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commit fa2d60a
Author: MrVauxs <[email protected]>
Date:   Tue Jul 19 18:18:25 2022 +0200

    Build

commit 8222010
Author: MrVauxs <[email protected]>
Date:   Tue Jul 19 18:00:24 2022 +0200

    finish hazards

commit f8f95e4
Author: MrVauxs <[email protected]>
Date:   Tue Jul 19 15:28:04 2022 +0200

    Simple Hazards, about to finish

commit 0c6b91b
Author: MrVauxs <[email protected]>
Date:   Mon Jul 18 03:34:20 2022 +0200

    >About to be merged after I'm done adding hazards

commit 7f9e025
Author: MrVauxs <[email protected]>
Date:   Sun Jul 17 16:34:14 2022 +0200

    fix deities

commit df7902c
Author: revilowaldow <[email protected]>
Date:   Thu Jul 14 23:35:25 2022 +0100

    feat(schema/data): idek man, loads of shit (#101)

    idk man either

commit e38fca8
Author: MrVauxs <[email protected]>
Date:   Thu Jul 14 19:59:36 2022 +0200

    Fix Familiars with no `granted`; Book disclaimer

commit a7ea969
Author: revilowaldow <[email protected]>
Date:   Tue Jul 12 22:28:08 2022 +0100

    feat(schema): pf2Options entry support and all spells pass (#100)

    * feat(schema): Spell heightening

    * feat(schema): pf2Options entry support and all spells pass

commit 77aa70d
Author: revilowaldow <[email protected]>
Date:   Tue Jul 12 22:08:19 2022 +0100

    feat(schema): Spell heightening (#99)

commit fe94b81
Author: MrVauxs <[email protected]>
Date:   Tue Jul 12 22:21:25 2022 +0200

    update-jsons: Ancestries

commit b95fa9d
Author: MrVauxs <[email protected]>
Date:   Tue Jul 12 21:56:58 2022 +0200

    Update Spells to Schema

commit 83d2e65
Author: MrVauxs <[email protected]>
Date:   Tue Jul 12 21:36:20 2022 +0200

    variantType Schema Change

commit 6df9e99
Author: MrVauxs <[email protected]>
Date:   Tue Jul 12 20:49:52 2022 +0200

    Save Progress before...

commit ea4c6aa
Author: MrVauxs <[email protected]>
Date:   Tue Jul 12 20:04:38 2022 +0200

    Finish CreatureTemplates; Build

commit 7197766
Author: MrVauxs <[email protected]>
Date:   Tue Jul 12 16:15:02 2022 +0200

    Typos/Tags with BST > B1/2/3; Add templates; Build

commit 133f759
Author: KierannS <[email protected]>
Date:   Mon Jul 11 19:16:46 2022 +0800

    Update backgrounds-apg.json (#96)

    fixed typos and feat tags

    Co-authored-by: MrVauxs <[email protected]>

commit 79c95bd
Author: KierannS <[email protected]>
Date:   Mon Jul 11 19:15:22 2022 +0800

    Fixed all the issues with backgrounds I could find, including feat tags, typos, missing text, etc (#97)

    Co-authored-by: Kieran <[email protected]>

commit 0a91de1
Author: KierannS <[email protected]>
Date:   Mon Jul 11 19:13:31 2022 +0800

    Update backgrounds-frp0.json (#95)

    fixed feat tag on Attention Addict

commit 62a0b2a
Author: MrVauxs <[email protected]>
Date:   Mon Jul 11 10:24:29 2022 +0200

    Schemantics 1/?

commit ef378f8
Author: MrVauxs <[email protected]>
Date:   Mon Jul 11 09:01:41 2022 +0200

    Build

commit 052f990
Author: MrVauxs <[email protected]>
Date:   Mon Jul 11 09:00:58 2022 +0200

    Typos/Tags

commit 6afbfd3
Author: MrVauxs <[email protected]>
Date:   Sun Jul 10 17:54:39 2022 +0200

    {@Skill Lore||Additional Lore} feat

commit 6ca774a
Author: MrVauxs <[email protected]>
Date:   Sun Jul 10 16:31:31 2022 +0200

    Archetypes Page; Schema; Fix Bestiary Tags

commit 7c5a3b0
Author: MrVauxs <[email protected]>
Date:   Sun Jul 10 14:41:10 2022 +0200

    Suggestion

commit f6dadf9
Author: MrVauxs <[email protected]>
Date:   Sun Jul 10 14:27:42 2022 +0200

    Typos/Tags; "special" Schema Changes

commit 4db081b
Author: MrVauxs <[email protected]>
Date:   Sun Jul 10 14:21:01 2022 +0200

    Typos/Tags

commit 4ea0160
Author: revilowaldow <[email protected]>
Date:   Sun Jul 10 13:10:41 2022 +0100

    WIP of bestiary from a while ago, not current and not complete (#94)

    * fix(json): You don't need a schema for that one buddy.

    * WIP of bestiary from a while ago, not current and not complete

commit f4e7009
Author: MrVauxs <[email protected]>
Date:   Fri Jul 8 21:46:50 2022 +0200

    APG Errata Fixes

commit f92bbe4
Author: MrVauxs <[email protected]>
Date:   Fri Jul 8 19:51:11 2022 +0200

    Further adjustments, add Graveknight

commit eebf6b9
Author: MrVauxs <[email protected]>
Date:   Fri Jul 8 19:09:40 2022 +0200

    Adjust Organizations Fluff, Fix Lores

commit c0efad6
Author: MrVauxs <[email protected]>
Date:   Fri Jul 8 18:55:33 2022 +0200

    FEAT-110 Creature Templates Page

commit da19857
Author: MrVauxs <[email protected]>
Date:   Fri Jul 8 16:58:47 2022 +0200

    Further Adjustments to the Books

commit d1f7f3a
Author: MrVauxs <[email protected]>
Date:   Fri Jul 8 15:50:02 2022 +0200

    Make the note more consistent

commit 660d899
Author: MrVauxs <[email protected]>
Date:   Fri Jul 8 15:47:28 2022 +0200

    Revenge of the Books

commit 0ee60e8
Author: MrVauxs <[email protected]>
Date:   Fri Jul 8 12:38:12 2022 +0200

    Typos/Tags

commit 3eb39d6
Author: Pf2eTools <[email protected]>
Date:   Fri Jul 8 12:21:18 2022 +0200

    - Strength of Thousands 3-6
    - Minor converter improvements to match site data (and vice versa)
    - Running data scripts

commit 541440a
Merge: f22a284 367150e
Author: MrVauxs <[email protected]>
Date:   Tue Jul 5 22:06:48 2022 +0200

    Merge branch 'dev' into book-of-the-dead

commit f22a284
Author: MrVauxs <[email protected]>
Date:   Mon Jul 4 21:11:08 2022 +0200

    typos/tags

commit 2bd7d31
Author: MrVauxs <[email protected]>
Date:   Mon Jul 4 19:52:37 2022 +0200

    Page 64 to 211 / 226

commit ba9df8f
Author: MrVauxs <[email protected]>
Date:   Mon Jul 4 17:04:06 2022 +0200

    Page 1 to 63 / 226

commit 22ce012
Author: MrVauxs <[email protected]>
Date:   Mon Jul 4 14:54:54 2022 +0200

    Add a How-To note to pdf-parser

commit c753808
Author: Pf2eTools <[email protected]>
Date:   Mon Jun 27 10:42:35 2022 +0200

    - starting the pdf parser
    - greatly improving converter accuracy (there are still a lot of issues)

commit 22c2d79
Author: Pf2eTools <[email protected]>
Date:   Mon Jun 20 16:26:39 2022 +0200

    - Creature/hazard abilities can now be afflictions
    - text converter tagging generic abilities
    - improved text converter list parsing

commit 5b9e895
Author: Pf2eTools <[email protected]>
Date:   Wed Jun 15 19:18:33 2022 +0200

    - Fixed BUG-116: Text Converter vs Spells page
    - Spell Schools now implied by traits

commit 77e68d3
Author: MrVauxs <[email protected]>
Date:   Sun Jul 3 19:35:42 2022 +0200

    v0.5.16

commit ac6f624
Author: MrVauxs <[email protected]>
Date:   Sat Jul 2 14:10:47 2022 +0200

    Fix chapter guide in Unlimited Magic

commit a3983e5
Author: MrVauxs <[email protected]>
Date:   Sat Jul 2 14:01:55 2022 +0200

    Finish SoM (?)

commit 97cb91f
Author: MrVauxs <[email protected]>
Date:   Sat Jul 2 13:17:03 2022 +0200

    Geomancy

commit 7e782e6
Author: MrVauxs <[email protected]>
Date:   Sat Jul 2 13:05:07 2022 +0200

    Flexible Casting

commit 7504b58
Author: MrVauxs <[email protected]>
Date:   Sat Jul 2 12:50:11 2022 +0200

    Elementalism

commit e00ee71
Author: MrVauxs <[email protected]>
Date:   Sat Jul 2 12:03:31 2022 +0200

    Catharsis

commit 0ac2570
Author: MrVauxs <[email protected]>
Date:   Sat Jul 2 00:26:01 2022 +0200

    v0.5.15

commit f005462
Author: MrVauxs <[email protected]>
Date:   Sat Jul 2 00:20:45 2022 +0200

    Add Equipment to SoM, Standardize Fluff

commit 7d1106a
Author: Billy Helms <[email protected]>
Date:   Fri Jul 1 11:20:35 2022 -0400

    Secrets of Magic Book Entry (#49)

    * Adds more 'contents' data for SoM

    * Finish Chapter 1

    * Finish Chapter 2

    * Continue adding Chapter 3

    * Fix @filter tags

    * Need to add letters and format brown boxes

commit 3af3467
Author: MrVauxs <[email protected]>
Date:   Mon Jun 27 15:28:54 2022 +0200

    Build B1/2/3 CSS; Tags/Typos; Ctrl Images

commit 8902173
Author: MrVauxs <[email protected]>
Date:   Sun Jun 26 16:30:01 2022 +0200

    v0.5.14

commit 07191ee
Author: MrVauxs <[email protected]>
Date:   Mon Jul 4 14:33:48 2022 +0200

    Add Archetypes; Build; Change BD to BotD

commit 9bb7019
Author: MrVauxs <[email protected]>
Date:   Sun Jun 26 16:30:01 2022 +0200

    v0.5.14

commit 1f67fd8
Author: MrVauxs <[email protected]>
Date:   Sat Jun 25 20:52:47 2022 +0200

    Added skeleton, deities, eidolon and familiars
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4 changes: 3 additions & 1 deletion creaturetemplates.html
Original file line number Diff line number Diff line change
Expand Up @@ -93,7 +93,9 @@ <h1 class="page__title">Creature Templates</h1>
<button class="btn btn-default" type="button" id="reset">Reset</button>
</div>
<div id="filtertools" class="input-group input-group--bottom flex no-shrink">
<button class="col-10 sort btn btn-default btn-xs" data-sort="name">Name <span
<button class="col-6 sort btn btn-default btn-xs" data-sort="name">Name <span
class="caret_wrp"></span></button>
<button class="col-4 sort btn btn-default btn-xs" data-sort="type">Type <span
class="caret_wrp"></span></button>
<button class="sort btn btn-default btn-xs ve-grow" data-sort="source">Source <span
class="caret_wrp"></span></button>
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4 changes: 2 additions & 2 deletions css/style.css

Large diffs are not rendered by default.

222 changes: 222 additions & 0 deletions data/abilities.json
Original file line number Diff line number Diff line change
@@ -1,5 +1,227 @@
{
"ability": [
{
"name": "Troop Defenses",
"otherSources": {
"Reprinted": [
"BotD|214"
]
},
"source": "B3",
"page": 306,
"entries": [
"Troops are composed of many individuals, and over the course of enough attacks and downed comrades, troops shrink in size. Most troops start with 16 squares (4 by 4), and their Hit Points have two listed thresholds, typically the first is at 2/3 their maximum Hit Points and the second is at 1/3 their maximum Hit Points. Once the troop drops below the first threshold, it loses 4 squares, leaving 12 squares remaining, and the first threshold becomes the troop's new maximum Hit Points. Once the troop falls below the second threshold, it loses another 4 squares, leaving 8 squares remaining, and the second threshold becomes the troop's new maximum Hit Points. In order to restore its size and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen. At 0 Hit Points, the troop is reduced down to 4 squares, which is too few to sustain the troop, so it disperses entirely, with the few remaining members surrendering, {@condition fleeing}, or easily dispatched, depending on their nature. A damaging single-target effect, such as a {@action Strike}, can't force a troop to pass through more than one threshold at once. For instance, if a troop had 60 Hit Points, with thresholds at 40 and 20, a {@action Strike} for 50 damage would leave the troop at 21 Hit Points, just above the second threshold. A damaging area effect or multi-target effect can cross multiple thresholds at once and could potentially destroy the entire troop in one shot. Non-damaging effects with an area or that target all creatures in a certain proximity affect a troop normally if they affect the entire area occupied by the troop. If an effect has a smaller area or numbers of targets, it typically has no effect on the troop. However, if the effect can target at least four creatures or cover at least four squares in the troop, and if it would prevent its targets from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more, the troop loses a number of Hit Points equal to the amount required to bring it to the next threshold, removing 4 squares. If an effect would both deal damage and automatically cross a threshold due to incapacitating some of the creatures in the troop, apply the damage first. If the damage wasn't enough to cross a threshold on its own, then reduce the Hit Points to cross the threshold for the incapacitating effect."
]
},
{
"name": "Bloody",
"source": "B1",
"page": 298,
"creature": [
"Skeleton"
],
"entries": [
"The skeleton is covered in dripping blood and gains {@ability fast healing} equal to its level."
]
},
{
"name": "Collapse",
"source": "B1",
"page": 298,
"creature": [
"Skeleton"
],
"activity": {
"number": 1,
"unit": "reaction"
},
"trigger": "The skeleton is critically hit.",
"entries": [
"The skeleton collapses into a pile of bones and the attack deals only normal damage. The skeleton can reform in a standing position as an action, but until it does, it is {@condition immobilized} and {@condition flat-footed}."
]
},
{
"name": "Explosive Death",
"source": "B1",
"page": 298,
"creature": [
"Skeleton"
],
"entries": [
"When the skeleton is destroyed, its bones shatter and explode as the necromantic energy holding it together is released. Adjacent creatures take {@damage 1d6} slashing damage per 2 levels (minimum {@dice 1d6}) with a basic Reflex save."
]
},
{
"name": "Screaming Skull",
"activity": {
"number": 2,
"unit": "action"
},
"source": "B1",
"page": 298,
"creature": [
"Skeleton"
],
"traits": [
"auditory",
"emotion",
"fear",
"mental"
],
"entries": [
"The skeleton removes its skull and throws it, making a jaws attack with a range of 20 feet. It then attempts to {@action Demoralize} each foe within 10 feet of the target. The head bounces, rolls, or even flies back, returning to the skeleton at the start of its next turn. The skeleton is blind until then."
]
},
{
"name": "Blaze",
"source": "B3",
"creature": [
"Skeleton"
],
"page": 236,
"entries": [
"The skeleton is wreathed with fire, which doesn't consume its bones or gear. The skeleton gains immunity to fire and weakness 5 to cold, loses its resistance to cold, and its Strikes deal additional {@condition persistent damage ||persistent fire damage} equal to half the skeleton's level (minimum 1 damage)."
]
},
{
"name": "Bone Missile",
"activity": {
"number": 2,
"unit": "action"
},
"source": "B3",
"creature": [
"Skeleton"
],
"page": 236,
"entries": [
"The skeleton yanks a rib from its ribcage to use as an arrow or javelin. The skeleton loses HP equal to its level (minimum 1), then makes a ranged {@action Strike}. This uses the attack bonus of whichever of the skeleton's other Strikes has the highest attack bonus and deals piercing damage equal to that {@action Strike}'s damage plus the skeleton's level (minimum 1)."
]
},
{
"name": "Bone Powder",
"source": "B3",
"creature": [
"Skeleton"
],
"page": 236,
"entries": [
"When the skeleton takes physical damage from a critical hit, one of its bones is pulverized into a fine powder. All creatures in a 5-foot emanation that breathe take {@damage 1d6} {@condition persistent damage ||persistent poison damage} (plus an additional {@dice 1d6} for every 6 levels the skeleton has)."
]
},
{
"name": "Skeleton of Roses",
"source": "B3",
"creature": [
"Skeleton"
],
"page": 236,
"entries": [
"Thick briars have grown through the skeleton's bones, covering it in red roses with inch-long thorns. The skeleton's unarmed melee Strikes deal additional piercing damage equal to 1/3 the skeleton's level (minimum 1 damage). At the end of each of its turns, if the skeleton has caused piercing damage with its thorns, it regains HP equal to its level (minimum 1). Each time the skeleton regains HP in this way, another rose blossoms."
]
},
{
"name": "Aquatic Bones",
"source": "BotD",
"creature": [
"Skeleton"
],
"page": 146,
"entries": [
"The skeleton has bones from aquatic creatures, allowing it to swim using a simple tail, paddles, or similar appendage. The skeleton has a swim Speed of 20 feet and gains the {@trait aquatic} trait and the {@ability aquatic ambush} ability."
]
},
{
"name": "Bone Storm",
"source": "BotD",
"creature": [
"Skeleton"
],
"page": 146,
"activity": {
"number": 3,
"unit": "action"
},
"frequency": {
"freq": 1,
"unit": "day"
},
"entries": [
"The skeleton transforms into a cyclone of bones, taking up the same space, but twice as tall. It then Strides up to double its Speed. It can move through spaces occupied by other creatures, and this movement doesn't trigger reactions. Creatures the bone storm moves through take {@damage 1d6} slashing damage for every 2 levels of the skeleton, with a basic Reflex save against the hard DC for the creature's level. A level 1 or lower skeleton only moves; it doesn't deal damage. A creature attempts this save only once even if the bone storm moved through its space multiple times. At the end of the movement, the skeleton reforms."
]
},
{
"name": "Crumbling Bones",
"source": "BotD",
"creature": [
"Skeleton"
],
"page": 146,
"entries": [
"The skeleton is made from crumbling bones that drift in clouds of dust. The skeleton has a fly Speed of 20 but it must end its turn within no more than 5 feet off the ground, or it falls, taking damage as normal. In addition, the skeleton can move through any space that's large enough for its skull to fit through."
]
},
{
"name": "Frozen",
"source": "BotD",
"creature": [
"Skeleton"
],
"page": 146,
"entries": [
"The skeleton's bones are covered in a thin layer of ice. The skeleton gains immunity to cold and weakness 5 to fire and loses resistance to fire. The skeleton is surrounded by an aura of cold that deals cold damage equal to half the skeleton's level to all adjacent creatures at the start of the skeleton's turn (basic Reflex save with a standard DC for its level)."
]
},
{
"name": "Grave Eruption",
"activity": {
"number": 2,
"unit": "action"
},
"source": "BotD",
"creature": [
"Skeleton"
],
"page": 146,
"requirements": "The skeleton is {@condition undetected} and buried in dirt, gravel, or other loose material",
"entries": [
"The skeleton erupts from the ground, Stands, and makes a melee {@action Strike}. The target is {@condition flat-footed} against this {@action Strike}. If the {@action Strike} hits, the target is {@condition frightened||frightened 1} (or {@condition frightened||frightened 2} on a critical hit)."
]
},
{
"name": "Lacquered",
"source": "BotD",
"creature": [
"Skeleton"
],
"page": 146,
"entries": [
"During the process to create the skeleton, it was covered with several layers of an alchemical lacquer, giving its bones a golden hue and granting added protection. The skeleton gains acid resistance 5 and a +2 status bonus to saves against effects that age or erode the target."
]
},
{
"name": "Nimble",
"source": "BotD",
"page": 146,
"creature": [
"Skeleton"
],
"entries": [
"The skeleton is particularly fast and nimble. Its land Speed increases by 10 feet and it has a climb Speed of 20 feet. In addition, it gains the Nimble Dodge reaction (Core Rulebook 183)."
]
},
{
"name": "Rotten",
"source": "BotD",
"creature": [
"Skeleton"
],
"page": 146,
"entries": [
"The bones of this skeleton are black and rotten, having spent years in polluted water or some other foul substance. The skeleton loses its resistance to piercing and slashing damage and is surrounded by a horrific stench in a 10-foot aura. A creature entering or starting its turn in the aura must succeed at a Fortitude save against the standard DC of the skeleton's level or become {@condition sickened||sickened 1} (plus {@condition slowed||slowed 1} for as long as it remains {@condition sickened} on a critical failure). While within the aura, affected creatures take a \u20132 circumstance penalty to saves against disease and to recover from the {@condition sickened} condition. A creature that succeeds at its save is temporarily immune for 1 minute.",
"This stench remains for 1 hour after the rotten skeleton has been destroyed unless the bones are burned, or the rot is washed away with at least 1 gallon of water."
]
},
{
"name": "All-Around Vision",
"source": "B1",
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47 changes: 47 additions & 0 deletions data/afflictions.json
Original file line number Diff line number Diff line change
@@ -1,5 +1,52 @@
{
"disease": [
{
"name": "Waterborne Zombie Rot",
"source": "BotD",
"page": 197,
"type": "Disease",
"level": 1,
"traits": [
"disease"
],
"entries": [
"Typically carried by plague zombies, this version of the disease is found in water supplies tainted by a zombie corpse. ",
{
"type": "affliction",
"savingThrow": "Fortitude",
"DC": 16,
"onset": "1 hour",
"stages": [
{
"stage": 1,
"entry": "carrier with no ill effect",
"duration": "1 day"
},
{
"stage": 2,
"entry": "{@damage 1d6} negative damage",
"duration": "1 day"
},
{
"stage": 3,
"entry": "{@damage 1d6} negative damage",
"duration": "1 day"
},
{
"stage": 4,
"entry": "{@damage 1d6} negative damage",
"duration": "1 day"
},
{
"stage": 5,
"entry": "dead, rising as a {@creature plague zombie} immediately.",
"duration": "1 day"
}
]
},
"An infected creature can't heal damage it takes from zombie rot until it has been cured of the disease."
]
},
{
"name": "Graveknight's Curse",
"source": "B1",
Expand Down
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