</strong> Hardness 10, Plasma Lance HP 26 (BT 13)</p>' (x1)
'<p>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.</p>
<p>HP is 10 per bush with a BT of 5</p>' (x1)
'<p>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.</p>
<p>HP is 14 per bush with a BT of 7</p>' (x1)
'<p>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.</p>' (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) [disable] : string {1-24.system.details.disable} (6 different values)
'<p>@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.</p>' (x1) '<p>@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.</p>' (x1)
'<p>@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.</p>' (x1) '<p>@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.</p>' (x1)
-6
View File
@@ -722,12 +722,6 @@ object {2 - Ashes for Ozem}
'fey' (x1) 'fey' (x1)
[privateNotes] : string {2 - Ashes for Ozem.system.details.privateNotes} (same value: '') [privateNotes] : string {2 - Ashes for Ozem.system.details.privateNotes} (same value: '')
[publicNotes] : string {2 - Ashes for Ozem.system.details.publicNotes} (3 different values) [publicNotes] : string {2 - Ashes for Ozem.system.details.publicNotes} (3 different values)
'' (x4)
'<p>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.</p>
<p>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.</p>' (x1)
'<p>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.</p>
<p>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.</p>
<p>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.</p>' (x1)
[reset] : string {2 - Ashes for Ozem.system.details.reset} (5 different values) [reset] : string {2 - Ashes for Ozem.system.details.reset} (5 different values)
'' (x2) '' (x2)
'<p>1 minute</p>' (x1) '<p>1 minute</p>' (x1)
-24
View File
@@ -766,30 +766,6 @@ object {2-00}
9 (x1) 9 (x1)
[privateNotes] : string {2-00.system.details.privateNotes} (same value: '') [privateNotes] : string {2-00.system.details.privateNotes} (same value: '')
[publicNotes] : string {2-00.system.details.publicNotes} (10 different values) [publicNotes] : string {2-00.system.details.publicNotes} (10 different values)
'<p>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.</p>
<hr />
<p>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.</p>' (x1)
'<p>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.</p>' (x1)
'<p>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.</p>
<p>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.</p>
<hr />
<p>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.</p>' (x1)
'<p>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.</p>' (x1)
'<p>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.</p>
<hr />
<p>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.</p>' (x1)
'<p>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.</p>
<hr />
<p>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."</p>' (x1)
'<p>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.</p>
<p>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.</p>
<p>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.</p>' (x1)
'<p>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.</p>
<hr />
<p>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.</p>' (x1)
'<p>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.</p>
<p>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.</p>' (x1)
'' (x1)
publication : object {2-00.system.details.publication} publication : object {2-00.system.details.publication}
license : string {2-00.system.details.publication.license} (same value: 'OGL') license : string {2-00.system.details.publication.license} (same value: 'OGL')
remaster : boolean {2-00.system.details.publication.remaster} (same value: False) remaster : boolean {2-00.system.details.publication.remaster} (same value: False)
-7
View File
@@ -421,13 +421,6 @@ object {2-01}
[isComplex] : boolean {2-01.system.details.isComplex} (same value: False) [isComplex] : boolean {2-01.system.details.isComplex} (same value: False)
[reset] : string {2-01.system.details.reset} (same value: '<p>1 minute, as the bone fragments slowly move back into a neat pile with the skull on top.</p>') [reset] : string {2-01.system.details.reset} (same value: '<p>1 minute, as the bone fragments slowly move back into a neat pile with the skull on top.</p>')
[routine] : string {2-01.system.details.routine} (2 different values) [routine] : string {2-01.system.details.routine} (2 different values)
'<p><strong>Trigger</strong> A creature comes within 15 feet of the dragon skull</p>
<hr />
<p><strong>Effect</strong> 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).</p>' (x1)
'<p><strong>Trigger</strong> A creature comes within 15 feet of the dragon skull</p>
<hr />
<p><strong>Effect</strong> 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).</p>
<p>On a critical failure, the creature is @UUID[Compendium.pf2e.conditionitems.Item.Blinded] for [[/gmr 1d4 #hours]]{1d4 hours}.</p>' (x1)
[initiative] : object {2-01.system.initiative} [initiative] : object {2-01.system.initiative}
statistic : string {2-01.system.initiative.statistic} (same value: 'perception') statistic : string {2-01.system.initiative.statistic} (same value: 'perception')
[perception] : object {2-01.system.perception} [perception] : object {2-01.system.perception}
-10
View File
@@ -386,21 +386,11 @@ object {2-03}
5 (x1) 5 (x1)
[privateNotes] : string {2-03.system.details.privateNotes} (same value: '') [privateNotes] : string {2-03.system.details.privateNotes} (same value: '')
[publicNotes] : string {2-03.system.details.publicNotes} (2 different values) [publicNotes] : string {2-03.system.details.publicNotes} (2 different values)
'' (x6)
'<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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!</p>' (x1)
publication : object {2-03.system.details.publication} publication : object {2-03.system.details.publication}
license : string {2-03.system.details.publication.license} (same value: 'OGL') license : string {2-03.system.details.publication.license} (same value: 'OGL')
remaster : boolean {2-03.system.details.publication.remaster} (same value: False) 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') 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) [description] : string {2-03.system.details.description} (3 different values)
'<p>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.</p>' (x2)
'<p>Fluids from leaking beakers have eaten nearly through the supports holding up this cabinet.</p>
<p>This Broken Threshold for this trap is 5, not 10.</p>' (x1)
'<p>Fluids from leaking beakers have eaten nearly through the supports holding up this cabinet.</p>
<p>This Broken Threshold for this trap is 10, not 20.</p>' (x1)
[disable] : string {2-03.system.details.disable} (4 different values) [disable] : string {2-03.system.details.disable} (4 different values)
'<p>@Check[thievery|dc:15|name:Support Cabinet|traits:mechanical,trap] (trained) to gently place something under the cabinet to support its weight.</p>' (x1) '<p>@Check[thievery|dc:15|name:Support Cabinet|traits:mechanical,trap] (trained) to gently place something under the cabinet to support its weight.</p>' (x1)
'<p>@Check[thievery|dc:18|name:Support Cabinet|traits:mechanical,trap] (trained) to gently place something under the cabinet to support its weight.</p>' (x1) '<p>@Check[thievery|dc:18|name:Support Cabinet|traits:mechanical,trap] (trained) to gently place something under the cabinet to support its weight.</p>' (x1)
-24
View File
@@ -429,20 +429,6 @@ object {2-06}
0 (x1) 0 (x1)
[privateNotes] : string {2-06.system.details.privateNotes} (same value: '') [privateNotes] : string {2-06.system.details.privateNotes} (same value: '')
[publicNotes] : string {2-06.system.details.publicNotes} (5 different values) [publicNotes] : string {2-06.system.details.publicNotes} (5 different values)
'' (x13)
'<p>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.</p>
<p>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.</p>
<p>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.</p>' (x1)
'<p>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.</p>
<hr />
<p>Water elementals that become infused with cold or mist have increased mobility in regions outside of bodies of water.</p>' (x1)
'<p>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.</p>
<p>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.</p>' (x1)
'<p>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.</p>
<hr />
<p>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.</p>
<p>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.</p>
<p>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.</p>' (x1)
publication : object {2-06.system.details.publication} publication : object {2-06.system.details.publication}
license : string {2-06.system.details.publication.license} (same value: 'OGL') license : string {2-06.system.details.publication.license} (same value: 'OGL')
remaster : boolean {2-06.system.details.publication.remaster} (same value: False) 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) [isComplex] : boolean {2-06.system.details.isComplex} (same value: True)
[reset] : string {2-06.system.details.reset} (same value: '') [reset] : string {2-06.system.details.reset} (same value: '')
[routine] : string {2-06.system.details.routine} (2 different values) [routine] : string {2-06.system.details.routine} (2 different values)
'<p>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.</p>
<hr />
<p><strong>Success</strong> The creature is not moved.</p>
<p><strong>Failure</strong> 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.</p>
<p><strong>Critical Failure</strong> As failure, except the creature is moved 20 feet closer to the center of the vortex.</p>' (x1)
'<p>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.</p>
<hr />
<p><strong>Success</strong> The creature is not moved.</p>
<p><strong>Failure</strong> 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.</p>
<p><strong>Critical Failure</strong> As failure, except the creature is moved 20 feet closer to the center of the vortex.</p>' (x1)
[initiative] : object {2-06.system.initiative} [initiative] : object {2-06.system.initiative}
statistic : string {2-06.system.initiative.statistic} (same value: 'perception') statistic : string {2-06.system.initiative.statistic} (same value: 'perception')
[perception] : object {2-06.system.perception} [perception] : object {2-06.system.perception}
-5
View File
@@ -721,11 +721,6 @@ object {2-08}
3 (x1) 3 (x1)
privateNotes : string {2-08.system.details.privateNotes} (same value: '') privateNotes : string {2-08.system.details.privateNotes} (same value: '')
publicNotes : string {2-08.system.details.publicNotes} (2 different values) publicNotes : string {2-08.system.details.publicNotes} (2 different values)
'' (x10)
'<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>' (x1)
publication : object {2-08.system.details.publication} publication : object {2-08.system.details.publication}
license : string {2-08.system.details.publication.license} (same value: 'OGL') license : string {2-08.system.details.publication.license} (same value: 'OGL')
remaster : boolean {2-08.system.details.publication.remaster} (same value: False) remaster : boolean {2-08.system.details.publication.remaster} (same value: False)
-3
View File
@@ -462,9 +462,6 @@ object {2-09}
5 (x1) 5 (x1)
[privateNotes] : string {2-09.system.details.privateNotes} (same value: '') [privateNotes] : string {2-09.system.details.privateNotes} (same value: '')
[publicNotes] : string {2-09.system.details.publicNotes} (2 different values) [publicNotes] : string {2-09.system.details.publicNotes} (2 different values)
'' (x5)
'<p>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.</p>
<p>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.</p>' (x2)
publication : object {2-09.system.details.publication} publication : object {2-09.system.details.publication}
license : string {2-09.system.details.publication.license} (same value: 'OGL') license : string {2-09.system.details.publication.license} (same value: 'OGL')
remaster : boolean {2-09.system.details.publication.remaster} (same value: False) remaster : boolean {2-09.system.details.publication.remaster} (same value: False)
-7
View File
@@ -604,13 +604,6 @@ object {2-13}
2 (x1) 2 (x1)
[privateNotes] : string {2-13.system.details.privateNotes} (same value: '') [privateNotes] : string {2-13.system.details.privateNotes} (same value: '')
[publicNotes] : string {2-13.system.details.publicNotes} (3 different values) [publicNotes] : string {2-13.system.details.publicNotes} (3 different values)
'' (x6)
'<p>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.</p>
<hr />
<p>Few predators of the natural world can match the cat\'s talent for stalking and stealth.</p>' (x2)
'<p>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.</p>
<hr />
<p>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.</p>' (x1)
publication : object {2-13.system.details.publication} publication : object {2-13.system.details.publication}
license : string {2-13.system.details.publication.license} (same value: 'OGL') license : string {2-13.system.details.publication.license} (same value: 'OGL')
remaster : boolean {2-13.system.details.publication.remaster} (same value: False) remaster : boolean {2-13.system.details.publication.remaster} (same value: False)
-41
View File
@@ -229,14 +229,6 @@ object {2-14}
1 (x1) 1 (x1)
[privateNotes] : string {2-14.system.details.privateNotes} (same value: '') [privateNotes] : string {2-14.system.details.privateNotes} (same value: '')
[publicNotes] : string {2-14.system.details.publicNotes} (3 different values) [publicNotes] : string {2-14.system.details.publicNotes} (3 different values)
'' (x2)
'<p>Ember foxes resemble their canid namesakes, save for the flames that make their fur and the tips of their long whiskers flicker and glow.</p>' (x1)
'<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>' (x1)
publication : object {2-14.system.details.publication} publication : object {2-14.system.details.publication}
license : string {2-14.system.details.publication.license} (same value: 'OGL') license : string {2-14.system.details.publication.license} (same value: 'OGL')
remaster : boolean {2-14.system.details.publication.remaster} (same value: False) remaster : boolean {2-14.system.details.publication.remaster} (same value: False)
@@ -245,42 +237,9 @@ object {2-14}
'<p>A burst of abyssal energy ignites the sap in a nearby bruorsivi, which explodes in a burst of fiery splinters.</p>' (x2) '<p>A burst of abyssal energy ignites the sap in a nearby bruorsivi, which explodes in a burst of fiery splinters.</p>' (x2)
'<p>A surge of abyssal energy creates a powerful wave pushing away from the monolith.</p>' (x2) '<p>A surge of abyssal energy creates a powerful wave pushing away from the monolith.</p>' (x2)
[disable] : string {2-14.system.details.disable} (4 different values) [disable] : string {2-14.system.details.disable} (4 different values)
'<p>@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).</span></p>
<p>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]).</p>' (x1)
'<p>@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).</p>
<p>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]).</p>' (x1)
'<p>@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).</p>
<p>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).</p>' (x1)
'<p>@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).</p>' (x1)
[isComplex] : boolean {2-14.system.details.isComplex} (same value: True) [isComplex] : boolean {2-14.system.details.isComplex} (same value: True)
[reset] : string {2-14.system.details.reset} (same value: '') [reset] : string {2-14.system.details.reset} (same value: '')
[routine] : string {2-14.system.details.routine} (4 different values) [routine] : string {2-14.system.details.routine} (4 different values)
'<p>(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.</p>
<hr />
<p><strong>Critical Success</strong> The creature takes no damage.</p>
<p><strong>Success</strong> The creature takes half damage.</p>
<p><strong>Failure</strong> The creature takes full damage and is @UUID[Compendium.pf2e.conditionitems.Item.Dazzled] for 1 round.</p>
<p><strong>Critical Failure</strong> The creature takes double damage and is @UUID[Compendium.pf2e.conditionitems.Item.Blinded] for 1 round.</p>' (x1)
'<p>(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.</p>
<hr />
<p><strong>Critical Success</strong> The creature takes no damage.</p>
<p><strong>Success</strong> The creature takes half damage.</p>
<p><strong>Failure</strong> The creature takes full damage and is @UUID[Compendium.pf2e.conditionitems.Item.Dazzled] for 1 round.</p>
<p><strong>Critical Failure</strong> The creature takes double damage and is @UUID[Compendium.pf2e.conditionitems.Item.Blinded] for 1 round.</p>' (x1)
'<p>(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.</p>
<p>The monolith\'s guardians are accustomed to these surges and are immune to this effect.</p>
<hr />
<p><strong>Critical Success</strong> The creature takes advantage of the undertow after the surge to reposition themselves. The creature can Step, ignoring difficult terrain caused by the water.</p>
<p><strong>Success</strong> The creature is unaffected.</p>
<p><strong>Failure</strong> The creature is pushed 10 feet away from the monolith.</p>
<p><strong>Critical Failure</strong> The creature is pushed 15 feet away from the monolith and knocked @UUID[Compendium.pf2e.conditionitems.Item.Prone].</p>' (x1)
'<p>(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.</p>
<p>The monolith\'s guardians are accustomed to these surges and are immune to this effect.</p>
<hr />
<p><strong>Critical Success</strong> The creature takes advantage of the undertow after the surge to reposition themselves. The creature can Step, ignoring difficult terrain caused by the water.</p>
<p><strong>Success</strong> The creature is unaffected.</p>
<p><strong>Failure</strong> The creature is pushed 10 feet away from the monolith.</p>
<p><strong>Critical Failure</strong> The creature is pushed 15 feet away from the monolith and knocked @UUID[Compendium.pf2e.conditionitems.Item.Prone].</p>' (x1)
[initiative] : object {2-14.system.initiative} [initiative] : object {2-14.system.initiative}
statistic : string {2-14.system.initiative.statistic} (same value: 'perception') statistic : string {2-14.system.initiative.statistic} (same value: 'perception')
[perception] : object {2-14.system.perception} [perception] : object {2-14.system.perception}
-4
View File
@@ -489,10 +489,6 @@ object {2-15}
1 (x2) 1 (x2)
[privateNotes] : string {2-15.system.details.privateNotes} (same value: '') [privateNotes] : string {2-15.system.details.privateNotes} (same value: '')
[publicNotes] : string {2-15.system.details.publicNotes} (2 different values) [publicNotes] : string {2-15.system.details.publicNotes} (2 different values)
'' (x8)
'<p>Plague zombies are infested with hideous contagions.</p>
<hr />
<p>A zombie\'s only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they\'re destroyed.</p>' (x1)
publication : object {2-15.system.details.publication} publication : object {2-15.system.details.publication}
license : string {2-15.system.details.publication.license} (same value: 'OGL') license : string {2-15.system.details.publication.license} (same value: 'OGL')
remaster : boolean {2-15.system.details.publication.remaster} (same value: False) remaster : boolean {2-15.system.details.publication.remaster} (same value: False)
-11
View File
@@ -543,17 +543,6 @@ object {2-16}
'<p>The cracks re-form after 1 hour.</p>' (x2) '<p>The cracks re-form after 1 hour.</p>' (x2)
'<p>The melody remains for 1 minute, after which it disperses into several holes in the walls. It returns after an hour unless disabled.</p>' (x2) '<p>The melody remains for 1 minute, after which it disperses into several holes in the walls. It returns after an hour unless disabled.</p>' (x2)
[routine] : string {2-16.system.details.routine} (3 different values) [routine] : string {2-16.system.details.routine} (3 different values)
'<p>(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.</p>' (x2)
'<p>(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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>' (x1)
'<p>(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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>' (x1)
[initiative] : object {2-16.system.initiative} [initiative] : object {2-16.system.initiative}
statistic : string {2-16.system.initiative.statistic} (same value: 'perception') statistic : string {2-16.system.initiative.statistic} (same value: 'perception')
[perception] : object {2-16.system.perception} [perception] : object {2-16.system.perception}
-29
View File
@@ -61,35 +61,6 @@ object {2-17}
'offensive' (x2) 'offensive' (x2)
description : object {2-17.items.[].system.description} description : object {2-17.items.[].system.description}
value : string {2-17.items.[].system.description.value} (7 different values) value : string {2-17.items.[].system.description.value} (7 different values)
'' (x18)
'<p>@Localize[PF2E.NPC.Abilities.Glossary.NegativeHealing]</p>' (x4)
'<p><strong>Trigger</strong> The leaded skeleton is hit by a melee attack</p>
<hr />
<p><strong>Effect</strong> 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.</p>' (x2)
'<p>5 feet. A creature entering the aura or starting its turn in the aura must attempt a @Check[fortitude|dc:19] save.</p>
<hr />
<p><strong>Success</strong> The creature is unaffected and is temporarily immune to for 1 minute.</p>
<p><strong>Failure</strong> The creature is @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 1}.</p>
<p><strong>Critical Failure</strong> The creature is @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 2}.</p>' (x1)
'<p>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.</p>
<p><strong>Saving Throw</strong> @Check[fortitude|dc:18]</p>
<hr />
<p><strong>Maximum Duration</strong> 4 rounds</p>
<p><strong>Stage 1</strong> @UUID[Compendium.pf2e.conditionitems.Item.Stupefied]{Stupefied 1} (1 round)</p>
<p><strong>Stage 2</strong> @Damage[1d6[poison]] damage, stupefied 1, and @UUID[Compendium.pf2e.conditionitems.Item.Clumsy]{Clumsy 1} (1 round)</p>
<p><strong>Stage 3</strong> @Damage[2d6[poison]] damage, @UUID[Compendium.pf2e.conditionitems.Item.Stupefied]{Stupefied 2}, and @UUID[Compendium.pf2e.conditionitems.Item.Clumsy]{Clumsy 2} (2 rounds)</p>' (x1)
'<p>5 feet. A creature entering the aura or starting its turn in the aura must attempt a @Check[fortitude|dc:17] save.</p>
<hr />
<p><strong>Success</strong> The creature is unaffected and is temporarily immune to for 1 minute.</p>
<p><strong>Failure</strong> The creature is @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 1}.</p>
<p><strong>Critical Failure</strong> The creature is @UUID[Compendium.pf2e.conditionitems.Item.Sickened]{Sickened 2}.</p>' (x1)
'<p>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.</p>
<hr />
<p><strong>Saving Throw</strong> @Check[fortitude|dc:20]</p>
<p><strong>Maximum Duration</strong> 4 rounds</p>
<p><strong>Stage 1</strong> @Damage[1d6[poison]] damage,@UUID[Compendium.pf2e.conditionitems.Item.Stupefied]{Stupefied 1} (1 round)</p>
<p><strong>Stage 2</strong> @Damage[2d6[poison]] damage, stupefied 1, and @UUID[Compendium.pf2e.conditionitems.Item.Clumsy]{Clumsy 1} (1 round)</p>
<p><strong>Stage 3</strong> @Damage[2d6[poison]] damage, @UUID[Compendium.pf2e.conditionitems.Item.Stupefied]{Stupefied 2}, and @UUID[Compendium.pf2e.conditionitems.Item.Clumsy]{Clumsy 2} (2 rounds)</p>' (x1)
publication : object {2-17.items.[].system.publication} publication : object {2-17.items.[].system.publication}
license : string {2-17.items.[].system.publication.license} (same value: 'OGL') license : string {2-17.items.[].system.publication.license} (same value: 'OGL')
remaster : boolean {2-17.items.[].system.publication.remaster} (same value: False) remaster : boolean {2-17.items.[].system.publication.remaster} (same value: False)
-5
View File
@@ -486,11 +486,6 @@ object {2-18}
5 (x1) 5 (x1)
[privateNotes] : string {2-18.system.details.privateNotes} (same value: '') [privateNotes] : string {2-18.system.details.privateNotes} (same value: '')
[publicNotes] : string {2-18.system.details.publicNotes} (3 different values) [publicNotes] : string {2-18.system.details.publicNotes} (3 different values)
'' (x4)
'<p>Hunting spiders are the most common type of giant spider, though not the largest.</p>
<hr />
<p>Few everyday vermin inspire as much dread as the infamous spider.</p>' (x1)
'<p>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.</p>' (x1)
publication : object {2-18.system.details.publication} publication : object {2-18.system.details.publication}
license : string {2-18.system.details.publication.license} (same value: 'OGL') license : string {2-18.system.details.publication.license} (same value: 'OGL')
remaster : boolean {2-18.system.details.publication.remaster} (same value: False) remaster : boolean {2-18.system.details.publication.remaster} (same value: False)
-5
View File
@@ -414,11 +414,6 @@ object {2-19}
'<p>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.</p>' (x2) '<p>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.</p>' (x2)
'<p>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.</p>' (x2) '<p>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.</p>' (x2)
[routine] : string {2-19.system.details.routine} (3 different values) [routine] : string {2-19.system.details.routine} (3 different values)
'<p>(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.</p>' (x2)
'<p>(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].</p>
<p>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.</p>' (x1)
'<p>(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].</p>
<p>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.</p>' (x1)
[initiative] : object {2-19.system.initiative} [initiative] : object {2-19.system.initiative}
statistic : string {2-19.system.initiative.statistic} (same value: 'perception') statistic : string {2-19.system.initiative.statistic} (same value: 'perception')
[perception] : object {2-19.system.perception} [perception] : object {2-19.system.perception}
-7
View File
@@ -438,13 +438,6 @@ object {2-20}
4 (x1) 4 (x1)
privateNotes : string {2-20.system.details.privateNotes} (same value: '') privateNotes : string {2-20.system.details.privateNotes} (same value: '')
publicNotes : string {2-20.system.details.publicNotes} (3 different values) publicNotes : string {2-20.system.details.publicNotes} (3 different values)
'<p>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.</p>
<p>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.</p>
<p>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.</p>' (x3)
'' (x1)
'<p>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.</p>
<p>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.</p>
<p>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.</p>' (x1)
publication : object {2-20.system.details.publication} publication : object {2-20.system.details.publication}
license : string {2-20.system.details.publication.license} (same value: 'OGL') license : string {2-20.system.details.publication.license} (same value: 'OGL')
remaster : boolean {2-20.system.details.publication.remaster} (same value: False) remaster : boolean {2-20.system.details.publication.remaster} (same value: False)
-17
View File
@@ -697,10 +697,6 @@ object {2-21}
0 (x1) 0 (x1)
privateNotes : string {2-21.system.details.privateNotes} (same value: '') privateNotes : string {2-21.system.details.privateNotes} (same value: '')
publicNotes : string {2-21.system.details.publicNotes} (2 different values) publicNotes : string {2-21.system.details.publicNotes} (2 different values)
'' (x4)
'<p>A zombie shambler is a slow-moving horror dangerous in larger groups.</p>
<hr />
<p>A zombie\'s only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they\'re destroyed.</p>' (x1)
publication : object {2-21.system.details.publication} publication : object {2-21.system.details.publication}
license : string {2-21.system.details.publication.license} (same value: 'OGL') license : string {2-21.system.details.publication.license} (same value: 'OGL')
remaster : boolean {2-21.system.details.publication.remaster} (same value: False) remaster : boolean {2-21.system.details.publication.remaster} (same value: False)
@@ -710,19 +706,6 @@ object {2-21}
'<p>The hazard resets at the beginning of each round until it is disabled</p>' (x1) '<p>The hazard resets at the beginning of each round until it is disabled</p>' (x1)
'<p>The hazard resets at the beginning of each round until it is disabled.</p>' (x1) '<p>The hazard resets at the beginning of each round until it is disabled.</p>' (x1)
[routine] : string {2-21.system.details.routine} (3 different values) [routine] : string {2-21.system.details.routine} (3 different values)
'' (x2)
'<p><strong>Routine (4 actions)</strong> 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.</p>
<hr />
<p><strong>Critical Success</strong> The creature is temporarily immune to additional negative effects from the <em>foretold ruin</em> hazard\'s reaction for 24 hours. The hazard has no awareness of this immunity and continues to target this creature.</p>
<p><strong>Success</strong> The creature is unaffected.</p>
<p><strong>Failure</strong> 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.</p>
<p><strong>Critical Failure</strong> 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.</p>' (x1)
'<p><strong>Routine (4 actions)</strong> 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.</p>
<hr />
<p><strong>Critical Success</strong> The creature is temporarily immune to additional negative effects from the <em>foretold ruin</em> hazard\'s reaction for 24 hours. The hazard has no awareness of this immunity and continues to target this creature.</p>
<p><strong>Success</strong> The creature is unaffected.</p>
<p><strong>Failure</strong> 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.</p>
<p><strong>Critical Failure</strong> 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.</p>' (x1)
initiative : object {2-21.system.initiative} initiative : object {2-21.system.initiative}
statistic : string {2-21.system.initiative.statistic} (same value: 'perception') statistic : string {2-21.system.initiative.statistic} (same value: 'perception')
perception : object {2-21.system.perception} perception : object {2-21.system.perception}
@@ -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') 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} 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) value : string {3 - Of Blood and Faith.items.[].system.spell.system.description.value} (2 different values)
'<p>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.</p><hr /><p><strong>Heightened (+2)</strong> The Hit Points of the wall increase by 20.</p>' (x1)
'<p>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.</p>
<hr />
<p><strong>Heightened (+2)</strong> You fire one additional shard with each action you spend.</p>' (x1)
duration : object {3 - Of Blood and Faith.items.[].system.spell.system.duration} 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) 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) 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) 17 (x1)
[privateNotes] : string {3 - Of Blood and Faith.system.details.privateNotes} (same value: '') [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) [publicNotes] : string {3 - Of Blood and Faith.system.details.publicNotes} (7 different values)
'' (x8)
'<p>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 <em>soul cage</em> tries to repair any damage caused by such alterations.</p><hr /><p>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.</p>' (x1)
'<p>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.</p>
<p>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.</p>
<p>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.</p><h2>Followers of Fate</h2><p>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.</p>' (x1)
'<p>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.</p>
<p>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.</p>' (x1)
'<p>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.</p>
<p>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.</p>' (x1)
'<p>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.</p>' (x1)
'<p>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.</p>
<p>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.</p>' (x1)
publication : object {3 - Of Blood and Faith.system.details.publication} publication : object {3 - Of Blood and Faith.system.details.publication}
license : string {3 - Of Blood and Faith.system.details.publication.license} (same value: 'ORC') 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) remaster : boolean {3 - Of Blood and Faith.system.details.publication.remaster} (same value: True)
-11
View File
@@ -358,17 +358,6 @@ object {3-01}
-1 (x1) -1 (x1)
[privateNotes] : string {3-01.system.details.privateNotes} (same value: '') [privateNotes] : string {3-01.system.details.privateNotes} (same value: '')
[publicNotes] : string {3-01.system.details.publicNotes} (5 different values) [publicNotes] : string {3-01.system.details.publicNotes} (5 different values)
'<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>' (x2)
'' (x2)
'<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>' (x2)
'<p>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.</p>' (x1)
'<p>Ember foxes resemble their canid namesakes, save for the flames that make their fur and the tips of their long whiskers flicker and glow.</p>' (x1)
publication : object {3-01.system.details.publication} publication : object {3-01.system.details.publication}
license : string {3-01.system.details.publication.license} (same value: 'OGL') license : string {3-01.system.details.publication.license} (same value: 'OGL')
remaster : boolean {3-01.system.details.publication.remaster} (same value: False) remaster : boolean {3-01.system.details.publication.remaster} (same value: False)
-10
View File
@@ -316,12 +316,6 @@ object {3-02}
'<p>Magical sensors detect when a creature enters the chamber.</p>' (x2) '<p>Magical sensors detect when a creature enters the chamber.</p>' (x2)
'<p>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.</p>' (x2) '<p>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.</p>' (x2)
[disable] : string {3-02.system.details.disable} (4 different values) [disable] : string {3-02.system.details.disable} (4 different values)
'<p>@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.</p>
<p>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.</p>' (x1)
'<p>@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.</p>
<p>Disabling the haunt requires two successful checks, and each attempt takes two actions.</p>' (x1)
'<p>@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.</p>' (x1)
'<p>@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.</p>' (x1)
[isComplex] : boolean {3-02.system.details.isComplex} (same value: True) [isComplex] : boolean {3-02.system.details.isComplex} (same value: True)
level : object {3-02.system.details.level} level : object {3-02.system.details.level}
value : integer {3-02.system.details.level.value} (7 different values) 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') Value type: string {3-02.system.details.languages.value.[]} (same value: 'common')
[privateNotes] : string {3-02.system.details.privateNotes} (same value: '') [privateNotes] : string {3-02.system.details.privateNotes} (same value: '')
[publicNotes] : string {3-02.system.details.publicNotes} (2 different values) [publicNotes] : string {3-02.system.details.publicNotes} (2 different values)
'' (x6)
'<p>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.</p>
<hr />
<p>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.</p>' (x1)
[reset] : string {3-02.system.details.reset} (2 different values) [reset] : string {3-02.system.details.reset} (2 different values)
'<p>The storm continues raging for 1 minute unless disabled, and then dissipates, returning after 1 week.</p>' (x2) '<p>The storm continues raging for 1 minute unless disabled, and then dissipates, returning after 1 week.</p>' (x2)
'<p>The haunt lasts until disabled. It re-forms after 1 hour unless Eloise\'s ghost is put to permanent rest.</p>' (x2) '<p>The haunt lasts until disabled. It re-forms after 1 hour unless Eloise\'s ghost is put to permanent rest.</p>' (x2)
-18
View File
@@ -75,24 +75,6 @@ object {3-03}
[containerId] : empty [containerId] : empty
description : object {3-03.items.[].system.description} description : object {3-03.items.[].system.description}
value : string {3-03.items.[].system.description.value} (8 different values) value : string {3-03.items.[].system.description.value} (8 different values)
'' (x5)
'<p>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.</p>
<p>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.</p>
<hr />
<p><strong>Critical Success</strong> The target is unaffected and aware you tried to charm it.</p>
<p><strong>Success</strong> The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell.</p>
<p><strong>Failure</strong> 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.</p>
<p><strong>Critical Failure</strong> The target\'s attitude becomes Helpful toward you, and it can\'t use hostile actions against you.</p>
<hr />
<p><strong>Heightened (4th)</strong> The duration lasts until the next time you make your daily preparations.</p>
<p><strong>Heightened (8th)</strong> The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures.</p>' (x1)
'<p>This long, narrow tube is used for shooting blowgun darts, using only the power of a forcefully exhaled breath.</p>' (x1)
'<p>This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown.</p>' (x1)
'<p>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.</p>' (x1)
'<p>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.</p>
<p>@UUID[Compendium.pf2e.bestiary-effects.Item.Effect: Inspired Feast]</p>' (x1)
'<p>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.</p>' (x1)
'<p>The eloko deals 2d6 extra precision damage to @UUID[Compendium.pf2e.conditionitems.Item.Off-Guard] creatures.</p>' (x1)
[equipped] : object {3-03.items.[].system.equipped} [equipped] : object {3-03.items.[].system.equipped}
carryType : string {3-03.items.[].system.equipped.carryType} (2 different values) carryType : string {3-03.items.[].system.equipped.carryType} (2 different values)
'held' (x2) 'held' (x2)
-4
View File
@@ -430,10 +430,6 @@ object {3-04}
'' (x3) '' (x3)
'<p>Also in Pathfinder Society Scenario #3-07: The Locked Lodge</p>' (x1) '<p>Also in Pathfinder Society Scenario #3-07: The Locked Lodge</p>' (x1)
publicNotes : string {3-04.system.details.publicNotes} (2 different values) publicNotes : string {3-04.system.details.publicNotes} (2 different values)
'' (x3)
'<p>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.</p>
<hr />
<p>Each type of devil plays a particular role in Hell\'s bureaucracies and hierarchies, though some have far more specialized functions than others.</p>' (x1)
publication : object {3-04.system.details.publication} publication : object {3-04.system.details.publication}
license : string {3-04.system.details.publication.license} (same value: 'OGL') license : string {3-04.system.details.publication.license} (same value: 'OGL')
remaster : boolean {3-04.system.details.publication.remaster} (same value: False) remaster : boolean {3-04.system.details.publication.remaster} (same value: False)
-3
View File
@@ -345,9 +345,6 @@ object {3-06}
6 (x1) 6 (x1)
4 (x1) 4 (x1)
[privateNotes] : string {3-06.system.details.privateNotes} (2 different values) [privateNotes] : string {3-06.system.details.privateNotes} (2 different values)
'' (x5)
'<p>High tier has an hp correction. Deep Shadow Guardian HP should be 72.</p>
<p><a href="https:/paizo.com/threads/rzs43jjw?PFS2-306-Struck-by-Shadows#2">PFS 3-06 Deep Shadow Guardian errata</a></p>' (x1)
[publicNotes] : string {3-06.system.details.publicNotes} (same value: '') [publicNotes] : string {3-06.system.details.publicNotes} (same value: '')
publication : object {3-06.system.details.publication} publication : object {3-06.system.details.publication}
license : string {3-06.system.details.publication.license} (same value: 'OGL') license : string {3-06.system.details.publication.license} (same value: 'OGL')
-30
View File
@@ -327,22 +327,6 @@ object {3-09}
3 (x1) 3 (x1)
[privateNotes] : string {3-09.system.details.privateNotes} (same value: '') [privateNotes] : string {3-09.system.details.privateNotes} (same value: '')
[publicNotes] : string {3-09.system.details.publicNotes} (5 different values) [publicNotes] : string {3-09.system.details.publicNotes} (5 different values)
'<p>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.</p>
<p>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.</p>
<p>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.</p>' (x1)
'<p>These towering horrors are animated from the corpses of monstrosities.</p>
<hr />
<p>A zombie\'s only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they\'re destroyed.</p>' (x1)
'<p>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.</p>
<hr />
<p>This shuffling mass of decaying flesh moves with dull but singular focus.</p>' (x1)
'<p>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.</p>
<p>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.</p>
<hr />
<p>While many cultures practice mummification of the dead for benign reasons, undead mummies are created through foul rituals, typically to provide eternally vigilant guardians.</p>' (x1)
'<p>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.</p>
<hr />
<p>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.</p>' (x1)
publication : object {3-09.system.details.publication} publication : object {3-09.system.details.publication}
license : string {3-09.system.details.publication.license} (same value: 'OGL') license : string {3-09.system.details.publication.license} (same value: 'OGL')
remaster : boolean {3-09.system.details.publication.remaster} (same value: False) 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) [isComplex] : boolean {3-09.system.details.isComplex} (same value: True)
[reset] : string {3-09.system.details.reset} (same value: '<p>The haunt deactivates 1 minute after all living creatures leave the area but resets immediately thereafter.</p>') [reset] : string {3-09.system.details.reset} (same value: '<p>The haunt deactivates 1 minute after all living creatures leave the area but resets immediately thereafter.</p>')
[routine] : string {3-09.system.details.routine} (2 different values) [routine] : string {3-09.system.details.routine} (2 different values)
'<p>(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.</p>
<hr />
<p><strong>Critical Success</strong> The creature takes no damage and is unaffected.</p>
<p><strong>Success</strong> The creature takes half damage and takes a -10-foot circumstance penalty to all its Speeds for 1 round.</p>
<p><strong>Failure</strong> 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.</p>
<p><strong>Critical Failure</strong> As failure, but the target takes double damage.</p>
<p>@UUID[Compendium.pf2e.bestiary-effects.Item.Effect: Crushing Spirits]</p>' (x1)
'<p>(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.</p>
<hr />
<p><strong>Critical Success</strong> The creature takes no damage and is unaffected.</p>
<p><strong>Success</strong> The creature takes half damage and takes a -10-foot circumstance penalty to all its Speeds for 1 round.</p>
<p><strong>Failure</strong> 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.</p>
<p><strong>Critical Failure</strong> As failure, but the target takes double damage.</p>
<p>@UUID[Compendium.pf2e.bestiary-effects.Item.Effect: Crushing Spirits]</p>' (x1)
[initiative] : object {3-09.system.initiative} [initiative] : object {3-09.system.initiative}
statistic : string {3-09.system.initiative.statistic} (same value: 'perception') statistic : string {3-09.system.initiative.statistic} (same value: 'perception')
[perception] : object {3-09.system.perception} [perception] : object {3-09.system.perception}
-10
View File
@@ -429,16 +429,6 @@ object {3-10}
-1 (x2) -1 (x2)
[privateNotes] : string {3-10.system.details.privateNotes} (same value: '') [privateNotes] : string {3-10.system.details.privateNotes} (same value: '')
[publicNotes] : string {3-10.system.details.publicNotes} (4 different values) [publicNotes] : string {3-10.system.details.publicNotes} (4 different values)
'<p>These skeletons retain the cunning they possessed in life.</p>
<hr />
<p>Made from bones held together by foul necromancy, skeletons are among the most common types of undead, found haunting old dungeons and forgotten cemeteries.</p>' (x2)
'<p>The most common skeletal minions are mere guardians.</p>
<hr />
<p>Made from bones held together by foul necromancy, skeletons are among the most common types of undead, found haunting old dungeons and forgotten cemeteries.</p>' (x2)
'' (x2)
'<p>The reanimated bones of giants make excellent necromantic thralls.</p>
<hr />
<p>Made from bones held together by foul necromancy, skeletons are among the most common types of undead, found haunting old dungeons and forgotten cemeteries.</p>' (x1)
publication : object {3-10.system.details.publication} publication : object {3-10.system.details.publication}
license : string {3-10.system.details.publication.license} (same value: 'OGL') license : string {3-10.system.details.publication.license} (same value: 'OGL')
remaster : boolean {3-10.system.details.publication.remaster} (same value: False) remaster : boolean {3-10.system.details.publication.remaster} (same value: False)
-21
View File
@@ -541,27 +541,6 @@ object {3-11}
'' (x6) '' (x6)
'<p>PDF originally indicated +18 perception, but <a href="https://paizo.com/threads/rzs43lg8?PFS2-311-No-Time-For-Treason#2">Campaign Leadership clarified it should be +8</a></p>' (x1) '<p>PDF originally indicated +18 perception, but <a href="https://paizo.com/threads/rzs43lg8?PFS2-311-No-Time-For-Treason#2">Campaign Leadership clarified it should be +8</a></p>' (x1)
[publicNotes] : string {3-11.system.details.publicNotes} (7 different values) [publicNotes] : string {3-11.system.details.publicNotes} (7 different values)
'<p>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.</p>
<hr />
<p>Though adventurers travel through perilous dungeons and across treacherous wilderness, sometimes the most dangerous place they can end up is in a noble court.</p>' (x1)
'<p>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.</p>
<hr />
<p>Villains pursue selfish and cruel goals, trampling over anyone foolish or purehearted enough to stand in their way.</p>' (x1)
'<p>Living landslides resemble humanoids made of earth and gravel.</p>
<hr />
<p>Earth elementals make excellent bodyguards for adventuresome spelunkers and are ideal protectors of important subterranean locations such as vaults and treasuries.</p>' (x1)
'<p>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.</p>
<hr />
<p>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.</p>' (x1)
'<p>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.</p>
<hr />
<p>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.</p>' (x1)
'<p>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.</p>
<hr />
<p>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.</p>' (x1)
'<p>Using their strength to bully others into submission, ruffians often work as bodyguards and enforcers for powerful criminals like charlatans and fences.</p>
<hr />
<p>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.</p>' (x1)
publication : object {3-11.system.details.publication} publication : object {3-11.system.details.publication}
license : string {3-11.system.details.publication.license} (same value: 'OGL') license : string {3-11.system.details.publication.license} (same value: 'OGL')
remaster : boolean {3-11.system.details.publication.remaster} (same value: False) remaster : boolean {3-11.system.details.publication.remaster} (same value: False)
-15
View File
@@ -375,27 +375,12 @@ object {3-12}
5 (x1) 5 (x1)
[privateNotes] : string {3-12.system.details.privateNotes} (same value: '') [privateNotes] : string {3-12.system.details.privateNotes} (same value: '')
[publicNotes] : string {3-12.system.details.publicNotes} (4 different values) [publicNotes] : string {3-12.system.details.publicNotes} (4 different values)
'<p>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.</p>
<p>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.</p>
<p>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.</p>
<h3>Mockeries of Masculinity</h3>
<p>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.</p>
<hr />
<p>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.</p>
<p>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.</p>' (x2)
'' (x2)
'<p>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.</p>' (x1)
'<p>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.</p>' (x1)
publication : object {3-12.system.details.publication} publication : object {3-12.system.details.publication}
license : string {3-12.system.details.publication.license} (same value: 'OGL') license : string {3-12.system.details.publication.license} (same value: 'OGL')
remaster : boolean {3-12.system.details.publication.remaster} (same value: False) 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') 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: '<p>The enchanted fountain spews large quantities of grape juice as its marble tiers spin with increasing speed, flinging juice in all directions.</p>') [description] : string {3-12.system.details.description} (same value: '<p>The enchanted fountain spews large quantities of grape juice as its marble tiers spin with increasing speed, flinging juice in all directions.</p>')
[disable] : string {3-12.system.details.disable} (2 different values) [disable] : string {3-12.system.details.disable} (2 different values)
'<p>@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.</p>
<p>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.</p>' (x1)
'<p>@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.</p>
<p>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.</p>' (x1)
[isComplex] : boolean {3-12.system.details.isComplex} (same value: True) [isComplex] : boolean {3-12.system.details.isComplex} (same value: True)
[reset] : string {3-12.system.details.reset} (same value: '') [reset] : string {3-12.system.details.reset} (same value: '')
[routine] : string {3-12.system.details.routine} (same value: '<p>(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.</p>') [routine] : string {3-12.system.details.routine} (same value: '<p>(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.</p>')
-18
View File
@@ -426,24 +426,6 @@ object {3-14}
'fey' (x1) 'fey' (x1)
[privateNotes] : string {3-14.system.details.privateNotes} (same value: '') [privateNotes] : string {3-14.system.details.privateNotes} (same value: '')
[publicNotes] : string {3-14.system.details.publicNotes} (7 different values) [publicNotes] : string {3-14.system.details.publicNotes} (7 different values)
'<p>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.</p>
<p>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.</p>
<p>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.</p>' (x1)
'<p>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.</p>
<hr />
<p>Lacking the intelligence of their kin, falcon-headed hieracosphinxes are cowardly, cruel-hearted creatures. They guard their territory ruthlessly against weaker intruders.</p>' (x1)
'<p>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.</p>' (x1)
'<p>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.</p>
<p>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.</p>
<hr />
<p>While many cultures practice mummification of the dead for benign reasons, undead mummies are created through foul rituals, typically to provide eternally vigilant guardians.</p>' (x1)
'<p>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).</p>
<hr />
<p>While many cultures practice mummification of the dead for benign reasons, undead mummies are created through foul rituals, typically to provide eternally vigilant guardians.</p>' (x1)
'<p>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.</p>
<hr />
<p>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.</p>' (x1)
'' (x1)
[reset] : string {3-14.system.details.reset} (3 different values) [reset] : string {3-14.system.details.reset} (3 different values)
'<p>1 minute</p>' (x2) '<p>1 minute</p>' (x2)
'<p>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.</p>' (x2) '<p>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.</p>' (x2)
-14
View File
@@ -959,20 +959,6 @@ object {3-15}
10 (x1) 10 (x1)
privateNotes : string {3-15.system.details.privateNotes} (same value: '') privateNotes : string {3-15.system.details.privateNotes} (same value: '')
publicNotes : string {3-15.system.details.publicNotes} (6 different values) publicNotes : string {3-15.system.details.publicNotes} (6 different values)
'' (x3)
'<p>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.</p>
<p>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.</p>
<p>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).</p>' (x2)
'<p>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.</p>
<p>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.</p>
<p>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.</p>' (x2)
'<p>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.</p>
<p>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.</p>
<p>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.</p>' (x2)
'<p>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.</p>' (x1)
'<p>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.</p>
<hr />
<p>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.</p>' (x1)
publication : object {3-15.system.details.publication} publication : object {3-15.system.details.publication}
license : string {3-15.system.details.publication.license} (same value: 'OGL') license : string {3-15.system.details.publication.license} (same value: 'OGL')
remaster : boolean {3-15.system.details.publication.remaster} (same value: False) remaster : boolean {3-15.system.details.publication.remaster} (same value: False)
-19
View File
@@ -535,25 +535,6 @@ object {3-16}
2 (x1) 2 (x1)
privateNotes : string {3-16.system.details.privateNotes} (same value: '') privateNotes : string {3-16.system.details.privateNotes} (same value: '')
publicNotes : string {3-16.system.details.publicNotes} (7 different values) publicNotes : string {3-16.system.details.publicNotes} (7 different values)
'' (x2)
'<p>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.</p>
<hr />
<p>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.</p>' (x2)
'<p>Troubadours keep alive the traditional songs of their cultural and write original works to commemorate major events.</p>
<hr />
<p>Performances can serve as entertainment, expressions of beauty, or part of a shared culture.</p>' (x2)
'<p>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.</p>
<hr />
<p>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.</p>' (x1)
'<p>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.</p>
<hr />
<p>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.</p>' (x1)
'<p>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.</p>
<hr />
<p>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.</p>' (x1)
'<p>Busy road builders might unknowingly use cobble mites in construction.</p>
<hr />
<p>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.</p>' (x1)
publication : object {3-16.system.details.publication} publication : object {3-16.system.details.publication}
license : string {3-16.system.details.publication.license} (same value: 'OGL') license : string {3-16.system.details.publication.license} (same value: 'OGL')
remaster : boolean {3-16.system.details.publication.remaster} (same value: False) remaster : boolean {3-16.system.details.publication.remaster} (same value: False)
-8
View File
@@ -401,14 +401,6 @@ object {3-18}
5 (x1) 5 (x1)
privateNotes : string {3-18.system.details.privateNotes} (same value: '') privateNotes : string {3-18.system.details.privateNotes} (same value: '')
publicNotes : string {3-18.system.details.publicNotes} (3 different values) publicNotes : string {3-18.system.details.publicNotes} (3 different values)
'' (x2)
'<p>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.</p>
<hr />
<p>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.</p>
<p>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.</p>' (x1)
'<p>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.</p>
<p>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.</p>
<p>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.</p>' (x1)
publication : object {3-18.system.details.publication} publication : object {3-18.system.details.publication}
license : string {3-18.system.details.publication.license} (same value: 'OGL') license : string {3-18.system.details.publication.license} (same value: 'OGL')
remaster : boolean {3-18.system.details.publication.remaster} (same value: False) remaster : boolean {3-18.system.details.publication.remaster} (same value: False)
-5
View File
@@ -577,11 +577,6 @@ object {3-19}
9 (x1) 9 (x1)
[privateNotes] : string {3-19.system.details.privateNotes} (same value: '') [privateNotes] : string {3-19.system.details.privateNotes} (same value: '')
[publicNotes] : string {3-19.system.details.publicNotes} (2 different values) [publicNotes] : string {3-19.system.details.publicNotes} (2 different values)
'' (x8)
'<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>' (x1)
publication : object {3-19.system.details.publication} publication : object {3-19.system.details.publication}
license : string {3-19.system.details.publication.license} (same value: 'OGL') license : string {3-19.system.details.publication.license} (same value: 'OGL')
remaster : boolean {3-19.system.details.publication.remaster} (same value: False) remaster : boolean {3-19.system.details.publication.remaster} (same value: False)
-33
View File
@@ -626,23 +626,6 @@ object {3-98}
'necril' (x1) 'necril' (x1)
[privateNotes] : string {3-98.system.details.privateNotes} (same value: '') [privateNotes] : string {3-98.system.details.privateNotes} (same value: '')
[publicNotes] : string {3-98.system.details.publicNotes} (6 different values) [publicNotes] : string {3-98.system.details.publicNotes} (6 different values)
'' (x11)
'<p>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.</p>
<hr />
<p>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.</p>
<p>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.</p>' (x1)
'<p>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.</p>' (x1)
'<p>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.</p>
<hr />
<p>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.</p>
<p>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.</p>' (x1)
'<p>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.</p>
<p>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.</p>
<hr />
<p>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.</p>' (x1)
'<p>The most common skeletal minions are mere guardians.</p>
<hr />
<p>Made from bones held together by foul necromancy, skeletons are among the most common types of undead, found haunting old dungeons and forgotten cemeteries.</p>' (x1)
[reset] : string {3-98.system.details.reset} (5 different values) [reset] : string {3-98.system.details.reset} (5 different values)
'' (x9) '' (x9)
'<p>1 hour</p>' (x4) '<p>1 hour</p>' (x4)
@@ -650,22 +633,6 @@ object {3-98}
'<p>After expanding, the brown mold can\'t grow again for 1 day.</p>' (x2) '<p>After expanding, the brown mold can\'t grow again for 1 day.</p>' (x2)
'<p>The trap resets whenever a creature enters the Labyrinth for the first time.</p>' (x2) '<p>The trap resets whenever a creature enters the Labyrinth for the first time.</p>' (x2)
[routine] : string {3-98.system.details.routine} (4 different values) [routine] : string {3-98.system.details.routine} (4 different values)
'' (x17)
'<p>(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.</p>
<p><strong>Critical Success</strong> The creature takes no damage.</p>
<p><strong>Success</strong> The creature takes half damage.</p>
<p><strong>Failure</strong> The creature takes full damage and is moved 5 feet along with the water.</p>
<p><strong>Critical Failure</strong> The creature takes full damage and is moved 10 feet along with the water.</p>' (x1)
'<p>(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.</p>
<p><strong>Critical Success</strong> The creature takes no damage.</p>
<p><strong>Success</strong> The creature takes half damage.</p>
<p><strong>Failure</strong> The creature takes full damage and is moved 10 feet along with the water.</p>
<p><strong>Critical Failure</strong> The creature takes full damage and is moved 20 feet along with the water.</p>' (x1)
'<p>(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.</p>
<p><strong>Critical Success</strong> The creature takes no damage.</p>
<p><strong>Success</strong> The creature takes half damage.</p>
<p><strong>Failure</strong> The creature takes full damage and is moved 10 feet along with the water.</p>
<p><strong>Critical Failure</strong> The creature takes full damage and is moved 20 feet along with the water.</p>' (x1)
saves : object {3-98.system.saves} saves : object {3-98.system.saves}
fortitude : object {3-98.system.saves.fortitude} fortitude : object {3-98.system.saves.fortitude}
saveDetail : string {3-98.system.saves.fortitude.saveDetail} (same value: '') saveDetail : string {3-98.system.saves.fortitude.saveDetail} (same value: '')
-17
View File
@@ -983,23 +983,6 @@ object {3-99}
0 (x1) 0 (x1)
[privateNotes] : string {3-99.system.details.privateNotes} (same value: '') [privateNotes] : string {3-99.system.details.privateNotes} (same value: '')
[publicNotes] : string {3-99.system.details.publicNotes} (6 different values) [publicNotes] : string {3-99.system.details.publicNotes} (6 different values)
'' (x24)
'<p>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.</p><hr /><p>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 <em>@UUID[Compendium.pf2e.equipment-srd.Item.Hag Eye]{Hag Eyes}</em>, 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.</p>' (x1)
'<p>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.</p>
<p>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.</p>
<p>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.</p>' (x1)
'<p>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.</p>
<hr />
<p>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.</p>
<p>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.</p>' (x1)
'<p>Most kobolds encountered outside of a well-defended warren or lair are kobold scouts, creatures trained for stalking and the hunt.</p>
<hr />
<p>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.</p>
<p>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.</p>' (x1)
'<p>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.</p>
<hr />
<p>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.</p>
<p>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.</p>' (x1)
publication : object {3-99.system.details.publication} publication : object {3-99.system.details.publication}
license : string {3-99.system.details.publication.license} (same value: 'OGL') license : string {3-99.system.details.publication.license} (same value: 'OGL')
remaster : boolean {3-99.system.details.publication.remaster} (same value: False) remaster : boolean {3-99.system.details.publication.remaster} (same value: False)
-10
View File
@@ -376,16 +376,6 @@ object {4-01}
4 (x1) 4 (x1)
privateNotes : string {4-01.system.details.privateNotes} (same value: '') privateNotes : string {4-01.system.details.privateNotes} (same value: '')
publicNotes : string {4-01.system.details.publicNotes} (4 different values) publicNotes : string {4-01.system.details.publicNotes} (4 different values)
'<p>The more common bugbear thug specializes in the art of lurking in the shadows.</p>
<hr />
<p>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.</p>' (x3)
'' (x3)
'<p>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.</p>
<hr />
<p>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.</p>' (x1)
'<p>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.</p>
<hr />
<p>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.</p>' (x1)
publication : object {4-01.system.details.publication} publication : object {4-01.system.details.publication}
license : string {4-01.system.details.publication.license} (same value: 'OGL') license : string {4-01.system.details.publication.license} (same value: 'OGL')
remaster : boolean {4-01.system.details.publication.remaster} (same value: False) remaster : boolean {4-01.system.details.publication.remaster} (same value: False)
-15
View File
@@ -651,21 +651,6 @@ object {4-02}
-1 (x1) -1 (x1)
privateNotes : string {4-02.system.details.privateNotes} (same value: '') privateNotes : string {4-02.system.details.privateNotes} (same value: '')
publicNotes : string {4-02.system.details.publicNotes} (5 different values) publicNotes : string {4-02.system.details.publicNotes} (5 different values)
'<p>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.</p>
<hr />
<p>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.</p>' (x2)
'<p>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.</p>
<hr />
<p>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.</p>' (x1)
'<p>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.</p>
<hr />
<p>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.</p>' (x1)
'<p>These skeletons retain the cunning they possessed in life.</p>
<hr />
<p>Made from bones held together by foul necromancy, skeletons are among the most common types of undead, found haunting old dungeons and forgotten cemeteries.</p>' (x1)
'<p>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.</p>
<hr />
<p>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.</p>' (x1)
publication : object {4-02.system.details.publication} publication : object {4-02.system.details.publication}
license : string {4-02.system.details.publication.license} (same value: 'OGL') license : string {4-02.system.details.publication.license} (same value: 'OGL')
remaster : boolean {4-02.system.details.publication.remaster} (same value: False) remaster : boolean {4-02.system.details.publication.remaster} (same value: False)
-12
View File
@@ -534,14 +534,6 @@ object {4-04}
7 (x1) 7 (x1)
[privateNotes] : string {4-04.system.details.privateNotes} (same value: '') [privateNotes] : string {4-04.system.details.privateNotes} (same value: '')
[publicNotes] : string {4-04.system.details.publicNotes} (4 different values) [publicNotes] : string {4-04.system.details.publicNotes} (4 different values)
'' (x4)
'<p>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.</p>
<hr />
<p>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.</p>' (x1)
'<p>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.</p>' (x1)
'<p>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.</p>
<hr />
<p>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.</p>' (x1)
publication : object {4-04.system.details.publication} publication : object {4-04.system.details.publication}
license : string {4-04.system.details.publication.license} (same value: 'OGL') license : string {4-04.system.details.publication.license} (same value: 'OGL')
remaster : boolean {4-04.system.details.publication.remaster} (same value: False) remaster : boolean {4-04.system.details.publication.remaster} (same value: False)
@@ -560,10 +552,6 @@ object {4-04}
'<p>1 day</p>' (x2) '<p>1 day</p>' (x2)
'<p>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.</p>' (x1) '<p>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.</p>' (x1)
[routine] : string {4-04.system.details.routine} (2 different values) [routine] : string {4-04.system.details.routine} (2 different values)
'' (x2)
'<p>(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.</p>
<p>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.</p>
<p>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.</p>' (x1)
[initiative] : object {4-04.system.initiative} [initiative] : object {4-04.system.initiative}
statistic : string {4-04.system.initiative.statistic} (same value: 'perception') statistic : string {4-04.system.initiative.statistic} (same value: 'perception')
[perception] : object {4-04.system.perception} [perception] : object {4-04.system.perception}
-14
View File
@@ -508,20 +508,6 @@ object {4-05}
2 (x2) 2 (x2)
privateNotes : string {4-05.system.details.privateNotes} (same value: '') privateNotes : string {4-05.system.details.privateNotes} (same value: '')
publicNotes : string {4-05.system.details.publicNotes} (5 different values) publicNotes : string {4-05.system.details.publicNotes} (5 different values)
'' (x2)
'<p>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.</p>
<hr />
<p>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.</p>' (x1)
'<p>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.</p>
<hr />
<p>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.</p>' (x1)
'<p>Dero stalkers are those charged with exploring the surface world by night and seeking out new victims to abduct.</p>
<hr />
<p>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.</p>' (x1)
'<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>' (x1)
publication : object {4-05.system.details.publication} publication : object {4-05.system.details.publication}
license : string {4-05.system.details.publication.license} (same value: 'OGL') license : string {4-05.system.details.publication.license} (same value: 'OGL')
remaster : boolean {4-05.system.details.publication.remaster} (same value: False) remaster : boolean {4-05.system.details.publication.remaster} (same value: False)
-8
View File
@@ -435,14 +435,6 @@ object {4-06}
10 (x1) 10 (x1)
privateNotes : string {4-06.system.details.privateNotes} (same value: '') privateNotes : string {4-06.system.details.privateNotes} (same value: '')
publicNotes : string {4-06.system.details.publicNotes} (5 different values) publicNotes : string {4-06.system.details.publicNotes} (5 different values)
'<p>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.</p>
<p>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.</p>' (x2)
'' (x2)
'<p>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.</p>
<p>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.</p>' (x2)
'<p>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.</p>' (x2)
'<p>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.</p>
<p>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.</p>' (x1)
publication : object {4-06.system.details.publication} publication : object {4-06.system.details.publication}
license : string {4-06.system.details.publication.license} (same value: 'OGL') license : string {4-06.system.details.publication.license} (same value: 'OGL')
remaster : boolean {4-06.system.details.publication.remaster} (same value: False) remaster : boolean {4-06.system.details.publication.remaster} (same value: False)
-7
View File
@@ -350,13 +350,6 @@ object {4-08}
4 (x1) 4 (x1)
[privateNotes] : string {4-08.system.details.privateNotes} (same value: '') [privateNotes] : string {4-08.system.details.privateNotes} (same value: '')
[publicNotes] : string {4-08.system.details.publicNotes} (3 different values) [publicNotes] : string {4-08.system.details.publicNotes} (3 different values)
'<p>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.</p>' (x3)
'<p>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.</p>
<hr />
<p>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.</p>' (x1)
'<p>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.</p>
<hr />
<p>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.</p>' (x1)
publication : object {4-08.system.details.publication} publication : object {4-08.system.details.publication}
license : string {4-08.system.details.publication.license} (same value: 'OGL') license : string {4-08.system.details.publication.license} (same value: 'OGL')
remaster : boolean {4-08.system.details.publication.remaster} (same value: False) remaster : boolean {4-08.system.details.publication.remaster} (same value: False)
-9
View File
@@ -506,15 +506,6 @@ object {4-09}
3 (x1) 3 (x1)
[privateNotes] : string {4-09.system.details.privateNotes} (same value: '') [privateNotes] : string {4-09.system.details.privateNotes} (same value: '')
[publicNotes] : string {4-09.system.details.publicNotes} (3 different values) [publicNotes] : string {4-09.system.details.publicNotes} (3 different values)
'<p>Vampire counts rule their demesnes through a mix of fear and cruelty.</p>
<hr />
<p>Vampires are undead creatures that feed on the blood of the living.</p>' (x3)
'<p>Vampires use their spawn for infiltration and reconnaissance.</p>
<hr />
<p>Vampires are undead creatures that feed on the blood of the living.</p>' (x2)
'<p>Vampire masterminds are evil wizards who control entire cabals of the undead and instill fear in the hearts of mortals far and wide.</p>
<hr />
<p>Vampires are undead creatures that feed on the blood of the living.</p>' (x1)
publication : object {4-09.system.details.publication} publication : object {4-09.system.details.publication}
license : string {4-09.system.details.publication.license} (same value: 'OGL') license : string {4-09.system.details.publication.license} (same value: 'OGL')
remaster : boolean {4-09.system.details.publication.remaster} (same value: False) remaster : boolean {4-09.system.details.publication.remaster} (same value: False)
-13
View File
@@ -479,19 +479,6 @@ object {4-10}
'' (x2) '' (x2)
'<p>10 minutes</p>' (x2) '<p>10 minutes</p>' (x2)
[routine] : string {4-10.system.details.routine} (3 different values) [routine] : string {4-10.system.details.routine} (3 different values)
'' (x2)
'<p>(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.</p>
<hr>
<p><strong>Critical Success</strong> The creature is unaffected.</p>
<p><strong>Success</strong> The creature is @UUID[Compendium.pf2e.conditionitems.Item.Stunned]{Stunned 1} and takes half damage as it shakes off most of the mental load.</p>
<p><strong>Failure</strong> 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.</p>
<p><strong>Critical Failure</strong> 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.</p>' (x1)
'<p>(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.</p>
<hr>
<p><strong>Critical Success</strong> The creature is unaffected.</p>
<p><strong>Success</strong> The creature is @UUID[Compendium.pf2e.conditionitems.Item.Stunned]{Stunned 1} and takes half damage as it shakes off most of the mental load.</p>
<p><strong>Failure</strong> 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.</p>
<p><strong>Critical Failure</strong> 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.</p>' (x1)
saves : object {4-10.system.saves} saves : object {4-10.system.saves}
fortitude : object {4-10.system.saves.fortitude} fortitude : object {4-10.system.saves.fortitude}
saveDetail : string {4-10.system.saves.fortitude.saveDetail} (same value: '') saveDetail : string {4-10.system.saves.fortitude.saveDetail} (same value: '')
-49
View File
@@ -792,39 +792,6 @@ object {4-11}
9 (x2) 9 (x2)
[privateNotes] : string {4-11.system.details.privateNotes} (same value: '') [privateNotes] : string {4-11.system.details.privateNotes} (same value: '')
[publicNotes] : string {4-11.system.details.publicNotes} (9 different values) [publicNotes] : string {4-11.system.details.publicNotes} (9 different values)
'<p>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.</p>
<p>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.</p>
<p>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.</p>
<hr />
<p>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.</p>
<p>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.</p>
<p>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.</p>' (x3)
'<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>' (x2)
'' (x2)
'<p>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.</p>
<hr />
<p>Hags are surprisingly diverse, both in abilities and in their terrain.</p>' (x1)
'<p>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.</p>
<p>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.</p>
<hr />
<p>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.</p>' (x1)
'<p>Nightmares are flaming equine harbingers of death.</p>' (x1)
'<p>The enormous greater nightmare is a more dangerous variety of nightmare, particularly valued for its ability to invade other realities with its rider.</p>
<hr />
<p>Nightmares are flaming equine harbingers of death.</p>' (x1)
'<p>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.</p>
<hr />
<p>Translucent-skinned scourges of the Darklands, urdefhans are remorseless killers and foot soldiers of the world\'s end.</p>' (x1)
'<p>An urdefhan cult\'s best tormentors can advance to become truly formidable daemon summoners.</p>
<hr />
<p>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</p>
<hr />
<p>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.</p>
<p>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.</p>
<p>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.</p>' (x1)
publication : object {4-11.system.details.publication} publication : object {4-11.system.details.publication}
license : string {4-11.system.details.publication.license} (same value: 'OGL') license : string {4-11.system.details.publication.license} (same value: 'OGL')
remaster : boolean {4-11.system.details.publication.remaster} (same value: False) 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) [isComplex] : boolean {4-11.system.details.isComplex} (same value: True)
[reset] : string {4-11.system.details.reset} (same value: '') [reset] : string {4-11.system.details.reset} (same value: '')
[routine] : string {4-11.system.details.routine} (2 different values) [routine] : string {4-11.system.details.routine} (2 different values)
'<p>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.</p>
<hr>
<p><strong>Critical Success</strong> The soul returns to their body, which loses the unconscious condition.</p>
<p><strong>Success</strong> The soul returns to their body, which loses the unconscious condition, but gains the grabbed condition.</p>
<p><strong>Failure</strong> The soul makes no progress toward escape.</p>
<p><strong>Critical Failure</strong> 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.</p>
<hr>
<p>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.</p>' (x1)
'<p>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.</p>
<hr>
<p><strong>Critical Success</strong> The soul returns to their body, which loses the unconscious condition.</p>
<p><strong>Success</strong> The soul returns to their body, which loses the unconscious condition, but gains the grabbed condition.</p>
<p><strong>Failure</strong> The soul makes no progress toward escape.</p>
<p><strong>Critical Failure</strong> 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.</p>
<hr>
<p>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.</p>' (x1)
[initiative] : object {4-11.system.initiative} [initiative] : object {4-11.system.initiative}
statistic : string {4-11.system.initiative.statistic} (same value: 'perception') statistic : string {4-11.system.initiative.statistic} (same value: 'perception')
[perception] : object {4-11.system.perception} [perception] : object {4-11.system.perception}
-9
View File
@@ -572,15 +572,6 @@ object {4-13}
4 (x1) 4 (x1)
[privateNotes] : string {4-13.system.details.privateNotes} (same value: '') [privateNotes] : string {4-13.system.details.privateNotes} (same value: '')
[publicNotes] : string {4-13.system.details.publicNotes} (4 different values) [publicNotes] : string {4-13.system.details.publicNotes} (4 different values)
'' (x4)
'<p>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.</p>' (x3)
'<p>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.</p>
<hr />
<p>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.</p>
<p>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.</p>' (x2)
'<p>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.</p>
<p>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.</p>
<p>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.</p>' (x2)
publication : object {4-13.system.details.publication} publication : object {4-13.system.details.publication}
license : string {4-13.system.details.publication.license} (same value: 'OGL') license : string {4-13.system.details.publication.license} (same value: 'OGL')
remaster : boolean {4-13.system.details.publication.remaster} (same value: False) remaster : boolean {4-13.system.details.publication.remaster} (same value: False)
-12
View File
@@ -411,18 +411,6 @@ object {4-14}
'taldane' (x1) 'taldane' (x1)
[privateNotes] : string {4-14.system.details.privateNotes} (same value: '') [privateNotes] : string {4-14.system.details.privateNotes} (same value: '')
[publicNotes] : string {4-14.system.details.publicNotes} (2 different values) [publicNotes] : string {4-14.system.details.publicNotes} (2 different values)
'<p>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.</p>
<p>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.</p>
<hr />
<p>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.</p>' (x2)
'<p>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.</p>
<p>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.</p>
<p>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.</p>
<h3>Mockeries of Masculinity</h3>
<p>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.</p>
<hr />
<p>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.</p>
<p>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.</p>' (x1)
[reset] : string {4-14.system.details.reset} (5 different values) [reset] : string {4-14.system.details.reset} (5 different values)
'<p>The trap deactivates and resets if no hostile creatures remain outside.</p>' (x2) '<p>The trap deactivates and resets if no hostile creatures remain outside.</p>' (x2)
'<p>The trap deactivates and resets if 2 minutes pass without a creature inside the room.</p>' (x2) '<p>The trap deactivates and resets if 2 minutes pass without a creature inside the room.</p>' (x2)
-15
View File
@@ -470,21 +470,6 @@ object {4-15}
12 (x1) 12 (x1)
privateNotes : string {4-15.system.details.privateNotes} (same value: '') privateNotes : string {4-15.system.details.privateNotes} (same value: '')
publicNotes : string {4-15.system.details.publicNotes} (5 different values) publicNotes : string {4-15.system.details.publicNotes} (5 different values)
'<p>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.</p>
<hr />
<p>Wights are undead beings of spite who primarily stalk places related to death.</p>' (x4)
'<p>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.</p>
<hr />
<p>Wights are undead beings of spite who primarily stalk places related to death.</p>' (x4)
'<p>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.</p>
<hr />
<p>Wights are undead beings of spite who primarily stalk places related to death.</p>' (x4)
'<p>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.</p>
<hr />
<p>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.</p>' (x3)
'<p>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.</p>
<hr />
<p>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.</p>' (x2)
publication : object {4-15.system.details.publication} publication : object {4-15.system.details.publication}
license : string {4-15.system.details.publication.license} (same value: 'OGL') license : string {4-15.system.details.publication.license} (same value: 'OGL')
remaster : boolean {4-15.system.details.publication.remaster} (same value: False) remaster : boolean {4-15.system.details.publication.remaster} (same value: False)
-5
View File
@@ -365,11 +365,6 @@ object {4-16}
'aklo' (x1) 'aklo' (x1)
[privateNotes] : string {4-16.system.details.privateNotes} (same value: '') [privateNotes] : string {4-16.system.details.privateNotes} (same value: '')
[publicNotes] : string {4-16.system.details.publicNotes} (2 different values) [publicNotes] : string {4-16.system.details.publicNotes} (2 different values)
'<p>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.</p>
<p>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.</p>
<p>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.</p>' (x2)
'<p>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.</p>
<p>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.</p>' (x1)
[reset] : string {4-16.system.details.reset} (same value: '') [reset] : string {4-16.system.details.reset} (same value: '')
[routine] : string {4-16.system.details.routine} (5 different values) [routine] : string {4-16.system.details.routine} (5 different values)
'<p>(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.</p>' (x2) '<p>(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.</p>' (x2)
-4
View File
@@ -445,10 +445,6 @@ object {4-17}
5 (x1) 5 (x1)
[privateNotes] : string {4-17.system.details.privateNotes} (same value: '') [privateNotes] : string {4-17.system.details.privateNotes} (same value: '')
[publicNotes] : string {4-17.system.details.publicNotes} (2 different values) [publicNotes] : string {4-17.system.details.publicNotes} (2 different values)
'' (x4)
'<p>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 <em>@UUID[Compendium.pf2e.equipment-srd.Item.Heartstone]{Heartstones}</em>. 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.</p>
<p>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.</p>
<p>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.</p><hr /><p>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 <em>@UUID[Compendium.pf2e.equipment-srd.Item.Hag Eye]{Hag Eyes}</em>, 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.</p>' (x2)
publication : object {4-17.system.details.publication} publication : object {4-17.system.details.publication}
license : string {4-17.system.details.publication.license} (same value: 'OGL') license : string {4-17.system.details.publication.license} (same value: 'OGL')
remaster : boolean {4-17.system.details.publication.remaster} (same value: False) remaster : boolean {4-17.system.details.publication.remaster} (same value: False)
-8
View File
@@ -1126,14 +1126,6 @@ object {4-99}
[isComplex] : boolean {4-99.system.details.isComplex} (same value: True) [isComplex] : boolean {4-99.system.details.isComplex} (same value: True)
[reset] : string {4-99.system.details.reset} (same value: '<p>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.</p>') [reset] : string {4-99.system.details.reset} (same value: '<p>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.</p>')
[routine] : string {4-99.system.details.routine} (4 different values) [routine] : string {4-99.system.details.routine} (4 different values)
'<p>(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.</p>
<p>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.</p>' (x1)
'<p>(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.</p>
<p>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.</p>' (x1)
'<p>(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.</p>
<p>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.</p>' (x1)
'<p>(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.</p>
<p>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.</p>' (x1)
[initiative] : object {4-99.system.initiative} [initiative] : object {4-99.system.initiative}
statistic : string {4-99.system.initiative.statistic} (same value: 'perception') statistic : string {4-99.system.initiative.statistic} (same value: 'perception')
[perception] : object {4-99.system.perception} [perception] : object {4-99.system.perception}
-23
View File
@@ -44,29 +44,6 @@ object {5-02}
[category] : string {5-02.items.[].system.category} (same value: 'offensive') [category] : string {5-02.items.[].system.category} (same value: 'offensive')
description : object {5-02.items.[].system.description} description : object {5-02.items.[].system.description}
value : string {5-02.items.[].system.description.value} (7 different values) value : string {5-02.items.[].system.description.value} (7 different values)
'' (x24)
'<p><strong>Trigger</strong> A creature without the elemental trait approaches within 15 feet of the nexus or attacks an elemental within 15 feet of the nexus</p>
<hr />
<p><strong>Effect</strong> 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.</p>' (x4)
'<p>The damage of this strike varies; No multiple attack penalty. Roll [[/r 1d6]] for damage type.</p>
<p>1 cold (air)</p>
<p>2 bludgeoning (earth)</p>
<p>3 fire</p>
<p>4 electric (metal)</p>
<p>5 piercing (water)</p>
<p>6 slashing (wood)</p>' (x4)
'<p><strong>Trigger</strong> The nexus is broken or destroyed</p>
<hr />
<p><strong>Effect</strong> 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.</p>' (x1)
'<p><strong>Trigger</strong> The nexus is broken or destroyed</p>
<hr />
<p><strong>Effect</strong> 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.</p>' (x1)
'<p><strong>Trigger</strong> The nexus is broken or destroyed</p>
<hr />
<p><strong>Effect</strong> 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.</p>' (x1)
'<p><strong>Trigger</strong> The nexus is broken or destroyed</p>
<hr />
<p><strong>Effect</strong> 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.</p>' (x1)
publication : object {5-02.items.[].system.publication} publication : object {5-02.items.[].system.publication}
license : string {5-02.items.[].system.publication.license} (same value: 'OGL') license : string {5-02.items.[].system.publication.license} (same value: 'OGL')
remaster : boolean {5-02.items.[].system.publication.remaster} (same value: False) remaster : boolean {5-02.items.[].system.publication.remaster} (same value: False)
-15
View File
@@ -509,21 +509,6 @@ object {5-05}
2 (x1) 2 (x1)
privateNotes : string {5-05.system.details.privateNotes} (same value: '') privateNotes : string {5-05.system.details.privateNotes} (same value: '')
publicNotes : string {5-05.system.details.publicNotes} (5 different values) publicNotes : string {5-05.system.details.publicNotes} (5 different values)
'<p>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.</p>
<hr />
<p>Devious and cunning, ghouls can be found anywhere corpses are laid to rest, forever seeking to satisfy their boundless craving for humanoid flesh.</p>' (x2)
'<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>' (x2)
'<p>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.</p>
<p>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.</p>' (x2)
'<p>More dangerous than simple severed heads, these skulls are wreathed in unearthly flames.</p>
<hr />
<p>Beheaded are the reanimated heads of decapitation victims. These mindless undead fly through the air or roll around to attack their prey.</p>' (x1)
'<p>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.</p>
<p>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.</p>
<p>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.</p>' (x1)
publication : object {5-05.system.details.publication} publication : object {5-05.system.details.publication}
license : string {5-05.system.details.publication.license} (same value: 'OGL') license : string {5-05.system.details.publication.license} (same value: 'OGL')
remaster : boolean {5-05.system.details.publication.remaster} (same value: False) remaster : boolean {5-05.system.details.publication.remaster} (same value: False)
-10
View File
@@ -971,16 +971,6 @@ object {5-06}
9 (x1) 9 (x1)
privateNotes : string {5-06.system.details.privateNotes} (same value: '') privateNotes : string {5-06.system.details.privateNotes} (same value: '')
publicNotes : string {5-06.system.details.publicNotes} (5 different values) publicNotes : string {5-06.system.details.publicNotes} (5 different values)
'' (x3)
'<p>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.</p>' (x2)
'<p>Demonologists can pull a creature from the Abyss and bend it to their will... for a time.</p>
<hr />
<p>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.</p>' (x2)
'<p>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.</p>
<p>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.</p>
<hr />
<p>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.</p>' (x1)
'<p>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.</p>' (x1)
publication : object {5-06.system.details.publication} publication : object {5-06.system.details.publication}
license : string {5-06.system.details.publication.license} (same value: 'OGL') license : string {5-06.system.details.publication.license} (same value: 'OGL')
remaster : boolean {5-06.system.details.publication.remaster} (same value: False) remaster : boolean {5-06.system.details.publication.remaster} (same value: False)
-9
View File
@@ -405,15 +405,6 @@ object {5-08}
7 (x1) 7 (x1)
privateNotes : string {5-08.system.details.privateNotes} (same value: '') privateNotes : string {5-08.system.details.privateNotes} (same value: '')
publicNotes : string {5-08.system.details.publicNotes} (4 different values) publicNotes : string {5-08.system.details.publicNotes} (4 different values)
'<p>Pukwudgies go by many names in many regions, but those who know of them agree that defying their mischievous nature provokes their wrath.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>' (x2)
'' (x2)
'<p>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.</p>
<p>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.</p>' (x1)
'<p>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.</p>
<p>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.</p>' (x1)
publication : object {5-08.system.details.publication} publication : object {5-08.system.details.publication}
license : string {5-08.system.details.publication.license} (same value: 'OGL') license : string {5-08.system.details.publication.license} (same value: 'OGL')
remaster : boolean {5-08.system.details.publication.remaster} (same value: False) remaster : boolean {5-08.system.details.publication.remaster} (same value: False)
-6
View File
@@ -231,12 +231,6 @@ object {5-09}
3 (x1) 3 (x1)
[privateNotes] : string {5-09.system.details.privateNotes} (same value: '') [privateNotes] : string {5-09.system.details.privateNotes} (same value: '')
[publicNotes] : string {5-09.system.details.publicNotes} (2 different values) [publicNotes] : string {5-09.system.details.publicNotes} (2 different values)
'<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>' (x3)
'<p>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.</p>
<p>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.</p>' (x2)
publication : object {5-09.system.details.publication} publication : object {5-09.system.details.publication}
license : string {5-09.system.details.publication.license} (same value: 'OGL') license : string {5-09.system.details.publication.license} (same value: 'OGL')
remaster : boolean {5-09.system.details.publication.remaster} (same value: False) remaster : boolean {5-09.system.details.publication.remaster} (same value: False)
-5
View File
@@ -550,11 +550,6 @@ object {5-10}
4 (x1) 4 (x1)
privateNotes : string {5-10.system.details.privateNotes} (same value: '') privateNotes : string {5-10.system.details.privateNotes} (same value: '')
publicNotes : string {5-10.system.details.publicNotes} (3 different values) publicNotes : string {5-10.system.details.publicNotes} (3 different values)
'' (x5)
'<p>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.</p>
<hr />
<p>Powerful and primeval in appearance, crocodiles are dangerous natural predators that dwell in marshes, riverbeds, swamps, and other wetlands.</p>' (x2)
'<p>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.</p>' (x1)
publication : object {5-10.system.details.publication} publication : object {5-10.system.details.publication}
license : string {5-10.system.details.publication.license} (same value: 'OGL') license : string {5-10.system.details.publication.license} (same value: 'OGL')
remaster : boolean {5-10.system.details.publication.remaster} (same value: False) remaster : boolean {5-10.system.details.publication.remaster} (same value: False)
-9
View File
@@ -450,15 +450,6 @@ object {5-11}
9 (x1) 9 (x1)
[privateNotes] : string {5-11.system.details.privateNotes} (same value: '') [privateNotes] : string {5-11.system.details.privateNotes} (same value: '')
[publicNotes] : string {5-11.system.details.publicNotes} (5 different values) [publicNotes] : string {5-11.system.details.publicNotes} (5 different values)
'' (x2)
'<p>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.</p>
<hr />
<p>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.</p>' (x2)
'<p>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.</p>' (x1)
'<p>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.</p>' (x1)
'<p>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.</p>
<p>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.</p>
<p>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.</p>' (x1)
publication : object {5-11.system.details.publication} publication : object {5-11.system.details.publication}
license : string {5-11.system.details.publication.license} (same value: 'OGL') license : string {5-11.system.details.publication.license} (same value: 'OGL')
remaster : boolean {5-11.system.details.publication.remaster} (2 different values) remaster : boolean {5-11.system.details.publication.remaster} (2 different values)
-8
View File
@@ -763,14 +763,6 @@ object {5-15}
9 (x1) 9 (x1)
[privateNotes] : string {5-15.system.details.privateNotes} (same value: '') [privateNotes] : string {5-15.system.details.privateNotes} (same value: '')
[publicNotes] : string {5-15.system.details.publicNotes} (3 different values) [publicNotes] : string {5-15.system.details.publicNotes} (3 different values)
'' (x8)
'<p>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.</p>
<p>A typical adult daeodon is 10 feet long and 7 feet tall at the shoulder. It weighs approximately 2,000 pounds.</p>
<hr />
<p>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.</p>' (x1)
'<p>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.</p>
<hr />
<p>The warg is an intelligent and malevolent wolf that dwells among goblins, hobgoblins, orcs, and other violent humanoids.</p>' (x1)
publication : object {5-15.system.details.publication} publication : object {5-15.system.details.publication}
license : string {5-15.system.details.publication.license} (same value: 'OGL') license : string {5-15.system.details.publication.license} (same value: 'OGL')
remaster : boolean {5-15.system.details.publication.remaster} (same value: False) remaster : boolean {5-15.system.details.publication.remaster} (same value: False)
-4
View File
@@ -444,10 +444,6 @@ object {5-17}
2 (x2) 2 (x2)
privateNotes : string {5-17.system.details.privateNotes} (same value: '') privateNotes : string {5-17.system.details.privateNotes} (same value: '')
publicNotes : string {5-17.system.details.publicNotes} (3 different values) publicNotes : string {5-17.system.details.publicNotes} (3 different values)
'<p>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.</p>
<p>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.</p>' (x4)
'' (x2)
'<p>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.</p>' (x2)
publication : object {5-17.system.details.publication} publication : object {5-17.system.details.publication}
license : string {5-17.system.details.publication.license} (same value: 'OGL') license : string {5-17.system.details.publication.license} (same value: 'OGL')
remaster : boolean {5-17.system.details.publication.remaster} (same value: False) remaster : boolean {5-17.system.details.publication.remaster} (same value: False)
-10
View File
@@ -454,16 +454,6 @@ object {5-18}
value : integer {5-18.system.details.level.value} (all different values) value : integer {5-18.system.details.level.value} (all different values)
privateNotes : string {5-18.system.details.privateNotes} (same value: '') privateNotes : string {5-18.system.details.privateNotes} (same value: '')
publicNotes : string {5-18.system.details.publicNotes} (3 different values) publicNotes : string {5-18.system.details.publicNotes} (3 different values)
'<p>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.</p>
<p>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.</p>
<p>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.</p>
<hr />
<p>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.</p>
<p>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.</p>
<p>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.</p>' (x2)
'' (x2)
'<p>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.</p>
<p>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.</p>' (x1)
publication : object {5-18.system.details.publication} publication : object {5-18.system.details.publication}
license : string {5-18.system.details.publication.license} (same value: 'OGL') license : string {5-18.system.details.publication.license} (same value: 'OGL')
remaster : boolean {5-18.system.details.publication.remaster} (same value: False) remaster : boolean {5-18.system.details.publication.remaster} (same value: False)
-4
View File
@@ -629,10 +629,6 @@ object {5-19}
6 (x2) 6 (x2)
[privateNotes] : string {5-19.system.details.privateNotes} (same value: '') [privateNotes] : string {5-19.system.details.privateNotes} (same value: '')
[publicNotes] : string {5-19.system.details.publicNotes} (2 different values) [publicNotes] : string {5-19.system.details.publicNotes} (2 different values)
'' (x7)
'<p>Demonologists can pull a creature from the Abyss and bend it to their will... for a time.</p>
<hr />
<p>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.</p>' (x2)
publication : object {5-19.system.details.publication} publication : object {5-19.system.details.publication}
license : string {5-19.system.details.publication.license} (same value: 'OGL') license : string {5-19.system.details.publication.license} (same value: 'OGL')
remaster : boolean {5-19.system.details.publication.remaster} (same value: False) remaster : boolean {5-19.system.details.publication.remaster} (same value: False)
-16
View File
@@ -672,22 +672,6 @@ object {5-20}
11 (x1) 11 (x1)
[privateNotes] : string {5-20.system.details.privateNotes} (same value: '') [privateNotes] : string {5-20.system.details.privateNotes} (same value: '')
[publicNotes] : string {5-20.system.details.publicNotes} (4 different values) [publicNotes] : string {5-20.system.details.publicNotes} (4 different values)
'' (x4)
'<p>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.</p>
<p>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.</p>
<hr />
<p>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.</p>' (x2)
'<p>Often considered cousins of phades, veiled currents are loose veils of wind who catch prey within their folds.</p>
<hr />
<p>Many elementals that roam the Plane of Air embody the mercurial formlessness and chaos of tumultuous storms.</p>
<h2>Tempestuous Spirits</h2>
<p>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.</p>
<h2>Invisible Courtiers</h2>
<p>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.</p>' (x1)
'<p>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.</p>
<p>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.</p>
<hr />
<p>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.</p>' (x1)
publication : object {5-20.system.details.publication} publication : object {5-20.system.details.publication}
license : string {5-20.system.details.publication.license} (same value: 'OGL') license : string {5-20.system.details.publication.license} (same value: 'OGL')
remaster : boolean {5-20.system.details.publication.remaster} (same value: False) remaster : boolean {5-20.system.details.publication.remaster} (same value: False)
-8
View File
@@ -504,14 +504,6 @@ object {6-01}
0 (x1) 0 (x1)
privateNotes : string {6-01.system.details.privateNotes} (same value: '') privateNotes : string {6-01.system.details.privateNotes} (same value: '')
publicNotes : string {6-01.system.details.publicNotes} (3 different values) publicNotes : string {6-01.system.details.publicNotes} (3 different values)
'' (x3)
'<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>' (x1)
'<p>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.</p>
<p>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.</p>
<p>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.</p>' (x1)
publication : object {6-01.system.details.publication} publication : object {6-01.system.details.publication}
license : string {6-01.system.details.publication.license} (same value: 'ORC') license : string {6-01.system.details.publication.license} (same value: 'ORC')
remaster : boolean {6-01.system.details.publication.remaster} (same value: True) remaster : boolean {6-01.system.details.publication.remaster} (same value: True)
-7
View File
@@ -317,13 +317,6 @@ object {6-03}
'arboreal' (x1) 'arboreal' (x1)
[privateNotes] : string {6-03.system.details.privateNotes} (same value: '') [privateNotes] : string {6-03.system.details.privateNotes} (same value: '')
[publicNotes] : string {6-03.system.details.publicNotes} (3 different values) [publicNotes] : string {6-03.system.details.publicNotes} (3 different values)
'' (x6)
'<p>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.</p>
<hr />
<p>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.</p>' (x1)
'<p>Snapping flytraps typically have two sets of tooth-edged leaves, each measuring 3 feet wide, at the end of 10-foot-long stalks.</p>
<hr />
<p>Flytraps eagerly feed on humanoids, monstrous insects, and larger prey.</p>' (x1)
[reset] : string {6-03.system.details.reset} (same value: '') [reset] : string {6-03.system.details.reset} (same value: '')
[routine] : string {6-03.system.details.routine} (same value: '') [routine] : string {6-03.system.details.routine} (same value: '')
saves : object {6-03.system.saves} saves : object {6-03.system.saves}
-14
View File
@@ -429,20 +429,6 @@ object {6-04}
5 (x1) 5 (x1)
[privateNotes] : string {6-04.system.details.privateNotes} (same value: '') [privateNotes] : string {6-04.system.details.privateNotes} (same value: '')
[publicNotes] : string {6-04.system.details.publicNotes} (4 different values) [publicNotes] : string {6-04.system.details.publicNotes} (4 different values)
'<p>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.</p>
<hr />
<p>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.</p>' (x2)
'<p>Ghouls stalkers are ravenous undead who haunt graveyards and eat corpses.</p>
<hr />
<p>Few creatures are more ubiquitous to sinister locations such as lonely graveyards and ruined crypts than the flesh-eating undead known as ghouls.</p>' (x2)
'<p>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.</p>
<hr />
<p>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.</p>
<p>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.</p>
<p>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.</p>' (x2)
'<p>These towering horrors rise from monstrous, gigantic corpses.</p>
<hr />
<p>A zombie\'s only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they\'re destroyed.</p>' (x1)
publication : object {6-04.system.details.publication} publication : object {6-04.system.details.publication}
license : string {6-04.system.details.publication.license} (same value: 'ORC') license : string {6-04.system.details.publication.license} (same value: 'ORC')
remaster : boolean {6-04.system.details.publication.remaster} (same value: True) remaster : boolean {6-04.system.details.publication.remaster} (same value: True)
-20
View File
@@ -533,26 +533,6 @@ object {6-05}
0 (x1) 0 (x1)
[privateNotes] : string {6-05.system.details.privateNotes} (same value: '') [privateNotes] : string {6-05.system.details.privateNotes} (same value: '')
[publicNotes] : string {6-05.system.details.publicNotes} (4 different values) [publicNotes] : string {6-05.system.details.publicNotes} (4 different values)
'<p>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.</p>
<p>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.</p>' (x1)
'<p>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.</p>
<hr />
<p>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.</p>
<p>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.</p>' (x1)
'<p>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.</p>
<hr />
<p>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.</p>
<p>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.</p>
<p>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.</p>
<h3>Drake Eggs</h3>
<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>' (x1)
'<p>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.</p>
<hr />
<p>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.</p>' (x1)
publication : object {6-05.system.details.publication} publication : object {6-05.system.details.publication}
license : string {6-05.system.details.publication.license} (same value: 'ORC') license : string {6-05.system.details.publication.license} (same value: 'ORC')
remaster : boolean {6-05.system.details.publication.remaster} (same value: True) remaster : boolean {6-05.system.details.publication.remaster} (same value: True)
-10
View File
@@ -368,16 +368,6 @@ object {6-06}
1 (x1) 1 (x1)
[privateNotes] : string {6-06.system.details.privateNotes} (same value: '') [privateNotes] : string {6-06.system.details.privateNotes} (same value: '')
[publicNotes] : string {6-06.system.details.publicNotes} (4 different values) [publicNotes] : string {6-06.system.details.publicNotes} (4 different values)
'<p>Few creatures are more ubiquitous to sinister locations such as lonely graveyards and ruined crypts than the flesh-eating undead known as ghouls.</p>' (x2)
'<p>This shuffling mass of decaying flesh moves with dull but singular focus.</p>
<hr />
<p>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.</p>' (x2)
'<p>Plague zombies are infested with horrible contagions.</p>
<hr />
<p>A zombie\'s only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they\'re destroyed.</p>' (x2)
'<p>Vampires use their servitor pawns for infiltration and reconnaissance.</p>
<hr />
<p>Vampires are undead creatures that feed on the blood of the living.</p>' (x2)
publication : object {6-06.system.details.publication} publication : object {6-06.system.details.publication}
license : string {6-06.system.details.publication.license} (same value: 'ORC') license : string {6-06.system.details.publication.license} (same value: 'ORC')
remaster : boolean {6-06.system.details.publication.remaster} (same value: True) remaster : boolean {6-06.system.details.publication.remaster} (same value: True)
-5
View File
@@ -550,11 +550,6 @@ object {6-08}
1 (x1) 1 (x1)
privateNotes : string {6-08.system.details.privateNotes} (same value: '') privateNotes : string {6-08.system.details.privateNotes} (same value: '')
publicNotes : string {6-08.system.details.publicNotes} (2 different values) publicNotes : string {6-08.system.details.publicNotes} (2 different values)
'' (x7)
'<p>"True" twigjacks, as they consider themselves, are found in wild forests alongside the fey they idolize.</p>
<hr />
<p>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.</p>
<p>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.</p>' (x2)
publication : object {6-08.system.details.publication} publication : object {6-08.system.details.publication}
license : string {6-08.system.details.publication.license} (same value: 'ORC') license : string {6-08.system.details.publication.license} (same value: 'ORC')
remaster : boolean {6-08.system.details.publication.remaster} (same value: True) remaster : boolean {6-08.system.details.publication.remaster} (same value: True)
-13
View File
@@ -616,19 +616,6 @@ object {6-10}
1 (x1) 1 (x1)
privateNotes : string {6-10.system.details.privateNotes} (same value: '') privateNotes : string {6-10.system.details.privateNotes} (same value: '')
publicNotes : string {6-10.system.details.publicNotes} (5 different values) publicNotes : string {6-10.system.details.publicNotes} (5 different values)
'' (x11)
'<p>Plague zombies are infested with horrible contagions.</p>
<hr />
<p>A zombie\'s only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they\'re destroyed.</p>' (x3)
'<p>Vampire counts rule their demesnes and subjects through a mix of fear and cruelty.</p>
<hr />
<p>Vampires are undead creatures that feed on the blood of the living.</p>' (x2)
'<p>Some beheaded are raised with their mental faculties mostly intact. These clever undead often provoke their victims into foolishly giving chase or harming themselves.</p>
<hr />
<p>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.</p>' (x1)
'<p>Necromantic augmentations have granted this zombie increased size and power.</p>
<hr />
<p>A zombie\'s only desire is to consume the living. Unthinking and ever-shambling harbingers of death, zombies stop only when they\'re destroyed.</p>' (x1)
publication : object {6-10.system.details.publication} publication : object {6-10.system.details.publication}
license : string {6-10.system.details.publication.license} (same value: 'ORC') license : string {6-10.system.details.publication.license} (same value: 'ORC')
remaster : boolean {6-10.system.details.publication.remaster} (same value: True) remaster : boolean {6-10.system.details.publication.remaster} (same value: True)
-18
View File
@@ -445,25 +445,7 @@ object {6-11}
6 (x1) 6 (x1)
10 (x1) 10 (x1)
[privateNotes] : string {6-11.system.details.privateNotes} (3 different values) [privateNotes] : string {6-11.system.details.privateNotes} (3 different values)
'' (x6)
'<h3>Glutton\'s Redemption</h3>
<p>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.</p>' (x2)
'<h3>Imperial Ascension</h3>
<p>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</p>' (x1)
[publicNotes] : string {6-11.system.details.publicNotes} (5 different values) [publicNotes] : string {6-11.system.details.publicNotes} (5 different values)
'' (x3)
'<p>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.</p>
<p>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.</p>' (x2)
'<p>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.</p>
<hr />
<p>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.</p>' (x2)
'<p>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.</p>
<p>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.</p>
<p>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.</p>' (x1)
'<p>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.</p>
<hr />
<p>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.</p>
<p>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.</p>' (x1)
publication : object {6-11.system.details.publication} publication : object {6-11.system.details.publication}
license : string {6-11.system.details.publication.license} (same value: 'ORC') license : string {6-11.system.details.publication.license} (same value: 'ORC')
remaster : boolean {6-11.system.details.publication.remaster} (same value: True) remaster : boolean {6-11.system.details.publication.remaster} (same value: True)
-6
View File
@@ -491,12 +491,6 @@ object {6-12}
0 (x1) 0 (x1)
[privateNotes] : string {6-12.system.details.privateNotes} (same value: '') [privateNotes] : string {6-12.system.details.privateNotes} (same value: '')
[publicNotes] : string {6-12.system.details.publicNotes} (2 different values) [publicNotes] : string {6-12.system.details.publicNotes} (2 different values)
'' (x7)
'<p>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).</p>
<hr />
<p>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.</p>
<p>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.</p>
<p>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.</p>' (x1)
publication : object {6-12.system.details.publication} publication : object {6-12.system.details.publication}
license : string {6-12.system.details.publication.license} (same value: 'ORC') license : string {6-12.system.details.publication.license} (same value: 'ORC')
remaster : boolean {6-12.system.details.publication.remaster} (same value: True) remaster : boolean {6-12.system.details.publication.remaster} (same value: True)
-4
View File
@@ -615,10 +615,6 @@ object {6-13}
5 (x1) 5 (x1)
[privateNotes] : string {6-13.system.details.privateNotes} (same value: '') [privateNotes] : string {6-13.system.details.privateNotes} (same value: '')
[publicNotes] : string {6-13.system.details.publicNotes} (2 different values) [publicNotes] : string {6-13.system.details.publicNotes} (2 different values)
'' (x15)
'<p>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.</p>
<hr />
<p>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.</p>' (x1)
publication : object {6-13.system.details.publication} publication : object {6-13.system.details.publication}
license : string {6-13.system.details.publication.license} (same value: 'ORC') license : string {6-13.system.details.publication.license} (same value: 'ORC')
remaster : boolean {6-13.system.details.publication.remaster} (same value: True) remaster : boolean {6-13.system.details.publication.remaster} (same value: True)
-16
View File
@@ -1511,22 +1511,6 @@ object {Bestiary 3}
damage : object {Bestiary 3.items.[].system.spell.system.damage} damage : object {Bestiary 3.items.[].system.spell.system.damage}
description : object {Bestiary 3.items.[].system.spell.system.description} description : object {Bestiary 3.items.[].system.spell.system.description}
value : string {Bestiary 3.items.[].system.spell.system.description.value} (3 different values) value : string {Bestiary 3.items.[].system.spell.system.description.value} (3 different values)
'<p>The target can soar through the air, gaining a fly Speed equal to its Speed or 20 feet, whichever is greater.</p>
<hr />
<p><strong>Heightened (7th)</strong> The duration increases to 1 hour.</p>' (x2)
'<p>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.</p>
<hr />
<p><strong>Critical Success</strong> The target is unaffected.</p>
<p><strong>Success</strong> The target babbles incoherently and is @UUID[Compendium.pf2e.conditionitems.Item.Stunned]{Stunned 1}.</p>
<p><strong>Failure</strong> 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.</p>
<p><strong>Critical Failure</strong> The target is Confused for 1 minute, with no save to end early.</p>
<hr />
<p><strong>Heightened (8th)</strong> You can target up to 10 creatures.</p>' (x1)
'<p>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.</p>
<hr /><p><strong>Critical Success</strong> The target is unaffected.</p>
<p><strong>Success</strong> The effect\'s duration is 1 minute.</p>
<p><strong>Failure</strong> The effect\'s duration is 10 minutes.</p>
<p><strong>Critical Failure</strong> The effect\'s duration is 1 hour.</p>' (x1)
duration : object {Bestiary 3.items.[].system.spell.system.duration} duration : object {Bestiary 3.items.[].system.spell.system.duration}
sustained : boolean {Bestiary 3.items.[].system.spell.system.duration.sustained} (same value: False) 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) value : string {Bestiary 3.items.[].system.spell.system.duration.value} (3 different values)
@@ -490,12 +490,6 @@ object {Book 1 - Broken Tusk Moon}
'force' (x1) 'force' (x1)
description : object {Book 1 - Broken Tusk Moon.items.[].system.spell.system.description} 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) value : string {Book 1 - Broken Tusk Moon.items.[].system.spell.system.description.value} (2 different values)
'<p>A roaring blast of fire appears at a spot you designate, dealing 6d6 fire damage.</p>
<hr />
<p><strong>Heightened (+1)</strong> The damage increases by 2d6.</p>' (x1)
'<p>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.</p>
<hr />
<p><strong>Heightened (+2)</strong> You shoot one additional missile with each action you spend.</p>' (x1)
duration : object {Book 1 - Broken Tusk Moon.items.[].system.spell.system.duration} 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) 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: '') 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}
'<p>When a concealed cord is tripped, several sharp stones fall onto the square containing the cord.</p>' (x1) '<p>When a concealed cord is tripped, several sharp stones fall onto the square containing the cord.</p>' (x1)
'<p>A cave painting of a great cat roars to life and leaps off the wall to attack.</p>' (x1) '<p>A cave painting of a great cat roars to life and leaps off the wall to attack.</p>' (x1)
[disable] : string {Book 1 - Broken Tusk Moon.system.details.disable} (4 different values) [disable] : string {Book 1 - Broken Tusk Moon.system.details.disable} (4 different values)
'<p>@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.</p>' (x1)
'<p>@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.</p>
<p>The trap is destroyed when all four threads are dissipated.</p>' (x1)
'<p>@Check[thievery|dc:18|name:Cut the Trip Cord|traits:hazard,mechanical,trap] (trained) to safely cut the trip cord</p>' (x1)
'<p>@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</p>' (x1)
[isComplex] : boolean {Book 1 - Broken Tusk Moon.system.details.isComplex} (2 different values) [isComplex] : boolean {Book 1 - Broken Tusk Moon.system.details.isComplex} (2 different values)
False (x3) False (x3)
True (x1) True (x1)
@@ -802,35 +791,6 @@ object {Book 1 - Broken Tusk Moon}
'thalassic' (x1) 'thalassic' (x1)
[privateNotes] : string {Book 1 - Broken Tusk Moon.system.details.privateNotes} (same value: '') [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) [publicNotes] : string {Book 1 - Broken Tusk Moon.system.details.publicNotes} (10 different values)
'' (x10)
'<p>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.</p>
<p>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.</p>
<p>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.</p>' (x2)
'<p>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.</p>
<p>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.</p>
<p>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.</p>' (x1)
'<p>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.</p>
<hr />
<p>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.</p>' (x1)
'<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>' (x1)
'<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>' (x1)
'<p>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.</p>' (x1)
'<p>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.</p>
<p>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.</p>
<p>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.</p>' (x1)
'<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>' (x1)
'<p>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.</p>
<p>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.</p>
<p>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.</p>' (x1)
[reset] : string {Book 1 - Broken Tusk Moon.system.details.reset} (3 different values) [reset] : string {Book 1 - Broken Tusk Moon.system.details.reset} (3 different values)
'' (x2) '' (x2)
'<p>The haunt deactivates 1 minute after no living or undead creatures are within 100 feet, then resets.</p>' (x1) '<p>The haunt deactivates 1 minute after no living or undead creatures are within 100 feet, then resets.</p>' (x1)
@@ -886,11 +886,6 @@ object {Book 1 - Devil at the Dreaming Palace}
6 (x1) 6 (x1)
[privateNotes] : string {Book 1 - Devil at the Dreaming Palace.system.details.privateNotes} (same value: '') [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) [publicNotes] : string {Book 1 - Devil at the Dreaming Palace.system.details.publicNotes} (2 different values)
'' (x22)
'<p>The frontline fighters of goblin tribes prefer to fight in large groups-especially when they can outnumber their foes at least three to one.</p>
<hr />
<p>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."</p>
<p>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.</p>' (x2)
publication : object {Book 1 - Devil at the Dreaming Palace.system.details.publication} 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') 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) 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}
'<p>After 1 minute, the trap deactivates, though the door remains locked. The trap rearms itself each day at dawn.</p>' (x1) '<p>After 1 minute, the trap deactivates, though the door remains locked. The trap rearms itself each day at dawn.</p>' (x1)
'<p>The trap must be manually rearmed by unblocking the vents or replacing the poison gas tank in area <strong>E30</strong>.</p>' (x1) '<p>The trap must be manually rearmed by unblocking the vents or replacing the poison gas tank in area <strong>E30</strong>.</p>' (x1)
[routine] : string {Book 1 - Devil at the Dreaming Palace.system.details.routine} (4 different values) [routine] : string {Book 1 - Devil at the Dreaming Palace.system.details.routine} (4 different values)
'' (x8)
'<p>(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.</p>' (x1)
'<p>(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.</p>' (x1)
'<p>(1 action) Each round on its initiative count, the trap pumps more toxic gas into the room.</p>
<p>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.</p>' (x1)
[initiative] : object {Book 1 - Devil at the Dreaming Palace.system.initiative} [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') 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} [perception] : object {Book 1 - Devil at the Dreaming Palace.system.perception}
@@ -721,16 +721,6 @@ object {Book 1 - Hellknight Hill}
damage : object {Book 1 - Hellknight Hill.items.[].system.spell.system.damage} damage : object {Book 1 - Hellknight Hill.items.[].system.spell.system.damage}
description : object {Book 1 - Hellknight Hill.items.[].system.spell.system.description} 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) value : string {Book 1 - Hellknight Hill.items.[].system.spell.system.description.value} (2 different values)
'<p>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.</p>
<hr />
<p><strong>Critical Success</strong> The creature is unaffected.</p>
<p><strong>Success</strong> The creature takes a -1 status penalty to Perception checks for 1 round.</p>
<p><strong>Failure</strong> The creature falls Unconscious. If it\'s still Unconscious after 1 minute, it wakes up automatically.</p>
<p><strong>Critical Failure</strong> The creature falls Unconscious. If it\'s still Unconscious after 1 hour, it wakes up automatically.</p>
<hr />
<p><strong>Heightened (4th)</strong> 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.</p>' (x1)
'<p>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].</p>
<p>@UUID[Compendium.pf2e.spell-effects.Item.Spell Effect: Sure Strike]</p>' (x1)
duration : object {Book 1 - Hellknight Hill.items.[].system.spell.system.duration} 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) 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) 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) 3 (x2)
[privateNotes] : string {Book 1 - Hellknight Hill.system.details.privateNotes} (same value: '') [privateNotes] : string {Book 1 - Hellknight Hill.system.details.privateNotes} (same value: '')
[publicNotes] : string {Book 1 - Hellknight Hill.system.details.publicNotes} (7 different values) [publicNotes] : string {Book 1 - Hellknight Hill.system.details.publicNotes} (7 different values)
'' (x10)
'<p>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.</p>
<p>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.</p>
<p>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.</p>' (x1)
'<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>' (x1)
'<p>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.</p>
<p>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.</p>
<p>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.</p>' (x1)
'<p>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.</p>
<p>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.</p>' (x1)
'<p>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.</p>
<p>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.</p>' (x1)
'<p>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.</p>
<p>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.</p>
<p>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.</p>' (x1)
publication : object {Book 1 - Hellknight Hill.system.details.publication} publication : object {Book 1 - Hellknight Hill.system.details.publication}
license : string {Book 1 - Hellknight Hill.system.details.publication.license} (same value: 'OGL') 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) remaster : boolean {Book 1 - Hellknight Hill.system.details.publication.remaster} (same value: False)
@@ -1041,24 +1013,11 @@ object {Book 1 - Hellknight Hill}
'<p>Spikes lance out of the doorframe to skewer anyone who attempts to open the door.</p>' (x1) '<p>Spikes lance out of the doorframe to skewer anyone who attempts to open the door.</p>' (x1)
'<p>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.</p>' (x1) '<p>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.</p>' (x1)
[disable] : string {Book 1 - Hellknight Hill.system.details.disable} (3 different values) [disable] : string {Book 1 - Hellknight Hill.system.details.disable} (3 different values)
'<p>@Check[survival|dc:22|name:Clear Patch of Mushrooms|traits:environmental,fungus,hazard] (expert) to remove a 5-foot-patch without triggering the mushrooms.</p>' (x1)
'<p>@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</p>' (x1)
'<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>' (x1)
[isComplex] : boolean {Book 1 - Hellknight Hill.system.details.isComplex} (2 different values) [isComplex] : boolean {Book 1 - Hellknight Hill.system.details.isComplex} (2 different values)
False (x2) False (x2)
True (x1) True (x1)
[reset] : string {Book 1 - Hellknight Hill.system.details.reset} (same value: '') [reset] : string {Book 1 - Hellknight Hill.system.details.reset} (same value: '')
[routine] : string {Book 1 - Hellknight Hill.system.details.routine} (2 different values) [routine] : string {Book 1 - Hellknight Hill.system.details.routine} (2 different values)
'' (x2)
'<p>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).</p>
<p>The fire has an additional effect on each of its turns after the first.</p>
<p><strong>Turn 2</strong> 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.</p>
<p><strong>Turn 4+</strong> 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.</p>
<p><strong>Turn 5</strong> Spectators still inside the room fall @UUID[Compendium.pf2e.conditionitems.Item.Unconscious] from burns and smoke inhalation.</p>
<p><strong>Turn 7</strong> Spectators still in the room die.</p>' (x1)
[initiative] : object {Book 1 - Hellknight Hill.system.initiative} [initiative] : object {Book 1 - Hellknight Hill.system.initiative}
statistic : string {Book 1 - Hellknight Hill.system.initiative.statistic} (same value: 'perception') statistic : string {Book 1 - Hellknight Hill.system.initiative.statistic} (same value: 'perception')
[perception] : object {Book 1 - Hellknight Hill.system.perception} [perception] : object {Book 1 - Hellknight Hill.system.perception}
@@ -984,19 +984,6 @@ object {Book 1 - Packbreaker}
'<p>Unless Silene is destroyed, this haunt can recharge itself after 1 hour.</p>' (x2) '<p>Unless Silene is destroyed, this haunt can recharge itself after 1 hour.</p>' (x2)
'' (x1) '' (x1)
[routine] : string {Book 1 - Packbreaker.system.details.routine} (3 different values) [routine] : string {Book 1 - Packbreaker.system.details.routine} (3 different values)
'<p>(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.</p>' (x1)
'<p>(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.</p>
<hr>
<p><strong>Critical Success</strong> The creature is unaffected.</p>
<p><strong>Success</strong> The creature is unaffected.</p>
<p><strong>Failure</strong> The creature is @UUID[Compendium.pf2e.conditionitems.Item.Dazzled] for 1 round and takes @Damage[2d6[mental]] damage.</p>
<p><strong>Critical Failure</strong> The creature takes @Damage[2d6[mental]] damage, plus @Damage[2d6[persistent,mental]] damage. While taking this persistent damage, they are dazzled.</p>' (x1)
'<p>(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.</p>
<hr>
<p><strong>Critical Success</strong> The creature is unaffected.</p>
<p><strong>Success</strong> The creature is unaffected.</p>
<p><strong>Failure</strong> The creature is @UUID[Compendium.pf2e.conditionitems.Item.Confused] for 1 round.</p>
<p><strong>Critical Failure</strong> 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.</p>' (x1)
[initiative] : object {Book 1 - Packbreaker.system.initiative} [initiative] : object {Book 1 - Packbreaker.system.initiative}
statistic : string {Book 1 - Packbreaker.system.initiative.statistic} (2 different values) statistic : string {Book 1 - Packbreaker.system.initiative.statistic} (2 different values)
'perception' (x27) 'perception' (x27)
@@ -1193,25 +1193,6 @@ object {Book 1 - Ruins of Gauntlight}
7 (x1) 7 (x1)
[privateNotes] : string {Book 1 - Ruins of Gauntlight.system.details.privateNotes} (same value: '') [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) [publicNotes] : string {Book 1 - Ruins of Gauntlight.system.details.publicNotes} (9 different values)
'' (x13)
'<p>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.</p>' (x1)
'<p>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.</p>
<p>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.</p>' (x1)
'<p>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</p>
<p>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.</p>
<p>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.</p>' (x1)
'<p>Morlocks who serve as priests in their conclaves usually dabble in eerie occult magic.</p>
<hr />
<p>Morlocks originate from humans long lost to the surface world. They have an affinity for machinery, scavenging, and strange occult behaviors.</p>' (x1)
'<p>Most morlocks have little talent for crafting, but a rare few have an uncanny knack for tinkering.</p>
<hr />
<p>Morlocks originate from humans long lost to the surface world. They have an affinity for machinery, scavenging, and strange occult behaviors.</p>' (x1)
'<p>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.</p>
<hr />
<p>Morlocks originate from humans long lost to the surface world. They have an affinity for machinery, scavenging, and strange occult behaviors.</p>' (x1)
'<p>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.</p>
<p>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.</p>' (x1)
'<p>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.</p>' (x1)
publication : object {Book 1 - Ruins of Gauntlight.system.details.publication} publication : object {Book 1 - Ruins of Gauntlight.system.details.publication}
license : string {Book 1 - Ruins of Gauntlight.system.details.publication.license} (same value: 'OGL') 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) 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) True (x4)
False (x2) False (x2)
[reset] : string {Book 1 - Ruins of Gauntlight.system.details.reset} (6 different values) [reset] : string {Book 1 - Ruins of Gauntlight.system.details.reset} (6 different values)
'<p>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 <strong>A25</strong> 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].</p>
<p>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 <strong>D9</strong>.</p>' (x1)
'<p>Each trap resets automatically after 1 hour.</p>' (x1)
'' (x1)
'<p>The haunt deactivates if there are no frightened creatures in area <strong>A7</strong> at the start of its turn. The ghostly kobolds return to the rubble pile.</p>
<p>The haunt can\'t activate again for 1 hour.</p>' (x1)
'<p>The haunt resets 1 hour after there are no creatures in the room.</p>' (x1)
'<p>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.</p>' (x1)
[routine] : string {Book 1 - Ruins of Gauntlight.system.details.routine} (5 different values) [routine] : string {Book 1 - Ruins of Gauntlight.system.details.routine} (5 different values)
'' (x2)
'<p>(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 <strong>A11</strong>. The creature targeted must attempt a @Check[fortitude|dc:20|traits:damaging-effect] save.</p>
<hr />
<p><strong>Critical Success</strong> The creature is unaffected.</p>
<p><strong>Success</strong> The creature takes @Damage[1d10[bleed]].</p>
<p><strong>Failure</strong> The creature takes @Damage[(1d10+6)[bleed]] damage.</p>
<p><strong>Critical Failure</strong> The creature takes @Damage[(2d10+6)[bleed]] damage and is @UUID[Compendium.pf2e.conditionitems.Item.Enfeebled]{Enfeebled 2} as long as it\'s bleeding.</p>' (x1)
'<p>(1 action) The spirits swoop together toward one creature in area <strong>A7</strong> 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).</p>' (x1)
'<p>(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).</p>' (x1)
'<p>(1 action) The eye glances about, and those it can see (whether in area <strong>C4</strong> 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.</p>
<p>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.</p>' (x1)
[initiative] : object {Book 1 - Ruins of Gauntlight.system.initiative} [initiative] : object {Book 1 - Ruins of Gauntlight.system.initiative}
statistic : string {Book 1 - Ruins of Gauntlight.system.initiative.statistic} (same value: 'perception') statistic : string {Book 1 - Ruins of Gauntlight.system.initiative.statistic} (same value: 'perception')
[perception] : object {Book 1 - Ruins of Gauntlight.system.perception} [perception] : object {Book 1 - Ruins of Gauntlight.system.perception}
@@ -1121,40 +1121,6 @@ object {Book 1 - Stage Fright}
9 (x1) 9 (x1)
[privateNotes] : string {Book 1 - Stage Fright.system.details.privateNotes} (same value: '') [privateNotes] : string {Book 1 - Stage Fright.system.details.privateNotes} (same value: '')
[publicNotes] : string {Book 1 - Stage Fright.system.details.publicNotes} (10 different values) [publicNotes] : string {Book 1 - Stage Fright.system.details.publicNotes} (10 different values)
'' (x7)
'<p>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.</p>
<hr />
<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>' (x2)
'<p>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.</p>
<p>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.</p><h2>Removing Azarpal Poison</h2><p>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.</p>' (x1)
'<p>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.</p>
<hr />
<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>' (x1)
'<p>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.</p>
<p>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?</p><h2>Cultist Creations</h2><p>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.</p>' (x1)
'<p>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.</p>
<p>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.</p><h2>Why Only Hell?</h2><p>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.</p>' (x1)
'<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>Desert giants stand 15 feet tall, tending toward lean physiques that are ideal for traveling across vast expanses of sand for long sojourns.</p>
<hr />
<p>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.</p>' (x1)
'<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>' (x1)
'<p>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.</p>
<p>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.</p>
<p>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.</p><h2>Ockomlire Apathy</h2><p>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.</p>' (x1)
'<p>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.</p>
<p>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."</p><h2>Rezzelki Hunger</h2><p>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!</p>' (x1)
publication : object {Book 1 - Stage Fright.system.details.publication} publication : object {Book 1 - Stage Fright.system.details.publication}
license : string {Book 1 - Stage Fright.system.details.publication.license} (same value: 'ORC') 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) remaster : boolean {Book 1 - Stage Fright.system.details.publication.remaster} (same value: True)

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