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v0.8.6
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MrVauxs committed Sep 9, 2023
1 parent a6b9115 commit 8c7ff05
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4 changes: 4 additions & 0 deletions .editorconfig
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Expand Up @@ -5,3 +5,7 @@ trim_trailing_whitespace=true
insert_final_newline=true
indent_style=tab
indent_size=4

[*.{json,md}]
# Hack to make Prettier not collapse arrays
max_line_length=1
619 changes: 617 additions & 2 deletions css/classes.css

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71 changes: 69 additions & 2 deletions css/search.css

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9,468 changes: 9,466 additions & 2 deletions css/style.css

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6 changes: 3 additions & 3 deletions data/actions.json
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Expand Up @@ -1093,7 +1093,7 @@
"unit": "day"
},
"entries": [
"Several of your thorns break off and hook into your attacker's body. You deal {@damage 1d8} piercing damage to the triggering creature. It attempts a basic Reflex save against the higher of your class DC or spell DC. On a critical failure, the creature also takes {@damage 1d4} {@condition persistent damage||persistent bleed damage} as your thorns embed in its flesh. At 3rd level, and every 2 levels thereafter, this damage increases by {@scaledice 2d8|2-9|1d8}, and the persistent piercing damage increases by {@scaledice 2|2-9|1}."
"Several of your thorns break off and hook into your attacker's body. You deal {@damage 1d8} piercing damage to the triggering creature. It attempts a basic Reflex save against the higher of your class DC or spell DC. On a critical failure, the creature also takes {@damage 1d4} {@condition persistent damage||persistent bleed damage} as your thorns embed in its flesh. At 3rd level, and every 2 levels thereafter, this damage increases by {@scaledice 2d8|2-9|1d8}, and the {@condition persistent damage||persistent piercing damage} increases by {@scaledice 2|2-9|1}."
]
},
{
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},
"trigger": "You are hit with an unarmed strike or a strike with a non-reach melee weapon.",
"entries": [
"You break off quills in your attacker's flesh. You deal {@damage 1d8} piercing damage to the triggering creature (basic Reflex save using your class DC or spell DC, whichever is higher.) On a critical failure, the creature also takes {@damage 1d4} {@condition persistent damage||persistent bleed damage} as your quills hook into its flesh. At 3rd level, and every 2 levels thereafter, this damage increases by {@damage 1d8} and the persistent piercing damage increases by 1."
"You break off quills in your attacker's flesh. You deal {@damage 1d8} piercing damage to the triggering creature (basic Reflex save using your class DC or spell DC, whichever is higher.) On a critical failure, the creature also takes {@damage 1d4} {@condition persistent damage||persistent bleed damage} as your quills hook into its flesh. At 3rd level, and every 2 levels thereafter, this damage increases by {@damage 1d8} and the {@condition persistent damage||persistent piercing damage} increases by 1."
]
},
{
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"Though the base {@action Spellstrike|SoM} rules cover most spells, various modifications apply to more complicated spells when loaded into your fist, blade, or other attack.",
"{@b One Target:} The spell targets only the target of your {@action Strike}, even if it normally allows more targets. Some feats let you affect more creatures.",
"{@b Reach:} The coupled spell affects the target using the reach of the weapon or unarmed attack you make your {@action Spellstrike|SoM} with. For instance, {@spell shocking grasp} would affect a creature beyond the reach of your hand if you used a weapon with reach, and {@spell ray of frost} would affect only a creature in your weapon's reach, even though the spell's range is longer.",
"{@b Ancillary Effects:} Your spell still has any non-targeted effects that might affect creatures other than the target, as well as any ongoing effects starting from the moment you hit with the {@action Strike}. For example, {@spell acid splash} would still deal its splash damage to creatures other than the target and tanglefoot's circumstance penalty would last for its normal duration. The spell takes effect after the {@action Strike} deals damage; if the {@action Strike} has other special effects, the GM determines whether they happen before or after the spell.",
"{@b Ancillary Effects:} Your spell still has any non-targeted effects that might affect creatures other than the target, as well as any ongoing effects starting from the moment you hit with the {@action Strike}. For example, {@spell acid splash} would still deal its {@trait splash} damage to creatures other than the target and tanglefoot's circumstance penalty would last for its normal duration. The spell takes effect after the {@action Strike} deals damage; if the {@action Strike} has other special effects, the GM determines whether they happen before or after the spell.",
"{@b Multiple Defenses:} Any additional rolls after the initial spell attack still happen normally, such as the Fortitude save attempted by the target of a disintegrate spell. Similarly, a spell that allows you to attack with it again on subsequent rounds would only combine a {@action Strike} with its initial attack roll, not with any later ones.",
"{@b Invalid or Immune Target:} If the target you hit wouldn't be a valid target for the spell, the spell is still expended but doesn't affect the target. If the target is immune to your attack but not the spell, it can still be affected by the spell.",
"{@b Variable Actions:} Some spells have different effects based on the number of actions you spend to cast them. You choose whether to use the effects of the 1- or 2-action version of the spell when you use {@action Spellstrike|SoM}. A spell has to take exactly 1 or 2 actions; you can't use {@action Spellstrike|SoM} with a spell that takes a free action, reaction, or 3 or more actions.",
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4 changes: 2 additions & 2 deletions data/afflictions.json
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Expand Up @@ -425,7 +425,7 @@
},
{
"stage": 3,
"entry": "{@condition enfeebled||enfeebled 3}, {@condition fatigued}, and take {@dice 1d6} persistent bleed damage every {@dice 1d20} minutes",
"entry": "{@condition enfeebled||enfeebled 3}, {@condition fatigued}, and take {@dice 1d6} {@condition persistent damage||persistent bleed damage} every {@dice 1d20} minutes",
"duration": "1 day"
}
]
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}
],
"temptedCurse": [
"Your skin falls from your body and exposes your raw flesh beneath, but the curse holds your flesh together as its magic increases. You gain resistance to persistent bleed damage equal to half your level and are {@condition doomed 1}."
"Your skin falls from your body and exposes your raw flesh beneath, but the curse holds your flesh together as its magic increases. You gain resistance to {@condition persistent damage||persistent bleed damage} equal to half your level and are {@condition doomed 1}."
]
},
{
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2 changes: 1 addition & 1 deletion data/ancestries/ancestry-catfolk.json
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Expand Up @@ -263,7 +263,7 @@
"source": "APG",
"page": 9,
"entries": [
"Your family has particularly long, sharp claws capable of delivering bleeding wounds with a wicked swipe. You gain a claw unarmed attack that deals {@damage 1d6} slashing damage. Your claws are in the brawling group and have the {@trait agile}, {@trait finesse}, and {@trait unarmed} traits."
"Your family has particularly long, sharp claws capable of delivering bleeding wounds with a wicked swipe. You gain a claw unarmed attack that deals {@damage 1d6} slashing damage. Your claws are in the {@group brawling} group and have the {@trait agile}, {@trait finesse}, and {@trait unarmed} traits."
]
},
{
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2 changes: 1 addition & 1 deletion data/ancestries/ancestry-gnoll.json
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Expand Up @@ -95,7 +95,7 @@
"name": "Society",
"entries": [
"Kholo generally live in clans of 10 to 20 interrelated family groups, containing between 100 to 200 gnolls. They are ruled by a council of female gnolls, typically selected from the oldest members of each family. This council of elders selects one of their number as a Chief Elder, who is essentially the first among equals and sets the agenda. The council is advised by the clan's bonekeeper and storyteller, as well as one or more younger gnolls who lead hunting and raiding packs.",
"Bonekeepers focus on tending to the wishes of gnoll ancestors and gods\u2014 they take their name from the ancestral bones that festoon their clothing and homes. Storytellers serve as teachers and sages, and are expected to have an encyclopedic knowledge of clan history, regional lore, and anything else relevant to the clan. They usually speak several languages.",
"Bonekeepers focus on tending to the wishes of gnoll ancestors and gods\u2014they take their name from the ancestral bones that festoon their clothing and homes. Storytellers serve as teachers and sages, and are expected to have an encyclopedic knowledge of clan history, regional lore, and anything else relevant to the clan. They usually speak several languages.",
"Kholo women typically work as hunters, warriors, and leaders, while men become artisans, caretakers, and gatherers. However, adherence to gender roles varies from clan to clan. Members of either gender can become bonekeepers or storytellers, and these positions often routes to authority for male gnolls."
]
},
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2 changes: 1 addition & 1 deletion data/ancestries/ancestry-goblin.json
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Expand Up @@ -301,7 +301,7 @@
"source": "CRB",
"page": 48,
"entries": [
"Your family's teeth are formidable weapons. You gain a jaws unarmed attack that deals {@damage 1d6} piercing damage. Your jaws are in the brawling group and have the {@trait finesse} and {@trait unarmed} traits."
"Your family's teeth are formidable weapons. You gain a jaws unarmed attack that deals {@damage 1d6} piercing damage. Your jaws are in the {@group brawling} group and have the {@trait finesse} and {@trait unarmed} traits."
]
},
{
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2 changes: 1 addition & 1 deletion data/ancestries/ancestry-grippli.json
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Expand Up @@ -77,7 +77,7 @@
"page": 118,
"name": "Physical Description",
"entries": [
"Gripplis resemble humanoid tree frogs, with oversized eyes, wide mouths, and gangly physiques. Their slight frames and large toes afford excellent grip while climbing, while their colorful skin provides reliable camouflage that varies by their home environment\u2014 green and brown for jungle-dwelling groups, blue and orange for riparian communities, and many other colors between. A grippli grows quickly, reaching adult size of about 2 feet in height about 3 years after hatching, though they're only considered adults around age 12. Gripplis rarely live beyond 60 years, though exceptional individuals occasionally live as long as a century."
"Gripplis resemble humanoid tree frogs, with oversized eyes, wide mouths, and gangly physiques. Their slight frames and large toes afford excellent grip while climbing, while their colorful skin provides reliable camouflage that varies by their home environment\u2014green and brown for jungle-dwelling groups, blue and orange for riparian communities, and many other colors between. A grippli grows quickly, reaching adult size of about 2 feet in height about 3 years after hatching, though they're only considered adults around age 12. Gripplis rarely live beyond 60 years, though exceptional individuals occasionally live as long as a century."
]
},
{
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2 changes: 1 addition & 1 deletion data/ancestries/ancestry-kashrishi.json
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Expand Up @@ -205,7 +205,7 @@
"source": "LOIL",
"page": 42,
"entries": [
"You have prominent neck muscles that allow you to use your facial horn as a tool or weapon. You gain a horn unarmed attack that deals 1d6 piercing damage. Your horn is in the brawling group, and has the finesse and unarmed traits."
"You have prominent neck muscles that allow you to use your facial horn as a tool or weapon. You gain a horn unarmed attack that deals 1d6 piercing damage. Your horn is in the {@group brawling} group, and has the finesse and unarmed traits."
]
}
],
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2 changes: 1 addition & 1 deletion data/ancestries/ancestry-kitsune.json
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Expand Up @@ -274,7 +274,7 @@
"source": "LOAG",
"page": 123,
"entries": [
"You are a creature of the material world, with an affinity closer to the wilds than urban society. You gain a jaws unarmed attack that deals {@damage 1d6} piercing damage. Your jaws are in the brawling group and have the {@trait finesse} and {@trait unarmed} traits. Your alternate form is a fox, which has the statistics of 1st-level {@spell pest form}."
"You are a creature of the material world, with an affinity closer to the wilds than urban society. You gain a jaws unarmed attack that deals {@damage 1d6} piercing damage. Your jaws are in the {@group brawling} group and have the {@trait finesse} and {@trait unarmed} traits. Your alternate form is a fox, which has the statistics of 1st-level {@spell pest form}."
]
},
{
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2 changes: 1 addition & 1 deletion data/ancestries/ancestry-kobold.json
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Expand Up @@ -371,7 +371,7 @@
"source": "APG",
"page": 14,
"entries": [
"Your bloodline is noted for their powerful jaws and sharp teeth. You gain a jaws unarmed attack that deals {@damage 1d6} piercing damage. Your jaws are in the brawling group and have the {@trait finesse} and {@trait unarmed} traits."
"Your bloodline is noted for their powerful jaws and sharp teeth. You gain a jaws unarmed attack that deals {@damage 1d6} piercing damage. Your jaws are in the {@group brawling} group and have the {@trait finesse} and {@trait unarmed} traits."
]
},
{
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2 changes: 1 addition & 1 deletion data/ancestries/ancestry-leshy.json
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Expand Up @@ -219,7 +219,7 @@
"source": "LOAG",
"page": 41,
"entries": [
"Spines cover your body. You gain a spine unarmed attack that deals {@damage 1d6} piercing damage. Your spines are in the brawling group and have the {@trait finesse} and {@trait unarmed} traits."
"Spines cover your body. You gain a spine unarmed attack that deals {@damage 1d6} piercing damage. Your spines are in the {@group brawling} group and have the {@trait finesse} and {@trait unarmed} traits."
]
},
{
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4 changes: 2 additions & 2 deletions data/ancestries/ancestry-nagaji.json
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Expand Up @@ -117,7 +117,7 @@
"source": "LOIL",
"name": "Nagaji Travelers",
"entries": [
"Nagaji are very rarely found outside hot and humid climates. Their ophidian natures leave them sluggish in cold weather, and they require a certain amount of moisture to shed easily\u2014 excessive dryness can result in dead skin unpleasantly sticking to their scales. Areas that are unfamiliar with nagaji are also likely to mistake them for serpentfolk, a tragic misunderstanding that halts nagaji communities from spreading further."
"Nagaji are very rarely found outside hot and humid climates. Their ophidian natures leave them sluggish in cold weather, and they require a certain amount of moisture to shed easily\u2014excessive dryness can result in dead skin unpleasantly sticking to their scales. Areas that are unfamiliar with nagaji are also likely to mistake them for serpentfolk, a tragic misunderstanding that halts nagaji communities from spreading further."
]
},
{
Expand Down Expand Up @@ -156,7 +156,7 @@
"source": "LOIL",
"page": 48,
"entries": [
"You bear the hooded head of a spitting cobra, and like such cobras, you can shoot streams of venom from your mouth. You gain a venomous spit ranged unarmed attack with a range increment of 10 feet that deals 1d4 poison damage. On a critical hit, the target takes persistent poison damage equal to the number of weapon damage dice. Your spit doesn't have a weapon group or a critical specialization effect."
"You bear the hooded head of a spitting cobra, and like such cobras, you can shoot streams of venom from your mouth. You gain a venomous spit ranged unarmed attack with a range increment of 10 feet that deals 1d4 poison damage. On a critical hit, the target takes {@condition persistent damage||persistent poison damage} equal to the number of weapon damage dice. Your spit doesn't have a weapon group or a critical specialization effect."
]
},
{
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