From 9830a9fb4c7fc43cecb9b7229922a5b2dd8b7c74 Mon Sep 17 00:00:00 2001 From: Agustin Allende Date: Mon, 20 Jan 2025 18:15:18 +0100 Subject: [PATCH 01/19] fix: New translations en.json from Crowdin --- translation/es/es.json | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/translation/es/es.json b/translation/es/es.json index 4f35492d..b67e01fa 100644 --- a/translation/es/es.json +++ b/translation/es/es.json @@ -2890,7 +2890,7 @@ "Abilities": { "Glossary": { "AllAroundVision": "

Este monstruo puede ver en todas direcciones simultáneamente y, por lo tanto, no puede ser flanqueado.

", - "AquaticAmbush": "

Requisitos El monstruo se esconde en el agua y una criatura que no lo ha detectado se encuentra dentro del número de pies indicado.

\n
\n

Efecto El monstruo se mueve hasta su Velocidad de nado + 10 pies hacia la criatura desencadenante, viajando por agua y por tierra. Una vez que la criatura está a su alcance, el monstruo realiza un Golpe contra ella. La criatura es @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{Desprevenido} contra este Golpe.

", + "AquaticAmbush": "

Requisitos El monstruo se está escondiendo en el agua y una criatura que no lo ha detectado se encuentra a la distancia indicada en la aptitud o menos.

\n
\n

Efecto El monstruo se mueve hasta su velocidad de nadar + 10 pies (3 m) hacia la criatura desencadenante, por agua y por tierra. En cuanto la criatura está dentro de su alcance, el monstruo da un Golpe contra ella. La criatura está @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{Desprevenida} contra este Golpe.

", "AtWillSpells": "

El monstruo puede lanzar sus conjuros a voluntad tantas veces como desee sin utilizar espacios de hechizo.

", "AttackOfOpportunity": "

Desencadenante Una criatura dentro del alcance del monstruo usa una acción de manipulación o una acción de movimiento, realiza un ataque a distancia o abandona un cuadrado durante una acción de movimiento que está usando.

\n
\n

Efecto El monstruo intenta un Golpe cuerpo a cuerpo contra la criatura que lo activa. Si el ataque es un golpe crítico y el desencadenante fue una acción de manipulación, el monstruo interrumpe esa acción. Este Golpe no cuenta para el poder del monstruo.penalización de ataque múltiple, y su penalización de ataque múltiple no se aplica a este Golpe.

", "Aura": "

El aura de un monstruo afecta automáticamente todo lo que esté dentro de una emanación específica alrededor de ese monstruo. El monstruo no necesita gastar acciones en el aura; más bien, los efectos del aura se aplican en momentos específicos, como cuando una criatura termina su turno en el aura o cuando las criaturas entran en el aura.

\n

Si un aura no hace más que causar daño, su entrada enumera solo el radio, el daño y la tirada de salvación. Tales auras causan este daño a una criatura cuando la criaturaentra en el aura y cuando una criatura comienza su turno en el aura. Una criatura puede recibir daño del aura sólo una vez por ronda.

\n

El DJ podría determinar que el aura de un monstruo no afecta a sus propios aliados. Por ejemplo, una criatura podría ser inmune a la aterradora presencia de un monstruo si han estado juntos durante mucho tiempo.

", From d772bda8e7ef0185fe68bfca960eb97db58629c3 Mon Sep 17 00:00:00 2001 From: Agustin Allende Date: Mon, 20 Jan 2025 18:15:21 +0100 Subject: [PATCH 02/19] fix: New translations pathfinder-monster-core.json from Crowdin --- .../pf2e.pathfinder-monster-core.json | 44 +++++++++---------- 1 file changed, 22 insertions(+), 22 deletions(-) diff --git a/translation/es/compendium/pf2e.pathfinder-monster-core.json b/translation/es/compendium/pf2e.pathfinder-monster-core.json index fe12be30..45b1e102 100644 --- a/translation/es/compendium/pf2e.pathfinder-monster-core.json +++ b/translation/es/compendium/pf2e.pathfinder-monster-core.json @@ -1475,15 +1475,15 @@ } }, "Boar": { - "name": "Boar", - "publicNotes": "

Boars are omnivorous mammals, hunted heavily because their meat is considered a delicacy. Boars are most likely to attack humanoids either in self-defense or during their mating season in the winter months, when the males grow an extra inch of tissue to protect their organs as they fight off rivals. Of course, in some cultures, boars are trained to become much more aggressive so they can fill the roles of warbeast and guardian. When such boars escape back into the wild, they can become true terrors in the region.

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\n

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 boars can ravage the countryside in which they live, making them a particular nuisance to farmers. Boars breed freely, and a pair of boars can rapidly grow to a large family.

", + "name": "Jabalí", + "publicNotes": "

Los jabalíes son mamíferos omnívoros y se les caza a menudo pues su carne se considera una exquisitez. Si un jabalí ataca a humanoides, lo más probable es que sea en defensa propia o durante la época de apareamiento en los meses de invierno, cuando los machos generan una pulgada (2,5 cm) de tejido adicional para proteger sus órganos de enfrentamientos con rivales. Por supuesto, en algunas culturas los jabalíes son entrenados para ser mucho más agresivos y hacen las veces de bestias de guerra y animales guardianes. Cuando esos jabalíes escapan a zonas naturales, pueden convertirse en el terror de una región.

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Aunque los cerdos domesticados son omnipresentes en las comunidades granjeras, los porcinos salvajes pueden ser muy peligrosos. Los malhumorados jabalíes son relativamente comunes pero las corpulentas bestias prehistóricas conocidas como daeodones no tanto. La voracidad de los jabalíes puede causar estragos en las regiones que habitan y, dada su frecuente reproducción, un par de jabalíes pueden convertirse rápidamente en una gran familia. Son especialmente problemáticos para los granjeros, pues se cuelan en almacenes de comida y arrasan cultivos para saciar su apetito.

", "items": { "strike-melee->Tusk": { - "name": "Tusk" + "name": "Colmillo" }, "action->Boar Charge": { - "name": "Boar Charge", - "description": "

The boar Strides twice and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll.

" + "name": "Carga de jabalí", + "description": "

El jabalí da dos Zancadas y luego da un Golpe de colmillo. Si se ha movido por lo menos 20 pies (6 m), obtiene un bonificador +2 por circunstancia a su tirada de ataque.

" } } }, @@ -3087,11 +3087,11 @@ } }, "Crocodile": { - "name": "Crocodile", - "publicNotes": "

Crocodiles can be found basking on riverbanks, lurking in swamps, or floating in lakes. They are usually 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.

\n
\n

Powerful and primeval in appearance, crocodiles are dangerous natural predators that dwell in marshes, riverbeds, swamps, and other wetlands.

", + "name": "Cocodrilo", + "publicNotes": "

Los cocodrilos se pueden hallar tomando el sol a orillas de un río, acechando en pantanos, o flotando en lagos. De lejos, es difícil diferenciarlos de un tronco… por lo menos hasta que atacan. Los caimanes tienen estadísticas similares pero, como suelen vivir en climas más templados, soportan mejor las temperaturas frías. A diferencia de los caimanes, los cocodrilos pueden tolerar el agua salada. Ambos son depredadores formidables que es probable que devoren a los aventureros imprudentes que no vigilen por dónde andan.

\n
\n

Poderosos y de apariencia primitiva, los cocodrilos son depredadores naturales que viven en marismas, lechos fluviales, pantanos y otras zonas húmedas.

", "skillSpecialStealth": { "0": { - "label": "in water" + "label": "en el agua" } }, "items": { @@ -3099,18 +3099,18 @@ "name": "Mandíbulas" }, "strike-melee->Tail": { - "name": "Tail" + "name": "Cola" }, "action->Deep Breath": { - "name": "Deep Breath", - "description": "

The crocodile can hold its breath for about 2 hours.

" + "name": "Contener la respiración", + "description": "

El cocodrilo puede aguantar la respiración durante unas 2 horas.

" }, "action->Aquatic Ambush": { - "description": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.HBrBrUzjfvj2gDXB]\n

35 feet

\n

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

" + "description": "

35 pies (10,5 m)

\n

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

" }, "action->Death Roll": { - "name": "Death Roll", - "description": "

Requirements The crocodile must have a creature @UUID[Compendium.pf2e.conditionitems.Item.kWc1fhmv9LBiTuei]{Grabbed}

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\n

Effect The crocodile tucks its legs and rolls rapidly, twisting its victim. It makes a jaws Strike with a +2 circumstance bonus to the attack roll against the grabbed creature. If it hits, it also knocks the creature @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{Prone}. If it fails, it releases the creature.

" + "name": "Giro mortal", + "description": "

Requisitos Un cocodrilo debe tener una criatura @UUID[Compendium.pf2e.conditionitems.Item.kWc1fhmv9LBiTuei]{Apresada}.

\n
\n

Efecto El cocodrilo encoge las patas y da vueltas rápidamente, retorciendo la víctima que tiene aferrada. Da un Golpe de fauces con un bonificador +2 por circunstancia a la tirada de ataque contra la criatura apresada. Si impacta, también hace que la criatura quede @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{Tumbada}. Si falla, suelta a la criatura.

" } } }, @@ -5867,22 +5867,22 @@ } }, "Giant Bat": { - "name": "Giant Bat", - "publicNotes": "

While big bats are certainly not uncommon in dark caves and abandoned ruins and may instill fear in squeamish spelunkers, the so-called giant bat is a true monster, weighing well over 100 pounds and having a wingspan of nearly 15 feet. It primarily eats fruit and bugs, but can be incited to violence through fear or hunger. Giant bat attacks can quickly give rise to rumors of more dangerous monsters—many mistake these massive animals for some sort of demon or vampiric monster. But like other bats, giant bats are simply social and intelligent mammals. They are sometimes used as mounts by smaller humanoids, commonly those who hail from or dwell in mountainous or underground regions.

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\n

A wide range of bats dwell throughout the world. Most of these nocturnal animals are harmless insectivores, but deadly breeds of vampire bats and oversized bats the size of horses pose much more significant threats to adventurers.

", + "name": "Murciélago gigante", + "publicNotes": "

No es raro ver murciélagos grandes en cuevas oscuras o ruinas abandonadas y muchos son capaces de asustar a exploradores impresionables pero el llamado murciélago gigante es un verdadero monstruo que pesa más de 100 libras (45 kg) y mide casi 15 pies (4,5 m) de la punta de un ala a la de la otra. Se alimenta principalmente de fruta e insectos, pero el miedo o el hambre pueden llevarlo a la violencia. Los ataques de murciélagos gigantes pueden dar pie rápidamente a rumores de monstruos más peligrosos; muchos confunden estos enormes animales con alguna clase de demonio o criatura vampírica. Pero al igual que el resto de murciélagos, los murciélagos gigantes son simplemente mamíferos sociales e inteligentes. A veces son usados como montura por humanoides más pequeños, normalmente habitantes de regiones montañosas o subterráneas.

\n
\n

Por todo el mundo hay una gran variedad de murciélagos. Estos animales nocturnos son en su mayoría insectívoros e inofensivos, pero las variedades peligrosas de murciélagos vampiro y los murciélagos gigantes del tamaño de caballos suponen una amenaza mucho más considerable para los aventureros.

", "items": { "strike-melee->Fangs": { - "name": "Fangs" + "name": "Colmillos" }, "strike-melee->Wing": { - "name": "Wing" + "name": "Ala" }, "action->Echolocation (Precise) 40 feet": { - "name": "Echolocation (Precise) 40 feet", - "description": "

A bat can use its hearing as a precise sense at the listed range.

" + "name": "Ecolocación (preciso) 40 pies (12 m)", + "description": "

Un murciélago puede usar su oído como sentido preciso hasta el alcance indicado.

" }, "action->Wing Thrash": { - "name": "Wing Thrash", - "description": "

Trigger An adjacent enemy damages the giant bat

\n
\n

Effect The bat makes one or two wing Strikes—one against the triggering creature and one against another adjacent creature.

" + "name": "Golpeteo con alas", + "description": "

Desencadenante Un enemigo adyacente daña al murciélago gigante.

\n
\n

Efecto El murciélago da uno o dos Golpes con su ala; uno contra la criatura que ha desencadenado la reacción y uno contra otra criatura adyacente.

" } } }, From 8972b18072261b30a09163addf4f3dce9e67d38e Mon Sep 17 00:00:00 2001 From: Agustin Allende Date: Mon, 20 Jan 2025 19:23:45 +0100 Subject: [PATCH 03/19] fix: New translations en.json from Crowdin --- translation/es/es.json | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/translation/es/es.json b/translation/es/es.json index b67e01fa..50574520 100644 --- a/translation/es/es.json +++ b/translation/es/es.json @@ -2904,7 +2904,7 @@ "Disease": "

Cuando una criatura está expuesta a la enfermedad de un monstruo, intenta una salvación de Fortaleza o sucumbe a la enfermedad. El nivel de una enfermedad es el nivel del monstruo que la inflige. La enfermedad sigue las reglas de las aflicciones.

", "Engulf": "

El monstruo avanza hasta duplicar su velocidad y puede moverse a través de los espacios de cualquier criatura en su camino. Cualquier criatura del tamaño del monstruo o menor por cuyo espacio se mueva el monstruo puede intentar una salvación de Reflejos con la CD indicada para evitar ser engullida. Una criatura incapaz de actuar automáticamente de forma crítica falla esta salvación. Si una criatura tiene éxito en su salvación, puede optar por ser empujada a un lado (fuera del camino del monstruo) o empujada frente al monstruo hasta el final del camino.El movimiento del monstruo. El monstruo puede intentar Engullir a la misma criatura solo una vez en un solo uso de Engullir. El monstruo puede contener tantas criaturas como quepan en su espacio.

\n

Una criatura que falla su salvación es arrastrada hacia el cuerpo del monstruo. Es @UUID[Compendium.pf2e.conditionitems.Item.kWc1fhmv9LBiTuei]{Agarrado} , es @UUID[Compendium.pf2e.conditionitems.Item.xYTAsEpcJE1Ccni3]{Lentificado 1} y ​​tiene que contener la respiración o empezar a asfixiarse. La criatura sufre la cantidad de daño indicada cuando es engullida por primera vez y al final de cada uno de sus turnos mientras estáengullido. Una criatura engullida puede liberarse @UUID[Compendium.pf2e.actionspf2e.Item.SkZAQRkLLkmBQNB9]{Escaping} contra la CD de escape indicada. Una criatura engullida puede atacar al monstruo que la envuelve, pero sólo con ataques desarmados o con armas de volumen ligero o menos. La criatura envolvente es @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{Desprevenido} contra el ataque. Si el monstruo recibe un daño perforante o cortante igual o superior al valor de Ruptura indicado por un solo ataque o hechizo, la criatura engullida se libera. Una criatura que se liberaCualquiera de los métodos puede respirar inmediatamente y salir del espacio del monstruo que lo traga.

\n

Si el monstruo muere, todas las criaturas que ha engullido se liberan automáticamente a medida que la forma del monstruo pierde cohesión.

", "FastHealing": "

Un monstruo con esta habilidad recupera el número de Puntos de Golpe cada asalto al comienzo de su turno.

", - "Ferocity": "

Activador El monstruo se reduce a 0 HP.

\n
\n

Efecto El monstruo evita ser noqueado y permanece en 1 PG, pero su valor @UUID[Compendium.pf2e.conditionitems.Item.Yl48xTdMh3aeQYL2]{Herido} aumenta en 1. Cuando está Herido 3, ya no puede usar esta habilidad

", + "Ferocity": "

Desencadenante El monstruo queda reducido a 0 PG.

\n
\n

Efecto El monstruo evita quedar desmayado y permanece a 1 PG, pero su estado de @UUID[Compendium.pf2e.conditionitems.Item.Yl48xTdMh3aeQYL2]{Herido} se incrementa en 1. Cuando está herido 3, no puede usar esta aptitud.

", "FormUp": "

La tropa elige uno de los cuadros que ocupa actualmente y redistribuye sus cuadros a cualquier configuración en la que todos los cuadros sean contiguos y dentro de 15 pies del cuadro elegido. La tropa no puede compartir su espacio con otras criaturas.

", "FrightfulPresence": "

Una criatura que entre primero en el área debe intentar una salvación de Voluntad.

\n

Independientemente del resultado de la tirada de salvación, la criatura es temporalmente inmune a la presencia aterradora de este monstruo durante 1 minuto.

\n
\n

Éxito crítico La criatura no se ve afectada por la presencia.

\n

Éxito La criatura es @UUID[Compendium.pf2e.conditionitems.Item.TBSHQspnbcqxsmjL]{Asustado 1} .

\n

Fallo La criatura es @UUID[Compendium.pf2e.conditionitems.Item.TBSHQspnbcqxsmjL]{Asustado 2} .

\n

Fallo crítico La criatura es @UUID[Compendium.pf2e.conditionitems.Item.TBSHQspnbcqxsmjL]{Asustado 4} .

", "Grab": "

Requisitos La última acción del monstruo fue un Golpe exitoso que incluye Agarrar en su entrada de daño, o el monstruo tiene una criatura @UUID[Compendium.pf2e.conditionitems.Item.kWc1fhmv9LBiTuei]{Agarrada} o @UUID[Compendium.pf2e.conditionitems.Item.VcDeM8A5oI6VqhbM]{Neutralizada}

\n
\n

Efecto Si se usa después de un Golpe, el monstruo intenta una @UUID[Compendium.pf2e.actionspf2e.Item.PMbdMWc2QroouFGD]{Presa} a la criatura usando la parte del cuerpo con la que atacó. Este intento no se aplica ni cuenta para el ataque múltiple de la criatura

\n

El monstruo puede en su lugar usar Presa y elegir una criatura que este Agarranda o Neutralizado con un apéndice que tiene Agarrar para extender automáticamente ese estado hasta el final del siguiente turno del monstruo.

", From d2aca37bef3aeabf8934bac7172098bdcbdc9fe2 Mon Sep 17 00:00:00 2001 From: Agustin Allende Date: Mon, 20 Jan 2025 19:23:47 +0100 Subject: [PATCH 04/19] fix: New translations pathfinder-monster-core.json from Crowdin --- .../pf2e.pathfinder-monster-core.json | 48 +++++++++---------- 1 file changed, 24 insertions(+), 24 deletions(-) diff --git a/translation/es/compendium/pf2e.pathfinder-monster-core.json b/translation/es/compendium/pf2e.pathfinder-monster-core.json index 45b1e102..5cc72c51 100644 --- a/translation/es/compendium/pf2e.pathfinder-monster-core.json +++ b/translation/es/compendium/pf2e.pathfinder-monster-core.json @@ -6056,23 +6056,23 @@ } }, "Giant Monitor Lizard": { - "name": "Giant Monitor Lizard", - "publicNotes": "

Large and seemingly ponderous, a monitor lizard is a deceptively swift and ruthless predator. It ambushes its prey by rushing out from cover and biting the target with its powerful jaws. A giant monitor lizard's saliva is venomous, allowing it to bring down prey larger than it can easily haul away in its jaws. Giant monitor lizards grow up to 14 feet long, including their long tails, and they weigh about 350 pounds. Their bodies are normally dark brown with patches of yellow or green.

\n

When nesting, a giant monitor lizard digs a deep burrow to hide in. The burrow serves as both a safe haven and a location from which the lizard can ambush larger prey such as deer, boars, or even humanoids. A giant monitor lizard can consume nearly its own body weight in a single meal, and its loosely articulated jaws allow it to swallow surprisingly large prey.

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\n

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.

", + "name": "Varano gigante", + "publicNotes": "

Los varanos aparentan ser grandes y pesados, pero en realidad son depredadores implacables y engañosamente veloces. Emboscan a sus presas saliendo de golpe de entre la cobertura y atrapándola con sus poderosas fauces. La saliva de un varano es venenosa, lo que le permite abatir a presas más grandes de lo que puede llevarse arrastrando con las mandíbulas fácilmente. Los varanos gigantes crecen hasta los 14 pies (4,2 m) de longitud, incluyendo sus largas colas y pesan unas 350 libras (157 kg). Sus cuerpos son normalmente de color marrón oscuro con manchas amarillas o verdes.

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Al anidar, un varano gigante excava una madriguera profunda en la que esconderse, que sirve a la vez como refugio y como posición desde la que emboscar a presas grandes como venados, jabalíes o incluso humanoides. Un varano gigante puede consumir\ncasi su propio peso de una sentada y puede desencajar su mandíbula para tragarse presas sorprendentemente grandes.

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Los lagartos tienen un gran abanico de apariencias y capacidades, pero la mayoría comparten una forma básica reptiliana: cola larga, boca ancha y dentada y cuatro patas. Aunque hay unas pocas especies capaces de desplazarse sobre dos patas durante periodos de tiempo cortos, la mayoría son estrictamente cuadrúpedas. Las tres especies presentadas aquí representan las variedades grandes de lagarto más comunes y conocidas.

", "items": { "strike-melee->Jaws": { "name": "Mandíbulas" }, "action->Gnashing Grip": { - "name": "Gnashing Grip", - "description": "

Trigger A creature @UUID[Compendium.pf2e.conditionitems.Item.kWc1fhmv9LBiTuei]{Grabbed} by the giant monitor lizard's jaws fails a check to @UUID[Compendium.pf2e.actionspf2e.Item.SkZAQRkLLkmBQNB9]{Escape}.

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\n

Effect The giant monitor lizard's jaws deal @Damage[1d6[piercing]] damage and the triggering creature is exposed to monitor lizard venom.

" + "name": "Agarre mordedor", + "description": "

Desencadenante Una criatura @UUID[Compendium.pf2e.conditionitems.Item.kWc1fhmv9LBiTuei]{Agarrada} por las fauces del varano gigante falla una prueba para @UUID[Compendium.pf2e.actionspf2e.Item.SkZAQRkLLkmBQNB9]{Huir}.

\n
\n

Efecto Las fauces del varano gigante infligen @Damage[1d6[piercing]]{1d6 daño perforante} y la criatura desencadenante se ve expuesta al veneno de varano.

" }, "action->Lurching Charge": { - "name": "Lurching Charge", - "description": "

The giant monitor lizard Strides twice and then makes a jaws Strike. If the lizard moved at least 20 feet away from its starting position, it gains a +2 circumstance bonus to this attack roll.

" + "name": "Cargar dando bandazos", + "description": "

El varano gigante da dos Zancadas y luego da un Golpe de fauces. Si el lagarto se aleja por lo menos 20 pies (6 m) de su posición inicial, obtiene un bonificador +2 por circunstancia a esta tirada de ataque.

" }, "action->Monitor Lizard Venom": { - "name": "Monitor Lizard Venom", - "description": "

Saving Throw @Check[fortitude|dc:17]

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\n

Maximum Duration 6 rounds

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Stage 1 @UUID[Compendium.pf2e.conditionitems.Item.MIRkyAjyBeXivMa7]{Enfeebled 1} (1 round)

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Stage 2 @Damage[1d6[poison]] damage and @UUID[Compendium.pf2e.conditionitems.Item.MIRkyAjyBeXivMa7]{Enfeebled 2} (1 round)

" + "name": "Veneno de varano", + "description": "

Tirada de salvación @Check[fortitude|dc:17]

\n
\n

Duración máxima 6 asaltos

\n

Etapa 1 @UUID[Compendium.pf2e.conditionitems.Item.MIRkyAjyBeXivMa7]{Debilitado 1} (1 asalto)

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Etapa 2 @Damage[1d6[poison]]{1d6 daño por veneno} y @UUID[Compendium.pf2e.conditionitems.Item.MIRkyAjyBeXivMa7]{Debilitado 2} (1 asalto)

" } } }, @@ -9148,11 +9148,11 @@ } }, "Leopard": { - "name": "Leopard", - "publicNotes": "

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.

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\n

Few predators of the natural world can match the cat's talent for stalking and stealth. Large cats can be found in almost any environment, usually keeping their distance from settlements. When civilization encroaches onto a big cat's hunting grounds, the animals are often driven to making desperate attacks against unwary travelers.

", + "name": "Leopardo", + "publicNotes": "

Los leopardos se cuentan entre los grandes felinos de menor tamaño, pero siguen siendo criaturas peligrosas con las que enfrentarse. Las estadísticas del leopardo pueden usarse también para panteras negras, leopardos de las nieves o pumas.

\n
\n

Pocos depredadores del mundo natural pueden competir con los felinos en sigilo y ataques por sorpresa.

", "skillSpecialStealth": { "0": { - "label": "in undergrowth" + "label": "entre vegetación" } }, "items": { @@ -9160,19 +9160,19 @@ "name": "Mandíbulas" }, "strike-melee->Claw": { - "name": "Claw" + "name": "Garra" }, "action->Maul": { - "name": "Maul", - "description": "

The leopard makes two claw Strikes against a creature it has @UUID[Compendium.pf2e.conditionitems.Item.kWc1fhmv9LBiTuei]{Grabbed}. Both count toward its multiple attack penalty, but the penalty increases only after both attacks are made.

" + "name": "Zarpazo doble", + "description": "

El leopardo da dos Golpes con la garra contra una criatura que tenga @UUID[Compendium.pf2e.conditionitems.Item.kWc1fhmv9LBiTuei]{Apresada}. Ambos cuentan para su penalizador por ataques múltiples pero el penalizador sólo aumenta tras los dos ataques.

" }, "action->Pounce": { - "name": "Pounce", - "description": "

The leopard Strides and makes a Strike at the end of that movement. If the leopard began this action @UUID[Compendium.pf2e.conditionitems.Item.iU0fEDdBp3rXpTMC]{Hidden}, it remains hidden until after this ability's Strike.

" + "name": "Abalanzarse", + "description": "

El leopardo da una Zancada y da un Golpe al final de ese movimiento. Si empezó su acción estando @UUID[Compendium.pf2e.conditionitems.Item.iU0fEDdBp3rXpTMC]{Escondido}, permanece escondido hasta después del Golpe que forma parte de esta aptitud.

" }, "action->Sneak Attack": { - "name": "Sneak Attack", - "description": "

The leopard deals 1d4 extra precision damage to @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{Off-Guard} creatures.

" + "name": "Ataque furtivo", + "description": "

El leopardo inflige 1d4 daño de precisión adicional a las criaturas @UUID[Compendium.pf2e.conditionitems.Item.AJh5ex99aV6VTggg]{Desprevenidas}.

" } } }, @@ -15743,18 +15743,18 @@ } }, "War Horse": { - "name": "War Horse", - "publicNotes": "

Horses serve as mounts and beasts of burden in many societies. They are loyal and typically gentle creatures, and they are invaluable to those looking to travel long distances. Smaller folk, like gnomes and halflings, often utilize ponies as mounts, while horses are the favored steeds for humans and other Medium humanoids. Most horses that the average humanoid encounters are domesticated, though large herds can be found in the wild.

", + "name": "Caballo de guerra", + "publicNotes": "

Los caballos se usan como monturas y animales de carga en muchas sociedades. Son criaturas leales y normalmente afables y son inestimables para cualquiera que tenga que viajar grandes distancias. Las razas más pequeñas, como los gnomos y los medianos, a menudo utilizan ponis como monturas, mientras que los caballos son los preferidos por los humanos y otros humanoides de tamaño Mediano. La mayoría de caballos con que se encuentra el humanoide promedio están domesticados, aunque también hay grandes manadas salvajes de estos magníficos animales.

", "items": { "strike-melee->Hoof": { - "name": "Hoof" + "name": "Cascos" }, "action->Buck": { - "description": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.nZMQh4AaBr291TUf]\n

@Check[reflex|dc:17]

\n

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

" + "description": "

@Check[reflex|dc:17]

\n

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

" }, "action->Gallop": { - "name": "Gallop", - "description": "

The war horse Strides twice. It has a +10-foot circumstance bonus to its Speed during these Strides.

" + "name": "Galope", + "description": "

El caballo de guerra da dos Zancadas. Tiene un bonificador de +10 pies (3 m) por circunstancia a su velocidad durante estas Zancadas.

" } } }, From 1f26d3c84ef013e7ea713467bbd191e65c4a3746 Mon Sep 17 00:00:00 2001 From: allnnde <8978118+allnnde@users.noreply.github.com> Date: Mon, 20 Jan 2025 22:39:40 +0000 Subject: [PATCH 05/19] feat: automatic json extract to traslate --- translation/en/actors/blog-bestiary.json | 4 +- .../en/actors/pathfinder-bestiary-2.json | 66 ------------------- .../abomination-vaults-bestiary.json | 2 +- translation/en/compendium/actions.json | 2 +- .../en/compendium/age-of-ashes-bestiary.json | 20 +++--- .../agents-of-edgewatch-bestiary.json | 13 ++-- .../en/compendium/ancestryfeatures.json | 2 +- .../bestiary-family-ability-glossary.json | 6 +- translation/en/compendium/classfeatures.json | 2 +- .../en/compendium/equipment-effects.json | 40 +++-------- translation/en/compendium/equipment.json | 44 ++++++------- translation/en/compendium/feats.json | 2 +- translation/en/compendium/journals.json | 2 +- translation/en/compendium/spells.json | 4 +- translation/en/en.json | 3 + translation/en/re-en.json | 5 +- 16 files changed, 70 insertions(+), 147 deletions(-) diff --git a/translation/en/actors/blog-bestiary.json b/translation/en/actors/blog-bestiary.json index c693c1ac..51f5aded 100644 --- a/translation/en/actors/blog-bestiary.json +++ b/translation/en/actors/blog-bestiary.json @@ -369,7 +369,7 @@ }, "action->Breath Weapon": { "name": "Breath Weapon", - "description": "

The brass dragon breathes in one of two ways.

\n

The dragon can't use Breath Weapon again for [[/gmr 1d4 #Recharge Breath Weapon]]{1d4 rounds}.

\n
    \n
  • Flame The dragon breathes fire in a @Template[line|distance:100] that deals @Damage[16d6[fire]] damage (@Check[reflex|dc:41|basic] save).
  • \n
  • Sleep Gas The dragon breathes an @Template[cone|distance:80] of sleep gas. Each creature within the cone must succeed at a @Check[fortitude|dc:41] save or fall @UUID[Compendium.pf2e.conditionitems.Item.fBnFDH2MTzgFijKf]{Unconscious} for [[/gmr 1d6 #rounds]]{1d6 rounds}, or 1 minute on a critical failure.
  • \n
" + "description": "

The brass dragon breathes in one of two ways.

\n

The dragon can't use Breath Weapon again for [[/gmr 1d4 #Recharge Breath Weapon]]{1d4 rounds}.

\n
    \n
  • Flame The dragon breathes fire in a @Template[line|distance:100] that deals @Damage[16d6[fire]|options:area-damage] damage (@Check[reflex|dc:41|basic] save).
  • \n
  • Sleep Gas The dragon breathes an @Template[cone|distance:80] of sleep gas. Each creature within the cone must succeed at a @Check[fortitude|dc:41] save or fall @UUID[Compendium.pf2e.conditionitems.Item.fBnFDH2MTzgFijKf]{Unconscious} for [[/gmr 1d6 #rounds]]{1d6 rounds}, or 1 minute on a critical failure.
  • \n
" }, "action->Desert Wind": { "name": "Desert Wind", @@ -860,7 +860,7 @@ }, "action->Kobold Breath": { "name": "Kobold Breath", - "description": "

Urok breathes a poisonous mist that deals @Damage[5d4[poison]] damage in a @Template[cone|distance:15] (@Check[fortitude|dc:25|basic] save).

\n

He can't use Kobold Breath again for [[/gmr 1d4 #Recharge Kobold Breath]]{1d4 rounds}.

" + "description": "

Urok breathes a poisonous mist that deals @Damage[5d4[poison]|options:area-damage] damage in a @Template[cone|distance:15] (@Check[fortitude|dc:25|basic] save).

\n

He can't use Kobold Breath again for [[/gmr 1d4 #Recharge Kobold Breath]]{1d4 rounds}.

" }, "action->Mastermind": { "name": "Mastermind", diff --git a/translation/en/actors/pathfinder-bestiary-2.json b/translation/en/actors/pathfinder-bestiary-2.json index d57eb31f..df6a084c 100644 --- a/translation/en/actors/pathfinder-bestiary-2.json +++ b/translation/en/actors/pathfinder-bestiary-2.json @@ -7711,9 +7711,6 @@ "strike-melee->Tail": { "name": "Tail" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Quill Thrust": { "name": "Quill Thrust", "description": "

Trigger A creature within 10 feet attempts a melee Strike against the peluda

\n
\n

Effect The peluda shifts their position and makes a quill Strike against the attacking creature. This Strike doesn't count toward the peluda's multiple attack penalty, and the peluda's multiple attack penalty doesn't apply to this Strike.

" @@ -8126,9 +8123,6 @@ "action->Telepathy 100 feet": { "name": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.kdhbPaBMK1d1fpbA]\nTelepathy 100 feet" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Enhance Venom": { "name": "Enhance Venom", "description": "

Trigger A creature within 30 feet attempts a saving throw against piscovenom

\n
\n

Effect The creature takes an additional @Damage[2d8[poison]] damage even if it succeeds at its save.

" @@ -8193,9 +8187,6 @@ "strike-melee->Holy Greatsword": { "name": "Holy Greatsword" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Regeneration 15 (Deactivated by Unholy)": { "name": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.lR9R5Vld8Eu2Dha5]\nRegeneration 15 (Deactivated by Unholy)" }, @@ -8297,9 +8288,6 @@ "action->Telepathy 100 feet": { "name": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.kdhbPaBMK1d1fpbA]\nTelepathy 100 feet" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Hurl Weapon": { "name": "Hurl Weapon", "description": "

The purrodaemon causes a weapon that has steeped in their flesh (see Steep Weapon) to telekinetically launch from their flesh. The purrodaemon makes a hurled weapon Strike without using their hands.

" @@ -8778,9 +8766,6 @@ "name": "Painsight", "description": "

A velstrac automatically knows whether a creature it sees has any of the @UUID[Compendium.pf2e.conditionitems.Item.3uh1r86TzbQvosxv]{Doomed}, @UUID[Compendium.pf2e.conditionitems.Item.yZRUzMqrMmfLu0V1]{Dying}, and @UUID[Compendium.pf2e.conditionitems.Item.Yl48xTdMh3aeQYL2]{Wounded} conditions, as well as the value of those conditions

" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Regeneration 10 (Deactivated by Holy or Silver)": { "name": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.lR9R5Vld8Eu2Dha5]\nRegeneration 10 (Deactivated by Holy or Silver)" }, @@ -8853,9 +8838,6 @@ "strike-melee->Hoof": { "name": "Hoof" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Attack of Opportunity (Hoof Only)": { "name": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.hFtNbo1LKYCoDy2O]\nAttack of Opportunity (Hoof Only)", "description": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.hFtNbo1LKYCoDy2O]\n

Hoof only

\n
\n

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

" @@ -8906,9 +8888,6 @@ "name": "Planar Acclimation", "description": "

The sard treats the plane it is located on as its home plane.

" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Splintering Death": { "name": "Splintering Death", "description": "

When the sard dies, its body explodes in a @Template[emanation|distance:30]. All creatures in the area take @Damage[10d6[electricity]] damage and @Damage[10d6[piercing]] damage (@Check[reflex|dc:43|basic] save). Any creature that takes piercing damage is also exposed to sard venom.

" @@ -8955,9 +8934,6 @@ "action->Lifesense 120 feet": { "name": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.sebk9XseMCRkDqRg]\nLifesense 120 feet" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Void Child": { "name": "Void Child", "description": "

Sceaduinars have neither souls nor the ability to create. A sceaduinar is immune to effects that target a soul (such as bind soul or resurrect) or that require knowledge of a creature's identity (such as scrying), and critically fails Crafting checks.

" @@ -9130,9 +9106,6 @@ "strike-melee->Tail": { "name": "Tail" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Regeneration 10 (Deactivated by Cold Iron)": { "name": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.lR9R5Vld8Eu2Dha5]\nRegeneration 10 (Deactivated by Cold Iron)" }, @@ -9414,9 +9387,6 @@ "strike-ranged->Holy Longbow": { "name": "Holy Longbow" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Regeneration 20 (Deactivated by Unholy)": { "name": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.lR9R5Vld8Eu2Dha5]\nRegeneration 20 (Deactivated by Unholy)" }, @@ -9763,9 +9733,6 @@ "strike-ranged->Starknife": { "name": "Starknife" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Blinding Soul": { "name": "Blinding Soul", "description": "

Whenever the star archon takes slashing damage, bright light pours from their wounds. Non-archons within 10 feet must attempt a @Check[fortitude|dc:38] save.

\n

On a failure, a creature is @UUID[Compendium.pf2e.conditionitems.Item.TkIyaNPgTZFBCCuh]{Dazzled} for 1 round. On a critical failure, the creature is @UUID[Compendium.pf2e.conditionitems.Item.XgEqL1kFApUbl5Z2]{Blinded} for [[/gmr 1d4 #rounds]]{1d4 rounds} instead.

\n

The creature is then temporarily immune for 1 round.

" @@ -10069,9 +10036,6 @@ "strike-melee->Tail": { "name": "Tail" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Regeneration 15 (Deactivated by Cold Iron)": { "name": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.lR9R5Vld8Eu2Dha5]\nRegeneration 15 (Deactivated by Cold Iron)" }, @@ -10199,9 +10163,6 @@ "action->Telepathy 100 feet": { "name": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.kdhbPaBMK1d1fpbA]\nTelepathy 100 feet" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Terrifying Gaze": { "name": "Terrifying Gaze", "description": "

30 feet. When a creature ends its turn in the aura, it must attempt a @Check[will|dc:30] save. If the creature fails, it becomes @UUID[Compendium.pf2e.conditionitems.Item.TBSHQspnbcqxsmjL]{Frightened 2}. The creature is then temporarily immune to terrifying gaze (but not Focus Gaze) for 24 hours.

" @@ -10257,9 +10218,6 @@ "name": "Envisioning", "description": "

When a theletos conveys information, it does so wordlessly through psychic projections. This acts as @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.kdhbPaBMK1d1fpbA]{Telepathy} with a range of 100 feet but is understandable to all creatures regardless of whether they have a language. The meaning to non-aeons can be vague and is often mysterious. A theletos can use this ability to communicate flawlessly with any other aeon on the same plane.

" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Fate Drain": { "name": "Fate Drain", "description": "

A creature damaged by the theletos's tentacle must succeed at a @Check[will|dc:22] save or become @UUID[Compendium.pf2e.conditionitems.Item.e1XGnhKNSQIm5IXg]{Stupefied 1}.

\n

As long as the creature is stupefied, it can no longer benefit from fortune effects. If the target fails additional saves against this ability, the condition value increases by 1 (to a maximum of stupefied 4). This condition value decreases by 1 every 24 hours.

" @@ -10304,9 +10262,6 @@ "name": "Planar Acclimation", "description": "

The thrasfyr always treats the plane it is located on as its home plane.

" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Regeneration 25 (Deactivated by Acid or Cold)": { "name": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.lR9R5Vld8Eu2Dha5]\nRegeneration 25 (Deactivated by Acid or Cold)" }, @@ -10519,9 +10474,6 @@ "strike-melee->Bastard Sword": { "name": "Bastard Sword" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Retributive Strike": { "description": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.IQtb58p4EaeUzTN1]\n

Damage Reduction 16

\n
\n

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

" }, @@ -10620,9 +10572,6 @@ "strike-melee->Wing": { "name": "Wing" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Frightful Presence": { "description": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.etMnv73EIdEZrYYu]\n

90 feet. @Check[will|dc:34]

\n
\n

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

" }, @@ -10698,9 +10647,6 @@ "strike-melee->Wing": { "name": "Wing" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Frightful Presence": { "description": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.etMnv73EIdEZrYYu]\n

90 feet. @Check[will|dc:34]

\n
\n

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

" }, @@ -10752,9 +10698,6 @@ "action->Tremorsense 60 feet": { "name": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.j2wsK6IsW5yMW1jW]\nTremorsense 60 feet" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Frightful Presence": { "description": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.etMnv73EIdEZrYYu]\n

90 feet. @Check[will|dc:40]

\n
\n

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

" }, @@ -10851,9 +10794,6 @@ "action->Tremorsense 60 feet": { "name": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.j2wsK6IsW5yMW1jW]\nTremorsense 60 feet" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Frightful Presence": { "description": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.etMnv73EIdEZrYYu]\n

90 feet. @Check[will|dc:40]

\n
\n

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

" }, @@ -11157,9 +11097,6 @@ "strike-ranged->Water Blast": { "name": "Water Blast" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Magic-Warping Aura": { "name": "Magic-Warping Aura", "description": "

30 feet. A vaspercham's shell distorts nearby magic. Any creature in the aura who Casts a Spell must attempt a @Check[will|dc:37] save.

\n
\n

Critical Success The spell is unaffected and the caster is temporarily immune to the magic-warping aura for 1 minute.

\n

Success The spell is unaffected, but if the spell allows a saving throw, the vaspercham gains a +1 circumstance bonus to save against it.

\n

Failure If the spell has a target and there are one or more viable targets within its range, the spell's target changes, determined randomly by the GM. If there is no other possible target within range or the spell has no target, the spell is disrupted.

\n

Critical Failure The caster instead Casts another Spell, choosing randomly from their spell repertoire, prepared spells, or available focus spells (as appropriate) and selecting any targets at random.

" @@ -12144,9 +12081,6 @@ "name": "Truespeech", "description": "

A zelekhut can speak with and understand any creature with a language.

" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Double Attack": { "name": "Double Attack", "description": "

The zelekhut makes two chain Strikes, each targeting a different creature. Each Strike counts toward the zelekhut's multiple attack penalty, but the penalty doesn't increase until after it has made both attacks. If the zelekhut subsequently uses the @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.BCLvAx4Pz4MLa2pu]{Knockdown} action, it affects all creatures it hit with Double Attack.

" diff --git a/translation/en/compendium/abomination-vaults-bestiary.json b/translation/en/compendium/abomination-vaults-bestiary.json index 020e0ebb..765b7b02 100644 --- a/translation/en/compendium/abomination-vaults-bestiary.json +++ b/translation/en/compendium/abomination-vaults-bestiary.json @@ -2039,7 +2039,7 @@ }, "action->Poisoned Breath": { "name": "Poisoned Breath", - "description": "

Jarelle exhales a @Template[cone|distance:15] of toxic mist that deals @Damage[5d6[poison]] damage (@Check[fortitude|dc:22|basic] save; on a critical failure, the target is also @UUID[Compendium.pf2e.conditionitems.Item.MIRkyAjyBeXivMa7]{Enfeebled 1} for 24 hours).

\n

She then can't use Poisoned Breath again for [[/gmr 1d4 #Recharge Poisoned Breath]]{1d4 rounds}.

" + "description": "

Jarelle exhales a @Template[cone|distance:15] of toxic mist that deals @Damage[5d6[poison]|options:area-damage] damage (@Check[fortitude|dc:22|basic] save; on a critical failure, the target is also @UUID[Compendium.pf2e.conditionitems.Item.MIRkyAjyBeXivMa7]{Enfeebled 1} for 24 hours).

\n

She then can't use Poisoned Breath again for [[/gmr 1d4 #Recharge Poisoned Breath]]{1d4 rounds}.

" }, "lore->Library Lore": [ { diff --git a/translation/en/compendium/actions.json b/translation/en/compendium/actions.json index 28d1dc68..b7c52245 100644 --- a/translation/en/compendium/actions.json +++ b/translation/en/compendium/actions.json @@ -503,7 +503,7 @@ }, "Dragon Breath": { "name": "Dragon Breath", - "description": "

Frequency once per hour

\n
\n

Effect You breathe deeply and exhale a line or cone of powerful breath, much like the dragon with which you made the pact. If the dragon had a cone-shaped breath weapon, your breath weapon is a @Template[cone|distance:30]. If they had a line-shaped breath weapon, your breath weapon is a @Template[line|distance:60]. If they had a burst-shaped breath weapon, your breath weapon is a @Template[burst|distance:10] within 60 feet. No matter the shape, it deals @Damage[(@actor.level)d6]{1d6 damage per level}, of the same damage type as the dragon's Breath Weapon, with a @Check[reflex|against:class-spell|basic] save, using the higher of your class DC or spell DC. This action has the same traits as the breath weapon of the dragon you made the pact with.

" + "description": "

Frequency once per hour

\n
\n

Effect You breathe deeply and exhale a line or cone of powerful breath, much like the dragon with which you made the pact. If the dragon had a cone-shaped breath weapon, your breath weapon is a @Template[cone|distance:30]. If they had a line-shaped breath weapon, your breath weapon is a @Template[line|distance:60]. If they had a burst-shaped breath weapon, your breath weapon is a @Template[burst|distance:10] within 60 feet. No matter the shape, it deals @Damage[(@actor.level)d6|options:area-damage]{1d6 damage per level}, of the same damage type as the dragon's Breath Weapon, with a @Check[reflex|against:class-spell|basic] save, using the higher of your class DC or spell DC. This action has the same traits as the breath weapon of the dragon you made the pact with.

" }, "Drain Bonded Item": { "name": "Drain Bonded Item", diff --git a/translation/en/compendium/age-of-ashes-bestiary.json b/translation/en/compendium/age-of-ashes-bestiary.json index 2cc68cd9..090429a8 100644 --- a/translation/en/compendium/age-of-ashes-bestiary.json +++ b/translation/en/compendium/age-of-ashes-bestiary.json @@ -299,7 +299,7 @@ }, "action->Breath Weapon": { "name": "Breath Weapon", - "description": "

Belmazog spews a gout of acid that deals @Damage[10d6[acid]] damage in a @Template[cone|distance:30] (@Check[reflex|dc:28|basic] save).

\n

Belmazog can't use Breath Weapon again for [[/gmr 1d4 #Recharge Breath Weapon]]{1d4 rounds}.

" + "description": "

Belmazog spews a gout of acid that deals @Damage[10d6[acid]|options:area-damage] damage in a @Template[cone|distance:30] (@Check[reflex|dc:28|basic] save).

\n

Belmazog can't use Breath Weapon again for [[/gmr 1d4 #Recharge Breath Weapon]]{1d4 rounds}.

" }, "action->Drowning Drone": { "name": "Drowning Drone", @@ -2726,7 +2726,7 @@ }, "action->Breath Weapon": { "name": "Breath Weapon", - "description": "

The manifestation of Dahak breathes a blast of dragonstorm energy that deals @Damage[5d6[acid],5d6[cold],5d6[electricity],5d6[fire],5d6[poison]]{5d6 acid, 5d6 cold, 5d6 electricity, 5d6 fire, and 5d6 poison damage} in a @Template[cone|distance:60] (@Check[reflex|dc:46|basic|name:Dragonstorm Breath|traits:fire,acid,cold,electricity,poison] save).

\n

It can't use Dragonstorm Breath again for [[/gmr 1d4 #Recharge Dragonstorm Breath]]{1d4 rounds}.

" + "description": "

The manifestation of Dahak breathes a blast of dragonstorm energy that deals @Damage[5d6[acid],5d6[cold],5d6[electricity],5d6[fire],5d6[poison]|options:area-damage]{5d6 acid, 5d6 cold, 5d6 electricity, 5d6 fire, and 5d6 poison damage} in a @Template[cone|distance:60] (@Check[reflex|dc:46|basic|name:Dragonstorm Breath|traits:fire,acid,cold,electricity,poison] save).

\n

It can't use Dragonstorm Breath again for [[/gmr 1d4 #Recharge Dragonstorm Breath]]{1d4 rounds}.

" }, "action->Draconic Frenzy": { "name": "Draconic Frenzy", @@ -2918,11 +2918,11 @@ }, "action->Dragonstorm Breath": { "name": "Dragonstorm Breath", - "description": "

The manifestation of Dahak breathes a blast of dragonstorm energy that deals @Damage[5d6[acid],5d6[cold],5d6[electricity],5d6[fire],5d6[poison]]{5d6 acid, 5d6 cold, 5d6 electricity, 5d6 fire, and 5d6 poison damage} in a @Template[cone|distance:60] (@Check[reflex|dc:48|basic|traits:fire,acid,cold,electricity,poison] save). It can't use Dragonstorm Breath again for [[/gmr 1d4 #Recharge Dragonstorm Breath]]{1d4 rounds}.

" + "description": "

The manifestation of Dahak breathes a blast of dragonstorm energy that deals @Damage[5d6[acid],5d6[cold],5d6[electricity],5d6[fire],5d6[poison]|options:area-damage]{5d6 acid, 5d6 cold, 5d6 electricity, 5d6 fire, and 5d6 poison damage} in a @Template[cone|distance:60] (@Check[reflex|dc:48|basic|traits:fire,acid,cold,electricity,poison] save). It can't use Dragonstorm Breath again for [[/gmr 1d4 #Recharge Dragonstorm Breath]]{1d4 rounds}.

" }, "action->Focused Breath Weapon": { "name": "Focused Breath Weapon", - "description": "

The manifestation breathes a blast of energy that deals 12d12 damage in a @Template[line|distance:90] (@Check[reflex|dc:44|basic] save). The type of damage this Breath Weapon deals can be @Damage[12d12[acid]]{acid}, @Damage[12d12[cold]]{cold}, @Damage[12d12[electricity]]{electricity}, @Damage[12d12[fire]]{fire}, or @Damage[12d12[poison]]{poison}, as chosen by the manifestation when it attacks. The manifestation can't use its focused Breath Weapon again for 2 rounds, and the next time it uses its Breath Weapon, it must deal a different type of damage than the previous usage.

" + "description": "

The manifestation breathes a blast of energy that deals 12d12 damage in a @Template[line|distance:90] (@Check[reflex|dc:44|basic] save). The type of damage this Breath Weapon deals can be @Damage[12d12[acid]|options:area-damage]{acid}, @Damage[12d12[cold]|options:area-damage]{cold}, @Damage[12d12[electricity]|options:area-damage]{electricity}, @Damage[12d12[fire]|options:area-damage]{fire}, or @Damage[12d12[poison]|options:area-damage]{poison}, as chosen by the manifestation when it attacks. The manifestation can't use its focused Breath Weapon again for 2 rounds, and the next time it uses its Breath Weapon, it must deal a different type of damage than the previous usage.

" }, "lore->Dragon Lore": { "name": "Dragon Lore" @@ -3004,7 +3004,7 @@ }, "action->Breath Weapon": { "name": "Breath Weapon", - "description": "

Mengkare breathes in one of two ways. He can't use Breath Weapon again for [[/gmr 1d4 #Recharge Breath Weapon]]{1d4 rounds}.

\n
    \n
  • Flame (arcane,evocation,fire); Mengkare breathes a blast of flame in a @Template[cone|distance:80] that deals @Damage[24d6[fire]] damage (@Check[reflex|dc:46|basic|name:Breath Weapon (Flame)] save).
  • \n
  • Weakening Gas (arcane,necromancy); The dragon breathes a blast of weakening gas. Each creature within a @Template[cone|distance:30] must succeed at a @Check[fortitude|dc:46|name:Breath Weapon (Weakening Gas)] save or become @UUID[Compendium.pf2e.conditionitems.Item.MIRkyAjyBeXivMa7]{Enfeebled 4} for 1 minute (or @UUID[Compendium.pf2e.conditionitems.Item.MIRkyAjyBeXivMa7]{Enfeebled 5} on a critical failure).
  • \n
" + "description": "

Mengkare breathes in one of two ways. He can't use Breath Weapon again for [[/gmr 1d4 #Recharge Breath Weapon]]{1d4 rounds}.

\n
    \n
  • Flame (arcane,evocation,fire); Mengkare breathes a blast of flame in a @Template[cone|distance:80] that deals @Damage[24d6[fire]|options:area-damage] damage (@Check[reflex|dc:46|basic|name:Breath Weapon (Flame)] save).
  • \n
  • Weakening Gas (arcane,necromancy); The dragon breathes a blast of weakening gas. Each creature within a @Template[cone|distance:30] must succeed at a @Check[fortitude|dc:46|name:Breath Weapon (Weakening Gas)] save or become @UUID[Compendium.pf2e.conditionitems.Item.MIRkyAjyBeXivMa7]{Enfeebled 4} for 1 minute (or @UUID[Compendium.pf2e.conditionitems.Item.MIRkyAjyBeXivMa7]{Enfeebled 5} on a critical failure).
  • \n
" }, "action->Change Shape": { "name": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-family-ability-glossary.Item.mEbrInCpag7YThH2]\nChange Shape", @@ -3436,7 +3436,7 @@ }, "action->Breath Weapon": { "name": "Breath Weapon", - "description": "

Racharak breathes flames that deals @Damage[9d6[fire]] damage to all creatures in a @Template[cone|distance:30] (@Check[reflex|dc:26|basic] save).

\n

She can't use Breath Weapon again for [[/gmr 1d4 #Recharge Breath Weapon]]{1d4 rounds}

" + "description": "

Racharak breathes flames that deals @Damage[9d6[fire]|options:area-damage] damage to all creatures in a @Template[cone|distance:30] (@Check[reflex|dc:26|basic] save).

\n

She can't use Breath Weapon again for [[/gmr 1d4 #Recharge Breath Weapon]]{1d4 rounds}

" }, "action->Draconic Frenzy": { "name": "Draconic Frenzy", @@ -4125,7 +4125,7 @@ }, "action->Breath Weapon": { "name": "Breath Weapon", - "description": "

The spawn breathes flames that deals @Damage[9d6[fire]] damage to all creatures in a @Template[cone|distance:30] (@Check[reflex|dc:26|basic] save).

\n

They can't use Breath Weapon again for [[/gmr 1d4 #Recharge Breath Weapon]]{1d4 rounds}

" + "description": "

The spawn breathes flames that deals @Damage[9d6[fire]|options:area-damage] damage to all creatures in a @Template[cone|distance:30] (@Check[reflex|dc:26|basic] save).

\n

They can't use Breath Weapon again for [[/gmr 1d4 #Recharge Breath Weapon]]{1d4 rounds}

" }, "action->Draconic Frenzy": { "name": "Draconic Frenzy", @@ -4678,7 +4678,7 @@ }, "action->Breath Weapon": { "name": "Breath Weapon", - "description": "

Veshumirix breathes a blast of magma that deals @Damage[9d6[fire],4d12[bludgeoning]]{9d6 fire damage and 4d12 bludgeoning damage} in a @Template[cone|distance:60] (@Check[reflex|dc:42|basic] save).

\n

He can't use Breath Weapon again for [[/gmr 1d4 #Recharge Breath Weapon]]{1d4 rounds}.

" + "description": "

Veshumirix breathes a blast of magma that deals @Damage[9d6[fire],4d12[bludgeoning]|options:area-damage]{9d6 fire damage and 4d12 bludgeoning damage} in a @Template[cone|distance:60] (@Check[reflex|dc:42|basic] save).

\n

He can't use Breath Weapon again for [[/gmr 1d4 #Recharge Breath Weapon]]{1d4 rounds}.

" }, "action->Draconic Frenzy": { "name": "Draconic Frenzy", @@ -5012,7 +5012,7 @@ }, "action->Breath Weapon": { "name": "Breath Weapon", - "description": "

Xotani breathes a blast of flame that deals @Damage[18d6[fire],4d6[persistent,fire]]{18d6 fire damage plus 4d6 persistent fire damage} to all creatures in a @Template[cone|distance:70] (@Check[reflex|dc:42|basic] save).

\n

It can't use Breath Weapon again for [[/gmr 1d4 #Recharge Breath Weapon]]{1d4 rounds}.

" + "description": "

Xotani breathes a blast of flame that deals @Damage[18d6[fire],4d6[persistent,fire]|options:area-damage]{18d6 fire damage plus 4d6 persistent fire damage} to all creatures in a @Template[cone|distance:70] (@Check[reflex|dc:42|basic] save).

\n

It can't use Breath Weapon again for [[/gmr 1d4 #Recharge Breath Weapon]]{1d4 rounds}.

" }, "action->Swallow Whole": { "description": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.uJSseLa57HZYSMUu]\n

Huge, @Damage[(8d6+8)[bludgeoning],12d6[fire]], Rupture 35

\n
\n

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

" @@ -5047,7 +5047,7 @@ }, "action->Breath Weapon": { "name": "Breath Weapon", - "description": "

The Xotanispawn sprays a @Template[cone|distance:60] of magma that deals @Damage[10d10[fire],2d6[persistent,fire]]{10d10 fire damage and 2d6 persistent fire damage} to all creatures in the area (@Check[reflex|dc:39|basic] save).

\n

The Xotanispawn can't use its Breath Weapon again for [[/gmr 1d4 #Recharge Breath Weapon]]{1d4 rounds}.

" + "description": "

The Xotanispawn sprays a @Template[cone|distance:60] of magma that deals @Damage[10d10[fire],2d6[persistent,fire]|options:area-damage]{10d10 fire damage and 2d6 persistent fire damage} to all creatures in the area (@Check[reflex|dc:39|basic] save).

\n

The Xotanispawn can't use its Breath Weapon again for [[/gmr 1d4 #Recharge Breath Weapon]]{1d4 rounds}.

" }, "action->Heat Surge": { "name": "Heat Surge", diff --git a/translation/en/compendium/agents-of-edgewatch-bestiary.json b/translation/en/compendium/agents-of-edgewatch-bestiary.json index ef8bddb3..4e04ae03 100644 --- a/translation/en/compendium/agents-of-edgewatch-bestiary.json +++ b/translation/en/compendium/agents-of-edgewatch-bestiary.json @@ -1717,7 +1717,7 @@ }, "action->Breathe Death": { "name": "Breathe Death", - "description": "

The Daemonic Infector exhales a @Template[line|distance:30] of concentrated fumes.

\n

Each creature in the area takes @Damage[12d10[poison]] damage (@Check[fortitude|dc:44|basic] save; on a critical failure the creature is also @UUID[Compendium.pf2e.conditionitems.Item.4D2KBtexWXa6oUMR]{Drained 1}).

\n

The Infector can't Breathe Death again for [[/gmr 1d4 #Recharge Breathe Death]]{1d4 rounds}.

" + "description": "

The Daemonic Infector exhales a @Template[line|distance:30] of concentrated fumes.

\n

Each creature in the area takes @Damage[12d10[poison]|options:area-damage] damage (@Check[fortitude|dc:44|basic] save; on a critical failure the creature is also @UUID[Compendium.pf2e.conditionitems.Item.4D2KBtexWXa6oUMR]{Drained 1}).

\n

The Infector can't Breathe Death again for [[/gmr 1d4 #Recharge Breathe Death]]{1d4 rounds}.

" }, "action->Infector": { "name": "Infector", @@ -3959,7 +3959,7 @@ "primarycheck": "Religion" }, "consumable->Black Dragon's Breath Potion (Wyrm)": { - "description": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.equipment-srd.Item.LR7Ke2V8vHjQYBni]\n

This liquid contains blood from a black dragon. For 1 hour after you imbibe the concoction, you can unleash a black dragon's breath weapon. The potency of the breath depends on the potion's type, based on the age of the dragon whose blood was used to make the potion.

\n

Exhaling dragon breath uses a single action. You create a @Template[line|distance:30] of acid which deals @Damage[10d6[acid]] damage. All creatures in the area must attempt a @Check[reflex|dc:37|basic|name:Wyrm Black Dragon's Breath Potion] save.

\n

After you use the breath weapon, you can't do so again for [[/r 1d4 #rounds]]{1d4 rounds}.

" + "description": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.equipment-srd.Item.LR7Ke2V8vHjQYBni]\n

This liquid contains blood from a black dragon. For 1 hour after you imbibe the concoction, you can unleash a black dragon's breath weapon. The potency of the breath depends on the potion's type, based on the age of the dragon whose blood was used to make the potion.

\n

Exhaling dragon breath uses a single action. You create a @Template[line|distance:30] of acid which deals @Damage[10d6[acid]|options:area-damage] damage. All creatures in the area must attempt a @Check[reflex|dc:37|basic|name:Wyrm Black Dragon's Breath Potion] save.

\n

After you use the breath weapon, you can't do so again for [[/r 1d4 #rounds]]{1d4 rounds}.

" }, "strike-melee->Pincer": { "name": "Pincer" @@ -5256,7 +5256,7 @@ }, "action->Breath Weapon": { "name": "Breath Weapon", - "description": "

The pulping golem spills its cauldron stomach to the floor, dealing @Damage[9d12[fire]] damage to creatures within 10 feet (@Check[reflex|dc:33|basic] save).

\n

It can't use Breath Weapon again for [[/gmr 1d4 #Recharge Breath Weapon]]{1d4 rounds}.

" + "description": "

The pulping golem spills its cauldron stomach to the floor, dealing @Damage[9d12[fire]|options:area-damage] damage to creatures within 10 feet (@Check[reflex|dc:33|basic] save).

\n

It can't use Breath Weapon again for [[/gmr 1d4 #Recharge Breath Weapon]]{1d4 rounds}.

" }, "action->Extend Legs": { "name": "Extend Legs", @@ -5349,7 +5349,7 @@ }, "action->Breath Weapon": { "name": "Breath Weapon", - "description": "

Reginald's lungs are equipped with ink canisters, allowing him to spew a @Template[line|distance:60] of ink that deals @Damage[9d6[poison]] damage (@Check[reflex|dc:39|basic] save; on a failure, the creature is also subjected to Reginald's poison ink).

" + "description": "

Reginald's lungs are equipped with ink canisters, allowing him to spew a @Template[line|distance:60] of ink that deals @Damage[9d6[poison]|options:area-damage] damage (@Check[reflex|dc:39|basic] save; on a failure, the creature is also subjected to Reginald's poison ink).

" }, "action->Overdrive Engine": { "name": "Overdrive Engine", @@ -5613,6 +5613,9 @@ "strike-melee->Dagger": { "name": "Dagger" }, + "action->+1 Status to All Saves vs. Mental": { + "name": "+1 Status to All Saves vs. Mental" + }, "action->Shield Block": { "name": "Shield Block" }, @@ -6811,7 +6814,7 @@ }, "action->Breath Weapon": { "name": "Breath Weapon", - "description": "

The time dragon breathes in one of two ways.

\n

The dragon can't use Breath Weapon again for [[/gmr 1d4 #Recharge Breath Weapon]]{1d4 rounds}.

\n
\n

Storm The dragon breathes a burst of lightning in a @Template[cone|distance:50] that deals @Damage[20d6[electricity]] damage (@Check[reflex|dc:42|basic|name:Storm Breath] save).

\n
\n

Time Displacement (arcane, transmutation) The dragon breathes a time storm. Each creature within a @Template[cone|distance:50] must attempt a @Check[fortitude|dc:42|name:Time Displacement Breath|traits:transmutation] save.

\n
\n

Critical Success The creature is unaffected.

\n

Success The creature is @UUID[Compendium.pf2e.conditionitems.Item.dfCMdR4wnpbYNTix]{Stunned 1}.

\n

Failure The creature is @UUID[Compendium.pf2e.conditionitems.Item.dfCMdR4wnpbYNTix]{Stunned 4}.

\n

Critical Failure The creature is @UUID[Compendium.pf2e.conditionitems.Item.dfCMdR4wnpbYNTix]{Stunned 6}.

" + "description": "

The time dragon breathes in one of two ways.

\n

The dragon can't use Breath Weapon again for [[/gmr 1d4 #Recharge Breath Weapon]]{1d4 rounds}.

\n
\n

Storm The dragon breathes a burst of lightning in a @Template[cone|distance:50] that deals @Damage[20d6[electricity]|options:area-damage] damage (@Check[reflex|dc:42|basic|name:Storm Breath] save).

\n
\n

Time Displacement (arcane, transmutation) The dragon breathes a time storm. Each creature within a @Template[cone|distance:50] must attempt a @Check[fortitude|dc:42|name:Time Displacement Breath|traits:transmutation] save.

\n
\n

Critical Success The creature is unaffected.

\n

Success The creature is @UUID[Compendium.pf2e.conditionitems.Item.dfCMdR4wnpbYNTix]{Stunned 1}.

\n

Failure The creature is @UUID[Compendium.pf2e.conditionitems.Item.dfCMdR4wnpbYNTix]{Stunned 4}.

\n

Critical Failure The creature is @UUID[Compendium.pf2e.conditionitems.Item.dfCMdR4wnpbYNTix]{Stunned 6}.

" }, "action->Draconic Frenzy": { "name": "Draconic Frenzy", diff --git a/translation/en/compendium/ancestryfeatures.json b/translation/en/compendium/ancestryfeatures.json index 4acea7c2..481a798a 100644 --- a/translation/en/compendium/ancestryfeatures.json +++ b/translation/en/compendium/ancestryfeatures.json @@ -31,7 +31,7 @@ }, "Basic Undead Benefits": { "name": "Basic Undead Benefits", - "description": "

Necril: You know the Necril language.

\n

Undead Vision: You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision.

\n

Void Healing: You are damaged by vitality damage and aren't healed by vitality healing effects. You don't take void damage and are healed by void effects that heal undead.

\n

Negative Survival: Unlike normal undead, you aren't destroyed when reduced to 0 Hit Points. Instead, powerful void energy attempts to keep you from being destroyed even in dire straits. You are knocked out and begin dying when reduced to 0 Hit Points. Because you're undead, many methods of bringing someone back from dying, such as stabilize, don't benefit you. When you would die, you're destroyed rather than dead, just like other undead.

\n

Immunity to Death Effects: You're immune to death effects. This keeps you from being automatically killed or from having your dying value automatically increase, but it doesn't make you immune to other parts of the spell or effect. For example, you can still take mental damage and become frightened by a phantasmal killer, you just don't instantly die from it.

\n

Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against disease and poison.

\n

Undead Hunger: While you don't eat or drink the same food as humanoids do, you usually have thirsts and hungers related to your undead state, such as a ghoul's hunger for humanoid flesh, a zombie's craving for brains, and a vampire's desire for blood. Additionally, while you don't sleep, you enter a state of quiescence for at least 4 hours a day to recuperate, which lets your undead flesh reknit and recover naturally. Many undead choose to rest when the sun is at its highest.

" + "description": "

Necril: You know the Necril language.

\n

Undead Vision: You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision.

\n

Void Healing: You are damaged by vitality damage and aren't healed by vitality healing effects. You don't take void damage and are healed by void effects that heal undead.

\n

Void Survival: Unlike normal undead, you aren't destroyed when reduced to 0 Hit Points. Instead, powerful void energy attempts to keep you from being destroyed even in dire straits. You are knocked out and begin dying when reduced to 0 Hit Points. Because you're undead, many methods of bringing someone back from dying, such as @UUID[Compendium.pf2e.spells-srd.Item.SnjhtQYexDtNDdEg]{Stabilize}, don't benefit you. When you would die, you're destroyed rather than dead, just like other undead.

\n

Immunity to Death Effects: You're immune to death effects. This keeps you from being automatically killed or from having your dying value automatically increase, but it doesn't make you immune to other parts of the spell or effect. For example, you can still take mental damage and become frightened by a @UUID[Compendium.pf2e.spells-srd.Item.tlcrVRqW1MSKJ5IC]{Phantasmal Killer}, you just don't instantly die from it.

\n

Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against disease and poison.

\n

Undead Hunger: While you don't eat or drink the same food as humanoids do, you usually have thirsts and hungers related to your undead state, such as a ghoul's hunger for humanoid flesh, a zombie's craving for brains, and a vampire's desire for blood. Additionally, while you don't sleep, you enter a state of quiescence for at least 4 hours a day to recuperate, which lets your undead flesh reknit and recover naturally. Many undead choose to rest when the sun is at its highest.

" }, "Bite": { "name": "Bite", diff --git a/translation/en/compendium/bestiary-family-ability-glossary.json b/translation/en/compendium/bestiary-family-ability-glossary.json index 9502aa5e..492b02d1 100644 --- a/translation/en/compendium/bestiary-family-ability-glossary.json +++ b/translation/en/compendium/bestiary-family-ability-glossary.json @@ -433,7 +433,7 @@ }, "(Greater Barghest) Mutation - Toxic Breath": { "name": "(Greater Barghest) Mutation - Toxic Breath", - "description": "

The barghest breathes a cloud of toxic gas that deals @Damage[8d6[poison]] damage to all creatures in a @Template[cone|distance:30] (@Check[fortitude|dc:25|basic] save).

\n

It can't use Toxic Breath again for [[/gmr 1d4 #Recharge Toxic Breath]]{1d4 rounds}.

" + "description": "

The barghest breathes a cloud of toxic gas that deals @Damage[8d6[poison]|options:area-damage] damage to all creatures in a @Template[cone|distance:30] (@Check[fortitude|dc:25|basic] save).

\n

It can't use Toxic Breath again for [[/gmr 1d4 #Recharge Toxic Breath]]{1d4 rounds}.

" }, "(Greater Barghest) Mutation - Vestigial Arm Strike": { "name": "(Greater Barghest) Mutation - Vestigial Arm Strike", @@ -581,7 +581,7 @@ }, "(Mana Wastes Mutant) Energy Blast": { "name": "(Mana Wastes Mutant) Energy Blast", - "description": "

Choose an energy type; this ability gains that energy type as a trait. The mutant gains some sort of physical alteration to their shape that suggests how they trigger their energy blast, be it numerous pustules on their body, an extra limb, or an additional opening in their throat to exhale the blast as a breath weapon. Choose whether the mutant creates a @Template[line|distance:60] of energy or a @Template[cone|distance:30] of energy when they activate this ability. The energy deals @Damage[((@actor.level)d6)[energy]]{1d6 damage per level} with a @Check[reflex|dc:|basic] save. The mutant can't use Energy Blast again for [[/gmr 1d4 #Recharge Energy Blast]]{1d4 rounds}.

" + "description": "

Choose an energy type; this ability gains that energy type as a trait. The mutant gains some sort of physical alteration to their shape that suggests how they trigger their energy blast, be it numerous pustules on their body, an extra limb, or an additional opening in their throat to exhale the blast as a breath weapon. Choose whether the mutant creates a @Template[line|distance:60] of energy or a @Template[cone|distance:30] of energy when they activate this ability. The energy deals @Damage[((@actor.level)d6)[energy]|options:area-damage]{1d6 damage per level} with a @Check[reflex|dc:|basic] save. The mutant can't use Energy Blast again for [[/gmr 1d4 #Recharge Energy Blast]]{1d4 rounds}.

" }, "(Mana Wastes Mutant) Energy Resistance": { "name": "(Mana Wastes Mutant) Energy Resistance", @@ -1500,7 +1500,7 @@ }, "(Zombie, Shock) Breath Weapon": { "name": "(Zombie, Shock) Breath Weapon", - "description": "

The shock zombie breathes lightning, dealing @Damage[4d12[electricity]] damage in a @Template[line|distance:40] (@Check[reflex|dc:24|basic]). It can't use its Breath Weapon again for 1 minute.

" + "description": "

The shock zombie breathes lightning, dealing @Damage[4d12[electricity]|options:area-damage] damage in a @Template[line|distance:40] (@Check[reflex|dc:24|basic]). It can't use its Breath Weapon again for 1 minute.

" }, "(Zombie, Shock) Electromechanical Phasing": { "name": "(Zombie, Shock) Electromechanical Phasing", diff --git a/translation/en/compendium/classfeatures.json b/translation/en/compendium/classfeatures.json index c3a51939..4ca31f3a 100644 --- a/translation/en/compendium/classfeatures.json +++ b/translation/en/compendium/classfeatures.json @@ -3654,7 +3654,7 @@ }, "Witch Lessons": { "name": "Witch Lessons", - "description": "

A witch's knowledge from their patron comes in the form of lessons, which you can learn by selecting feats like Basic Lesson. Each lesson grants you a hex and teaches your familiar a new spell, adding it to the spells you can prepare using your witch spellcasting. You gain this spell even if it's not on your tradition's spell list.

\n

BASIC LESSONS

\n

You can select from these lessons when a feat or another effect grants you a basic lesson.

\n

Lesson of Dreams You gain the @UUID[Compendium.pf2e.spells-srd.Item.NNoKWiWKqJkdD2ln]{Veil of Dreams} hex, and your familiar learns @UUID[Compendium.pf2e.spells-srd.Item.o4lRVTwSxnOOn5vl]{Sleep}.

\n

Lesson of the Elements You gain the @UUID[Compendium.pf2e.spells-srd.Item.f9uqHnNBMU0774SF]{Elemental Betrayal} hex. Your familiar learns your choice of @UUID[Compendium.pf2e.spells-srd.Item.y6rAdMK6EFlV6U0t]{Breathe Fire}, @UUID[Compendium.pf2e.spells-srd.Item.W69zswpj0Trdy5rj]{Air Bubble}, @UUID[Compendium.pf2e.spells-srd.Item.jfVCuOpzC6mUrf6f]{Hydraulic Push}, or @UUID[Compendium.pf2e.spells-srd.Item.Rn2LkoSq1XhLsODV]{Pummeling Rubble}.

\n

Lesson of Life You gain the @UUID[Compendium.pf2e.spells-srd.Item.fAlzXtQAASaJx0mY]{Life Boost} hex, and your familiar learns @UUID[Compendium.pf2e.spells-srd.Item.yHujiDQPdtXW797e]{Spirit Link}.

\n

Lesson of Protection You gain the @UUID[Compendium.pf2e.spells-srd.Item.dFejDNEmVj3CwYLL]{Blood Ward} hex; your familiar learns @UUID[Compendium.pf2e.spells-srd.Item.aAbfKn8maGjJjk2W]{Mystic Armor}.

\n

Lesson of Vengeance You gain the @UUID[Compendium.pf2e.spells-srd.Item.aEitTTb9PnOyidRf]{Needle of Vengeance} hex, and your familiar learns @UUID[Compendium.pf2e.spells-srd.Item.R8bqnYiThB6MYTxD]{Phantom Pain}.

\n

GREATER LESSONS

\n

You can select from these lessons when a feat or other effect grants you a greater lesson.

\n

Lesson of Mischief You gain the @UUID[Compendium.pf2e.spells-srd.Item.FrKPwgFxWIGMGgs4]{Deceiver's Cloak} hex, and your familiar learns @UUID[Compendium.pf2e.spells-srd.Item.tFKJCPvOQZxKq6ON]{Mad Monkeys}.

\n

Lesson of Shadow You gain the @UUID[Compendium.pf2e.spells-srd.Item.vhMCd15ZwNJn0zen]{Malicious Shadow} hex, and your familiar learns @UUID[Compendium.pf2e.spells-srd.Item.sRfSBHWHdbIa0aGc]{Chilling Darkness}.

\n

Lesson of Snow You gain the @UUID[Compendium.pf2e.spells-srd.Item.g4MAIQodRDVfNp1B]{Personal Blizzard} hex, and your familiar learns @UUID[Compendium.pf2e.spells-srd.Item.it4ZsAi6XgvGcodc]{Wall of Wind}.

\n

MAJOR LESSONS

\n

You can select from these lessons when a feat or other effect grants you a major lesson.

\n

Lesson of Bargains You gain the @UUID[Compendium.pf2e.spells-srd.Item.PcmFpaHPCReNp1BD]{Over the Coals} hex, and your familiar learns @UUID[Compendium.pf2e.spells-srd.Item.GP3wewkQXEPrLxYj]{Subconscious Suggestion}.

\n

Lesson of Death You gain the @UUID[Compendium.pf2e.spells-srd.Item.nQS4vPm5zprqkzFZ]{Curse of Death} hex, and your familiar learns @UUID[Compendium.pf2e.spells-srd.Item.IkGYwHRLhkuoGReG]{Raise Dead}.

\n

Lesson of Renewal You gain the @UUID[Compendium.pf2e.spells-srd.Item.pCvJ4yoZJxDtgUMI]{Restorative Moment} hex, and your familiar learns @UUID[Compendium.pf2e.spells-srd.Item.x5rGOmhDRDVQPrnW]{Field of Life}.

\n

Lesson of Baba Yaga [RARE] You gain the @UUID[Compendium.pf2e.spells-srd.Item.ZyREiMaul0VhDYh3]{Glacial Heart} hex and your familiar learns @UUID[Compendium.pf2e.spells-srd.Item.R5FHRv7VqyRnxg2t]{Wall of Ice}.

" + "description": "

A witch's knowledge from their patron comes in the form of lessons, which you can learn by selecting feats like Basic Lesson. Each lesson grants you a hex and teaches your familiar a new spell, adding it to the spells you can prepare using your witch spellcasting. You gain this spell even if it's not on your tradition's spell list.

\n

BASIC LESSONS

\n

You can select from these lessons when a feat or another effect grants you a basic lesson.

\n

Lesson of Dreams You gain the @UUID[Compendium.pf2e.spells-srd.Item.NNoKWiWKqJkdD2ln]{Veil of Dreams} hex, and your familiar learns @UUID[Compendium.pf2e.spells-srd.Item.o4lRVTwSxnOOn5vl]{Sleep}.

\n

Lesson of the Elements You gain the @UUID[Compendium.pf2e.spells-srd.Item.f9uqHnNBMU0774SF]{Elemental Betrayal} hex. Your familiar learns your choice of @UUID[Compendium.pf2e.spells-srd.Item.y6rAdMK6EFlV6U0t]{Breathe Fire}, @UUID[Compendium.pf2e.spells-srd.Item.W69zswpj0Trdy5rj]{Air Bubble}, @UUID[Compendium.pf2e.spells-srd.Item.jfVCuOpzC6mUrf6f]{Hydraulic Push}, or @UUID[Compendium.pf2e.spells-srd.Item.Rn2LkoSq1XhLsODV]{Pummeling Rubble}.

\n

Lesson of Life You gain the @UUID[Compendium.pf2e.spells-srd.Item.fAlzXtQAASaJx0mY]{Life Boost} hex, and your familiar learns @UUID[Compendium.pf2e.spells-srd.Item.yHujiDQPdtXW797e]{Spirit Link}.

\n

Lesson of Protection You gain the @UUID[Compendium.pf2e.spells-srd.Item.dFejDNEmVj3CwYLL]{Blood Ward} hex; your familiar learns @UUID[Compendium.pf2e.spells-srd.Item.aAbfKn8maGjJjk2W]{Mystic Armor}.

\n

Lesson of Vengeance You gain the @UUID[Compendium.pf2e.spells-srd.Item.aEitTTb9PnOyidRf]{Needle of Vengeance} hex, and your familiar learns @UUID[Compendium.pf2e.spells-srd.Item.R8bqnYiThB6MYTxD]{Phantom Pain}.

\n
    \n
  • Uncommon
  • \n
\n

Lesson of Calamity: You gain the @UUID[Compendium.pf2e.spells-srd.Item.X8PSYw6WC2ePYSXd]{Stumbling Curse} hex, and your familiar learns @UUID[Compendium.pf2e.spells-srd.Item.6ZIKB0151LUR19Rw]{Ill Omen}.

\n

GREATER LESSONS

\n

You can select from these lessons when a feat or other effect grants you a greater lesson.

\n

Lesson of Mischief You gain the @UUID[Compendium.pf2e.spells-srd.Item.FrKPwgFxWIGMGgs4]{Deceiver's Cloak} hex, and your familiar learns @UUID[Compendium.pf2e.spells-srd.Item.tFKJCPvOQZxKq6ON]{Mad Monkeys}.

\n

Lesson of Shadow You gain the @UUID[Compendium.pf2e.spells-srd.Item.vhMCd15ZwNJn0zen]{Malicious Shadow} hex, and your familiar learns @UUID[Compendium.pf2e.spells-srd.Item.sRfSBHWHdbIa0aGc]{Chilling Darkness}.

\n

Lesson of Snow You gain the @UUID[Compendium.pf2e.spells-srd.Item.g4MAIQodRDVfNp1B]{Personal Blizzard} hex, and your familiar learns @UUID[Compendium.pf2e.spells-srd.Item.it4ZsAi6XgvGcodc]{Wall of Wind}.

\n

Lesson of Favors: You gain the @UUID[Compendium.pf2e.spells-srd.Item.9gMQPCaFM27PEIh4]{Return the Favor} hex, and your familiar learns @UUID[Compendium.pf2e.spells-srd.Item.fPlFRu4dp09qJs3K]{Mind of Menace}.

\n

Lesson of Decay All living things eventually decay, feeding fungus and insect. You gain the @UUID[Compendium.pf2e.spells-srd.Item.V4jrHiaMh4XuANOP]{Mycological Malady} hex, and your familiar learns @UUID[Compendium.pf2e.spells-srd.Item.XI6Lzd2B5pernkPd]{Insect Form}.

\n

Lesson of the Flock Power flows when many work as one. You gain the @UUID[Compendium.pf2e.spells-srd.Item.gxK5XW4WAXOgY1mN]{Sheltering Wings} hex, and your familiar learns @UUID[Compendium.pf2e.spells-srd.Item.fI20AVwOzJMHXRdo]{Levitate}.

\n

Lesson of the Shark Learn the ways of this deadly oceanic predator. You gain the @UUID[Compendium.pf2e.spells-srd.Item.CXpOlv2ZZq2jVbRX]{Blood in the Water} hex, and your familiar learns @UUID[Compendium.pf2e.spells-srd.Item.RvBlSIJmxiqfCpR9]{Feet to Fins}.

\n

MAJOR LESSONS

\n

You can select from these lessons when a feat or other effect grants you a major lesson.

\n

Lesson of Bargains You gain the @UUID[Compendium.pf2e.spells-srd.Item.PcmFpaHPCReNp1BD]{Over the Coals} hex, and your familiar learns @UUID[Compendium.pf2e.spells-srd.Item.GP3wewkQXEPrLxYj]{Subconscious Suggestion}.

\n

Lesson of Death You gain the @UUID[Compendium.pf2e.spells-srd.Item.nQS4vPm5zprqkzFZ]{Curse of Death} hex, and your familiar learns @UUID[Compendium.pf2e.spells-srd.Item.IkGYwHRLhkuoGReG]{Raise Dead}.

\n

Lesson of Renewal You gain the @UUID[Compendium.pf2e.spells-srd.Item.pCvJ4yoZJxDtgUMI]{Restorative Moment} hex, and your familiar learns @UUID[Compendium.pf2e.spells-srd.Item.x5rGOmhDRDVQPrnW]{Field of Life}.

\n
    \n
  • Rare
  • \n
\n

Lesson of Frozen Queen You gain the @UUID[Compendium.pf2e.spells-srd.Item.ZyREiMaul0VhDYh3]{Glacial Heart} hex and your familiar learns @UUID[Compendium.pf2e.spells-srd.Item.R5FHRv7VqyRnxg2t]{Wall of Ice}.

" }, "Witch Spellcasting": { "name": "Witch Spellcasting", diff --git a/translation/en/compendium/equipment-effects.json b/translation/en/compendium/equipment-effects.json index 601a806a..fd2ea380 100644 --- a/translation/en/compendium/equipment-effects.json +++ b/translation/en/compendium/equipment-effects.json @@ -563,6 +563,10 @@ "name": "Effect: Deadweight Snare (Success)", "description": "

Granted by @UUID[Compendium.pf2e.equipment-srd.Item.craWRj7jI2mLs1Ok]{Deadweight Snare}

\n

You take a -1 status penalty to attack rolls.

" }, + "Effect: Deathdrinking": { + "name": "Effect: Deathdrinking", + "description": "

Granted by @UUID[Compendium.pf2e.equipment-srd.Item.4DXupoMmwenFn4Kc]{Deathdrinking}

\n

If the creature you killed was living you gain a +1 item bonus to attack and damage rolls. If the creature you destroyed was undead you gain a number of temporary HP equal to twice your level.

" + }, "Effect: Deck of Destiny": { "name": "Effect: Deck of Destiny", "description": "

Choose either weal or woe. With weal (a fortune effect), the triggering creature rolls twice and takes the better result on their check. With woe (a misfortune effect), the triggering creature is forced to roll twice and take the worse result. If the card you drew is related to the check, such as drawing a card from the suit of shields for a Fortitude saving throw or a card from the suit of crowns for a Deception check, the creature is affected further. When choosing weal, the creature gains a +4 circumstance bonus to the triggering check. When faced with woe, the triggering creature takes a –4 circumstance penalty to the triggering check

" @@ -1444,29 +1448,9 @@ "name": "Effect: Nosoi Charm (Lifesense)", "description": "

Granted by @UUID[Compendium.pf2e.equipment-srd.Item.DdqGs9aSwjSl0XyY]{Nosoi Charm}

\n

You gain lifesense as an imprecise sense with a range of 30 feet.

" }, - "Effect: Numbing Tonic (Greater)": { - "name": "Effect: Numbing Tonic (Greater)", - "description": "

Granted by @UUID[Compendium.pf2e.equipment-srd.Item.wuVD3kolQaFAEeBK]{Numbing Tonic (Greater)}

\n

You gain 15 temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute.

" - }, - "Effect: Numbing Tonic (Lesser)": { - "name": "Effect: Numbing Tonic (Lesser)", - "description": "

Granted by @UUID[Compendium.pf2e.equipment-srd.Item.7D6ENmL3mRfUOMwf]{Numbing Tonic (Lesser)}

\n

You gain 5 temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute.

" - }, - "Effect: Numbing Tonic (Major)": { - "name": "Effect: Numbing Tonic (Major)", - "description": "

Granted by @UUID[Compendium.pf2e.equipment-srd.Item.EAgWYY1C4mDRfwqo]{Numbing Tonic (Major)}

\n

You gain 20 temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute.

" - }, - "Effect: Numbing Tonic (Minor)": { - "name": "Effect: Numbing Tonic (Minor)", - "description": "

Granted by @UUID[Compendium.pf2e.equipment-srd.Item.V35j3JEJMUbuJZNX]{Numbing Tonic (Minor)}

\n

You gain 2 temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute.

" - }, - "Effect: Numbing Tonic (Moderate)": { - "name": "Effect: Numbing Tonic (Moderate)", - "description": "

Granted by @UUID[Compendium.pf2e.equipment-srd.Item.WnJwPbObxmTNvYJy]{Numbing Tonic (Moderate)}

\n

You gain 10 temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute.

" - }, - "Effect: Numbing Tonic (True)": { - "name": "Effect: Numbing Tonic (True)", - "description": "

Granted by @UUID[Compendium.pf2e.equipment-srd.Item.7VDf5tQKh01XV6HQ]{Numbing Tonic (True)}

\n

You gain 25 temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute.

" + "Effect: Numbing Tonic": { + "name": "Effect: Numbing Tonic", + "description": "

Granted by @UUID[Compendium.pf2e.equipment-srd.Item.V35j3JEJMUbuJZNX]{Numbing Tonic (Minor)}, @UUID[Compendium.pf2e.equipment-srd.Item.7D6ENmL3mRfUOMwf]{Numbing Tonic (Lesser)}, @UUID[Compendium.pf2e.equipment-srd.Item.WnJwPbObxmTNvYJy]{Numbing Tonic (Moderate)}, @UUID[Compendium.pf2e.equipment-srd.Item.wuVD3kolQaFAEeBK]{Numbing Tonic (Greater)}, @UUID[Compendium.pf2e.equipment-srd.Item.EAgWYY1C4mDRfwqo]{Numbing Tonic (Major)}, @UUID[Compendium.pf2e.equipment-srd.Item.7VDf5tQKh01XV6HQ]{Numbing Tonic (True)}

\n

You gain temporary Hit Points when you drink the elixir, and again at the start of each of your turns.

" }, "Effect: Oath of the Devoted": { "name": "Effect: Oath of the Devoted", @@ -1816,13 +1800,9 @@ "name": "Effect: Quicksilver Mutagen (Moderate)", "description": "

Granted by @UUID[Compendium.pf2e.equipment-srd.Item.n52BSbZsnx4Vmt2p]{Quicksilver Mutagen (Moderate)}

\n

Benefit You gain a +2 item bonus to Acrobatics checks, Stealth checks, Thievery checks, Reflex saves, and Dexterity-based attack rolls, and you gain a +10 foot status bonus to your Speed.

\n

Drawback You take damage equal to twice your level; you can't recover Hit Points lost this way by any means while the mutagen lasts. You take a -2 penalty to Fortitude saves.

" }, - "Effect: Rainbow Vinegar (Greater)": { - "name": "Effect: Rainbow Vinegar (Greater)", - "description": "

Granted by @UUID[Compendium.pf2e.equipment-srd.Item.iq7hL6HDsPCPU4pt]{Rainbow Vinegar (Greater)}

\n

Your unarmed attacks deal an additional 1d8 acid damage, and you have resistance 15 to electricity. Vampires take an additional 2d8 acid damage instead.

" - }, - "Effect: Rainbow Vinegar (Moderate)": { - "name": "Effect: Rainbow Vinegar (Moderate)", - "description": "

Granted by @UUID[Compendium.pf2e.equipment-srd.Item.NVssWHKyKlaRmHog]{Rainbow Vinegar (Moderate)}

\n

Your unarmed attacks deal an additional 1d4 acid damage, and you have resistance 10 to electricity. Vampires take an additional 2d4 acid damage instead.

" + "Effect: Rainbow Vinegar": { + "name": "Effect: Rainbow Vinegar", + "description": "

Granted by @UUID[Compendium.pf2e.equipment-srd.Item.NVssWHKyKlaRmHog]{Rainbow Vinegar (Moderate)}, @UUID[Compendium.pf2e.equipment-srd.Item.iq7hL6HDsPCPU4pt]{Rainbow Vinegar (Greater)}

\n

Your unarmed attacks deal additional acid damage, and you have resistance to electricity. Vampires take additional acid damage.

" }, "Effect: Rainbow Vinegar Weakness": { "name": "Effect: Rainbow Vinegar Weakness", diff --git a/translation/en/compendium/equipment.json b/translation/en/compendium/equipment.json index 98c6f939..5f32969a 100644 --- a/translation/en/compendium/equipment.json +++ b/translation/en/compendium/equipment.json @@ -127,7 +127,7 @@ }, "Adamantine Chunk": { "name": "Adamantine Chunk", - "description": "

Mined from rocks that fell from the heavens, adamantine is one of the hardest metals known. It has a shiny, black appearance, and it is prized for its amazing resiliency and ability to hold an incredibly sharp edge.

\n

Adamantine Items

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Adamantine ItemsHardnessHPBT
Thin Items
Standard-grade104020
High-grade135226
Items
Standard-grade145628
High-grade176834
Structure
Standard-grade2811256
High-grade3413668
" + "description": "

Mined from rocks that fell from the heavens, adamantine is one of the hardest metals known. It has a shiny, black appearance, and it is prized for its amazing resiliency and ability to hold an incredibly sharp edge.

\n

Adamantine Items

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Adamantine ItemsHardnessHPBT
Thin Items
Standard-grade104020
High-grade135226
Items
Standard-grade145628
High-grade176834
Structure
Standard-grade2811256
High-grade3413668
" }, "Adamantine Echo": { "name": "Adamantine Echo", @@ -136,7 +136,7 @@ }, "Adamantine Ingot": { "name": "Adamantine Ingot", - "description": "

Mined from rocks that fell from the heavens, adamantine is one of the hardest metals known. It has a shiny, black appearance, and it is prized for its amazing resiliency and ability to hold an incredibly sharp edge.

\n

Adamantine Items

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Adamantine ItemsHardnessHPBT
Thin Items
Standard-grade104020
High-grade135226
Items
Standard-grade145628
High-grade176834
Structure
Standard-grade2811256
High-grade3413668
" + "description": "

Mined from rocks that fell from the heavens, adamantine is one of the hardest metals known. It has a shiny, black appearance, and it is prized for its amazing resiliency and ability to hold an incredibly sharp edge.

\n

Adamantine Items

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Adamantine ItemsHardnessHPBT
Thin Items
Standard-grade104020
High-grade135226
Items
Standard-grade145628
High-grade176834
Structure
Standard-grade2811256
High-grade3413668
" }, "Adaptive Cogwheel": { "name": "Adaptive Cogwheel", @@ -4673,7 +4673,7 @@ }, "Deathdrinking": { "name": "Deathdrinking", - "description": "

A weapon etched with a deathdrinking rune shimmers with dark purple energy. When held by a living creature, the weapon causes twinges of hunger to manifest.

\n

While holding a deathdrinking weapon, you gain a +1 item bonus to saving throws against void damage and death effects. When you critically hit a creature with a deathdrinking weapon, you inflict an additional 1d6 points of vitality or void damage to the creature-whichever type of damage would harm the creature. You also gain the following reaction when wielding a deathdrinking weapon.

\n

Activate r envision

\n

Frequency once per day

\n

Trigger you kill or destroy a creature with the deathdrinking weapon

\n
\n

Effect If the creature you killed was living, you gain a +1 item bonus to attack and damage rolls for 10 minutes. If the creature you destroyed was undead, you gain a number of temporary HP equal to twice your level for 10 minutes.

" + "description": "

A weapon etched with a deathdrinking rune shimmers with dark purple energy. When held by a living creature, the weapon causes twinges of hunger to manifest.

\n

While holding a deathdrinking weapon, you gain a +1 item bonus to saving throws against void damage and death effects. When you critically hit a creature with a deathdrinking weapon, you inflict an additional 1d6 points of vitality or void damage to the creature-whichever type of damage would harm the creature. You also gain the following reaction when wielding a deathdrinking weapon.

\n

Activate r envision

\n

Frequency once per day

\n

Trigger you kill or destroy a creature with the deathdrinking weapon

\n
\n

Effect If the creature you killed was living, you gain a +1 item bonus to attack and damage rolls for 10 minutes. If the creature you destroyed was undead, you gain a number of temporary HP equal to twice your level for 10 minutes.

\n

@UUID[Compendium.pf2e.equipment-effects.Item.VIYfrecOd54NUPur]{Effect: Deathdrinking}

\n

" }, "Deathless": { "name": "Deathless", @@ -5221,7 +5221,7 @@ }, "Dragonplate": { "name": "Dragonplate", - "description": "

This suit of +2 greater resilient dragonhide full plate makes you look like a fearsome dragon. The armor comes in many different varieties depending on the type of dragon from which it's made, though they usually conform to the four magical traditions.

\n
\n

Activate—Dragon Breath 2 (manipulate)

\n

Frequency once per day

\n
\n

Effect You unleash a @Template[cone|distance:15] of energy with a damage type and saving throw corresponding to the tradition of the dragon used to make the armor (shown on the table below). The cone deals 14d6 damage; each creature in the area must attempt a DC 36 basic saving throw.

\n
\n

Craft Requirements The initial raw materials must include 1,250 gp of dragonhide.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Dragon TraditionDamage
Arcane@Damage[14d6[force]|options:area-damage]{Force} (@Check[reflex|dc:36|basic|options:area-effect]{Reflex})
Divine@Damage[14d6[spirit]|options:area-damage]{Spirit} (@Check[reflex|dc:36|basic|options:area-effect]{Reflex})
Occult@Damage[14d6[mental]|options:area-damage]{Mental} (@Check[will|dc:36|basic|options:area-effect]{Will})
Primal@Damage[14d6[poison]|options:area-damage]{Poison} (@Check[fortitude|dc:36|basic|options:area-effect]{Fortitude})
" + "description": "

This suit of +2 greater resilient dragonhide full plate makes you look like a fearsome dragon. The armor comes in many different varieties depending on the type of dragon from which it's made, though they usually conform to the four magical traditions.

\n
\n

Activate—Dragon Breath 2 (manipulate)

\n

Frequency once per day

\n
\n

Effect You unleash a @Template[cone|distance:15] of energy with a damage type and saving throw corresponding to the tradition of the dragon used to make the armor (shown on the table below). The cone deals 14d6 damage; each creature in the area must attempt a DC 36 basic saving throw.

\n
\n

Craft Requirements The initial raw materials must include 1,250 gp of dragonhide.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Dragon TraditionDamage
Arcane@Damage[14d6[force]|options:area-damage]{Force} (@Check[reflex|dc:36|basic|options:area-effect]{Reflex})
Divine@Damage[14d6[spirit]|options:area-damage]{Spirit} (@Check[reflex|dc:36|basic|options:area-effect]{Reflex})
Occult@Damage[14d6[mental]|options:area-damage]{Mental} (@Check[will|dc:36|basic|options:area-effect]{Will})
Primal@Damage[14d6[poison]|options:area-damage]{Poison} (@Check[fortitude|dc:36|basic|options:area-effect]{Fortitude})
" }, "Dragonprism Staff": { "name": "Dragonprism Staff", @@ -5471,11 +5471,11 @@ }, "Duskwood Branch": { "name": "Duskwood Branch", - "description": "

Duskwood is a very lightweight wood found primarily in old-growth forests in south-central Avistan; it is dark as ebony but has a slight purple tint. A duskwood item's Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of duskwood is based on the item's normal Bulk, not its reduced Bulk for being made of duskwood, but reduce the Bulk before making any further Bulk adjustments for the size of the item.

\n

Duskwood Items

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Duskwood ItemsHardnessHPBT
Thin Items
Standard-grade52010
High-grade83216
Items
Standard-grade72814
High-grade104020
Structure
Standard-grade145628
High-grade208040
" + "description": "

Duskwood is a very lightweight wood found primarily in old-growth forests in south-central Avistan; it is dark as ebony but has a slight purple tint. A duskwood item's Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of duskwood is based on the item's normal Bulk, not its reduced Bulk for being made of duskwood, but reduce the Bulk before making any further Bulk adjustments for the size of the item.

\n

Duskwood Items

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Duskwood ItemsHardnessHPBT
Thin Items
Standard-grade52010
High-grade83216
Items
Standard-grade72814
High-grade104020
Structure
Standard-grade145628
High-grade208040
" }, "Duskwood Lumber": { "name": "Duskwood Lumber", - "description": "

Duskwood is a very lightweight wood found primarily in old-growth forests in south-central Avistan; it is dark as ebony but has a slight purple tint. A duskwood item's Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of duskwood is based on the item's normal Bulk, not its reduced Bulk for being made of duskwood, but reduce the Bulk before making any further Bulk adjustments for the size of the item.

\n

Duskwood Items

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Duskwood ItemsHardnessHPBT
Thin Items
Standard-grade52010
High-grade83216
Items
Standard-grade72814
High-grade104020
Structure
Standard-grade145628
High-grade208040
" + "description": "

Duskwood is a very lightweight wood found primarily in old-growth forests in south-central Avistan; it is dark as ebony but has a slight purple tint. A duskwood item's Bulk is reduced by 1 (or to light Bulk if its normal Bulk is 1, with no effect on an item that normally has light Bulk). The Price of an item made of duskwood is based on the item's normal Bulk, not its reduced Bulk for being made of duskwood, but reduce the Bulk before making any further Bulk adjustments for the size of the item.

\n

Duskwood Items

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Duskwood ItemsHardnessHPBT
Thin Items
Standard-grade52010
High-grade83216
Items
Standard-grade72814
High-grade104020
Structure
Standard-grade145628
High-grade208040
" }, "Duskwood violin by a legend": { "name": "Duskwood violin by a legend" @@ -6212,7 +6212,7 @@ }, "Exploding Shield": { "name": "Exploding Shield", - "description": "

The magic within this wooden shield (Hardness 3, HP 12, BT 6) lashes out at your foes as the shield is destroyed.

\n

Activate—Splintering Boom f (manipulate)

\n

Trigger The exploding shield is destroyed

\n
\n

Effect The shield explodes outward, dealing @Damage[4d6[piercing]] damage to each creature in a @Template[cone|distance:15] (@Check[reflex|dc:19|basic] save).

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
HardnessHPBT
3126
" + "description": "

The magic within this wooden shield (Hardness 3, HP 12, BT 6) lashes out at your foes as the shield is destroyed.

\n

Activate—Splintering Boom f (manipulate)

\n

Trigger The exploding shield is destroyed

\n
\n

Effect The shield explodes outward, dealing @Damage[4d6[piercing]] damage to each creature in a @Template[cone|distance:15] (@Check[reflex|dc:19|basic] save).

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
HardnessHPBT
3126
" }, "Exploration Lens (Detecting)": { "name": "Exploration Lens (Detecting)", @@ -7669,7 +7669,7 @@ }, "Glamorous Buckler": { "name": "Glamorous Buckler", - "description": "

A glamorous buckler (Hardness 3, HP 6, BT 3) is lavishly decorated with gilding and inset gemstones that glitter in the light. While you have it raised, the glamorous buckler grants you a +1 item bonus to Deception checks to Feint.

\n
\n

Activate—Dazzling Feint f (concentrate)

\n

Frequency once per day

\n

Trigger You Feint

\n

Requirements You have the glamorous buckler raised

\n
\n

Effect As you Feint, the glamorous buckler sparkles mightily. On a successful Feint, the target is @UUID[Compendium.pf2e.conditionitems.Item.TkIyaNPgTZFBCCuh]{Dazzled} for 1 round.

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
HardnessHPBT
363
" + "description": "

A glamorous buckler (Hardness 3, HP 6, BT 3) is lavishly decorated with gilding and inset gemstones that glitter in the light. While you have it raised, the glamorous buckler grants you a +1 item bonus to Deception checks to Feint.

\n
\n

Activate—Dazzling Feint f (concentrate)

\n

Frequency once per day

\n

Trigger You Feint

\n

Requirements You have the glamorous buckler raised

\n
\n

Effect As you Feint, the glamorous buckler sparkles mightily. On a successful Feint, the target is @UUID[Compendium.pf2e.conditionitems.Item.TkIyaNPgTZFBCCuh]{Dazzled} for 1 round.

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
HardnessHPBT
363
" }, "Glass Cutter": { "name": "Glass Cutter", @@ -10270,7 +10270,7 @@ }, "Madcap Top": { "name": "Madcap Top", - "description": "

This top has 20 divisions, painted in a chaotic mess of clashing colors. When spun, the top quickly settles on a side and generates a strange magical effect based on the side that lands face-up.

\n

Activate—Spin the Top 2 (concentrate, manipulate)

\n
\n

Effect Choose a creature within 60 feet to target and roll a d20 on the table below to determine the top's effect. You make any decisions for a spell cast by the top unless otherwise indicated, except that it must target the creature you chose, or the creature you chose must be the center of the spell's area, if it has an area but no targets. If the spell's range is less than 60 feet, increase the range to 60 feet.

\n

Any spell DC required is DC 27, and any spell attack roll required is +17. If the top casts a spell on you, you don't get a saving throw or other defense against it.

\n

The top can't be activated again for [[/gmr 1d4 #hours]]{1d4 hours}

\n
\n

@UUID[Compendium.pf2e.rollable-tables.RollTable.gxRIzr6dPF0Zke9t]{Madcap Top Effect}

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d20Madcap Top Effect
1You spin just like the top. You are @UUID[Compendium.pf2e.conditionitems.Item.dfCMdR4wnpbYNTix]{Stunned} for 1 round and then @UUID[Compendium.pf2e.conditionitems.Item.yblD8fOR1J8rDwEQ]{Confused} for 1 round.
2@UUID[Compendium.pf2e.spells-srd.Item.WsUwpfmhKrKwoIe3]{Slow} affects the target.
3@UUID[Compendium.pf2e.spells-srd.Item.PjhUmyKnq6K5uDby]{Shrink} affects you for 1 day.
4A 3rd-rank @UUID[Compendium.pf2e.spells-srd.Item.i35dpZFI7jZcRoBo]{Illusory Disguise} makes you look like the target.
5A statue of the target, made of chocolate or candy, appears adjacent to you.
6Gravity reverses, sending you and the target 30 feet in the air, immobilized. You both fall at the start of your next turn.
7@UUID[Compendium.pf2e.spells-srd.Item.KHnhPHL4x1AQHfbC]{Mind Reading} affects the target, and the top loudly recites what it discovers.
8@UUID[Compendium.pf2e.spells-srd.Item.tlSE7Ly8vi1Dgddv]{Laughing Fit} affects the target.
9A fountain erupts from the top, spraying wine for 10 minutes.
10@UUID[Compendium.pf2e.spells-srd.Item.VlNcjmYyu95vOUe8]{Translocate} affects you, but you teleport through Hell.
11@UUID[Compendium.pf2e.spells-srd.Item.XXqE1eY3w3z6xJCB]{Invisibility} affects you.
12Four singing skeletons appear to serenade you and your allies for 1 minute, granting a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks.
13The top flings 1 cp at you.
14@UUID[Compendium.pf2e.spells-srd.Item.LiGbewa9pO0yjbsY]{Confusion} affects the target.
15You and the target change places; this is a teleportation effect.
16@UUID[Compendium.pf2e.spells-srd.Item.bay4AfSu2iIozNNW]{Banishment} affects the target, or paralyze if the target's on its home plane.
17Rainbow dye explodes and covers you for 24 hours.
18The top creates a @UUID[Compendium.pf2e.spells-srd.Item.MlpbeZ61Euhl0d60]{Toxic Cloud} centered on the target.
19A random unattended object within 60 feet of you sprouts animal legs and follows you, reverting when the top's activation recharges.
20Spin again, and the target also spins as though it had activated the top.
" + "description": "

This top has 20 divisions, painted in a chaotic mess of clashing colors. When spun, the top quickly settles on a side and generates a strange magical effect based on the side that lands face-up.

\n

Activate—Spin the Top 2 (concentrate, manipulate)

\n
\n

Effect Choose a creature within 60 feet to target and roll a d20 on the table below to determine the top's effect. You make any decisions for a spell cast by the top unless otherwise indicated, except that it must target the creature you chose, or the creature you chose must be the center of the spell's area, if it has an area but no targets. If the spell's range is less than 60 feet, increase the range to 60 feet.

\n

Any spell DC required is DC 27, and any spell attack roll required is +17. If the top casts a spell on you, you don't get a saving throw or other defense against it.

\n

The top can't be activated again for [[/gmr 1d4 #hours]]{1d4 hours}

\n
\n

@UUID[Compendium.pf2e.rollable-tables.RollTable.gxRIzr6dPF0Zke9t]{Madcap Top Effect}

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
d20Madcap Top Effect
1You spin just like the top. You are @UUID[Compendium.pf2e.conditionitems.Item.dfCMdR4wnpbYNTix]{Stunned} for 1 round and then @UUID[Compendium.pf2e.conditionitems.Item.yblD8fOR1J8rDwEQ]{Confused} for 1 round.
2@UUID[Compendium.pf2e.spells-srd.Item.WsUwpfmhKrKwoIe3]{Slow} affects the target.
3@UUID[Compendium.pf2e.spells-srd.Item.PjhUmyKnq6K5uDby]{Shrink} affects you for 1 day.
4A 3rd-rank @UUID[Compendium.pf2e.spells-srd.Item.i35dpZFI7jZcRoBo]{Illusory Disguise} makes you look like the target.
5A statue of the target, made of chocolate or candy, appears adjacent to you.
6Gravity reverses, sending you and the target 30 feet in the air, immobilized. You both fall at the start of your next turn.
7@UUID[Compendium.pf2e.spells-srd.Item.KHnhPHL4x1AQHfbC]{Mind Reading} affects the target, and the top loudly recites what it discovers.
8@UUID[Compendium.pf2e.spells-srd.Item.tlSE7Ly8vi1Dgddv]{Laughing Fit} affects the target.
9A fountain erupts from the top, spraying wine for 10 minutes.
10@UUID[Compendium.pf2e.spells-srd.Item.VlNcjmYyu95vOUe8]{Translocate} affects you, but you teleport through Hell.
11@UUID[Compendium.pf2e.spells-srd.Item.XXqE1eY3w3z6xJCB]{Invisibility} affects you.
12Four singing skeletons appear to serenade you and your allies for 1 minute, granting a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks.
13The top flings 1 cp at you.
14@UUID[Compendium.pf2e.spells-srd.Item.LiGbewa9pO0yjbsY]{Confusion} affects the target.
15You and the target change places; this is a teleportation effect.
16@UUID[Compendium.pf2e.spells-srd.Item.bay4AfSu2iIozNNW]{Banishment} affects the target, or paralyze if the target's on its home plane.
17Rainbow dye explodes and covers you for 24 hours.
18The top creates a @UUID[Compendium.pf2e.spells-srd.Item.MlpbeZ61Euhl0d60]{Toxic Cloud} centered on the target.
19A random unattended object within 60 feet of you sprouts animal legs and follows you, reverting when the top's activation recharges.
20Spin again, and the target also spins as though it had activated the top.
" }, "Maestro's Chair": { "name": "Maestro's Chair", @@ -11515,27 +11515,27 @@ }, "Numbing Tonic (Greater)": { "name": "Numbing Tonic (Greater)", - "description": "

Activate 1 Interact

\n

Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain 15 temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute.

\n

@UUID[Compendium.pf2e.equipment-effects.Item.doyduaLONE2FVxAc]{Effect: Numbing Tonic (Greater)}

" + "description": "

Activate 1 Interact

\n

Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain 15 temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute.

\n

@UUID[Compendium.pf2e.equipment-effects.Item.rmVyC6Xb8O9WPvZz]{Effect: Numbing Tonic}

" }, "Numbing Tonic (Lesser)": { "name": "Numbing Tonic (Lesser)", - "description": "

Activate 1 Interact

\n

Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain 5 temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute.

\n

@UUID[Compendium.pf2e.equipment-effects.Item.M5veiDPQNQBevg7m]{Effect: Numbing Tonic (Lesser)}

" + "description": "

Activate 1 Interact

\n

Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain 5 temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute.

\n

@UUID[Compendium.pf2e.equipment-effects.Item.rmVyC6Xb8O9WPvZz]{Effect: Numbing Tonic}

" }, "Numbing Tonic (Major)": { "name": "Numbing Tonic (Major)", - "description": "

Activate 1 Interact

\n

Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain 20 temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute.

\n

@UUID[Compendium.pf2e.equipment-effects.Item.dEsaVzTWOctpl8XP]{Effect: Numbing Tonic (Major)}

" + "description": "

Activate 1 Interact

\n

Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain 20 temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute.

\n

@UUID[Compendium.pf2e.equipment-effects.Item.rmVyC6Xb8O9WPvZz]{Effect: Numbing Tonic}

" }, "Numbing Tonic (Minor)": { "name": "Numbing Tonic (Minor)", - "description": "

Activate 1 Interact

\n

Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain 2 temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute.

\n

@UUID[Compendium.pf2e.equipment-effects.Item.BTWuGksjSU1SYUcf]{Effect: Numbing Tonic (Minor)}

" + "description": "

Activate 1 Interact

\n

Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain 2 temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute.

\n

@UUID[Compendium.pf2e.equipment-effects.Item.rmVyC6Xb8O9WPvZz]{Effect: Numbing Tonic}

" }, "Numbing Tonic (Moderate)": { "name": "Numbing Tonic (Moderate)", - "description": "

Activate 1 Interact

\n

Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain 10 temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute.

\n

@UUID[Compendium.pf2e.equipment-effects.Item.EqXWI80FBz59VC6v]{Effect: Numbing Tonic (Moderate)}

" + "description": "

Activate 1 Interact

\n

Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain 10 temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute.

\n

@UUID[Compendium.pf2e.equipment-effects.Item.rmVyC6Xb8O9WPvZz]{Effect: Numbing Tonic}

" }, "Numbing Tonic (True)": { "name": "Numbing Tonic (True)", - "description": "

Activate 1 Interact

\n

Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain 25 temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute.

\n

@UUID[Compendium.pf2e.equipment-effects.Item.bIOHtDiqtJZB86tV]{Effect: Numbing Tonic (True)}

" + "description": "

Activate 1 Interact

\n

Numbing tonic makes it easier to push through the pain of battle and shrug off otherwise debilitating blows. You gain 25 temporary Hit Points when you drink the elixir, and again at the start of each of your turns for 1 minute.

\n

@UUID[Compendium.pf2e.equipment-effects.Item.rmVyC6Xb8O9WPvZz]{Effect: Numbing Tonic}

" }, "Numerian Steel Breastplate": { "name": "Numerian Steel Breastplate", @@ -13294,11 +13294,11 @@ }, "Rainbow Vinegar (Greater)": { "name": "Rainbow Vinegar (Greater)", - "description": "

Activate 1 (manipulate)

\n

Access Tian Xia origin

\n
\n

Black swill with multicolored ribbons makes this vinegar look like an oil spill.

\n

Ingesting a dose of rainbow vinegar makes your sweat acidic and nonconductive for 10 minutes. During this time, your unarmed attacks deal an additional 1d8 acid damage, and you have resistance 15 to electricity. Vampires find this vinegar particularly harmful and take an additional 2d8 acid damage instead.

\n

@UUID[Compendium.pf2e.equipment-effects.Item.CGkWnH402Q45HEVt]{Effect: Rainbow Vinegar (Greater)}

\n

Taking more than one dose of rainbow vinegar in a single day gives you weakness 5 to acid until your next daily preparations.

\n

@UUID[Compendium.pf2e.equipment-effects.Item.wY7yV6a3SICudb1w]{Effect: Rainbow Vinegar Weakness}

" + "description": "

Activate 1 (manipulate)

\n

Access Tian Xia origin

\n
\n

Black swill with multicolored ribbons makes this vinegar look like an oil spill.

\n

Ingesting a dose of rainbow vinegar makes your sweat acidic and nonconductive for 10 minutes. During this time, your unarmed attacks deal an additional 1d8 acid damage, and you have resistance 15 to electricity. Vampires find this vinegar particularly harmful and take an additional 2d8 acid damage instead.

\n

@UUID[Compendium.pf2e.equipment-effects.Item.bHCpqwKH9JM8FZa6]{Effect: Rainbow Vinegar}

\n

Taking more than one dose of rainbow vinegar in a single day gives you weakness 5 to acid until your next daily preparations.

\n

@UUID[Compendium.pf2e.equipment-effects.Item.wY7yV6a3SICudb1w]{Effect: Rainbow Vinegar Weakness}

" }, "Rainbow Vinegar (Moderate)": { "name": "Rainbow Vinegar (Moderate)", - "description": "

Activate 1 (manipulate)

\n

Access Tian Xia origin

\n
\n

Black swill with multicolored ribbons makes this vinegar look like an oil spill.

\n

Ingesting a dose of rainbow vinegar makes your sweat acidic and nonconductive for 10 minutes. During this time, your unarmed attacks deal an additional 1d4 acid damage, and you have resistance 10 to electricity. Vampires find this vinegar particularly harmful and take an additional 2d4 acid damage instead.

\n

@UUID[Compendium.pf2e.equipment-effects.Item.HP08UtbCwi7GTNSD]{Effect: Rainbow Vinegar (Moderate)}

\n

Taking more than one dose of rainbow vinegar in a single day gives you weakness 5 to acid until your next daily preparations.

\n

@UUID[Compendium.pf2e.equipment-effects.Item.wY7yV6a3SICudb1w]{Effect: Rainbow Vinegar Weakness}

" + "description": "

Activate 1 (manipulate)

\n

Access Tian Xia origin

\n
\n

Black swill with multicolored ribbons makes this vinegar look like an oil spill.

\n

Ingesting a dose of rainbow vinegar makes your sweat acidic and nonconductive for 10 minutes. During this time, your unarmed attacks deal an additional 1d4 acid damage, and you have resistance 10 to electricity. Vampires find this vinegar particularly harmful and take an additional 2d4 acid damage instead.

\n

@UUID[Compendium.pf2e.equipment-effects.Item.bHCpqwKH9JM8FZa6]{Effect: Rainbow Vinegar}

\n

Taking more than one dose of rainbow vinegar in a single day gives you weakness 5 to acid until your next daily preparations.

\n

@UUID[Compendium.pf2e.equipment-effects.Item.wY7yV6a3SICudb1w]{Effect: Rainbow Vinegar Weakness}

" }, "Raining Knives Snare": { "name": "Raining Knives Snare", @@ -19069,23 +19069,23 @@ }, "Vaccine (Greater)": { "name": "Vaccine (Greater)", - "description": "

Activate 1 Interact

\n

A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine's level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to filth fever inflicted by otyughs, but would only grant a +2 saving throw bonus against filth fever inflicted by a giant rat.

\n

Craft Requirements Creating a vaccine requires a sample of the disease in question.

\n

Duration 1 year.

" + "description": "

Activate 1 Interact

\n
\n

A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine's level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to filth fever inflicted by otyughs, but would only grant a +2 saving throw bonus against filth fever inflicted by a giant rat.

\n

Craft Requirements Creating a vaccine requires a sample of the disease in question.

\n

Duration 1 year.

\n

Special A vaccine is the same rarity as the disease it's designed to prevent, or as the creature who inflicts the disease if the disease itself doesn't list a rarity.

" }, "Vaccine (Lesser)": { "name": "Vaccine (Lesser)", - "description": "

Activate 1 Interact

\n

A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine's level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to filth fever inflicted by otyughs, but would only grant a +2 saving throw bonus against filth fever inflicted by a giant rat.

\n

Craft Requirements Creating a vaccine requires a sample of the disease in question.

\n

Duration 24 hours.

" + "description": "

Activate 1 Interact

\n
\n

A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine's level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to filth fever inflicted by otyughs, but would only grant a +2 saving throw bonus against filth fever inflicted by a giant rat.

\n

Craft Requirements Creating a vaccine requires a sample of the disease in question.

\n

Duration 24 hours.

\n

Special A vaccine is the same rarity as the disease it's designed to prevent, or as the creature who inflicts the disease if the disease itself doesn't list a rarity.

" }, "Vaccine (Major)": { "name": "Vaccine (Major)", - "description": "

Activate 1 Interact

\n

A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine's level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to filth fever inflicted by otyughs, but would only grant a +2 saving throw bonus against filth fever inflicted by a giant rat.

\n

Craft Requirements Creating a vaccine requires a sample of the disease in question.

\n

Duration Permanent.

" + "description": "

Activate 1 Interact

\n
\n

A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine's level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to filth fever inflicted by otyughs, but would only grant a +2 saving throw bonus against filth fever inflicted by a giant rat.

\n

Craft Requirements Creating a vaccine requires a sample of the disease in question.

\n

Duration Permanent.

\n

Special A vaccine is the same rarity as the disease it's designed to prevent, or as the creature who inflicts the disease if the disease itself doesn't list a rarity.

" }, "Vaccine (Minor)": { "name": "Vaccine (Minor)", - "description": "

Activate 1 Interact

\n

A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine's level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to filth fever inflicted by otyughs, but would only grant a +2 saving throw bonus against filth fever inflicted by a giant rat.

\n

Craft Requirements Creating a vaccine requires a sample of the disease in question.

\n

Duration 1 hour.

" + "description": "

Activate 1 Interact

\n
\n

A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine's level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to filth fever inflicted by otyughs, but would only grant a +2 saving throw bonus against filth fever inflicted by a giant rat.

\n

Craft Requirements Creating a vaccine requires a sample of the disease in question.

\n

Duration 1 hour.

\n

Special A vaccine is the same rarity as the disease it's designed to prevent, or as the creature who inflicts the disease if the disease itself doesn't list a rarity.

" }, "Vaccine (Moderate)": { "name": "Vaccine (Moderate)", - "description": "

Activate 1 Interact

\n

A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine's level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to filth fever inflicted by otyughs, but would only grant a +2 saving throw bonus against filth fever inflicted by a giant rat.

\n

Craft Requirements Creating a vaccine requires a sample of the disease in question.

\n

Duration 1 week.

" + "description": "

Activate 1 Interact

\n
\n

A vaccine grants a creature immunity to a specific strain of disease of a level equal to or less than the vaccine's level, and a +2 item bonus on all saving throws against other strains of the same disease. For example, a vaccine could grant immunity to filth fever inflicted by otyughs, but would only grant a +2 saving throw bonus against filth fever inflicted by a giant rat.

\n

Craft Requirements Creating a vaccine requires a sample of the disease in question.

\n

Duration 1 week.

\n

Special A vaccine is the same rarity as the disease it's designed to prevent, or as the creature who inflicts the disease if the disease itself doesn't list a rarity.

" }, "Vampire-Fang Morningstar": { "name": "Vampire-Fang Morningstar", diff --git a/translation/en/compendium/feats.json b/translation/en/compendium/feats.json index 3ac247b8..0d11e759 100644 --- a/translation/en/compendium/feats.json +++ b/translation/en/compendium/feats.json @@ -20974,7 +20974,7 @@ }, "Magical Scrounger": { "name": "Magical Scrounger", - "description": "

When you @UUID[Compendium.pf2e.actionspf2e.Item.rmwa3OyhTZ2i2AHl]{Craft} a temporary wondrous item using the magic scrounged from all around. Once per day, you can @UUID[Compendium.pf2e.actionspf2e.Item.PE1jm9lBveujj2md]{Cobble Together} a temporary magic item. The temporary item must be common, magical, half your level or lower, and be able to be held, wielded, or worn. Any Craft requirements must be provided as normal.

\n

You can't Cobble Together a consumable, a rune, or an item with runes. If the item must be worn or affixed, removing it once it's affixed or donned destroys it.

", + "description": "

You can @UUID[Compendium.pf2e.actionspf2e.Item.rmwa3OyhTZ2i2AHl]{Craft} a temporary wondrous item using the magic scrounged from all around. Once per day, you can @UUID[Compendium.pf2e.actionspf2e.Item.PE1jm9lBveujj2md]{Cobble Together} a temporary magic item. The temporary item must be common, magical, half your level or lower, and be able to be held, wielded, or worn. Any Craft requirements must be provided as normal.

\n

You can't Cobble Together a consumable, a rune, or an item with runes. If the item must be worn or affixed, removing it once it's affixed or donned destroys it.

", "prerequisites": [ { "value": "Scrounger Dedication" diff --git a/translation/en/compendium/journals.json b/translation/en/compendium/journals.json index ab81ed89..1244f8e3 100644 --- a/translation/en/compendium/journals.json +++ b/translation/en/compendium/journals.json @@ -1140,7 +1140,7 @@ }, "Witch": { "name": "Witch", - "text": "

You command powerful magic, not through study or devotion, but as an agent for an otherworldly patron that even you don't entirely understand. This entity might be a covert divinity, a powerful fey, an ancient spirit, or any other mighty supernatural being—but its nature is likely as much a mystery to you as it is to others. Through a special familiar, your patron grants you versatile spells and powerful hexes to use as you see fit, though you're never certain if you're merely serving your patron's larger plan.

\n

Key Attribute: INTELLIGENCE

\n

At 1st level, your class gives you an attribute boost to Intelligence.

\n

Hit Points: 6 plus your Constitution modifier

\n

You increase your maximum number of HP by this number at 1st level and every level thereafter.

\n

Roleplaying the Witch

\n

During Combat Encounters...

\n

You cast spells to change the course of battle. You use magical hexes to hamper enemies and aid allies, while leveraging more powerful spells to control the battlefield, heal, or harm, aided by your extraordinary familiar, brewed potions, and magical items.

\n

During Social Encounters...

\n

You provide knowledge on numerous topics, including a variety of magical matters, and you might call upon your patron's magic to charm or deceive others.

\n

While Exploring...

\n

You remain alert for magical traps and treasures, employing a clever array of spells to overcome obstacles that stand in your way. Your familiar might aid you through its own considerable set of exceptional abilities.

\n

In Downtime...

\n

You brew potions, craft other magical items, or hunt for new spells for your familiar to learn. You might try to learn more about your patron, their aims, or your own powers, and you might seek out the company of other witches for collaboration or community.

\n

You Might...

\n
    \n
  • Strive to learn more about your patron or familiar, your patron's goals, why they chose to empower you, and how you fit into their plans.
  • \n
  • Seek out new sources of magic, like scrolls and spellbooks, to supplement the spells your patron provides.
  • \n
  • View your familiar as a steadfast ally, a dear friend, or a necessary nuisance, depending on its personality.
  • \n
\n

Others Probably...

\n
    \n
  • Wonder about the nature of your patron and the source of your magic, worrying you'll turn on them or that you unknowingly serve to a foul power.
  • \n
  • Appreciate your ability to aid them with magic, whether you do so by helping them directly or by hampering their adversaries.
  • \n
  • Take care not to offend you, fearful that you'll place a malicious hex on them if you're angered.
  • \n
\n

Initial Proficiencies

\n

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

\n

Perception

\n

Trained in Perception

\n

Saving Throws

\n

Trained in Fortitude

\n

Trained in Reflex

\n

Expert in Will

\n

Skills

\n

Trained in one skill determined by your patron

\n

Trained in a number of additional skills equal to 3 plus your Intelligence modifier

\n

Attacks

\n

Trained in simple weapons

\n

Trained in unarmed attacks

\n

Defenses

\n

Untrained in all armor

\n

Trained in unarmored defense

\n

Spells

\n

Trained in spell attack modifier

\n

Trained in spell DC

\n

Class DC

\n

Trained in witch class DC

\n

Class Features

\n

You gain these features as a Witch. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Your LevelClass Features
1Ancestry and background, initial proficiencies, patron, familiar, witch spellcasting, hexes
2Skill feat, witch feat
32nd-rank spells, general feat, skill increase
4Skill feat, witch feat
53rd-rank spells, attribute boosts, ancestry feat, magical fortitude, skill increase
6Familiar ability, skill feat, witch feat
74th-rank spells, expert spellcaster, general feat, skill increase
8Skill feat, witch feat
95th-rank spells, ancestry feat, reflex expertise, skill increase
10Attribute boosts, skill feat, witch feat
116th-rank spells, general feat, perception expertise, skill increase, weapon expertise
12Familiar ability, skill feat, witch feat
137th-rank spells, ancestry feat, defensive robes, skill increase, weapon specialization
14Skill feat, witch feat
158th-rank spells, attribute boosts, general feat, master spellcaster, skill increase
16Skill feat, witch feat
179th-rank spells, ancestry feat, skill increase, will of the pupil
18Familiar ability, skill feat, witch feat
19General feat, legendary spellcaster, patron's gift, skill increase
20Attribute boosts, skill feat, witch feat
\n

Ancestry and Background

\n

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

\n

Initial Proficiencies

\n

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

\n

Patron

\n

@Embed[Compendium.pf2e.classfeatures.Item.KPtF29AaeX2sJW0K inline]

\n

Witch Spellcasting

\n

@Embed[Compendium.pf2e.classfeatures.Item.zT6QiTMxxj8JYoN9 inline]

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Your LevelCantrips1st2nd3rd4th5th6th7th8th9th10th
152---------
253---------
3532--------
4533--------
55332-------
65333-------
753332------
853333------
9533332-----
10533333-----
115333332----
125333333----
1353333332---
1453333333---
15533333332--
16533333333--
175333333332-
185333333333-
1953333333331*
2053333333331*
* The patron conduit class feature gives you a 10th-rank spell slot that works a bit differently from other spell slots.
\n

Familiar

\n

@Embed[Compendium.pf2e.classfeatures.Item.yksPhweBZYVCsE1A inline]

\n

Hex Spells

\n

@Embed[Compendium.pf2e.classfeatures.Item.9uLh5z2uPo6LDFRY inline]

\n

Skill Feats Level 2

\n

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

\n

Witch Feats Level 2

\n

At 2nd level and every even-numbered level, you gain a witch class feat.

\n

General Feats Level 3

\n

At 3rd level and every 4 levels thereafter, you gain a general feat.

\n

Skill Increases Level 3

\n

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use an increase to either become trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.

\n

At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.

\n

Attribute Boosts Level 5

\n

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

\n

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost, and must boost that attribute again at a later level to increase it by 1.

\n

Ancestry Feats Level 5

\n

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

\n

Magical Fortitude Level 5

\n

@Localize[PF2E.SpecificRule.ClassFeatures.MagicalFortitude.witch.Description]

\n

Expert Spellcaster Level 7

\n

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.witch.Expert]

\n

Reflex Expertise Level 9

\n

Your reflexes are lightning fast, helping you to avoid danger. Your proficiency rank for Reflex saves increases to expert.

\n

Perception Expertise Level 11

\n

@Embed[Compendium.pf2e.classfeatures.Item.JCqACxgrm5ixX0Jy inline]

\n

Weapon Expertise Level 11

\n

@Localize[PF2E.SpecificRule.ClassFeatures.WeaponExpertise.witch.Description]

\n

Defensive Robes Level 13

\n

@Embed[Compendium.pf2e.classfeatures.Item.gU7epgcPSm0TD1UK inline]

\n

Weapon Specialization Level 13

\n

@Embed[Compendium.pf2e.classfeatures.Item.9EqIasqfI8YIM3Pt inline]

\n

Master Spellcaster Level 15

\n

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.witch.Master]

\n

Will of the Pupil Level 17

\n

@Embed[Compendium.pf2e.classfeatures.Item.9EqIasqfI8YIM3Pt inline]

\n

Legendary Spellcaster Level 19

\n

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.witch.Legendary]

\n

Patron's Gift Level 19

\n

@Embed[Compendium.pf2e.classfeatures.Item.cDnFXfl3i5Z2l7JP inline]

\n

Patrons

\n

When your patron first makes contact, they usually reveal little more of themself than glimpses or specific manifestations—you might see eyes from the shadows of the forest or hear a wordless voice echoing across the frozen tundra before your familiar makes itself known. Your patron's true identity might be a powerful hag, a fey lord, a deity or demigod, an archdevil, or a similarly powerful entity, or perhaps multiple such figures working in tandem, but that identity is for you to attempt to discover as you learn more of your patron's lessons. Some patrons are multifaceted, appearing in different guises, and granting different powers to different witches. In some cases, the witch may know of their patron's identity, but have some other aspect shrouded in uncertainty; they might know their patron's name but not motive, or perhaps even if they know the patron's identity, they have been cursed to never reveal it to others.

\n

Your patron determines the following.

\n

Spell List You use this magical tradition and spell list;

\n

Patron Skill You become trained in the skill associated with your patron's magical tradition.

\n

Initial Lesson This is the first lesson your patron teaches you and is unique to your patron.

\n

Familiar Ability One of your familiar's two bonus abilities is always the one listed here, a mark of your patron's indelible influence. The benefit can occur only once per round when you Cast or Sustain a hex, and you can choose whether it occurs before or after the effects of Casting or Sustaining the hex.

\n

@UUID[Compendium.pf2e.classfeatures.Item.mFqMSQoNl0NMDklv]{Faith's Flamekeeper}

\n

@UUID[Compendium.pf2e.classfeatures.Item.FdLx4VODZEYLGOK9]{The Inscribed One}

\n

@UUID[Compendium.pf2e.classfeatures.Item.9OwWgOP8ZWxTAqbg]{The Resentment}

\n

@UUID[Compendium.pf2e.classfeatures.Item.9c57R18pfgfqlBCD]{Silence in Snow}

\n

@UUID[Compendium.pf2e.classfeatures.Item.ghIsqhEsJTvjJiNl]{Spinner of Threads}

\n

@UUID[Compendium.pf2e.classfeatures.Item.r2ZPRAw9c3VGZi8A]{Starless Shadow}

\n

@UUID[Compendium.pf2e.classfeatures.Item.e0VhUyjz1clW3sC4]{Wilding Steward}

\n

Witch Lessons

\n

@Embed[Compendium.pf2e.classfeatures.Item.SOan0fqyFTrkqJLV inline]

" + "text": "

You command powerful magic, not through study or devotion, but as an agent for an otherworldly patron that even you don't entirely understand. This entity might be a covert divinity, a powerful fey, an ancient spirit, or any other mighty supernatural being—but its nature is likely as much a mystery to you as it is to others. Through a special familiar, your patron grants you versatile spells and powerful hexes to use as you see fit, though you're never certain if you're merely serving your patron's larger plan.

\n

Key Attribute: INTELLIGENCE

\n

At 1st level, your class gives you an attribute boost to Intelligence.

\n

Hit Points: 6 plus your Constitution modifier

\n

You increase your maximum number of HP by this number at 1st level and every level thereafter.

\n

Roleplaying the Witch

\n

During Combat Encounters...

\n

You cast spells to change the course of battle. You use magical hexes to hamper enemies and aid allies, while leveraging more powerful spells to control the battlefield, heal, or harm, aided by your extraordinary familiar, brewed potions, and magical items.

\n

During Social Encounters...

\n

You provide knowledge on numerous topics, including a variety of magical matters, and you might call upon your patron's magic to charm or deceive others.

\n

While Exploring...

\n

You remain alert for magical traps and treasures, employing a clever array of spells to overcome obstacles that stand in your way. Your familiar might aid you through its own considerable set of exceptional abilities.

\n

In Downtime...

\n

You brew potions, craft other magical items, or hunt for new spells for your familiar to learn. You might try to learn more about your patron, their aims, or your own powers, and you might seek out the company of other witches for collaboration or community.

\n

You Might...

\n
    \n
  • Strive to learn more about your patron or familiar, your patron's goals, why they chose to empower you, and how you fit into their plans.
  • \n
  • Seek out new sources of magic, like scrolls and spellbooks, to supplement the spells your patron provides.
  • \n
  • View your familiar as a steadfast ally, a dear friend, or a necessary nuisance, depending on its personality.
  • \n
\n

Others Probably...

\n
    \n
  • Wonder about the nature of your patron and the source of your magic, worrying you'll turn on them or that you unknowingly serve to a foul power.
  • \n
  • Appreciate your ability to aid them with magic, whether you do so by helping them directly or by hampering their adversaries.
  • \n
  • Take care not to offend you, fearful that you'll place a malicious hex on them if you're angered.
  • \n
\n

Initial Proficiencies

\n

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

\n

Perception

\n

Trained in Perception

\n

Saving Throws

\n

Trained in Fortitude

\n

Trained in Reflex

\n

Expert in Will

\n

Skills

\n

Trained in one skill determined by your patron

\n

Trained in a number of additional skills equal to 3 plus your Intelligence modifier

\n

Attacks

\n

Trained in simple weapons

\n

Trained in unarmed attacks

\n

Defenses

\n

Untrained in all armor

\n

Trained in unarmored defense

\n

Spells

\n

Trained in spell attack modifier

\n

Trained in spell DC

\n

Class DC

\n

Trained in witch class DC

\n

Class Features

\n

You gain these features as a Witch. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Your LevelClass Features
1Ancestry and background, initial proficiencies, patron, familiar, witch spellcasting, hexes
2Skill feat, witch feat
32nd-rank spells, general feat, skill increase
4Skill feat, witch feat
53rd-rank spells, attribute boosts, ancestry feat, magical fortitude, skill increase
6Familiar ability, skill feat, witch feat
74th-rank spells, expert spellcaster, general feat, skill increase
8Skill feat, witch feat
95th-rank spells, ancestry feat, reflex expertise, skill increase
10Attribute boosts, skill feat, witch feat
116th-rank spells, general feat, perception expertise, skill increase, weapon expertise
12Familiar ability, skill feat, witch feat
137th-rank spells, ancestry feat, defensive robes, skill increase, weapon specialization
14Skill feat, witch feat
158th-rank spells, attribute boosts, general feat, master spellcaster, skill increase
16Skill feat, witch feat
179th-rank spells, ancestry feat, skill increase, will of the pupil
18Familiar ability, skill feat, witch feat
19General feat, legendary spellcaster, patron's gift, skill increase
20Attribute boosts, skill feat, witch feat
\n

Ancestry and Background

\n

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

\n

Initial Proficiencies

\n

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

\n

Patron

\n

@Embed[Compendium.pf2e.classfeatures.Item.KPtF29AaeX2sJW0K inline]

\n

Witch Spellcasting

\n

@Embed[Compendium.pf2e.classfeatures.Item.zT6QiTMxxj8JYoN9 inline]

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Your LevelCantrips1st2nd3rd4th5th6th7th8th9th10th
152---------
253---------
3532--------
4533--------
55332-------
65333-------
753332------
853333------
9533332-----
10533333-----
115333332----
125333333----
1353333332---
1453333333---
15533333332--
16533333333--
175333333332-
185333333333-
1953333333331*
2053333333331*
* The patron conduit class feature gives you a 10th-rank spell slot that works a bit differently from other spell slots.
\n

Familiar

\n

@Embed[Compendium.pf2e.classfeatures.Item.yksPhweBZYVCsE1A inline]

\n

Hex Spells

\n

@Embed[Compendium.pf2e.classfeatures.Item.9uLh5z2uPo6LDFRY inline]

\n

Skill Feats Level 2

\n

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

\n

Witch Feats Level 2

\n

At 2nd level and every even-numbered level, you gain a witch class feat.

\n

General Feats Level 3

\n

At 3rd level and every 4 levels thereafter, you gain a general feat.

\n

Skill Increases Level 3

\n

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use an increase to either become trained in one skill you're untrained in, or to increase your proficiency rank in one skill in which you're already trained to expert.

\n

At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.

\n

Attribute Boosts Level 5

\n

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

\n

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost, and must boost that attribute again at a later level to increase it by 1.

\n

Ancestry Feats Level 5

\n

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

\n

Magical Fortitude Level 5

\n

@Localize[PF2E.SpecificRule.ClassFeatures.MagicalFortitude.witch.Description]

\n

Expert Spellcaster Level 7

\n

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.witch.Expert]

\n

Reflex Expertise Level 9

\n

Your reflexes are lightning fast, helping you to avoid danger. Your proficiency rank for Reflex saves increases to expert.

\n

Perception Expertise Level 11

\n

@Embed[Compendium.pf2e.classfeatures.Item.JCqACxgrm5ixX0Jy inline]

\n

Weapon Expertise Level 11

\n

@Localize[PF2E.SpecificRule.ClassFeatures.WeaponExpertise.witch.Description]

\n

Defensive Robes Level 13

\n

@Embed[Compendium.pf2e.classfeatures.Item.gU7epgcPSm0TD1UK inline]

\n

Weapon Specialization Level 13

\n

@Embed[Compendium.pf2e.classfeatures.Item.9EqIasqfI8YIM3Pt inline]

\n

Master Spellcaster Level 15

\n

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.witch.Master]

\n

Will of the Pupil Level 17

\n

@Embed[Compendium.pf2e.classfeatures.Item.9EqIasqfI8YIM3Pt inline]

\n

Legendary Spellcaster Level 19

\n

@Localize[PF2E.SpecificRule.ClassFeatures.Spellcaster.witch.Legendary]

\n

Patron's Gift Level 19

\n

@Embed[Compendium.pf2e.classfeatures.Item.cDnFXfl3i5Z2l7JP inline]

\n

Patrons

\n

When your patron first makes contact, they usually reveal little more of themself than glimpses or specific manifestations—you might see eyes from the shadows of the forest or hear a wordless voice echoing across the frozen tundra before your familiar makes itself known. Your patron's true identity might be a powerful hag, a fey lord, a deity or demigod, an archdevil, or a similarly powerful entity, or perhaps multiple such figures working in tandem, but that identity is for you to attempt to discover as you learn more of your patron's lessons. Some patrons are multifaceted, appearing in different guises, and granting different powers to different witches. In some cases, the witch may know of their patron's identity, but have some other aspect shrouded in uncertainty; they might know their patron's name but not motive, or perhaps even if they know the patron's identity, they have been cursed to never reveal it to others.

\n

Your patron determines the following.

\n

Spell List You use this magical tradition and spell list;

\n

Patron Skill You become trained in the skill associated with your patron's magical tradition.

\n

Initial Lesson This is the first lesson your patron teaches you and is unique to your patron.

\n

Familiar Ability One of your familiar's two bonus abilities is always the one listed here, a mark of your patron's indelible influence. The benefit can occur only once per round when you Cast or Sustain a hex, and you can choose whether it occurs before or after the effects of Casting or Sustaining the hex.

\n

@UUID[Compendium.pf2e.classfeatures.Item.v2JQB6j3VIKWqPpQ]{Choir Politic}

\n

@UUID[Compendium.pf2e.classfeatures.Item.T9wA833bzZVlB3Lo]{Devourer of Decay}

\n

@UUID[Compendium.pf2e.classfeatures.Item.mFqMSQoNl0NMDklv]{Faith's Flamekeeper}

\n

@UUID[Compendium.pf2e.classfeatures.Item.FdLx4VODZEYLGOK9]{The Inscribed One}

\n

@UUID[Compendium.pf2e.classfeatures.Item.RdOzBNPKLTMUWrJs]{Paradox of Opposites}

\n

@UUID[Compendium.pf2e.classfeatures.Item.9OwWgOP8ZWxTAqbg]{The Resentment}

\n

@UUID[Compendium.pf2e.classfeatures.Item.lgv4VIoj5TLhm9u0]{Ripple in the Deep}

\n

@UUID[Compendium.pf2e.classfeatures.Item.9c57R18pfgfqlBCD]{Silence in Snow}

\n

@UUID[Compendium.pf2e.classfeatures.Item.ghIsqhEsJTvjJiNl]{Spinner of Threads}

\n

@UUID[Compendium.pf2e.classfeatures.Item.r2ZPRAw9c3VGZi8A]{Starless Shadow}

\n

@UUID[Compendium.pf2e.classfeatures.Item.ydI39ViUy22nBRn6]{The Unseen Broker}

\n

@UUID[Compendium.pf2e.classfeatures.Item.e0VhUyjz1clW3sC4]{Wilding Steward}

\n

@UUID[Compendium.pf2e.classfeatures.Item.4zE3seVFtLPNw9EQ]{Whisper of Wings}

\n
    \n
  • Rare
  • \n
\n

@UUID[Compendium.pf2e.classfeatures.Item.VVMMJdIWL7fAsQf3]{Baba Yaga}

\n

@UUID[Compendium.pf2e.classfeatures.Item.zy0toWeGIeQstbT4]{Mosquito Witch}

\n

Witch Lessons

\n

@Embed[Compendium.pf2e.classfeatures.Item.SOan0fqyFTrkqJLV inline]

" }, "Wizard": { "name": "Wizard", diff --git a/translation/en/compendium/spells.json b/translation/en/compendium/spells.json index a858b96a..362693e8 100644 --- a/translation/en/compendium/spells.json +++ b/translation/en/compendium/spells.json @@ -1136,7 +1136,7 @@ }, "Chthonian Wrath": { "name": "Chthonian Wrath", - "description": "

You evoke the energy of a part of the Outer Rifts. The damage types of the spell (one energy and one physical) are based on the result of rolling on the table below. You deal @Damage[4d6[untyped]] damage of each of the corresponding damage types to each creature in the cone (8d6 total damage).

\n
\n

Heightened (+1) The damage for each type increases by 1d6

\n

Chthonian Wrath

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
[[/r 1D4]]RealmManifestationDamage and type
1SkiesBolts and lightning and flying debrisBludgeoning and electricity
2DepthsAcid and demonic shellsAcid and slashing
3FrozenFrigid air and iceBludgeoning and cold
4VolcanicJagged volcanic rocks and magmaFire and piercing
", + "description": "

You evoke the energy of a part of the Outer Rifts. The damage types of the spell (one energy and one physical) are based on the result of rolling on the table below. You deal @Damage[4d6[untyped]] damage of each of the corresponding damage types to each creature in the cone (8d6 total damage).

\n
\n

Heightened (+1) The damage for each type increases by 1d6

\n

Chthonian Wrath

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
[[/r 1D4]]RealmManifestationDamage and type
1SkiesBolts and lightning and flying debrisBludgeoning and electricity
2DepthsAcid and demonic shellsAcid and slashing
3FrozenFrigid air and iceBludgeoning and cold
4VolcanicJagged volcanic rocks and magmaFire and piercing
", "spellVariants": { "BbMuJTegkAU3FWLe": { "name": "Chthonian Wrath (Depths)" @@ -1914,7 +1914,7 @@ }, "Diadem of Divine Radiance": { "name": "Diadem of Divine Radiance", - "description": "

You don a diadem of radiant light, which sheds bright light to a range of 60 feet and dim light to a further 60 feet. When you Cast the Spell and when you Sustain it during the duration, you can draw a disc of spiraling light from the diadem and throw it at a creature within 120 feet. Make a ranged spell attack at mythic proficiency against the target's AC. This action has the attack and spirit traits. On a hit, you deal 4d8 spirit damage, 1d4 persistent spirit damage, and the target is @UUID[Compendium.pf2e.conditionitems.Item.TkIyaNPgTZFBCCuh]{Dazzled} for 1 round (3 rounds on a critical hit). The persistent damage isn't doubled on a critical hit.

\n

If the disc passes through an area of magical darkness or targets a creature affected by magical darkness, the disc's glow attempts to counteract the darkness using your Religion or Occultism skill modifier as the counteract check modifier and half your level as the counteract rank.

\n

@UUID[Compendium.pf2e.spell-effects.Item.Hc8e3aU9yLKPSw8o]{Spell Effect: Diadem of Divine Radiance}

\n
\n

Heightened (+2) The disc's divine damage increases by 2d8, and the persistent damage increases by 1d4.

" + "description": "

You don a diadem of radiant light, which sheds bright light to a range of 60 feet and dim light to a further 60 feet. When you Cast the Spell and when you Sustain it during the duration, you can draw a disc of spiraling light from the diadem and throw it at a creature within 120 feet. Make a ranged spell attack at mythic proficiency against the target's AC. This action has the attack and spirit traits. On a hit, you deal 4d8 spirit damage, 1d4 persistent spirit damage, and the target is @UUID[Compendium.pf2e.conditionitems.Item.TkIyaNPgTZFBCCuh]{Dazzled} for 1 round (3 rounds on a critical hit). The persistent damage isn't doubled on a critical hit.

\n

If the disc passes through an area of magical darkness or targets a creature affected by magical darkness, the disc's glow attempts to counteract the darkness using your Religion or Occultism skill modifier as the counteract check modifier and half your level as the counteract rank.

\n

@UUID[Compendium.pf2e.spell-effects.Item.Hc8e3aU9yLKPSw8o]{Spell Effect: Diadem of Divine Radiance}

\n
\n

Heightened (+2) The disc's spirit damage increases by 2d8, and the persistent damage increases by 1d4.

" }, "Diamond Dust": { "name": "Diamond Dust", diff --git a/translation/en/en.json b/translation/en/en.json index 9d87155e..5dea02e3 100644 --- a/translation/en/en.json +++ b/translation/en/en.json @@ -2871,6 +2871,9 @@ "Troubleshooting": "Troubleshooting", "WorldNotReady": "Game world not ready: try again in a few seconds." }, + "ModeOfBeing": { + "Living": "Living" + }, "ModifierNamePlaceholder": "Name", "ModifierTitle": "Modifier", "ModifierType": { diff --git a/translation/en/re-en.json b/translation/en/re-en.json index 832576a9..a046f30d 100644 --- a/translation/en/re-en.json +++ b/translation/en/re-en.json @@ -3810,6 +3810,9 @@ "Fetchling": { "DeepFetchling": { "Prompt": "Select a type of energy to resist." + }, + "LightlessLitheness": { + "Note": "You can Step instead of Striding up to 5 feet." } }, "Fighter": { @@ -4312,7 +4315,7 @@ "VenomtailKobold": "Venomtail Kobold" }, "DragonsBreath": { - "DescriptionAlteration": "You channel your draconic exemplar's power into a gout of energy that manifests as a @Template[line|distance:60] or a @Template[cone|distance:30], dealing @Damage[ceil(@actor.level/2)d8[@actor.flags.pf2e.draconicExemplar.damageType]|traits:area-damage] damage. Each creature in the area must attempt a basic saving throw against the higher of your class DC or spell DC. You can't use this ability again for 1 hour." + "DescriptionAlteration": "You channel your draconic exemplar's power into a gout of energy that manifests as a @Template[line|distance:60] or a @Template[cone|distance:30], dealing @Damage[ceil(@actor.level/2)d8[@actor.flags.pf2e.draconicExemplar.damageType]|options:area-damage] damage. Each creature in the area must attempt a basic saving throw against the higher of your class DC or spell DC. You can't use this ability again for 1 hour." }, "DragonsPresence": { "Note": "When you roll a success on a saving throw against a fear effect, you get a critical success instead. When you roll a failure against a fear effect, you get a critical failure instead." From 6b61d8906dafc2e992acc079b035dddc273c920b Mon Sep 17 00:00:00 2001 From: Agustin Allende Date: Mon, 20 Jan 2025 23:56:56 +0100 Subject: [PATCH 06/19] fix: New translations en.json from Crowdin --- translation/es/es.json | 3 +++ 1 file changed, 3 insertions(+) diff --git a/translation/es/es.json b/translation/es/es.json index 50574520..a440a176 100644 --- a/translation/es/es.json +++ b/translation/es/es.json @@ -2871,6 +2871,9 @@ "Troubleshooting": "Solución de problemas", "WorldNotReady": "El mundo del juego no está listo: inténtalo de nuevo en unos segundos." }, + "ModeOfBeing": { + "Living": "Living" + }, "ModifierNamePlaceholder": "Nombre", "ModifierTitle": "Modificador", "ModifierType": { From 330f0d9a6c42227ca9508e45ba1315ed9b03cd98 Mon Sep 17 00:00:00 2001 From: Agustin Allende Date: Mon, 20 Jan 2025 23:57:02 +0100 Subject: [PATCH 07/19] fix: New translations equipment-effects.json from Crowdin --- .../es/compendium/pf2e.equipment-effects.json | 40 +++++-------------- 1 file changed, 10 insertions(+), 30 deletions(-) diff --git a/translation/es/compendium/pf2e.equipment-effects.json b/translation/es/compendium/pf2e.equipment-effects.json index c32ebb43..ddf43d10 100644 --- a/translation/es/compendium/pf2e.equipment-effects.json +++ b/translation/es/compendium/pf2e.equipment-effects.json @@ -563,6 +563,10 @@ "name": "Efecto: trampa de peso muerto (éxito)", "description": "

La criatura sufre una penalización de estado de -1 a las tiradas de ataque durante 1 asalto o hasta que escape (CD 18).

" }, + "Effect: Deathdrinking": { + "name": "Effect: Deathdrinking", + "description": "

Granted by @UUID[Compendium.pf2e.equipment-srd.Item.4DXupoMmwenFn4Kc]{Deathdrinking}

\n

If the creature you killed was living you gain a +1 item bonus to attack and damage rolls. If the creature you destroyed was undead you gain a number of temporary HP equal to twice your level.

" + }, "Effect: Deck of Destiny": { "name": "Efecto: Baraja del Destino", "description": "

Elige bien o mal. Con weal (un efecto de fortuna), la criatura desencadenante tira dos veces y obtiene el mejor resultado en su prueba. Con ay (un efecto de desgracia), la criatura desencadenante se ve obligada a tirar dos veces y obtener el peor resultado. Si la carta que robaste está relacionada con la prueba, como por ejemplo robar una carta del palo de escudos para una tirada de salvación de Fortaleza o una carta del palo de coronas para una prueba de Engaño, la criatura se ve aún más afectada. Al elegir el bienestar, elLa criatura gana un bonificador de circunstancia +4 a la prueba desencadenante. Cuando se enfrenta a una aflicción, la criatura desencadenante sufre un penalizador de circunstancia -4 a la prueba desencadenante

" @@ -1444,29 +1448,9 @@ "name": "Efecto: Encanto Nosoi (sentido de vida)", "description": "

Obtienes sentido de vida como un sentido impreciso con un alcance de 30 pies durante 1 hora, siempre y cuando continúes sosteniendo el hechizo. Esto te permite sentir la fuerza vital que anima a los seres vivos y la fuerza perversa que anima a los muertos, aunque no puedes distinguir entre las dos.

" }, - "Effect: Numbing Tonic (Greater)": { - "name": "Efecto: Tónico adormecedor (mayor)", - "description": "

Concedido por @UUID[Compendium.pf2e.equipment-srd.Item.wuVD3kolQaFAEeBK]{Numbing Tonic (Greater)}

\n

Obtienes 15 puntos de vida temporales cuando bebes el elixir y nuevamente al comienzo de cada uno de tus turnos durante 1 minuto.

" - }, - "Effect: Numbing Tonic (Lesser)": { - "name": "Efecto: Tónico adormecedor (menor)", - "description": "

Concedido por @UUID[Compendium.pf2e.equipment-srd.Item.7D6ENmL3mRfUOMwf]{Numbing Tonic (Lesser)}

\n

Obtienes 5 puntos de vida temporales cuando bebes el elixir y nuevamente al comienzo de cada uno de tus turnos durante 1 minuto.

" - }, - "Effect: Numbing Tonic (Major)": { - "name": "Efecto: Tónico adormecedor (principal)", - "description": "

Concedido por @UUID[Compendium.pf2e.equipment-srd.Item.EAgWYY1C4mDRfwqo]{Numbing Tonic (Major)}

\n

Obtienes 20 puntos de vida temporales cuando bebes el elixir y nuevamente al comienzo de cada uno de tus turnos durante 1 minuto.

" - }, - "Effect: Numbing Tonic (Minor)": { - "name": "Efecto: Tónico adormecedor (menor)", - "description": "

Concedido por @UUID[Compendium.pf2e.equipment-srd.Item.V35j3JEJMUbuJZNX]{Numbing Tonic (Minor)}

\n

Obtienes 2 puntos de vida temporales cuando bebes el elixir y nuevamente al comienzo de cada uno de tus turnos durante 1 minuto.

" - }, - "Effect: Numbing Tonic (Moderate)": { - "name": "Efecto: Tónico adormecedor (moderado)", - "description": "

Concedido por @UUID[Compendium.pf2e.equipment-srd.Item.WnJwPbObxmTNvYJy]{Numbing Tonic (Moderate)}

\n

Obtienes 10 puntos de vida temporales cuando bebes el elixir y nuevamente al comienzo de cada uno de tus turnos durante 1 minuto.

" - }, - "Effect: Numbing Tonic (True)": { - "name": "Efecto: Tónico adormecedor (Verdadero)", - "description": "

Concedido por @UUID[Compendium.pf2e.equipment-srd.Item.7VDf5tQKh01XV6HQ]{Numbing Tonic (True)}

\n

Obtienes 25 puntos de vida temporales cuando bebes el elixir y nuevamente al comienzo de cada uno de tus turnos durante 1 minuto.

" + "Effect: Numbing Tonic": { + "name": "Effect: Numbing Tonic", + "description": "

Granted by @UUID[Compendium.pf2e.equipment-srd.Item.V35j3JEJMUbuJZNX]{Numbing Tonic (Minor)}, @UUID[Compendium.pf2e.equipment-srd.Item.7D6ENmL3mRfUOMwf]{Numbing Tonic (Lesser)}, @UUID[Compendium.pf2e.equipment-srd.Item.WnJwPbObxmTNvYJy]{Numbing Tonic (Moderate)}, @UUID[Compendium.pf2e.equipment-srd.Item.wuVD3kolQaFAEeBK]{Numbing Tonic (Greater)}, @UUID[Compendium.pf2e.equipment-srd.Item.EAgWYY1C4mDRfwqo]{Numbing Tonic (Major)}, @UUID[Compendium.pf2e.equipment-srd.Item.7VDf5tQKh01XV6HQ]{Numbing Tonic (True)}

\n

You gain temporary Hit Points when you drink the elixir, and again at the start of each of your turns.

" }, "Effect: Oath of the Devoted": { "name": "Efecto: Juramento de los devotos", @@ -1816,13 +1800,9 @@ "name": "Efecto: Mutágeno de mercurio (moderado)", "description": "

Concedido por @UUID[Compendium.pf2e.equipment-srd.Item.n52BSbZsnx4Vmt2p]{Quicksilver Mutagen (Moderate)}

\n

Beneficio Obtienes un bono de objeto +2 a las pruebas de Acrobacia, Sigilo, Robo, Salvaciones de Reflejos y tiradas de ataque basadas en Destreza, y obtienes un bono de estado de +10 pies a tu Velocidad.

\n

Inconveniente Recibes daño equivalente al doble de tu nivel; No puedes recuperar los puntos de vida perdidos de esta manera de ninguna manera mientras dure el mutágeno. Recibes una penalización de -2 aLa fortaleza salva.

" }, - "Effect: Rainbow Vinegar (Greater)": { - "name": "Effect: Rainbow Vinegar (Greater)", - "description": "

Granted by @UUID[Compendium.pf2e.equipment-srd.Item.iq7hL6HDsPCPU4pt]{Rainbow Vinegar (Greater)}

\n

Your unarmed attacks deal an additional 1d8 acid damage, and you have resistance 15 to electricity. Vampires take an additional 2d8 acid damage instead.

" - }, - "Effect: Rainbow Vinegar (Moderate)": { - "name": "Effect: Rainbow Vinegar (Moderate)", - "description": "

Granted by @UUID[Compendium.pf2e.equipment-srd.Item.NVssWHKyKlaRmHog]{Rainbow Vinegar (Moderate)}

\n

Your unarmed attacks deal an additional 1d4 acid damage, and you have resistance 10 to electricity. Vampires take an additional 2d4 acid damage instead.

" + "Effect: Rainbow Vinegar": { + "name": "Effect: Rainbow Vinegar", + "description": "

Granted by @UUID[Compendium.pf2e.equipment-srd.Item.NVssWHKyKlaRmHog]{Rainbow Vinegar (Moderate)}, @UUID[Compendium.pf2e.equipment-srd.Item.iq7hL6HDsPCPU4pt]{Rainbow Vinegar (Greater)}

\n

Your unarmed attacks deal additional acid damage, and you have resistance to electricity. Vampires take additional acid damage.

" }, "Effect: Rainbow Vinegar Weakness": { "name": "Effect: Rainbow Vinegar Weakness", From 34577ba56168b96c794423eb98e6155bb06ac82e Mon Sep 17 00:00:00 2001 From: Agustin Allende Date: Mon, 20 Jan 2025 23:57:04 +0100 Subject: [PATCH 08/19] fix: New translations pathfinder-bestiary-2.json from Crowdin --- .../pf2e.pathfinder-bestiary-2.json | 66 ------------------- 1 file changed, 66 deletions(-) diff --git a/translation/es/compendium/pf2e.pathfinder-bestiary-2.json b/translation/es/compendium/pf2e.pathfinder-bestiary-2.json index baaf8ee8..908ee060 100644 --- a/translation/es/compendium/pf2e.pathfinder-bestiary-2.json +++ b/translation/es/compendium/pf2e.pathfinder-bestiary-2.json @@ -7711,9 +7711,6 @@ "strike-melee->Tail": { "name": "Tail" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Quill Thrust": { "name": "Quill Thrust", "description": "

Trigger A creature within 10 feet attempts a melee Strike against the peluda

\n
\n

Effect The peluda shifts their position and makes a quill Strike against the attacking creature. This Strike doesn't count toward the peluda's multiple attack penalty, and the peluda's multiple attack penalty doesn't apply to this Strike.

" @@ -8126,9 +8123,6 @@ "action->Telepathy 100 feet": { "name": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.kdhbPaBMK1d1fpbA]\nTelepathy 100 feet" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Enhance Venom": { "name": "Enhance Venom", "description": "

Trigger A creature within 30 feet attempts a saving throw against piscovenom

\n
\n

Effect The creature takes an additional @Damage[2d8[poison]] damage even if it succeeds at its save.

" @@ -8193,9 +8187,6 @@ "strike-melee->Holy Greatsword": { "name": "Holy Greatsword" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Regeneration 15 (Deactivated by Unholy)": { "name": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.lR9R5Vld8Eu2Dha5]\nRegeneration 15 (Deactivated by Unholy)" }, @@ -8297,9 +8288,6 @@ "action->Telepathy 100 feet": { "name": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.kdhbPaBMK1d1fpbA]\nTelepathy 100 feet" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Hurl Weapon": { "name": "Hurl Weapon", "description": "

The purrodaemon causes a weapon that has steeped in their flesh (see Steep Weapon) to telekinetically launch from their flesh. The purrodaemon makes a hurled weapon Strike without using their hands.

" @@ -8778,9 +8766,6 @@ "name": "Painsight", "description": "

A velstrac automatically knows whether a creature it sees has any of the @UUID[Compendium.pf2e.conditionitems.Item.3uh1r86TzbQvosxv]{Doomed}, @UUID[Compendium.pf2e.conditionitems.Item.yZRUzMqrMmfLu0V1]{Dying}, and @UUID[Compendium.pf2e.conditionitems.Item.Yl48xTdMh3aeQYL2]{Wounded} conditions, as well as the value of those conditions

" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Regeneration 10 (Deactivated by Holy or Silver)": { "name": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.lR9R5Vld8Eu2Dha5]\nRegeneration 10 (Deactivated by Holy or Silver)" }, @@ -8853,9 +8838,6 @@ "strike-melee->Hoof": { "name": "Hoof" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Attack of Opportunity (Hoof Only)": { "name": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.hFtNbo1LKYCoDy2O]\nAttack of Opportunity (Hoof Only)", "description": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.hFtNbo1LKYCoDy2O]\n

Hoof only

\n
\n

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

" @@ -8906,9 +8888,6 @@ "name": "Planar Acclimation", "description": "

The sard treats the plane it is located on as its home plane.

" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Splintering Death": { "name": "Splintering Death", "description": "

When the sard dies, its body explodes in a @Template[emanation|distance:30]. All creatures in the area take @Damage[10d6[electricity]] damage and @Damage[10d6[piercing]] damage (@Check[reflex|dc:43|basic] save). Any creature that takes piercing damage is also exposed to sard venom.

" @@ -8955,9 +8934,6 @@ "action->Lifesense 120 feet": { "name": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.sebk9XseMCRkDqRg]\nLifesense 120 feet" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Void Child": { "name": "Void Child", "description": "

Sceaduinars have neither souls nor the ability to create. A sceaduinar is immune to effects that target a soul (such as bind soul or resurrect) or that require knowledge of a creature's identity (such as scrying), and critically fails Crafting checks.

" @@ -9130,9 +9106,6 @@ "strike-melee->Tail": { "name": "Tail" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Regeneration 10 (Deactivated by Cold Iron)": { "name": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.lR9R5Vld8Eu2Dha5]\nRegeneration 10 (Deactivated by Cold Iron)" }, @@ -9414,9 +9387,6 @@ "strike-ranged->Holy Longbow": { "name": "Holy Longbow" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Regeneration 20 (Deactivated by Unholy)": { "name": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.lR9R5Vld8Eu2Dha5]\nRegeneration 20 (Deactivated by Unholy)" }, @@ -9763,9 +9733,6 @@ "strike-ranged->Starknife": { "name": "Starknife" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Blinding Soul": { "name": "Blinding Soul", "description": "

Whenever the star archon takes slashing damage, bright light pours from their wounds. Non-archons within 10 feet must attempt a @Check[fortitude|dc:38] save.

\n

On a failure, a creature is @UUID[Compendium.pf2e.conditionitems.Item.TkIyaNPgTZFBCCuh]{Dazzled} for 1 round. On a critical failure, the creature is @UUID[Compendium.pf2e.conditionitems.Item.XgEqL1kFApUbl5Z2]{Blinded} for [[/gmr 1d4 #rounds]]{1d4 rounds} instead.

\n

The creature is then temporarily immune for 1 round.

" @@ -10069,9 +10036,6 @@ "strike-melee->Tail": { "name": "Tail" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Regeneration 15 (Deactivated by Cold Iron)": { "name": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.lR9R5Vld8Eu2Dha5]\nRegeneration 15 (Deactivated by Cold Iron)" }, @@ -10199,9 +10163,6 @@ "action->Telepathy 100 feet": { "name": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.kdhbPaBMK1d1fpbA]\nTelepathy 100 feet" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Terrifying Gaze": { "name": "Terrifying Gaze", "description": "

30 feet. When a creature ends its turn in the aura, it must attempt a @Check[will|dc:30] save. If the creature fails, it becomes @UUID[Compendium.pf2e.conditionitems.Item.TBSHQspnbcqxsmjL]{Frightened 2}. The creature is then temporarily immune to terrifying gaze (but not Focus Gaze) for 24 hours.

" @@ -10257,9 +10218,6 @@ "name": "Envisioning", "description": "

When a theletos conveys information, it does so wordlessly through psychic projections. This acts as @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.kdhbPaBMK1d1fpbA]{Telepathy} with a range of 100 feet but is understandable to all creatures regardless of whether they have a language. The meaning to non-aeons can be vague and is often mysterious. A theletos can use this ability to communicate flawlessly with any other aeon on the same plane.

" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Fate Drain": { "name": "Fate Drain", "description": "

A creature damaged by the theletos's tentacle must succeed at a @Check[will|dc:22] save or become @UUID[Compendium.pf2e.conditionitems.Item.e1XGnhKNSQIm5IXg]{Stupefied 1}.

\n

As long as the creature is stupefied, it can no longer benefit from fortune effects. If the target fails additional saves against this ability, the condition value increases by 1 (to a maximum of stupefied 4). This condition value decreases by 1 every 24 hours.

" @@ -10304,9 +10262,6 @@ "name": "Planar Acclimation", "description": "

The thrasfyr always treats the plane it is located on as its home plane.

" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Regeneration 25 (Deactivated by Acid or Cold)": { "name": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.lR9R5Vld8Eu2Dha5]\nRegeneration 25 (Deactivated by Acid or Cold)" }, @@ -10519,9 +10474,6 @@ "strike-melee->Bastard Sword": { "name": "Bastard Sword" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Retributive Strike": { "description": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.IQtb58p4EaeUzTN1]\n

Damage Reduction 16

\n
\n

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

" }, @@ -10620,9 +10572,6 @@ "strike-melee->Wing": { "name": "Wing" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Frightful Presence": { "description": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.etMnv73EIdEZrYYu]\n

90 feet. @Check[will|dc:34]

\n
\n

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

" }, @@ -10698,9 +10647,6 @@ "strike-melee->Wing": { "name": "Wing" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Frightful Presence": { "description": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.etMnv73EIdEZrYYu]\n

90 feet. @Check[will|dc:34]

\n
\n

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

" }, @@ -10752,9 +10698,6 @@ "action->Tremorsense 60 feet": { "name": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.j2wsK6IsW5yMW1jW]\nTremorsense 60 feet" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Frightful Presence": { "description": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.etMnv73EIdEZrYYu]\n

90 feet. @Check[will|dc:40]

\n
\n

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

" }, @@ -10851,9 +10794,6 @@ "action->Tremorsense 60 feet": { "name": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.j2wsK6IsW5yMW1jW]\nTremorsense 60 feet" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Frightful Presence": { "description": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.etMnv73EIdEZrYYu]\n

90 feet. @Check[will|dc:40]

\n
\n

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

" }, @@ -11157,9 +11097,6 @@ "strike-ranged->Water Blast": { "name": "Water Blast" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Magic-Warping Aura": { "name": "Magic-Warping Aura", "description": "

30 feet. A vaspercham's shell distorts nearby magic. Any creature in the aura who Casts a Spell must attempt a @Check[will|dc:37] save.

\n
\n

Critical Success The spell is unaffected and the caster is temporarily immune to the magic-warping aura for 1 minute.

\n

Success The spell is unaffected, but if the spell allows a saving throw, the vaspercham gains a +1 circumstance bonus to save against it.

\n

Failure If the spell has a target and there are one or more viable targets within its range, the spell's target changes, determined randomly by the GM. If there is no other possible target within range or the spell has no target, the spell is disrupted.

\n

Critical Failure The caster instead Casts another Spell, choosing randomly from their spell repertoire, prepared spells, or available focus spells (as appropriate) and selecting any targets at random.

" @@ -12144,9 +12081,6 @@ "name": "Truespeech", "description": "

A zelekhut can speak with and understand any creature with a language.

" }, - "action->+1 Status to All Saves vs. Magic": { - "name": "+1 Status to All Saves vs. Magic" - }, "action->Double Attack": { "name": "Double Attack", "description": "

The zelekhut makes two chain Strikes, each targeting a different creature. Each Strike counts toward the zelekhut's multiple attack penalty, but the penalty doesn't increase until after it has made both attacks. If the zelekhut subsequently uses the @UUID[Compendium.pf2e.bestiary-ability-glossary-srd.Item.BCLvAx4Pz4MLa2pu]{Knockdown} action, it affects all creatures it hit with Double Attack.

" From c1aca2258196afe984f8ec6addec5a3005418f45 Mon Sep 17 00:00:00 2001 From: Agustin Allende Date: Mon, 20 Jan 2025 23:57:05 +0100 Subject: [PATCH 09/19] fix: New translations re-en.json from Crowdin --- translation/es/re-es.json | 3 +++ 1 file changed, 3 insertions(+) diff --git a/translation/es/re-es.json b/translation/es/re-es.json index b682c497..e90cce71 100644 --- a/translation/es/re-es.json +++ b/translation/es/re-es.json @@ -3810,6 +3810,9 @@ "Fetchling": { "DeepFetchling": { "Prompt": "Selecciona un tipo de energía para resistir." + }, + "LightlessLitheness": { + "Note": "You can Step instead of Striding up to 5 feet." } }, "Fighter": { From 4ada76e173737d2469b566bb3641c1e56f274635 Mon Sep 17 00:00:00 2001 From: Agustin Allende Date: Mon, 20 Jan 2025 23:57:11 +0100 Subject: [PATCH 10/19] fix: New translations spells.json from Crowdin --- translation/es/compendium/pf2e.spells-srd.json | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/translation/es/compendium/pf2e.spells-srd.json b/translation/es/compendium/pf2e.spells-srd.json index 1c11aa3d..f32ccf71 100644 --- a/translation/es/compendium/pf2e.spells-srd.json +++ b/translation/es/compendium/pf2e.spells-srd.json @@ -1914,7 +1914,7 @@ }, "Diadem of Divine Radiance": { "name": "Diadem of Divine Radiance", - "description": "

You don a diadem of radiant light, which sheds bright light to a range of 60 feet and dim light to a further 60 feet. When you Cast the Spell and when you Sustain it during the duration, you can draw a disc of spiraling light from the diadem and throw it at a creature within 120 feet. Make a ranged spell attack at mythic proficiency against the target's AC. This action has the attack and spirit traits. On a hit, you deal 4d8 spirit damage, 1d4 persistent spirit damage, and the target is @UUID[Compendium.pf2e.conditionitems.Item.TkIyaNPgTZFBCCuh]{Dazzled} for 1 round (3 rounds on a critical hit). The persistent damage isn't doubled on a critical hit.

\n

If the disc passes through an area of magical darkness or targets a creature affected by magical darkness, the disc's glow attempts to counteract the darkness using your Religion or Occultism skill modifier as the counteract check modifier and half your level as the counteract rank.

\n

@UUID[Compendium.pf2e.spell-effects.Item.Hc8e3aU9yLKPSw8o]{Spell Effect: Diadem of Divine Radiance}

\n
\n

Heightened (+2) The disc's divine damage increases by 2d8, and the persistent damage increases by 1d4.

" + "description": "

You don a diadem of radiant light, which sheds bright light to a range of 60 feet and dim light to a further 60 feet. When you Cast the Spell and when you Sustain it during the duration, you can draw a disc of spiraling light from the diadem and throw it at a creature within 120 feet. Make a ranged spell attack at mythic proficiency against the target's AC. This action has the attack and spirit traits. On a hit, you deal 4d8 spirit damage, 1d4 persistent spirit damage, and the target is @UUID[Compendium.pf2e.conditionitems.Item.TkIyaNPgTZFBCCuh]{Dazzled} for 1 round (3 rounds on a critical hit). The persistent damage isn't doubled on a critical hit.

\n

If the disc passes through an area of magical darkness or targets a creature affected by magical darkness, the disc's glow attempts to counteract the darkness using your Religion or Occultism skill modifier as the counteract check modifier and half your level as the counteract rank.

\n

@UUID[Compendium.pf2e.spell-effects.Item.Hc8e3aU9yLKPSw8o]{Spell Effect: Diadem of Divine Radiance}

\n
\n

Heightened (+2) The disc's spirit damage increases by 2d8, and the persistent damage increases by 1d4.

" }, "Diamond Dust": { "name": "Polvo de diamante", From 038d414b30972d15ed79d89dd35d5c5e3e963a7d Mon Sep 17 00:00:00 2001 From: Agustin Allende Date: Mon, 20 Jan 2025 23:57:15 +0100 Subject: [PATCH 11/19] fix: New translations feats.json from Crowdin --- translation/es/compendium/pf2e.feats-srd.json | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/translation/es/compendium/pf2e.feats-srd.json b/translation/es/compendium/pf2e.feats-srd.json index 1302288a..e71a44a0 100644 --- a/translation/es/compendium/pf2e.feats-srd.json +++ b/translation/es/compendium/pf2e.feats-srd.json @@ -20974,7 +20974,7 @@ }, "Magical Scrounger": { "name": "Magical Scrounger", - "description": "

When you @UUID[Compendium.pf2e.actionspf2e.Item.rmwa3OyhTZ2i2AHl]{Craft} a temporary wondrous item using the magic scrounged from all around. Once per day, you can @UUID[Compendium.pf2e.actionspf2e.Item.PE1jm9lBveujj2md]{Cobble Together} a temporary magic item. The temporary item must be common, magical, half your level or lower, and be able to be held, wielded, or worn. Any Craft requirements must be provided as normal.

\n

You can't Cobble Together a consumable, a rune, or an item with runes. If the item must be worn or affixed, removing it once it's affixed or donned destroys it.

", + "description": "

You can @UUID[Compendium.pf2e.actionspf2e.Item.rmwa3OyhTZ2i2AHl]{Craft} a temporary wondrous item using the magic scrounged from all around. Once per day, you can @UUID[Compendium.pf2e.actionspf2e.Item.PE1jm9lBveujj2md]{Cobble Together} a temporary magic item. The temporary item must be common, magical, half your level or lower, and be able to be held, wielded, or worn. Any Craft requirements must be provided as normal.

\n

You can't Cobble Together a consumable, a rune, or an item with runes. If the item must be worn or affixed, removing it once it's affixed or donned destroys it.

", "prerequisites": [ { "value": "Scrounger Dedication" From 7af960a765f013da1934e3207f4e91df166082a3 Mon Sep 17 00:00:00 2001 From: Agustin Allende Date: Mon, 20 Jan 2025 23:57:20 +0100 Subject: [PATCH 12/19] fix: New translations age-of-ashes-bestiary.json from Crowdin --- translation/es/compendium/pf2e.age-of-ashes-bestiary.json | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/translation/es/compendium/pf2e.age-of-ashes-bestiary.json b/translation/es/compendium/pf2e.age-of-ashes-bestiary.json index 41860b92..966add3d 100644 --- a/translation/es/compendium/pf2e.age-of-ashes-bestiary.json +++ b/translation/es/compendium/pf2e.age-of-ashes-bestiary.json @@ -4125,7 +4125,7 @@ }, "action->Breath Weapon": { "name": "Breath Weapon", - "description": "

The spawn breathes flames that deals @Damage[9d6[fire]] damage to all creatures in a @Template[cone|distance:30] (@Check[reflex|dc:26|basic] save).

\n

They can't use Breath Weapon again for [[/gmr 1d4 #Recharge Breath Weapon]]{1d4 rounds}

" + "description": "

The spawn breathes flames that deals @Damage[9d6[fire]|options:area-damage] damage to all creatures in a @Template[cone|distance:30] (@Check[reflex|dc:26|basic] save).

\n

They can't use Breath Weapon again for [[/gmr 1d4 #Recharge Breath Weapon]]{1d4 rounds}

" }, "action->Draconic Frenzy": { "name": "Draconic Frenzy", From babd047c7d7553db9ef9b237a1e93eff2ef17af8 Mon Sep 17 00:00:00 2001 From: Agustin Allende Date: Mon, 20 Jan 2025 23:57:22 +0100 Subject: [PATCH 13/19] fix: New translations agents-of-edgewatch-bestiary.json from Crowdin --- .../es/compendium/pf2e.agents-of-edgewatch-bestiary.json | 9 ++++++--- 1 file changed, 6 insertions(+), 3 deletions(-) diff --git a/translation/es/compendium/pf2e.agents-of-edgewatch-bestiary.json b/translation/es/compendium/pf2e.agents-of-edgewatch-bestiary.json index 302da953..3d4ab361 100644 --- a/translation/es/compendium/pf2e.agents-of-edgewatch-bestiary.json +++ b/translation/es/compendium/pf2e.agents-of-edgewatch-bestiary.json @@ -3959,7 +3959,7 @@ "primarycheck": "Religion" }, "consumable->Black Dragon's Breath Potion (Wyrm)": { - "description": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.equipment-srd.Item.LR7Ke2V8vHjQYBni]\n

This liquid contains blood from a black dragon. For 1 hour after you imbibe the concoction, you can unleash a black dragon's breath weapon. The potency of the breath depends on the potion's type, based on the age of the dragon whose blood was used to make the potion.

\n

Exhaling dragon breath uses a single action. You create a @Template[line|distance:30] of acid which deals @Damage[10d6[acid]] damage. All creatures in the area must attempt a @Check[reflex|dc:37|basic|name:Wyrm Black Dragon's Breath Potion] save.

\n

After you use the breath weapon, you can't do so again for [[/r 1d4 #rounds]]{1d4 rounds}.

" + "description": " tag will get replaced with text from compendium entry @UUID[Compendium.pf2e.equipment-srd.Item.LR7Ke2V8vHjQYBni]\n

This liquid contains blood from a black dragon. For 1 hour after you imbibe the concoction, you can unleash a black dragon's breath weapon. The potency of the breath depends on the potion's type, based on the age of the dragon whose blood was used to make the potion.

\n

Exhaling dragon breath uses a single action. You create a @Template[line|distance:30] of acid which deals @Damage[10d6[acid]|options:area-damage] damage. All creatures in the area must attempt a @Check[reflex|dc:37|basic|name:Wyrm Black Dragon's Breath Potion] save.

\n

After you use the breath weapon, you can't do so again for [[/r 1d4 #rounds]]{1d4 rounds}.

" }, "strike-melee->Pincer": { "name": "Pincer" @@ -5256,7 +5256,7 @@ }, "action->Breath Weapon": { "name": "Breath Weapon", - "description": "

The pulping golem spills its cauldron stomach to the floor, dealing @Damage[9d12[fire]] damage to creatures within 10 feet (@Check[reflex|dc:33|basic] save).

\n

It can't use Breath Weapon again for [[/gmr 1d4 #Recharge Breath Weapon]]{1d4 rounds}.

" + "description": "

The pulping golem spills its cauldron stomach to the floor, dealing @Damage[9d12[fire]|options:area-damage] damage to creatures within 10 feet (@Check[reflex|dc:33|basic] save).

\n

It can't use Breath Weapon again for [[/gmr 1d4 #Recharge Breath Weapon]]{1d4 rounds}.

" }, "action->Extend Legs": { "name": "Extend Legs", @@ -5349,7 +5349,7 @@ }, "action->Breath Weapon": { "name": "Breath Weapon", - "description": "

Reginald's lungs are equipped with ink canisters, allowing him to spew a @Template[line|distance:60] of ink that deals @Damage[9d6[poison]] damage (@Check[reflex|dc:39|basic] save; on a failure, the creature is also subjected to Reginald's poison ink).

" + "description": "

Reginald's lungs are equipped with ink canisters, allowing him to spew a @Template[line|distance:60] of ink that deals @Damage[9d6[poison]|options:area-damage] damage (@Check[reflex|dc:39|basic] save; on a failure, the creature is also subjected to Reginald's poison ink).

" }, "action->Overdrive Engine": { "name": "Overdrive Engine", @@ -5613,6 +5613,9 @@ "strike-melee->Dagger": { "name": "Dagger" }, + "action->+1 Status to All Saves vs. Mental": { + "name": "+1 Status to All Saves vs. Mental" + }, "action->Shield Block": { "name": "Shield Block" }, From 9ad0e8b1a62ebb2321851513d0ccf9781a29aa16 Mon Sep 17 00:00:00 2001 From: allnnde <8978118+allnnde@users.noreply.github.com> Date: Tue, 21 Jan 2025 22:40:37 +0000 Subject: [PATCH 14/19] feat: automatic json extract to traslate --- translation/en/compendium/equipment-effects.json | 4 ++++ translation/en/compendium/equipment.json | 8 ++++---- translation/en/compendium/feats.json | 12 ++++++------ translation/en/compendium/journals.json | 2 +- translation/en/re-en.json | 6 +++--- 5 files changed, 18 insertions(+), 14 deletions(-) diff --git a/translation/en/compendium/equipment-effects.json b/translation/en/compendium/equipment-effects.json index fd2ea380..cdd55fa7 100644 --- a/translation/en/compendium/equipment-effects.json +++ b/translation/en/compendium/equipment-effects.json @@ -1049,6 +1049,10 @@ "name": "Effect: Goo Grenade", "description": "

Granted by @UUID[Compendium.pf2e.equipment-srd.Item.t2A5PzInAqmErLzK]{Goo Grenade (Lesser)}, @UUID[Compendium.pf2e.equipment-srd.Item.wi97vRj8IXx3wLmZ]{Goo Grenade (Moderate)}, @UUID[Compendium.pf2e.equipment-srd.Item.SAtG9jrqey2y8EGb]{Goo Grenade (Greater)}, @UUID[Compendium.pf2e.equipment-srd.Item.W0RWd2E0jkF2ZXhf]{Goo Grenade (Major)}

\n

You take a circumstance penalty to your Speeds.

" }, + "Effect: Goz Mask (Major)": { + "name": "Effect: Goz Mask (Major)", + "description": "

Granted by @UUID[Compendium.pf2e.equipment-srd.Item.qixSKcFT1OA4mIkp]{Goz Mask (Major)}

\n

You gain darkvision.

" + }, "Effect: Grasp of Droskar": { "name": "Effect: Grasp of Droskar", "description": "

Granted by @UUID[Compendium.pf2e.equipment-srd.Item.wWXnr3xw5TzDL1M7]{Grasp of Droskar}

\n

You gain a +1 item bonus on all Athletics checks.

" diff --git a/translation/en/compendium/equipment.json b/translation/en/compendium/equipment.json index 5f32969a..3d4f4d89 100644 --- a/translation/en/compendium/equipment.json +++ b/translation/en/compendium/equipment.json @@ -4673,7 +4673,7 @@ }, "Deathdrinking": { "name": "Deathdrinking", - "description": "

A weapon etched with a deathdrinking rune shimmers with dark purple energy. When held by a living creature, the weapon causes twinges of hunger to manifest.

\n

While holding a deathdrinking weapon, you gain a +1 item bonus to saving throws against void damage and death effects. When you critically hit a creature with a deathdrinking weapon, you inflict an additional 1d6 points of vitality or void damage to the creature-whichever type of damage would harm the creature. You also gain the following reaction when wielding a deathdrinking weapon.

\n

Activate r envision

\n

Frequency once per day

\n

Trigger you kill or destroy a creature with the deathdrinking weapon

\n
\n

Effect If the creature you killed was living, you gain a +1 item bonus to attack and damage rolls for 10 minutes. If the creature you destroyed was undead, you gain a number of temporary HP equal to twice your level for 10 minutes.

\n

@UUID[Compendium.pf2e.equipment-effects.Item.VIYfrecOd54NUPur]{Effect: Deathdrinking}

\n

" + "description": "

A weapon etched with a deathdrinking rune shimmers with dark purple energy. When held by a living creature, the weapon causes twinges of hunger to manifest.

\n

While holding a deathdrinking weapon, you gain a +1 item bonus to saving throws against void damage and death effects. When you critically hit a creature with a deathdrinking weapon, you inflict an additional 1d6 points of vitality or void damage to the creature-whichever type of damage would harm the creature. You also gain the following reaction when wielding a deathdrinking weapon.

\n

Activate r envision

\n

Frequency once per day

\n

Trigger you kill or destroy a creature with the deathdrinking weapon

\n
\n

Effect If the creature you killed was living, you gain a +1 item bonus to attack and damage rolls for 10 minutes. If the creature you destroyed was undead, you gain a number of temporary HP equal to twice your level for 10 minutes.

\n

@UUID[Compendium.pf2e.equipment-effects.Item.VIYfrecOd54NUPur]{Effect: Deathdrinking}

" }, "Deathless": { "name": "Deathless", @@ -7923,15 +7923,15 @@ }, "Goz Mask": { "name": "Goz Mask", - "description": "

Originally designed by a fanatical sect of Gozren priests, goz masks were designed to help navigate the area around the Eye of Abendego. The masks couldn't contend with the might of the storm, but people all around the Mwangi Expanse still use them. These masks are typically made of wood and sport round, exaggerated features.

\n
\n

Activate 1 Interact

\n

Frequency once per day

\n
\n

Effect You ignore concealment caused by fog, smoke, and other obscuring vapors for 1 minute.

" + "description": "

Originally designed by a fanatical sect of Gozren priests, goz masks were designed to help navigate the area around the Eye of Abendego. The masks couldn't contend with the might of the storm, but people all around the Mwangi Expanse still use them. These masks are typically made of wood and sport round, exaggerated features.

\n
\n

Activate 1 Interact

\n

Frequency once per day

\n

Effect You ignore @UUID[Compendium.pf2e.conditionitems.Item.DmAIPqOBomZ7H95W]{Concealment} caused by fog, smoke, and other obscuring vapors for 1 minute.

" }, "Goz Mask (Greater)": { "name": "Goz Mask (Greater)", - "description": "

Originally designed by a fanatical sect of Gozren priests, goz masks were designed to help navigate the area around the Eye of Abendego. The masks couldn't contend with the might of the storm, but people all around the Mwangi Expanse still use them. These masks are typically made of wood and sport round, exaggerated features.

\n
\n

Activate 1 Interact

\n

Frequency once per day

\n
\n

Effect You ignore concealment caused by fog, smoke, and other obscuring vapors for 10 minutes.

" + "description": "

Originally designed by a fanatical sect of Gozren priests, goz masks were designed to help navigate the area around the Eye of Abendego. The masks couldn't contend with the might of the storm, but people all around the Mwangi Expanse still use them. These masks are typically made of wood and sport round, exaggerated features.

\n
\n

Activate 1 Interact

\n

Frequency once per day

\n

Effect You ignore @UUID[Compendium.pf2e.conditionitems.Item.DmAIPqOBomZ7H95W]{Concealment} caused by fog, smoke, and other obscuring vapors for 10 minutes.

" }, "Goz Mask (Major)": { "name": "Goz Mask (Major)", - "description": "

Originally designed by a fanatical sect of Gozren priests, goz masks were designed to help navigate the area around the Eye of Abendego. The masks couldn't contend with the might of the storm, but people all around the Mwangi Expanse still use them. These masks are typically made of wood and sport round, exaggerated features.

\n
\n

Activate 1 Interact

\n

Frequency once per day

\n
\n

Effect The major goz mask gives you darkvision and allows you to ignore all concealment from any environmental effects for 1 hour.

" + "description": "

Originally designed by a fanatical sect of Gozren priests, goz masks were designed to help navigate the area around the Eye of Abendego. The masks couldn't contend with the might of the storm, but people all around the Mwangi Expanse still use them. These masks are typically made of wood and sport round, exaggerated features.

\n
\n

Activate 1 Interact

\n

Frequency once per day

\n

Effect The mask gives you darkvision and allows you to ignore all @UUID[Compendium.pf2e.conditionitems.Item.DmAIPqOBomZ7H95W]{Concealment} from any environmental effects for 1 hour.

\n

@UUID[Compendium.pf2e.equipment-effects.Item.Vd2wb7EO58q41HWm]{Effect: Goz Mask (Major)}

" }, "Grail of Twisted Desires": { "name": "Grail of Twisted Desires", diff --git a/translation/en/compendium/feats.json b/translation/en/compendium/feats.json index 0d11e759..263cfacc 100644 --- a/translation/en/compendium/feats.json +++ b/translation/en/compendium/feats.json @@ -4356,7 +4356,7 @@ }, "Boost Summons": { "name": "Boost Summons", - "description": "

Augmenting your eidolon extends to creatures you summon. When you cast boost eidolon, in addition to your eidolon, it also targets your summoned creatures within 60 feet.

" + "description": "

Augmenting your eidolon extends to creatures you summon. When you cast @UUID[Compendium.pf2e.spells-srd.Item.HStu2Yhw3iQER9tY]{Boost Eidolon}, in addition to your eidolon, it also targets your summoned creatures within 60 feet.

" }, "Born to the Trees": { "name": "Born to the Trees", @@ -10317,7 +10317,7 @@ }, "Eidolon's Wrath": { "name": "Eidolon's Wrath", - "description": "

Your eidolon gains the eidolon's wrath focus spell, which it casts, instead of you. You determine the damage type when you gain the feat: acid, cold, electricity, fire, sonic, vitality, or void. If your eidolon is a celestial, fiend, or monitor with an alignment other than true neutral, you can choose a damage type in its alignment.

\n

Increase the number of Focus Points in your focus pool by 1. As normal, your eidolon shares your Focus Points.

" + "description": "

Your eidolon gains the @UUID[Compendium.pf2e.spells-srd.Item.kuZnUNrhXHRYQ2eM]{Eidolon's Wrath} focus spell, which it casts, instead of you. You determine the damage type when you gain the feat: acid, cold, electricity, fire, sonic, vitality, or void. If your eidolon is a celestial, fiend, or monitor with an alignment other than true neutral, you can choose a damage type in its alignment.

\n

Increase the number of Focus Points in your focus pool by 1. As normal, your eidolon shares your Focus Points.

" }, "Elaborate Flourish": { "name": "Elaborate Flourish", @@ -11421,7 +11421,7 @@ }, "Eternal Boost": { "name": "Eternal Boost", - "description": "

Your link with your eidolon is so intense that you continuously reinforce its abilities. You are permanently @UUID[Compendium.pf2e.conditionitems.Item.nlCjDvLMf2EkV2dl]{Quickened}; you can use your extra action only to cast boost eidolon or reinforce eidolon.

\n

While in exploration mode, you can declare that you are also continually casting boost eidolon or reinforce eidolon even while using a different exploration activity. If you do, even before your first turn in a combat encounter, that cantrip is active as if you had cast it on your previous turn.

" + "description": "

Your link with your eidolon is so intense that you continuously reinforce its abilities. You are permanently @UUID[Compendium.pf2e.conditionitems.Item.nlCjDvLMf2EkV2dl]{Quickened}; you can use your extra action only to cast @UUID[Compendium.pf2e.spells-srd.Item.HStu2Yhw3iQER9tY]{Boost Eidolon} or @UUID[Compendium.pf2e.spells-srd.Item.TYbCj4dgXDOZou9k]{Reinforce Eidolon}.

\n

While in exploration mode, you can declare that you are also continually casting boost eidolon or reinforce eidolon even while using a different exploration activity. If you do, even before your first turn in a combat encounter, that cantrip is active as if you had cast it on your previous turn.

" }, "Eternal Composition": { "name": "Eternal Composition", @@ -20240,7 +20240,7 @@ }, "Lifelink Surge": { "name": "Lifelink Surge", - "description": "

You learn the lifelink surge link spell. Increase the number of Focus Points in your focus pool by 1.

" + "description": "

You learn the @UUID[Compendium.pf2e.spells-srd.Item.lOZhcvtej10TqlQm]{Lifelink Surge} link spell. Increase the number of Focus Points in your focus pool by 1.

" }, "Lifesense": { "name": "Lifesense", @@ -27758,7 +27758,7 @@ }, "Reinforce Eidolon": { "name": "Reinforce Eidolon", - "description": "

You buffer your eidolon. You gain the reinforce eidolon link cantrip.

" + "description": "

You buffer your eidolon. You gain the @UUID[Compendium.pf2e.spells-srd.Item.TYbCj4dgXDOZou9k]{Reinforce Eidolon} link cantrip.

" }, "Reinforced Chassis": { "name": "Reinforced Chassis", @@ -37270,7 +37270,7 @@ }, "Unfetter Eidolon": { "name": "Unfetter Eidolon", - "description": "

You can allow your eidolon to travel far from your side.

\n

You learn the unfetter eidolon link spell. Increase the number of Focus Points in your focus pool by 1.

" + "description": "

You can allow your eidolon to travel far from your side.

\n

You learn the @UUID[Compendium.pf2e.spells-srd.Item.hW9pgce6vTme61g1]{Unfetter Eidolon} link spell. Increase the number of Focus Points in your focus pool by 1.

" }, "Unfettered Growth": { "name": "Unfettered Growth", diff --git a/translation/en/compendium/journals.json b/translation/en/compendium/journals.json index 1244f8e3..50bd0283 100644 --- a/translation/en/compendium/journals.json +++ b/translation/en/compendium/journals.json @@ -1096,7 +1096,7 @@ }, "Kineticist": { "name": "Kineticist", - "text": "

The power of the elements flows from within you. Roaring fire pure water, fleeting air, steadfast earth, twisting wood, slicing metal. A kinetic gate inextricably tied to your body channels power directly from the elemental planes, causing elements to leap to your hand, whirl around your body, and blast foes at your whim. As your connection to the planes grows, you attain true mastery over your chosen elements.

\n

Key Attribute: CONSTITUTION

\n

At 1st level, your class gives you an attribute boost to Constitution.

\n

Hit Points: 8 plus your Constitution modifier

\n

You increase your maximum number of HP by this number at 1st level and every level thereafter.

\n

Roleplaying the Kineticist

\n

During Combat Encounters...

\n

Elemental magic surges from you throughout the fight. Without any restrictions on how often you can use your abilities, you become a reliable slinger of magic. You can develop powers you can use in a variety of situations... or you can choose just a few favorite attacks you use repeatedly.

\n

During Social Encounters...

\n

The elements you channel might guide or even influence how you carry yourself in social situations. You might leap to anger like a raging fire stand your ground as solid as a mountain, keep your motives elusive as the wind, go with the flow like water, make cutting remarks sharp as metal, or exhibit the slow patience of the forest.

\n

While Exploring...

\n

Your innate connection to the elements hones your awareness of the natural world. In an environment full of an element you can channel, you're unparalleled, with the ability to repeatedly manipulate the element around you.

\n

In Downtime...

\n

You could commune with the elements or practice your control over your kineticist powers. Through retraining, you can realign the flow of your kinetic gate to perfect different manifestations of your element.

\n

You Might...

\n
    \n
  • Have a conflicted relationship with the kinetic gate that fuels your kineticist magic, possibly because it manifested at a traumatic point in your past.
  • \n
  • Struggle with controlling and understanding your elemental powers.
  • \n
  • Form a kinship with elemental creatures or feel at home in areas strong with your element.
  • \n
\n

Others Probably...

\n
    \n
  • Find your ability to keep calling on more and more elemental power truly astonishing.
  • \n
  • Defer to you in all matters related to your element, from the smallest tasks to the politics of the elemental planes.
  • \n
  • Worry you'll consume yourself with elemental magic or lose control of its primal forces.
  • \n
\n

Initial Proficiencies

\n

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

\n

Perception

\n

Trained in Perception

\n

Saving Throws

\n

Expert in Fortitude

\n

Expert in Reflex

\n

Trained in Will

\n

Skills

\n

Trained in Nature

\n

Trained in a number of additional skills equal to 3 plus your Intelligence modifier

\n

Attacks

\n

Trained in simple weapons

\n

Trained in unarmed attacks

\n

Defenses

\n

Trained in light armor

\n

Trained in unarmored defense

\n

Class DC

\n

Trained in kineticist class DC

\n

Class Features

\n

You gain these features as a Kineticist. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Your LevelClass Features
1Ancestry and background, attribute boosts, initial proficiencies, kinetic gate, kinetic aura, impulses (Elemental Blast, Base Kinesis), kineticist feat
2Kineticist feat, skill feat
3Extract Element, general feat, skill increase, Will expertise
4Kineticist feat, skill feat
5Ancestry feat, attribute boosts, gate's threshold, skill increase
6Kineticist feat, skill feat
7General feat, kinetic durability, kinetic expertise, skill increase
8Kineticist feat, skill feat
9Ancestry feat, gate's threshold, perception expertise, skill increase
10Attribute boosts, kineticist feat, skill feat
11General feat, kinetic quickness, reflow elements, skill increase, weapon expertise
12Kineticist feat, skill feat
13Ancestry feat, gate's threshold, light armor expertise, skill increase, weapon specialization
14Kineticist feat, skill feat
15Attribute boosts, general feat, greater kinetic durability, kinetic mastery, skill increase
16Kineticist feat, skill feat
17Ancestry feat, double reflow, gate's threshold, skill increase
18Kineticist feat, skill feat
19Final gate, general feat, kinetic legend, light armor mastery, skill increase
20Attribute boosts, kineticist feat, skill feat
\n

Ancestry and Background

\n

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

\n

Attribute Boosts

\n

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

\n

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost, and you must boost that attribute again at a later level to increase it by 1.

\n

Initial Proficiencies

\n

At 1st level, you gain a number of proficiencies that represent your basic training. These are noted at the start of this class.

\n

Kinetic Gate

\n

@Embed[Compendium.pf2e.classfeatures.Item.IDBB44egwiQ4qZNh inline hr=false]

\n

Kinetic Aura

\n

@Embed[Compendium.pf2e.classfeatures.Item.f0BF2210l9k66cso inline hr=false]

\n

Impulses

\n

@Embed[Compendium.pf2e.classfeatures.Item.xhCYkt3acfFd0hr2 inline hr=false]

\n

Kineticist Feats

\n

At 1st level and every even-numbered level, you gain a kineticist class feat.

\n

Skill Feats Level 2

\n

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

\n

Extract Element Level 3

\n

@Embed[Compendium.pf2e.classfeatures.Item.jyCEC3eC4B6YaGoy inline hr=false]

\n

General Feats Level 3

\n

At 3rd level and every 4 levels thereafter, you gain a general feat.

\n

Skill Increases Level 3

\n

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in or become an expert in one skill in which you're already trained.

\n

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.

\n

Will Expertise Level 3

\n

@Embed[Compendium.pf2e.classfeatures.Item.NhcF2CbXA8R1UCg4 inline hr=false]

\n

Ancestry Feats Level 5

\n

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

\n

Gate's Threshold Level 5

\n

@Embed[Compendium.pf2e.classfeatures.Item.vEiENk0IzuzRQesp inline hr=false]

\n

Gate Junctions

\n

When you gain a gate junction, you develop a specialized kinetic technique. Choose one benefit from the gate junction table for one of your kinetic elements.

\n
    \n
  • A critical blast junction happens when you get a critical success with an Elemental Blast of the kinetic element.
  • \n
  • An elemental resistance grants you resistance to damage while your kinetic aura is active. This resistance is equal to your level, and it applies to damage of any listed type or that comes from a creature or effect that has any of the listed traits. At 17th level, you gain immunity to effects with any of the listed traits. This doesn't make you immune to creatures with such a trait. You can voluntarily forgo this resistance, immunity, or both if you want an effect to work on you.
  • \n
  • You can choose an impulse junction instead of one of the listed junctions. Impulse junctions are listed under Single Gate.
  • \n
  • An aura junction adds an effect to your kinetic aura when you Channel Elements.
  • \n
  • A skill junction makes you trained in the listed skill and grants you the listed skill feat. If you were already trained in the listed skill, you instead become trained in a skill of your choice. While your kinetic aura is active, you gain a +1 status bonus to the listed skill; the bonus increases to +2 at 10th level and +3 at 17th level.
  • \n
\n

You can select each gate junction only once, unless noted otherwise, but you can have the same type of junction for multiple elements. You can always choose not to use a gate junction when it would normally occur. If you have multiple junctions that would apply at the same time - such as kinetic aura junctions for different elements - you can apply any number of them. (Though note that you can use only one impulse junction per round.)

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Air Gate Junctions

\n
\n

Critical Blast

\n
\n

Push the target up to 10 feet.

\n
\n

Elemental Resistance

\n
\n

air, electricity

\n
\n

Aura Junction

\n
\n

You and any ally that starts its turn in the aura gets a +10-foot status bonus to land Speed until the end of that turn, and to fly Speed if applicable.

\n
\n

Skill Junction

\n
\n

Stealth, @UUID[Compendium.pf2e.feats-srd.Item.t3btih0O5RUwWynt]{Experienced Smuggler}

\n
\n

Earth Gate Junctions

\n
\n

Critical Blast

\n
\n

If the target is on the ground, it's knocked @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{Prone}; if it isn't on the ground, it descends up to 20 feet (you choose the distance).

\n
\n

Elemental Resistance

\n
\n

earth, poison

\n
\n

Aura Junction

\n
\n

Squares in the aura are difficult terrain for your enemies, but only if moving into the square would make the enemy farther away from you.

\n
\n

Skill Junction

\n
\n

Athletics, @UUID[Compendium.pf2e.feats-srd.Item.C0Tcelg3BAPhML6J]{Hefty Hauler}

\n
\n

Fire Gate Junctions

\n
\n

Critical Blast

\n
\n

The target takes 1d6 persistent fire damage. You gain an item bonus to this persistent damage equal to your item bonus to impulse attack rolls, such as from a gate attenuator.

\n
\n

Elemental Resistance

\n
\n

cold, fire

\n
\n

Aura Junction

\n
\n

Enemies in your kinetic aura gain weakness to fire from your fire impulses. The weakness is equal to half your level (minimum weakness 1).

\n
\n

Skill Junction

\n
\n

Intimidation, @UUID[Compendium.pf2e.feats-srd.Item.xQMz6eDgX75WX2ce]{Intimidating Glare}

\n
\n

Metal Gate Junctions

\n
\n

Critical Blast

\n
\n

The target takes 1d6 persistent bleed damage; if the creature has the metal trait or is made of metal, it instead takes 1d6 persistent damage with no type from rust. You gain an item bonus to this persistent damage equal to your item bonus to impulse attack rolls, such as from a gate attenuator.

\n
\n

Elemental Resistance

\n
\n

electricity, metal

\n
\n

Aura Junction

\n
\n

Your enemies in the aura take a -1 status penalty to attacks with metal objects, and they take a -1 status penalty to AC if they're wearing metal armor, have the metal trait, or are made of metal.

\n
\n

Skill Junction

\n
\n

Crafting, @UUID[Compendium.pf2e.feats-srd.Item.ASy9AKEIRxPYUi5o]{Quick Repair}

\n
\n

Water Gate Junctions

\n
\n

Critical Blast

\n
\n

The blast deals 2 splash damage per damage die of the blast, with the same damage type.

\n
\n

Elemental Resistance

\n
\n

fire, water

\n
\n

Aura Junction

\n
\n

The aura becomes saturated with humidity, and water moves as you please. Non-magical fires in the aura are extinguished, and creatures in the aura gain fire resistance equal to half your level.

\n
\n

Skill Junction

\n
\n

Athletics, @UUID[Compendium.pf2e.feats-srd.Item.iOY6YfGBaOvMNAor]{Underwater Marauder}

\n
\n

Water Gate Junctions

\n
\n

Critical Blast

\n
\n

If the target of the critical hit is adjacent to a surface, roots entangle it. The target is @UUID[Compendium.pf2e.conditionitems.Item.eIcWbB5o3pP6OIMe]{Immobilized} and must spend an Interact action to attempt a DC 10 Athletics check to pull itself free. The target doesn't become stuck if it is incorporeal, is liquid, or could otherwise escape without effort.

\n
\n

Elemental Resistance

\n
\n

poison, wood

\n
\n

Aura Junction

\n
\n

Life-giving blossoms spring up around you. Any ally that begins its turn in the aura gains 1 temporary Hit Point that lasts until the start of its next turn. This increases to 2 temporary Hit Points if you're 10th level or higher and to 3 temporary Hit Points if you're 15th level or higher.

\n
\n

Skill Junction

\n
\n

Survival, @UUID[Compendium.pf2e.feats-srd.Item.4tTkRyOQ0VuRBac3]{Terrain Expertise (forest)}

\n
\n

Kinetic Durability Level 7

\n

@Embed[Compendium.pf2e.classfeatures.Item.eTHq1Cwf1pOvsx2R inline hr=false]

\n

Kinetic Expertise Level 7

\n

@Embed[Compendium.pf2e.classfeatures.Item.dGiMAdZEQoXQWJbn inline hr=false]

\n

Perception Expertise Level 9

\n

@Embed[Compendium.pf2e.classfeatures.Item.JCqACxgrm5ixX0Jy inline hr=false]

\n

Kinetic Quickness Level 11

\n

@Embed[Compendium.pf2e.classfeatures.Item.9BUk7zy1aE092XCS inline hr=false]

\n

Reflow Elements Level 11

\n

@Embed[Compendium.pf2e.classfeatures.Item.SIkSIln5G1J73PrM inline hr=false]

\n

Weapon Expertise Level 11

\n

@Localize[PF2E.SpecificRule.ClassFeatures.WeaponExpertise.kineticist.Description]

\n

Light Armor Expertise Level 13

\n

@Embed[Compendium.pf2e.classfeatures.Item.pZYkb12t5DSwtts7 inline hr=false]

\n

Weapon Specialization Level 13

\n

@Embed[Compendium.pf2e.classfeatures.Item.9EqIasqfI8YIM3Pt inline hr=false]

\n

Greater Kinetic Durability Level 15

\n

@Embed[Compendium.pf2e.classfeatures.Item.i3qjbhL7uukg9I80 inline hr=false]

\n

Kinetic Mastery Level 15

\n

@Embed[Compendium.pf2e.classfeatures.Item.a6fIKxCViZwwHZLJ inline hr=false]

\n

Double Reflow Level 17

\n

@Embed[Compendium.pf2e.classfeatures.Item.DvuPpIaM4BkHLX4y inline hr=false]

\n

Final Gate Level 19

\n

@Embed[Compendium.pf2e.classfeatures.Item.DPxpBIxPidJfn0Xv inline hr=false]

\n

Kinetic Legend Level 19

\n

@Embed[Compendium.pf2e.classfeatures.Item.8ZAc21SvRO2rfPez inline hr=false]

\n

Light Armor Mastery Level 19

\n

@Embed[Compendium.pf2e.classfeatures.Item.SHpjmM4A3Sw4GgDz inline hr=false]

" + "text": "

The power of the elements flows from within you. Roaring fire pure water, fleeting air, steadfast earth, twisting wood, slicing metal. A kinetic gate inextricably tied to your body channels power directly from the elemental planes, causing elements to leap to your hand, whirl around your body, and blast foes at your whim. As your connection to the planes grows, you attain true mastery over your chosen elements.

\n

Key Attribute: CONSTITUTION

\n

At 1st level, your class gives you an attribute boost to Constitution.

\n

Hit Points: 8 plus your Constitution modifier

\n

You increase your maximum number of HP by this number at 1st level and every level thereafter.

\n

Roleplaying the Kineticist

\n

During Combat Encounters...

\n

Elemental magic surges from you throughout the fight. Without any restrictions on how often you can use your abilities, you become a reliable slinger of magic. You can develop powers you can use in a variety of situations... or you can choose just a few favorite attacks you use repeatedly.

\n

During Social Encounters...

\n

The elements you channel might guide or even influence how you carry yourself in social situations. You might leap to anger like a raging fire stand your ground as solid as a mountain, keep your motives elusive as the wind, go with the flow like water, make cutting remarks sharp as metal, or exhibit the slow patience of the forest.

\n

While Exploring...

\n

Your innate connection to the elements hones your awareness of the natural world. In an environment full of an element you can channel, you're unparalleled, with the ability to repeatedly manipulate the element around you.

\n

In Downtime...

\n

You could commune with the elements or practice your control over your kineticist powers. Through retraining, you can realign the flow of your kinetic gate to perfect different manifestations of your element.

\n

You Might...

\n
    \n
  • Have a conflicted relationship with the kinetic gate that fuels your kineticist magic, possibly because it manifested at a traumatic point in your past.
  • \n
  • Struggle with controlling and understanding your elemental powers.
  • \n
  • Form a kinship with elemental creatures or feel at home in areas strong with your element.
  • \n
\n

Others Probably...

\n
    \n
  • Find your ability to keep calling on more and more elemental power truly astonishing.
  • \n
  • Defer to you in all matters related to your element, from the smallest tasks to the politics of the elemental planes.
  • \n
  • Worry you'll consume yourself with elemental magic or lose control of its primal forces.
  • \n
\n

Initial Proficiencies

\n

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

\n

Perception

\n

Trained in Perception

\n

Saving Throws

\n

Expert in Fortitude

\n

Expert in Reflex

\n

Trained in Will

\n

Skills

\n

Trained in Nature

\n

Trained in a number of additional skills equal to 3 plus your Intelligence modifier

\n

Attacks

\n

Trained in simple weapons

\n

Trained in unarmed attacks

\n

Defenses

\n

Trained in light armor

\n

Trained in unarmored defense

\n

Class DC

\n

Trained in kineticist class DC

\n

Class Features

\n

You gain these features as a Kineticist. Abilities gained at higher levels list the levels at which you gain them next to the features' names.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Your LevelClass Features
1Ancestry and background, attribute boosts, initial proficiencies, kinetic gate, kinetic aura, impulses (Elemental Blast, Base Kinesis), kineticist feat
2Kineticist feat, skill feat
3Extract Element, general feat, skill increase, Will expertise
4Kineticist feat, skill feat
5Ancestry feat, attribute boosts, gate's threshold, skill increase
6Kineticist feat, skill feat
7General feat, kinetic durability, kinetic expertise, skill increase
8Kineticist feat, skill feat
9Ancestry feat, gate's threshold, perception expertise, skill increase
10Attribute boosts, kineticist feat, skill feat
11General feat, kinetic quickness, reflow elements, skill increase, weapon expertise
12Kineticist feat, skill feat
13Ancestry feat, gate's threshold, light armor expertise, skill increase, weapon specialization
14Kineticist feat, skill feat
15Attribute boosts, general feat, greater kinetic durability, kinetic mastery, skill increase
16Kineticist feat, skill feat
17Ancestry feat, double reflow, gate's threshold, skill increase
18Kineticist feat, skill feat
19Final gate, general feat, kinetic legend, light armor mastery, skill increase
20Attribute boosts, kineticist feat, skill feat
\n

Ancestry and Background

\n

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

\n

Attribute Boosts

\n

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

\n

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost, and you must boost that attribute again at a later level to increase it by 1.

\n

Initial Proficiencies

\n

At 1st level, you gain a number of proficiencies that represent your basic training. These are noted at the start of this class.

\n

Kinetic Gate

\n

@Embed[Compendium.pf2e.classfeatures.Item.IDBB44egwiQ4qZNh inline hr=false]

\n

Kinetic Aura

\n

@Embed[Compendium.pf2e.classfeatures.Item.f0BF2210l9k66cso inline hr=false]

\n

Impulses

\n

@Embed[Compendium.pf2e.classfeatures.Item.xhCYkt3acfFd0hr2 inline hr=false]

\n

Kineticist Feats

\n

At 1st level and every even-numbered level, you gain a kineticist class feat.

\n

Skill Feats Level 2

\n

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

\n

Extract Element Level 3

\n

@Embed[Compendium.pf2e.classfeatures.Item.jyCEC3eC4B6YaGoy inline hr=false]

\n

General Feats Level 3

\n

At 3rd level and every 4 levels thereafter, you gain a general feat.

\n

Skill Increases Level 3

\n

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in or become an expert in one skill in which you're already trained.

\n

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you're already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you're already a master.

\n

Will Expertise Level 3

\n

@Embed[Compendium.pf2e.classfeatures.Item.NhcF2CbXA8R1UCg4 inline hr=false]

\n

Ancestry Feats Level 5

\n

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.

\n

Gate's Threshold Level 5

\n

@Embed[Compendium.pf2e.classfeatures.Item.vEiENk0IzuzRQesp inline hr=false]

\n

Gate Junctions

\n

When you gain a gate junction, you develop a specialized kinetic technique. Choose one benefit from the gate junction table for one of your kinetic elements.

\n
    \n
  • A critical blast junction happens when you get a critical success with an Elemental Blast of the kinetic element.
  • \n
  • An elemental resistance grants you resistance to damage while your kinetic aura is active. This resistance is equal to your level, and it applies to damage of any listed type or that comes from a creature or effect that has any of the listed traits. At 17th level, you gain immunity to effects with any of the listed traits. This doesn't make you immune to creatures with such a trait. You can voluntarily forgo this resistance, immunity, or both if you want an effect to work on you.
  • \n
  • You can choose an impulse junction instead of one of the listed junctions. Impulse junctions are listed under Single Gate.
  • \n
  • An aura junction adds an effect to your kinetic aura when you Channel Elements.
  • \n
  • A skill junction makes you trained in the listed skill and grants you the listed skill feat. If you were already trained in the listed skill, you instead become trained in a skill of your choice. While your kinetic aura is active, you gain a +1 status bonus to the listed skill; the bonus increases to +2 at 10th level and +3 at 17th level.
  • \n
\n

You can select each gate junction only once, unless noted otherwise, but you can have the same type of junction for multiple elements. You can always choose not to use a gate junction when it would normally occur. If you have multiple junctions that would apply at the same time - such as kinetic aura junctions for different elements - you can apply any number of them. (Though note that you can use only one impulse junction per round.)

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Air Gate Junctions

\n
\n

Critical Blast

\n
\n

Push the target up to 10 feet.

\n
\n

Elemental Resistance

\n
\n

air, electricity

\n
\n

Aura Junction

\n
\n

You and any ally that starts its turn in the aura gets a +10-foot status bonus to land Speed until the end of that turn, and to fly Speed if applicable.

\n
\n

Skill Junction

\n
\n

Stealth, @UUID[Compendium.pf2e.feats-srd.Item.t3btih0O5RUwWynt]{Experienced Smuggler}

\n
\n

Earth Gate Junctions

\n
\n

Critical Blast

\n
\n

If the target is on the ground, it's knocked @UUID[Compendium.pf2e.conditionitems.Item.j91X7x0XSomq8d60]{Prone}; if it isn't on the ground, it descends up to 20 feet (you choose the distance).

\n
\n

Elemental Resistance

\n
\n

earth, poison

\n
\n

Aura Junction

\n
\n

Squares in the aura are difficult terrain for your enemies, but only if moving into the square would make the enemy farther away from you.

\n
\n

Skill Junction

\n
\n

Athletics, @UUID[Compendium.pf2e.feats-srd.Item.C0Tcelg3BAPhML6J]{Hefty Hauler}

\n
\n

Fire Gate Junctions

\n
\n

Critical Blast

\n
\n

The target takes 1d6 persistent fire damage. You gain an item bonus to this persistent damage equal to your item bonus to impulse attack rolls, such as from a gate attenuator.

\n
\n

Elemental Resistance

\n
\n

cold, fire

\n
\n

Aura Junction

\n
\n

Enemies in your kinetic aura gain weakness to fire from your fire impulses. The weakness is equal to half your level (minimum weakness 1).

\n
\n

Skill Junction

\n
\n

Intimidation, @UUID[Compendium.pf2e.feats-srd.Item.xQMz6eDgX75WX2ce]{Intimidating Glare}

\n
\n

Metal Gate Junctions

\n
\n

Critical Blast

\n
\n

The target takes 1d6 persistent bleed damage; if the creature has the metal trait or is made of metal, it instead takes 1d6 persistent damage with no type from rust. You gain an item bonus to this persistent damage equal to your item bonus to impulse attack rolls, such as from a gate attenuator.

\n
\n

Elemental Resistance

\n
\n

electricity, metal

\n
\n

Aura Junction

\n
\n

Your enemies in the aura take a -1 status penalty to attacks with metal objects, and they take a -1 status penalty to AC if they're wearing metal armor, have the metal trait, or are made of metal.

\n
\n

Skill Junction

\n
\n

Crafting, @UUID[Compendium.pf2e.feats-srd.Item.ASy9AKEIRxPYUi5o]{Quick Repair}

\n
\n

Water Gate Junctions

\n
\n

Critical Blast

\n
\n

The blast deals 2 splash damage per damage die of the blast, with the same damage type.

\n
\n

Elemental Resistance

\n
\n

fire, water

\n
\n

Aura Junction

\n
\n

The aura becomes saturated with humidity, and water moves as you please. Non-magical fires in the aura are extinguished, and creatures in the aura gain fire resistance equal to half your level.

\n
\n

Skill Junction

\n
\n

Athletics, @UUID[Compendium.pf2e.feats-srd.Item.iOY6YfGBaOvMNAor]{Underwater Marauder}

\n
\n

Wood Gate Junctions

\n
\n

Critical Blast

\n
\n

If the target of the critical hit is adjacent to a surface, roots entangle it. The target is @UUID[Compendium.pf2e.conditionitems.Item.eIcWbB5o3pP6OIMe]{Immobilized} and must spend an Interact action to attempt a DC 10 Athletics check to pull itself free. The target doesn't become stuck if it is incorporeal, is liquid, or could otherwise escape without effort.

\n
\n

Elemental Resistance

\n
\n

poison, wood

\n
\n

Aura Junction

\n
\n

Life-giving blossoms spring up around you. Any ally that begins its turn in the aura gains 1 temporary Hit Point that lasts until the start of its next turn. This increases to 2 temporary Hit Points if you're 10th level or higher and to 3 temporary Hit Points if you're 15th level or higher.

\n
\n

Skill Junction

\n
\n

Survival, @UUID[Compendium.pf2e.feats-srd.Item.4tTkRyOQ0VuRBac3]{Terrain Expertise (forest)}

\n
\n

Kinetic Durability Level 7

\n

@Embed[Compendium.pf2e.classfeatures.Item.eTHq1Cwf1pOvsx2R inline hr=false]

\n

Kinetic Expertise Level 7

\n

@Embed[Compendium.pf2e.classfeatures.Item.dGiMAdZEQoXQWJbn inline hr=false]

\n

Perception Expertise Level 9

\n

@Embed[Compendium.pf2e.classfeatures.Item.JCqACxgrm5ixX0Jy inline hr=false]

\n

Kinetic Quickness Level 11

\n

@Embed[Compendium.pf2e.classfeatures.Item.9BUk7zy1aE092XCS inline hr=false]

\n

Reflow Elements Level 11

\n

@Embed[Compendium.pf2e.classfeatures.Item.SIkSIln5G1J73PrM inline hr=false]

\n

Weapon Expertise Level 11

\n

@Localize[PF2E.SpecificRule.ClassFeatures.WeaponExpertise.kineticist.Description]

\n

Light Armor Expertise Level 13

\n

@Embed[Compendium.pf2e.classfeatures.Item.pZYkb12t5DSwtts7 inline hr=false]

\n

Weapon Specialization Level 13

\n

@Embed[Compendium.pf2e.classfeatures.Item.9EqIasqfI8YIM3Pt inline hr=false]

\n

Greater Kinetic Durability Level 15

\n

@Embed[Compendium.pf2e.classfeatures.Item.i3qjbhL7uukg9I80 inline hr=false]

\n

Kinetic Mastery Level 15

\n

@Embed[Compendium.pf2e.classfeatures.Item.a6fIKxCViZwwHZLJ inline hr=false]

\n

Double Reflow Level 17

\n

@Embed[Compendium.pf2e.classfeatures.Item.DvuPpIaM4BkHLX4y inline hr=false]

\n

Final Gate Level 19

\n

@Embed[Compendium.pf2e.classfeatures.Item.DPxpBIxPidJfn0Xv inline hr=false]

\n

Kinetic Legend Level 19

\n

@Embed[Compendium.pf2e.classfeatures.Item.8ZAc21SvRO2rfPez inline hr=false]

\n

Light Armor Mastery Level 19

\n

@Embed[Compendium.pf2e.classfeatures.Item.SHpjmM4A3Sw4GgDz inline hr=false]

" }, "Magus": { "name": "Magus", diff --git a/translation/en/re-en.json b/translation/en/re-en.json index a046f30d..8133eefa 100644 --- a/translation/en/re-en.json +++ b/translation/en/re-en.json @@ -4604,9 +4604,9 @@ "Mummy": { "AccursedTouch": { "Note": { - "Base": "The creature takes @Damage[2d6[persistent,void]] damage. While the creature has this persistent damage, it's also @UUID[Compendium.pf2e.conditionitems.Item.e1XGnhKNSQIm5IXg]{Stupefied 1}.", - "FourteenthLevel": "The creature takes @Damage[3d6[persistent,void]] damage. While the creature has this persistent damage, it's also @UUID[Compendium.pf2e.conditionitems.Item.e1XGnhKNSQIm5IXg]{Stupefied 1}.", - "TwentiethLevel": "The creature takes @Damage[4d6[persistent,void]] damage. While the creature has this persistent damage, it's also @UUID[Compendium.pf2e.conditionitems.Item.e1XGnhKNSQIm5IXg]{Stupefied 1}." + "Base": "While the creature is taking this persistent damage, it's also @UUID[Compendium.pf2e.conditionitems.Item.e1XGnhKNSQIm5IXg]{Stupefied 1}.", + "FourteenthLevel": "While the creature is taking this persistent damage, it's also @UUID[Compendium.pf2e.conditionitems.Item.e1XGnhKNSQIm5IXg]{Stupefied 1}.", + "TwentiethLevel": "While the creature is taking this persistent damage, it's also @UUID[Compendium.pf2e.conditionitems.Item.e1XGnhKNSQIm5IXg]{Stupefied 1}." } }, "Terrain": { From b732f68adf812e6d8e730c6228a79e1dfa9afcc4 Mon Sep 17 00:00:00 2001 From: Agustin Allende Date: Tue, 21 Jan 2025 23:52:38 +0100 Subject: [PATCH 15/19] fix: New translations equipment-effects.json from Crowdin --- translation/es/compendium/pf2e.equipment-effects.json | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/translation/es/compendium/pf2e.equipment-effects.json b/translation/es/compendium/pf2e.equipment-effects.json index ddf43d10..46307245 100644 --- a/translation/es/compendium/pf2e.equipment-effects.json +++ b/translation/es/compendium/pf2e.equipment-effects.json @@ -1049,6 +1049,10 @@ "name": "Efecto: Granada Goo", "description": "

Otorgado por @UUID[Compendium.pf2e.equipment-srd.Item.t2A5PzInAqmErLzK]{Goo Grenade (Lesser)} , @UUID[Compendium.pf2e.equipment-srd.Item.wi97vRj8IXx3wLmZ]{Goo Grenade (Moderate)} , @UUID[Compendium.pf2e.equipment-srd.Item.SAtG9jrqey2y8EGb]{Goo Grenade (Greater)} , @UUID[Compendium.pf2e.equipment-srd.Item.W0RWd2E0jkF2ZXhf]{Goo Grenade (Major)}

\n

Cuando golpeas a una criatura con una granada viscosa, esa criatura sufre daño persistente por ácido y una penalización circunstancial a su Velocidad debido a la sustancia pegajosa.

\n

El objetivo puede finalizar cualquier penalización, condición y daño persistente causado por la bomba escapando o gastando un total de 3 acciones de interacción para liberarse.del exudado. Estas acciones de Interactuar no tienen que ser consecutivas y otras criaturas también pueden realizar las acciones.

" }, + "Effect: Goz Mask (Major)": { + "name": "Effect: Goz Mask (Major)", + "description": "

Granted by @UUID[Compendium.pf2e.equipment-srd.Item.qixSKcFT1OA4mIkp]{Goz Mask (Major)}

\n

You gain darkvision.

" + }, "Effect: Grasp of Droskar": { "name": "Efecto: Agarre de Droskar", "description": "

Concedido por @UUID[Compendium.pf2e.equipment-srd.Item.wWXnr3xw5TzDL1M7]{Grasp of Droskar}

\n

Obtienes un bono +1 por objeto en todas las pruebas de Atletismo.

" From b58cd77cde8ddfab709d94b4723869a701192a11 Mon Sep 17 00:00:00 2001 From: Agustin Allende Date: Wed, 22 Jan 2025 18:54:18 +0100 Subject: [PATCH 16/19] fix: New translations pathfinder-monster-core.json from Crowdin --- .../compendium/pf2e.pathfinder-monster-core.json | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/translation/es/compendium/pf2e.pathfinder-monster-core.json b/translation/es/compendium/pf2e.pathfinder-monster-core.json index 5cc72c51..2750fdda 100644 --- a/translation/es/compendium/pf2e.pathfinder-monster-core.json +++ b/translation/es/compendium/pf2e.pathfinder-monster-core.json @@ -684,20 +684,20 @@ } }, "Animated Broom": { - "name": "Animated Broom", - "acDetails": "(13 when broken); construct armor", - "publicNotes": "

Animated brooms perform menial tasks of cleaning and upkeep, but they can step in to defend a room from intrusion if needed. These simple animated objects can be found with greater frequency than more complicated and costly objects.

\n
\n

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.

", + "name": "Escoba animada", + "acDetails": "(13 cuando está rota); armadura de constructo", + "publicNotes": "

Las escobas animadas realizan tareas domésticas de limpieza y mantenimiento pero, si es necesario, pueden tratar de defender una habitación contra intrusos. Estos objetos animados sencillos se pueden encontrar con más frecuencia que otros más complejos o caros.

\n
\n

Dotados de un simulacro de vida mediante rituales u otras magias extrañas, los objetos animados tienen muchas formas y sirven para una gran variedad de usos. A continuación, se indican algunos ejemplos de objetos animados típicos. Muchas de estas criaturas hacen las veces de guardianes y sorprenden a los aventureros desprevenidos al cobrar vida y atacar. Otros sirven como divertimento para aquellos excepcionalmente ricos, simples sirvientes creados para ocuparse de tareas desagradables y similares.

", "items": { "strike-melee->Bristles": { - "name": "Bristles" + "name": "Cerdas" }, "action->Construct Armor (Hardness 2)": { - "name": "Construct Armor (Hardness 2)", - "description": "

Like normal objects, an animated broom has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an animated broom is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and reducing its Armor Class to 13.

" + "name": "Armadura de constructo (Dureza 2)", + "description": "

Como los objetos normales, una escoba animada tiene Dureza y todo el daño que sufre se reduce en una cantidad igual a dicha Dureza. En cuanto una escoba animada se ve reducida a menos de la mitad de sus PG, o inmediatamente al ser dañada por un impacto crítico, su armadura de constructo se rompe y su Clase de armadura se reduce a 13.

" }, "action->Dust": { - "name": "Dust", - "description": "

A creature hit by an animated broom's bristles must succeed at a @Check[fortitude|dc:15] save or spend its next action coughing. Even if hit by multiple dust attacks, the creature has to spend only 1 action coughing to clear the dust out.

\n

A creature that doesn't breathe is immune to this effect.

" + "name": "Polvo", + "description": "

Una criatura impactada por las cerdas de una escoba animada debe tener éxito en una salvación de @Check[fortitude|dc:15] o pasar su siguiente acción tosiendo. Incluso si es impactada por varios ataques de polvo, una criatura sólo debe pasar 1 acción tosiendo para librarse del polvo.

\n

Las criaturas que no respiran son inmunes a este efecto.

" } } }, From ae6e1c9a26c7fc8e328ddec262c7224a02f40f1b Mon Sep 17 00:00:00 2001 From: Agustin Allende Date: Wed, 22 Jan 2025 20:15:20 +0100 Subject: [PATCH 17/19] fix: New translations en.json from Crowdin --- translation/es/es.json | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/translation/es/es.json b/translation/es/es.json index a440a176..a8438007 100644 --- a/translation/es/es.json +++ b/translation/es/es.json @@ -4944,7 +4944,7 @@ "TraitSocial": "Social", "TraitSonic": "Sónico", "TraitSorcerer": "Hechicero", - "TraitSoulbound": "Ligado al alma", + "TraitSoulbound": "Alma vinculada", "TraitSpellDeflection": "Reflejar conjuro", "TraitSpellgun": "Pistola de conjuros", "TraitSpellheart": "Conjuro de corazón", From d5554ec5b2462b4704e5470c35b4ffc683ea08b1 Mon Sep 17 00:00:00 2001 From: Agustin Allende Date: Wed, 22 Jan 2025 20:15:23 +0100 Subject: [PATCH 18/19] fix: New translations pathfinder-monster-core.json from Crowdin --- .../pf2e.pathfinder-monster-core.json | 244 +++++++++--------- 1 file changed, 122 insertions(+), 122 deletions(-) diff --git a/translation/es/compendium/pf2e.pathfinder-monster-core.json b/translation/es/compendium/pf2e.pathfinder-monster-core.json index 2750fdda..784a683c 100644 --- a/translation/es/compendium/pf2e.pathfinder-monster-core.json +++ b/translation/es/compendium/pf2e.pathfinder-monster-core.json @@ -667,19 +667,19 @@ } }, "Animated Armor": { - "name": "Animated Armor", - "acDetails": "(13 when broken); construct armor", - "publicNotes": "

Suits of animated armor see use both as guardians and as training partners in high-end martial academies able to afford the extravagance. Often, a warrior's old suit of armor can be turned into animated armor once it accrues too much battle damage to provide adequate protection. They're found most often in wizard laboratories and ancient dungeons.

\n
\n

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.

", + "name": "Armadura animada", + "acDetails": "(13 cuando está rota); armadura de constructo", + "publicNotes": "

Las armaduras animadas se utilizan a la vez como guardianas y como compañeras de entrenamiento en academias marciales de élite que pueden permitirse tal extravagancia, pero es más habitual encontrarlas en laboratorios de magos y en ruinas antiguas.

\n
\n

Dotados de un simulacro de vida mediante rituales u otras magias extrañas, los objetos animados tienen muchas formas y sirven para una gran variedad de usos. A continuación, se indican algunos ejemplos de objetos animados típicos. Muchas de estas criaturas hacen las veces de guardianes y sorprenden a los aventureros desprevenidos al cobrar vida y atacar. Otros sirven como divertimento para aquellos excepcionalmente ricos, simples sirvientes creados para ocuparse de tareas desagradables y similares.

", "items": { "strike-melee->Glaive": { - "name": "Glaive" + "name": "Guja" }, "strike-melee->Gauntlet": { - "name": "Gauntlet" + "name": "Guantelete" }, "action->Construct Armor (Hardness 9)": { - "name": "Construct Armor (Hardness 9)", - "description": "

Like normal objects, an animated armor has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an animated armor is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 13.

" + "name": "Armadura de constructo (Dureza 9)", + "description": "

Como los objetos normales, una armadura animada tiene Dureza y todo el daño que sufre se reduce en una cantidad igual a dicha Dureza. En cuanto una armadura animada se ve reducida a menos de la mitad de sus PG, o inmediatamente al ser dañada por un impacto crítico, su armadura de constructo se rompe y su Clase de armadura se reduce a 13.

" } } }, @@ -702,16 +702,16 @@ } }, "Animated Statue": { - "name": "Animated Statue", - "acDetails": "(15 when broken); construct armor", - "publicNotes": "

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. Many less scrupulous adventurers, fueled by paranoia that statues will animate and attack, smash any statues they encounter, ruining harmless, ancient relics.

\n
\n

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.

", + "name": "Estatua animada", + "acDetails": "(15 cuando está rota); armadura de constructo", + "publicNotes": "

Las armaduras animadas se utilizan a la vez como guardianas y como compañeras de entrenamiento en academias marciales de élite que pueden permitirse tal extravagancia, pero es más habitual encontrarlas en laboratorios de magos y en ruinas antiguas.

\n
\n

Dotados de un simulacro de vida mediante rituales u otras magias extrañas, los objetos animados tienen muchas formas y sirven para una gran variedad de usos. A continuación, se indican algunos ejemplos de objetos animados típicos. Muchas de estas criaturas hacen las veces de guardianes y sorprenden a los aventureros desprevenidos al cobrar vida y atacar. Otros sirven como divertimento para aquellos excepcionalmente ricos, simples sirvientes creados para ocuparse de tareas desagradables y similares.

", "items": { "strike-melee->Fist": { - "name": "Fist" + "name": "Puño" }, "action->Construct Armor (Hardness 6)": { - "name": "Construct Armor (Hardness 6)", - "description": "

Like normal objects, an animated statue has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once an animated statue is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 15.

" + "name": "Armadura de constructo (Dureza 6)", + "description": "

Como los objetos normales, una estatua animada tiene Dureza y todo el daño que sufre se reduce en una cantidad igual a dicha Dureza. En cuanto una estatua animada se ve reducida a menos de la mitad de sus PG, o inmediatamente al ser dañada por un impacto crítico, su armadura de constructo se rompe y su Clase de armadura se reduce a 15.

" } } }, @@ -5822,27 +5822,27 @@ } }, "Giant Animated Statue": { - "name": "Giant Animated Statue", - "acDetails": "(22 when broken); construct armor", - "publicNotes": "

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.

\n
\n

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.

", + "name": "Estatua animada gigante", + "acDetails": "(22 cuando está rota); armadura de constructo", + "publicNotes": "

Al igual que ocurre con las estatuas animadas humanoides de tamaño Mediano, las estatuas animadas gigantes se usan para custodiar lugares de importancia, pero su mayor tamaño y potencia las hacen más útiles en grandes cámaras del tesoro, salas espaciosas, o ubicaciones exteriores. Los objetos animados de semejante tamaño y fuerza son ideales para tareas y responsabilidades que normalmente realizan gólems y por tanto apenas se conocen objetos animados más poderosos.

\n
\n

Dotados de un simulacro de vida mediante rituales u otras magias extrañas, los objetos animados tienen muchas formas y sirven para una gran variedad de usos. A continuación, se indican algunos ejemplos de objetos animados típicos. Muchas de estas criaturas hacen las veces de guardianes y sorprenden a los aventureros desprevenidos al cobrar vida y atacar. Otros sirven como divertimento para aquellos excepcionalmente ricos, simples sirvientes creados para ocuparse de tareas desagradables y similares.

", "items": { "strike-melee->Stone Fist": { - "name": "Stone Fist" + "name": "Puño de piedra" }, "strike-ranged->Flaming Coal": { - "name": "Flaming Coal" + "name": "Carbón ardiente" }, "action->Construct Armor (Hardness 10)": { - "name": "Construct Armor (Hardness 10)", - "description": "

Like normal objects, a giant animated statue has Hardness. This Hardness reduces any damage it takes by an amount equal to the Hardness. Once a giant animated statue is reduced to less than half its Hit Points, or immediately upon being damaged by a critical hit, its construct armor breaks and its Armor Class is reduced to 22.

" + "name": "Armadura de constructo (Dureza 10)", + "description": "

Como los objetos normales, una estatua animada gigante tiene Dureza y todo el daño que sufre se reduce en una cantidad igual a dicha Dureza. En cuanto una estatua animada gigante se ve reducida a menos de la mitad de sus PG, o inmediatamente al ser dañada por un impacto crítico, su armadura de constructo se rompe y su Clase de armadura se reduce a 22.

" }, "action->Brazier": { - "name": "Brazier", - "description": "

The statue carries a wide brazier full of hot coals. To make flaming coal Strikes or use Burn Alive, the statue must have the brazier held in one hand or otherwise have it within reach.

\n

Instead of targeting the statue with an attack, a creature can target the brazier directly. The brazier has the same AC and saves as the statue.

\n

Dealing 15 cold damage to the brazier or dousing it with at least 2 gallons of water extinguishes the coals. This prevents the statue from using Burn Alive and causes its ranged attacks to no longer deal fire damage.

" + "name": "Brasero", + "description": "

La estatua carga un gran brasero lleno de carbones al rojo vivo. Para dar Golpes con carbón ardiente o usar quemar vivo, la estatua debe sujetar el brasero en una mano o tenerlo a su alcance.

\n

En lugar de designar a la estatua como objetivo de un ataque, una criatura puede elegir como objetivo directamente al brasero, que tiene la misma CA y salvaciones que la estatua.

\n

Infligir 15 daño por frío al brasero o echarle encima por lo menos 2 galones (7,5 l) de agua apaga los carbones. Esto impide a la estatua usar quemar vivo y provoca que sus ataques a distancia ya no inflijan 2d8 daño por fuego.

" }, "action->Burn Alive": { - "name": "Burn Alive", - "description": "

The statue grinds a creature it has @UUID[Compendium.pf2e.conditionitems.Item.kWc1fhmv9LBiTuei]{Grabbed} or @UUID[Compendium.pf2e.conditionitems.Item.VcDeM8A5oI6VqhbM]{Restrained} into the red-hot coals of its brazier. The target takes @Damage[3d8[fire],1d8[persistent,fire]] damage.

" + "name": "Quemar vivo", + "description": "

La estatua presiona a una criatura que tiene @UUID[Compendium.pf2e.conditionitems.Item.kWc1fhmv9LBiTuei]{Agarrada} o @UUID[Compendium.pf2e.conditionitems.Item.VcDeM8A5oI6VqhbM]{Neutralizada} contra los carbones al rojo vivo de su brasero. El objetivo sufre @Damage[3d8[fire],1d8[persistent,fire]]{3d8 daño de fuego} y 1d8 daño persistente de fuego.

" } } }, @@ -7522,20 +7522,20 @@ } }, "Homunculus": { - "name": "Homunculus", - "languages": "(Can't Speak Any Language), Master Link", - "publicNotes": "

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.

\n

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.

\n

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.

\n

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.

", + "name": "Homúnculo", + "languages": "(No puede hablar); Vínculo con el amo", + "publicNotes": "

Un homúnculo es un diminuto constructo servidor que ha sido creado para servir a su amo como espía, explorador, mensajero o ayudante. Cuando un creador empieza a estudiar el arte de crear constructos, suele crear primero un homúnculo, pues el proceso de\ncreación es sencillo y no muy costoso, gracias a un atajo mágico: el uso de la sangre del propio creador. Esto forja un vínculo entre el homúnculo y su amo, provocando que el homúnculo obtenga una chispa del intelecto de su creador, así como sus valores morales\ny algunos rasgos de personalidad básicos. Si un homúnculo es dejado a su aire, nunca se alejará demasiado de su amo.

\n

En la mayoría de casos, un homúnculo no sobrevive mucho tiempo tras la muerte de su amo. Al verse falto de su creador, el homúnculo pierde el norte y desarrolla tendencias autodestructivas y algunos incluso terminan golpeándose a sí mismos hasta destruirse. En raros casos, un homúnculo sobrevive a la pérdida de su amo con la mente intacta y a menudo se ve a sí mismo como hijo o sucesor de su creador fallecido e intenta seguir su legado de algún modo. En esos casos y si el homúnculo estaba cerca de su creador cuando este falleció, una porción del alma del amo ‘infecta’ al homúnculo mientras cruza al más allá.

\n

Esto no resulta en un verdadero homúnculo de alma vinculada (ver barra lateral) ya que sólo queda un fragmento del alma, pero es suficiente para otorgar al homúnculo más personalidad, libre albedrío y quizá lo que es más importante, la capacidad de hablar. Con el tiempo, algunos de estos homúnculos ‘despertados’ incluso se convencen de que son la reencarnación de su anterior amo, aunque su personalidad nunca llega a alcanzar la profundidad y complejidad de una criatura viva de verdad. En el mejor de los casos son caricaturas del amo y en el peor son atroces y rencorosas parodias de la propia vida. Aun así, un homúnculo con libre albedrío puede dedicarse a estudiar la clase a la que pertenecía su creador y convertirse en una criatura única con aptitudes de dicha clase si el tiempo y la fortuna se lo permiten.

\n

Los homúnculos se crean a partir de una mezcla de arcilla, ceniza, raíz de mandrágora, agua de manantial y 1 pinta (0,5 l.) de la sangre del propio creador. Es posible que otro donante proporcione la sangre, pero el proceso es más complicado.

", "items": { "strike-melee->Jaws": { "name": "Mandíbulas" }, "action->Master Link": { - "name": "Master Link", - "description": "

A homunculus can't speak, but it is telepathically linked to its creator. It can share information back and forth, including its master's knowledge and everything the homunculus hears. The range of this link is 1,500 feet. The homunculus typically has a similar attitude to its creator and is utterly faithful.

\n

If the homunculus is destroyed, the master takes @Damage[2d10[mental]] damage. If the master is slain, the homunculus becomes mindless, claims its current location as its lair, and instinctively attacks anyone who comes near.

" + "name": "Vínculo con el amo", + "description": "

Un homúnculo no puede hablar, pero está vinculado telepáticamente con su creador. Ambos pueden compartir información, incluyendo los conocimientos del amo y todo lo que oye el homúnculo. El alcance de este vínculo es 1.500 pies (450 m). El homúnculo\nadopta el mismo alineamiento que su creador y le es completamente leal.

\n

Si el homúnculo es destruido, el amo sufre @Damage[2d10[mental]]{2d10 daño mental}. Si el amo muere, el homúnculo queda descerebrado, toma su actual ubicación como guarida y ataca instintivamente a cualquiera que se acerca.

" }, "action->Homunculus Poison": { - "name": "Homunculus Poison", - "description": "

A homunculus has one dose of poison in a reservoir in its head. It can refill this poison from its reserves with an Interact action

\n

Saving Throw @Check[fortitude|dc:15]

\n
\n

Maximum Duration 6 rounds

\n

Stage 1 @Damage[1d6[poison]] and @UUID[Compendium.pf2e.conditionitems.Item.MIRkyAjyBeXivMa7]{Enfeebled 1} (1 round).

" + "name": "Veneno de homúnculo", + "description": "

Un homúnculo tiene una dosis de veneno en un receptáculo dentro de su cabeza. Puede recargar su veneno a partir de sus reservas con una acción de Interactuar

\n

Tirada de salvación @Check[fortitude|dc:15]

\n
\n

Duración máxima 6 asaltos

\n

Etapa 1 @Damage[1d6[poison]]{1d6 daño de veneno} y @UUID[Compendium.pf2e.conditionitems.Item.MIRkyAjyBeXivMa7]{Debilitado 1} (1 asalto).

" } } }, @@ -13835,214 +13835,214 @@ } }, "Soulbound Doll (Brave)": { - "name": "Soulbound Doll (Brave)", - "languages": "One Spoken by its Creator (typically Common)", - "publicNotes": "

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 behavior, as an important service to the Great Beyond.

\n

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 cruel, 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 doll can also be crafted from the soul of a person who has given consent to such use before their death.

\n

Soulbound dolls encountered by adventurers are typically guardians of some sort; despite their diminutive size, the soul fragment's power makes the doll's fist 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, allowing such dolls to control defenses far beyond their own capabilities.

\n

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 typically lethal to otherwise living prospective soul donors.

\n

The soul fragment resides in a soul focus gem (Hardness 10) typically embedded in the doll's neck or chest. The soul fragment generally clings to a strong personality trait of the original soul, but 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 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.

", - "tokenName": "Soulbound Doll", + "name": "Muñeca de alma vinculada (valiente)", + "languages": "Uno hablado por su creador (normalmente común)", + "publicNotes": "

Las muñecas de alma vinculada son inquietantes maniquíes o juguetes que han sido imbuidos con un pequeño fragmento del alma de un mortal fallecido. Estos pequeños constructos son creados por diversas razones, como para que hagan de ayudantes o sirvientes, pero su libre albedrío hace que su lealtad a su creador no esté garantizada. Por lo general, los seguidores de Farasma aborrecen las muñecas de alma vinculada, a las que ven como una perversión del ciclo de las almas y quienes veneran a la Dama de las Tumbas ven la destrucción de cualquier muñeca de alma vinculada como un fiel servicio al Gran Más Allá, sin importar el alineamiento del constructo.

\n

Las muñecas de alma vinculada son los más sencillos de una serie de constructos con almas vinculadas, que incluyen maniquíes de tamaño humano, poderosos cascarones con almas vinculadas y guerreros de terracota centinelas. Crearlas a partir de criaturas\ninvoluntarias es un acto maligno y el donante involuntario puede resistirse al proceso con una salvación de Voluntad contra la CD de Artesanía del creador, lo cual puede arruinar la muñeca e incluso evitar la muerte del donante. Una muñeca no maligna sólo puede crearse a partir del alma de una persona que ha dado su consentimiento a tal uso antes de que tenga lugar su muerte.

\n

Las muñecas de alma vinculada con las que se topan los aventureros suelen ser guardianes; a pesar de su tamaño diminuto, el poder del fragmento de alma hace que sus golpes sean más peligrosos de lo que podría aparentar. Además, proporciona a la muñeca\nun único conjuro de gran poder para lo que su estatura sugiere. Dada su autonomía y su considerable inteligencia, las muñecas de alma vinculada a veces son empleadas por sus creadores como administradoras de constructos mucho más poderosos pero descerebrados, como gólems, lo que permite a dichas muñecas manejar defensas por encima de sus propias capacidades. Aunque las muñecas de alma vinculada contienen un pequeño fragmento de alma extraído durante o poco después de la muerte de una persona, esto no afecta a la resurrección del fallecido ni a su progreso hasta el más allá. Este proceso de extracción es letal para los posibles donantes que siguen vivos, aunque hay rumores acerca de procesos más costosos que permiten a alguien donar un fragmento de una\nalma viva sin repercusiones.

\n

El fragmento de alma reside en una gema de foco de alma (Dureza 10) que normalmente está incrustada en el cuello o el pecho de la muñeca. El fragmento de alma no es estático y la muñeca sigue aprendiendo a partir de su estado inicial, lo que significa que su personalidad y sus capacidades pueden cambiar, quizá acercándose más a las del donante o profundizando en su propio sendero individual. La gema de foco de una muñeca de alma vinculada retiene los recuerdos de la muñeca incluso después de que esta es destruida. Si la gema de foco de alma de una muñeca destruida está intacta, alguien familiarizado con la creación de criaturas con almas vinculadas puede colocarla en un nuevo cuerpo de muñeca y así reconstituirla.

", + "tokenName": "Muñeca de alma vinculada", "items": { "spellcastingEntry->Occult Innate Spells": { - "name": "Occult Innate Spells" + "name": "Conjuros ocultistas innatos" }, "strike-melee->Fist": { - "name": "Fist" + "name": "Puño" }, "action->Personality Fragments": { - "name": "Personality Fragments", - "description": "

A soulbound doll shares fragments of its donor soul's personality, though none of that creature's memories. This causes a soulbound doll to match a strong personality trait of the donor soul. Because of its soul sliver, a soulbound doll is not immune to spirit as most constructs are.

" + "name": "Fragmentos de personalidad", + "description": "

Una muñeca de alma vinculada comparte fragmentos de la personalidad de su alma donante, pero ninguno de los recuerdos de esa criatura. Esto hace que una muñeca de alma vinculada tenga el mismo alineamiento que su alma donante y obtenga los rasgos de alineamiento correspondientes.

" } } }, "Soulbound Doll (Calm)": { - "name": "Soulbound Doll (Calm)", - "languages": "One Spoken by its Creator (typically Common)", - "publicNotes": "

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 behavior, as an important service to the Great Beyond.

\n

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 cruel, 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 doll can also be crafted from the soul of a person who has given consent to such use before their death.

\n

Soulbound dolls encountered by adventurers are typically guardians of some sort; despite their diminutive size, the soul fragment's power makes the doll's fist 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, allowing such dolls to control defenses far beyond their own capabilities.

\n

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 typically lethal to otherwise living prospective soul donors.

\n

The soul fragment resides in a soul focus gem (Hardness 10) typically embedded in the doll's neck or chest. The soul fragment generally clings to a strong personality trait of the original soul, but 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 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.

", - "tokenName": "Soulbound Doll", + "name": "Muñeca de alma vinculada (calmada)", + "languages": "Uno hablado por su creador (normalmente común)", + "publicNotes": "

Las muñecas de alma vinculada son inquietantes maniquíes o juguetes que han sido imbuidos con un pequeño fragmento del alma de un mortal fallecido. Estos pequeños constructos son creados por diversas razones, como para que hagan de ayudantes o sirvientes, pero su libre albedrío hace que su lealtad a su creador no esté garantizada. Por lo general, los seguidores de Farasma aborrecen las muñecas de alma vinculada, a las que ven como una perversión del ciclo de las almas y quienes veneran a la Dama de las Tumbas ven la destrucción de cualquier muñeca de alma vinculada como un fiel servicio al Gran Más Allá, sin importar el alineamiento del constructo.

\n

Las muñecas de alma vinculada son los más sencillos de una serie de constructos con almas vinculadas, que incluyen maniquíes de tamaño humano, poderosos cascarones con almas vinculadas y guerreros de terracota centinelas. Crearlas a partir de criaturas\ninvoluntarias es un acto maligno y el donante involuntario puede resistirse al proceso con una salvación de Voluntad contra la CD de Artesanía del creador, lo cual puede arruinar la muñeca e incluso evitar la muerte del donante. Una muñeca no maligna sólo puede crearse a partir del alma de una persona que ha dado su consentimiento a tal uso antes de que tenga lugar su muerte.

\n

Las muñecas de alma vinculada con las que se topan los aventureros suelen ser guardianes; a pesar de su tamaño diminuto, el poder del fragmento de alma hace que sus golpes sean más peligrosos de lo que podría aparentar. Además, proporciona a la muñeca\nun único conjuro de gran poder para lo que su estatura sugiere. Dada su autonomía y su considerable inteligencia, las muñecas de alma vinculada a veces son empleadas por sus creadores como administradoras de constructos mucho más poderosos pero descerebrados, como gólems, lo que permite a dichas muñecas manejar defensas por encima de sus propias capacidades. Aunque las muñecas de alma vinculada contienen un pequeño fragmento de alma extraído durante o poco después de la muerte de una persona, esto no afecta a la resurrección del fallecido ni a su progreso hasta el más allá. Este proceso de extracción es letal para los posibles donantes que siguen vivos, aunque hay rumores acerca de procesos más costosos que permiten a alguien donar un fragmento de una\nalma viva sin repercusiones.

\n

El fragmento de alma reside en una gema de foco de alma (Dureza 10) que normalmente está incrustada en el cuello o el pecho de la muñeca. El fragmento de alma no es estático y la muñeca sigue aprendiendo a partir de su estado inicial, lo que significa que su personalidad y sus capacidades pueden cambiar, quizá acercándose más a las del donante o profundizando en su propio sendero individual. La gema de foco de una muñeca de alma vinculada retiene los recuerdos de la muñeca incluso después de que esta es destruida. Si la gema de foco de alma de una muñeca destruida está intacta, alguien familiarizado con la creación de criaturas con almas vinculadas puede colocarla en un nuevo cuerpo de muñeca y así reconstituirla.

", + "tokenName": "Muñeca de alma vinculada", "items": { "spellcastingEntry->Occult Innate Spells": { - "name": "Occult Innate Spells" + "name": "Conjuros ocultistas innatos" }, "strike-melee->Fist": { - "name": "Fist" + "name": "Puño" }, "action->Personality Fragments": { - "name": "Personality Fragments", - "description": "

A soulbound doll shares fragments of its donor soul's personality, though none of that creature's memories. This causes a soulbound doll to match a strong personality trait of the donor soul. Because of its soul sliver, a soulbound doll is not immune to spirit as most constructs are.

" + "name": "Fragmentos de personalidad", + "description": "

Una muñeca de alma vinculada comparte fragmentos de la personalidad de su alma donante, pero ninguno de los recuerdos de esa criatura. Esto hace que una muñeca de alma vinculada tenga el mismo alineamiento que su alma donante y obtenga los rasgos de alineamiento correspondientes.

" } } }, "Soulbound Doll (Careful)": { - "name": "Soulbound Doll (Careful)", - "languages": "One Spoken by its Creator (typically Common)", - "publicNotes": "

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 behavior, as an important service to the Great Beyond.

\n

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 cruel, 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 doll can also be crafted from the soul of a person who has given consent to such use before their death.

\n

Soulbound dolls encountered by adventurers are typically guardians of some sort; despite their diminutive size, the soul fragment's power makes the doll's fist 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, allowing such dolls to control defenses far beyond their own capabilities.

\n

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 typically lethal to otherwise living prospective soul donors.

\n

The soul fragment resides in a soul focus gem (Hardness 10) typically embedded in the doll's neck or chest. The soul fragment generally clings to a strong personality trait of the original soul, but 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 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.

", - "tokenName": "Soulbound Doll", + "name": "Muñeca de alma vinculada (precavida)", + "languages": "Uno hablado por su creador (normalmente común)", + "publicNotes": "

Las muñecas de alma vinculada son inquietantes maniquíes o juguetes que han sido imbuidos con un pequeño fragmento del alma de un mortal fallecido. Estos pequeños constructos son creados por diversas razones, como para que hagan de ayudantes o sirvientes, pero su libre albedrío hace que su lealtad a su creador no esté garantizada. Por lo general, los seguidores de Farasma aborrecen las muñecas de alma vinculada, a las que ven como una perversión del ciclo de las almas y quienes veneran a la Dama de las Tumbas ven la destrucción de cualquier muñeca de alma vinculada como un fiel servicio al Gran Más Allá, sin importar el alineamiento del constructo.

\n

Las muñecas de alma vinculada son los más sencillos de una serie de constructos con almas vinculadas, que incluyen maniquíes de tamaño humano, poderosos cascarones con almas vinculadas y guerreros de terracota centinelas. Crearlas a partir de criaturas\ninvoluntarias es un acto maligno y el donante involuntario puede resistirse al proceso con una salvación de Voluntad contra la CD de Artesanía del creador, lo cual puede arruinar la muñeca e incluso evitar la muerte del donante. Una muñeca no maligna sólo puede crearse a partir del alma de una persona que ha dado su consentimiento a tal uso antes de que tenga lugar su muerte.

\n

Las muñecas de alma vinculada con las que se topan los aventureros suelen ser guardianes; a pesar de su tamaño diminuto, el poder del fragmento de alma hace que sus golpes sean más peligrosos de lo que podría aparentar. Además, proporciona a la muñeca\nun único conjuro de gran poder para lo que su estatura sugiere. Dada su autonomía y su considerable inteligencia, las muñecas de alma vinculada a veces son empleadas por sus creadores como administradoras de constructos mucho más poderosos pero descerebrados, como gólems, lo que permite a dichas muñecas manejar defensas por encima de sus propias capacidades. Aunque las muñecas de alma vinculada contienen un pequeño fragmento de alma extraído durante o poco después de la muerte de una persona, esto no afecta a la resurrección del fallecido ni a su progreso hasta el más allá. Este proceso de extracción es letal para los posibles donantes que siguen vivos, aunque hay rumores acerca de procesos más costosos que permiten a alguien donar un fragmento de una\nalma viva sin repercusiones.

\n

El fragmento de alma reside en una gema de foco de alma (Dureza 10) que normalmente está incrustada en el cuello o el pecho de la muñeca. El fragmento de alma no es estático y la muñeca sigue aprendiendo a partir de su estado inicial, lo que significa que su personalidad y sus capacidades pueden cambiar, quizá acercándose más a las del donante o profundizando en su propio sendero individual. La gema de foco de una muñeca de alma vinculada retiene los recuerdos de la muñeca incluso después de que esta es destruida. Si la gema de foco de alma de una muñeca destruida está intacta, alguien familiarizado con la creación de criaturas con almas vinculadas puede colocarla en un nuevo cuerpo de muñeca y así reconstituirla.

", + "tokenName": "Muñeca de alma vinculada", "items": { "spellcastingEntry->Occult Innate Spells": { - "name": "Occult Innate Spells" + "name": "Conjuros ocultistas innatos" }, "strike-melee->Fist": { - "name": "Fist" + "name": "Puño" }, "action->Personality Fragments": { - "name": "Personality Fragments", - "description": "

A soulbound doll shares fragments of its donor soul's personality, though none of that creature's memories. This causes a soulbound doll to match a strong personality trait of the donor soul. Because of its soul sliver, a soulbound doll is not immune to spirit as most constructs are.

" + "name": "Fragmentos de personalidad", + "description": "

Una muñeca de alma vinculada comparte fragmentos de la personalidad de su alma donante, pero ninguno de los recuerdos de esa criatura. Esto hace que una muñeca de alma vinculada tenga el mismo alineamiento que su alma donante y obtenga los rasgos de alineamiento correspondientes.

" } } }, "Soulbound Doll (Cruel)": { - "name": "Soulbound Doll (Cruel)", - "languages": "One Spoken by its Creator (typically Common)", - "publicNotes": "

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 behavior, as an important service to the Great Beyond.

\n

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 cruel, 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 doll can also be crafted from the soul of a person who has given consent to such use before their death.

\n

Soulbound dolls encountered by adventurers are typically guardians of some sort; despite their diminutive size, the soul fragment's power makes the doll's fist 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, allowing such dolls to control defenses far beyond their own capabilities.

\n

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 typically lethal to otherwise living prospective soul donors.

\n

The soul fragment resides in a soul focus gem (Hardness 10) typically embedded in the doll's neck or chest. The soul fragment generally clings to a strong personality trait of the original soul, but 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 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.

", - "tokenName": "Soulbound Doll", + "name": "Muñeca de alma vinculada (cruel)", + "languages": "Uno hablado por su creador (normalmente común)", + "publicNotes": "

Las muñecas de alma vinculada son inquietantes maniquíes o juguetes que han sido imbuidos con un pequeño fragmento del alma de un mortal fallecido. Estos pequeños constructos son creados por diversas razones, como para que hagan de ayudantes o sirvientes, pero su libre albedrío hace que su lealtad a su creador no esté garantizada. Por lo general, los seguidores de Farasma aborrecen las muñecas de alma vinculada, a las que ven como una perversión del ciclo de las almas y quienes veneran a la Dama de las Tumbas ven la destrucción de cualquier muñeca de alma vinculada como un fiel servicio al Gran Más Allá, sin importar el alineamiento del constructo.

\n

Las muñecas de alma vinculada son los más sencillos de una serie de constructos con almas vinculadas, que incluyen maniquíes de tamaño humano, poderosos cascarones con almas vinculadas y guerreros de terracota centinelas. Crearlas a partir de criaturas\ninvoluntarias es un acto maligno y el donante involuntario puede resistirse al proceso con una salvación de Voluntad contra la CD de Artesanía del creador, lo cual puede arruinar la muñeca e incluso evitar la muerte del donante. Una muñeca no maligna sólo puede crearse a partir del alma de una persona que ha dado su consentimiento a tal uso antes de que tenga lugar su muerte.

\n

Las muñecas de alma vinculada con las que se topan los aventureros suelen ser guardianes; a pesar de su tamaño diminuto, el poder del fragmento de alma hace que sus golpes sean más peligrosos de lo que podría aparentar. Además, proporciona a la muñeca\nun único conjuro de gran poder para lo que su estatura sugiere. Dada su autonomía y su considerable inteligencia, las muñecas de alma vinculada a veces son empleadas por sus creadores como administradoras de constructos mucho más poderosos pero descerebrados, como gólems, lo que permite a dichas muñecas manejar defensas por encima de sus propias capacidades. Aunque las muñecas de alma vinculada contienen un pequeño fragmento de alma extraído durante o poco después de la muerte de una persona, esto no afecta a la resurrección del fallecido ni a su progreso hasta el más allá. Este proceso de extracción es letal para los posibles donantes que siguen vivos, aunque hay rumores acerca de procesos más costosos que permiten a alguien donar un fragmento de una\nalma viva sin repercusiones.

\n

El fragmento de alma reside en una gema de foco de alma (Dureza 10) que normalmente está incrustada en el cuello o el pecho de la muñeca. El fragmento de alma no es estático y la muñeca sigue aprendiendo a partir de su estado inicial, lo que significa que su personalidad y sus capacidades pueden cambiar, quizá acercándose más a las del donante o profundizando en su propio sendero individual. La gema de foco de una muñeca de alma vinculada retiene los recuerdos de la muñeca incluso después de que esta es destruida. Si la gema de foco de alma de una muñeca destruida está intacta, alguien familiarizado con la creación de criaturas con almas vinculadas puede colocarla en un nuevo cuerpo de muñeca y así reconstituirla.

", + "tokenName": "Muñeca de alma vinculada", "items": { "spellcastingEntry->Occult Innate Spells": { - "name": "Occult Innate Spells" + "name": "Conjuros ocultistas innatos" }, "strike-melee->Fist": { - "name": "Fist" + "name": "Puño" }, "action->Personality Fragments": { - "name": "Personality Fragments", - "description": "

A soulbound doll shares fragments of its donor soul's personality, though none of that creature's memories. This causes a soulbound doll to match a strong personality trait of the donor soul. Because of its soul sliver, a soulbound doll is not immune to spirit as most constructs are.

" + "name": "Fragmentos de personalidad", + "description": "

Una muñeca de alma vinculada comparte fragmentos de la personalidad de su alma donante, pero ninguno de los recuerdos de esa criatura. Esto hace que una muñeca de alma vinculada tenga el mismo alineamiento que su alma donante y obtenga los rasgos de alineamiento correspondientes.

" } } }, "Soulbound Doll (Gentle)": { - "name": "Soulbound Doll (Gentle)", - "languages": "One Spoken by its Creator (typically Common)", - "publicNotes": "

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 behavior, as an important service to the Great Beyond.

\n

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 cruel, 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 doll can also be crafted from the soul of a person who has given consent to such use before their death.

\n

Soulbound dolls encountered by adventurers are typically guardians of some sort; despite their diminutive size, the soul fragment's power makes the doll's fist 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, allowing such dolls to control defenses far beyond their own capabilities.

\n

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 typically lethal to otherwise living prospective soul donors.

\n

The soul fragment resides in a soul focus gem (Hardness 10) typically embedded in the doll's neck or chest. The soul fragment generally clings to a strong personality trait of the original soul, but 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 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.

", - "tokenName": "Soulbound Doll", + "name": "Muñeca de alma vinculada (amable)", + "languages": "Uno hablado por su creador (normalmente común)", + "publicNotes": "

Las muñecas de alma vinculada son inquietantes maniquíes o juguetes que han sido imbuidos con un pequeño fragmento del alma de un mortal fallecido. Estos pequeños constructos son creados por diversas razones, como para que hagan de ayudantes o sirvientes, pero su libre albedrío hace que su lealtad a su creador no esté garantizada. Por lo general, los seguidores de Farasma aborrecen las muñecas de alma vinculada, a las que ven como una perversión del ciclo de las almas y quienes veneran a la Dama de las Tumbas ven la destrucción de cualquier muñeca de alma vinculada como un fiel servicio al Gran Más Allá, sin importar el alineamiento del constructo.

\n

Las muñecas de alma vinculada son los más sencillos de una serie de constructos con almas vinculadas, que incluyen maniquíes de tamaño humano, poderosos cascarones con almas vinculadas y guerreros de terracota centinelas. Crearlas a partir de criaturas\ninvoluntarias es un acto maligno y el donante involuntario puede resistirse al proceso con una salvación de Voluntad contra la CD de Artesanía del creador, lo cual puede arruinar la muñeca e incluso evitar la muerte del donante. Una muñeca no maligna sólo puede crearse a partir del alma de una persona que ha dado su consentimiento a tal uso antes de que tenga lugar su muerte.

\n

Las muñecas de alma vinculada con las que se topan los aventureros suelen ser guardianes; a pesar de su tamaño diminuto, el poder del fragmento de alma hace que sus golpes sean más peligrosos de lo que podría aparentar. Además, proporciona a la muñeca\nun único conjuro de gran poder para lo que su estatura sugiere. Dada su autonomía y su considerable inteligencia, las muñecas de alma vinculada a veces son empleadas por sus creadores como administradoras de constructos mucho más poderosos pero descerebrados, como gólems, lo que permite a dichas muñecas manejar defensas por encima de sus propias capacidades. Aunque las muñecas de alma vinculada contienen un pequeño fragmento de alma extraído durante o poco después de la muerte de una persona, esto no afecta a la resurrección del fallecido ni a su progreso hasta el más allá. Este proceso de extracción es letal para los posibles donantes que siguen vivos, aunque hay rumores acerca de procesos más costosos que permiten a alguien donar un fragmento de una\nalma viva sin repercusiones.

\n

El fragmento de alma reside en una gema de foco de alma (Dureza 10) que normalmente está incrustada en el cuello o el pecho de la muñeca. El fragmento de alma no es estático y la muñeca sigue aprendiendo a partir de su estado inicial, lo que significa que su personalidad y sus capacidades pueden cambiar, quizá acercándose más a las del donante o profundizando en su propio sendero individual. La gema de foco de una muñeca de alma vinculada retiene los recuerdos de la muñeca incluso después de que esta es destruida. Si la gema de foco de alma de una muñeca destruida está intacta, alguien familiarizado con la creación de criaturas con almas vinculadas puede colocarla en un nuevo cuerpo de muñeca y así reconstituirla.

", + "tokenName": "Muñeca de alma vinculada", "items": { "spellcastingEntry->Occult Innate Spells": { - "name": "Occult Innate Spells" + "name": "Conjuros ocultistas innatos" }, "strike-melee->Fist": { - "name": "Fist" + "name": "Puño" }, "action->Personality Fragments": { - "name": "Personality Fragments", - "description": "

A soulbound doll shares fragments of its donor soul's personality, though none of that creature's memories. This causes a soulbound doll to match a strong personality trait of the donor soul. Because of its soul sliver, a soulbound doll is not immune to spirit as most constructs are.

" + "name": "Fragmentos de personalidad", + "description": "

Una muñeca de alma vinculada comparte fragmentos de la personalidad de su alma donante, pero ninguno de los recuerdos de esa criatura. Esto hace que una muñeca de alma vinculada tenga el mismo alineamiento que su alma donante y obtenga los rasgos de alineamiento correspondientes.

" } } }, "Soulbound Doll (Impish)": { - "name": "Soulbound Doll (Impish)", - "languages": "One Spoken by its Creator (typically Common)", - "publicNotes": "

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 behavior, as an important service to the Great Beyond.

\n

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 cruel, 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 doll can also be crafted from the soul of a person who has given consent to such use before their death.

\n

Soulbound dolls encountered by adventurers are typically guardians of some sort; despite their diminutive size, the soul fragment's power makes the doll's fist 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, allowing such dolls to control defenses far beyond their own capabilities.

\n

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 typically lethal to otherwise living prospective soul donors.

\n

The soul fragment resides in a soul focus gem (Hardness 10) typically embedded in the doll's neck or chest. The soul fragment generally clings to a strong personality trait of the original soul, but 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 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.

", - "tokenName": "Soulbound Doll", + "name": "Muñeca de alma vinculada (impía)", + "languages": "Uno hablado por su creador (normalmente común)", + "publicNotes": "

Las muñecas de alma vinculada son inquietantes maniquíes o juguetes que han sido imbuidos con un pequeño fragmento del alma de un mortal fallecido. Estos pequeños constructos son creados por diversas razones, como para que hagan de ayudantes o sirvientes, pero su libre albedrío hace que su lealtad a su creador no esté garantizada. Por lo general, los seguidores de Farasma aborrecen las muñecas de alma vinculada, a las que ven como una perversión del ciclo de las almas y quienes veneran a la Dama de las Tumbas ven la destrucción de cualquier muñeca de alma vinculada como un fiel servicio al Gran Más Allá, sin importar el alineamiento del constructo.

\n

Las muñecas de alma vinculada son los más sencillos de una serie de constructos con almas vinculadas, que incluyen maniquíes de tamaño humano, poderosos cascarones con almas vinculadas y guerreros de terracota centinelas. Crearlas a partir de criaturas\ninvoluntarias es un acto maligno y el donante involuntario puede resistirse al proceso con una salvación de Voluntad contra la CD de Artesanía del creador, lo cual puede arruinar la muñeca e incluso evitar la muerte del donante. Una muñeca no maligna sólo puede crearse a partir del alma de una persona que ha dado su consentimiento a tal uso antes de que tenga lugar su muerte.

\n

Las muñecas de alma vinculada con las que se topan los aventureros suelen ser guardianes; a pesar de su tamaño diminuto, el poder del fragmento de alma hace que sus golpes sean más peligrosos de lo que podría aparentar. Además, proporciona a la muñeca\nun único conjuro de gran poder para lo que su estatura sugiere. Dada su autonomía y su considerable inteligencia, las muñecas de alma vinculada a veces son empleadas por sus creadores como administradoras de constructos mucho más poderosos pero descerebrados, como gólems, lo que permite a dichas muñecas manejar defensas por encima de sus propias capacidades. Aunque las muñecas de alma vinculada contienen un pequeño fragmento de alma extraído durante o poco después de la muerte de una persona, esto no afecta a la resurrección del fallecido ni a su progreso hasta el más allá. Este proceso de extracción es letal para los posibles donantes que siguen vivos, aunque hay rumores acerca de procesos más costosos que permiten a alguien donar un fragmento de una\nalma viva sin repercusiones.

\n

El fragmento de alma reside en una gema de foco de alma (Dureza 10) que normalmente está incrustada en el cuello o el pecho de la muñeca. El fragmento de alma no es estático y la muñeca sigue aprendiendo a partir de su estado inicial, lo que significa que su personalidad y sus capacidades pueden cambiar, quizá acercándose más a las del donante o profundizando en su propio sendero individual. La gema de foco de una muñeca de alma vinculada retiene los recuerdos de la muñeca incluso después de que esta es destruida. Si la gema de foco de alma de una muñeca destruida está intacta, alguien familiarizado con la creación de criaturas con almas vinculadas puede colocarla en un nuevo cuerpo de muñeca y así reconstituirla.

", + "tokenName": "Muñeca de alma vinculada", "items": { "spellcastingEntry->Occult Innate Spells": { - "name": "Occult Innate Spells" + "name": "Conjuros ocultistas innatos" }, "strike-melee->Fist": { - "name": "Fist" + "name": "Puño" }, "action->Personality Fragments": { - "name": "Personality Fragments", - "description": "

A soulbound doll shares fragments of its donor soul's personality, though none of that creature's memories. This causes a soulbound doll to match a strong personality trait of the donor soul. Because of its soul sliver, a soulbound doll is not immune to spirit as most constructs are.

" + "name": "Fragmentos de personalidad", + "description": "

Una muñeca de alma vinculada comparte fragmentos de la personalidad de su alma donante, pero ninguno de los recuerdos de esa criatura. Esto hace que una muñeca de alma vinculada tenga el mismo alineamiento que su alma donante y obtenga los rasgos de alineamiento correspondientes.

" } } }, "Soulbound Doll (Jolly)": { - "name": "Soulbound Doll (Jolly)", - "languages": "One Spoken by its Creator (typically Common)", - "publicNotes": "

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 behavior, as an important service to the Great Beyond.

\n

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 cruel, 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 doll can also be crafted from the soul of a person who has given consent to such use before their death.

\n

Soulbound dolls encountered by adventurers are typically guardians of some sort; despite their diminutive size, the soul fragment's power makes the doll's fist 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, allowing such dolls to control defenses far beyond their own capabilities.

\n

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 typically lethal to otherwise living prospective soul donors.

\n

The soul fragment resides in a soul focus gem (Hardness 10) typically embedded in the doll's neck or chest. The soul fragment generally clings to a strong personality trait of the original soul, but 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 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.

", - "tokenName": "Soulbound Doll", + "name": "Muñeca de alma vinculada (jovial)", + "languages": "Uno hablado por su creador (normalmente común)", + "publicNotes": "

Las muñecas de alma vinculada son inquietantes maniquíes o juguetes que han sido imbuidos con un pequeño fragmento del alma de un mortal fallecido. Estos pequeños constructos son creados por diversas razones, como para que hagan de ayudantes o sirvientes, pero su libre albedrío hace que su lealtad a su creador no esté garantizada. Por lo general, los seguidores de Farasma aborrecen las muñecas de alma vinculada, a las que ven como una perversión del ciclo de las almas y quienes veneran a la Dama de las Tumbas ven la destrucción de cualquier muñeca de alma vinculada como un fiel servicio al Gran Más Allá, sin importar el alineamiento del constructo.

\n

Las muñecas de alma vinculada son los más sencillos de una serie de constructos con almas vinculadas, que incluyen maniquíes de tamaño humano, poderosos cascarones con almas vinculadas y guerreros de terracota centinelas. Crearlas a partir de criaturas\ninvoluntarias es un acto maligno y el donante involuntario puede resistirse al proceso con una salvación de Voluntad contra la CD de Artesanía del creador, lo cual puede arruinar la muñeca e incluso evitar la muerte del donante. Una muñeca no maligna sólo puede crearse a partir del alma de una persona que ha dado su consentimiento a tal uso antes de que tenga lugar su muerte.

\n

Las muñecas de alma vinculada con las que se topan los aventureros suelen ser guardianes; a pesar de su tamaño diminuto, el poder del fragmento de alma hace que sus golpes sean más peligrosos de lo que podría aparentar. Además, proporciona a la muñeca\nun único conjuro de gran poder para lo que su estatura sugiere. Dada su autonomía y su considerable inteligencia, las muñecas de alma vinculada a veces son empleadas por sus creadores como administradoras de constructos mucho más poderosos pero descerebrados, como gólems, lo que permite a dichas muñecas manejar defensas por encima de sus propias capacidades. Aunque las muñecas de alma vinculada contienen un pequeño fragmento de alma extraído durante o poco después de la muerte de una persona, esto no afecta a la resurrección del fallecido ni a su progreso hasta el más allá. Este proceso de extracción es letal para los posibles donantes que siguen vivos, aunque hay rumores acerca de procesos más costosos que permiten a alguien donar un fragmento de una\nalma viva sin repercusiones.

\n

El fragmento de alma reside en una gema de foco de alma (Dureza 10) que normalmente está incrustada en el cuello o el pecho de la muñeca. El fragmento de alma no es estático y la muñeca sigue aprendiendo a partir de su estado inicial, lo que significa que su personalidad y sus capacidades pueden cambiar, quizá acercándose más a las del donante o profundizando en su propio sendero individual. La gema de foco de una muñeca de alma vinculada retiene los recuerdos de la muñeca incluso después de que esta es destruida. Si la gema de foco de alma de una muñeca destruida está intacta, alguien familiarizado con la creación de criaturas con almas vinculadas puede colocarla en un nuevo cuerpo de muñeca y así reconstituirla.

", + "tokenName": "Muñeca de alma vinculada", "items": { "spellcastingEntry->Occult Innate Spells": { - "name": "Occult Innate Spells" + "name": "Conjuros ocultistas innatos" }, "strike-melee->Fist": { - "name": "Fist" + "name": "Puño" }, "action->Personality Fragments": { - "name": "Personality Fragments", - "description": "

A soulbound doll shares fragments of its donor soul's personality, though none of that creature's memories. This causes a soulbound doll to match a strong personality trait of the donor soul. Because of its soul sliver, a soulbound doll is not immune to spirit as most constructs are.

" + "name": "Fragmentos de personalidad", + "description": "

Una muñeca de alma vinculada comparte fragmentos de la personalidad de su alma donante, pero ninguno de los recuerdos de esa criatura. Esto hace que una muñeca de alma vinculada tenga el mismo alineamiento que su alma donante y obtenga los rasgos de alineamiento correspondientes.

" } } }, "Soulbound Doll (Kind)": { - "name": "Soulbound Doll (Kind)", - "languages": "One Spoken by its Creator (typically Common)", - "publicNotes": "

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 behavior, as an important service to the Great Beyond.

\n

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 cruel, 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 doll can also be crafted from the soul of a person who has given consent to such use before their death.

\n

Soulbound dolls encountered by adventurers are typically guardians of some sort; despite their diminutive size, the soul fragment's power makes the doll's fist 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, allowing such dolls to control defenses far beyond their own capabilities.

\n

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 typically lethal to otherwise living prospective soul donors.

\n

The soul fragment resides in a soul focus gem (Hardness 10) typically embedded in the doll's neck or chest. The soul fragment generally clings to a strong personality trait of the original soul, but 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 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.

", - "tokenName": "Soulbound Doll", + "name": "Muñeca de alma vinculada (afable)", + "languages": "Uno hablado por su creador (normalmente común)", + "publicNotes": "

Las muñecas de alma vinculada son inquietantes maniquíes o juguetes que han sido imbuidos con un pequeño fragmento del alma de un mortal fallecido. Estos pequeños constructos son creados por diversas razones, como para que hagan de ayudantes o sirvientes, pero su libre albedrío hace que su lealtad a su creador no esté garantizada. Por lo general, los seguidores de Farasma aborrecen las muñecas de alma vinculada, a las que ven como una perversión del ciclo de las almas y quienes veneran a la Dama de las Tumbas ven la destrucción de cualquier muñeca de alma vinculada como un fiel servicio al Gran Más Allá, sin importar el alineamiento del constructo.

\n

Las muñecas de alma vinculada son los más sencillos de una serie de constructos con almas vinculadas, que incluyen maniquíes de tamaño humano, poderosos cascarones con almas vinculadas y guerreros de terracota centinelas. Crearlas a partir de criaturas\ninvoluntarias es un acto maligno y el donante involuntario puede resistirse al proceso con una salvación de Voluntad contra la CD de Artesanía del creador, lo cual puede arruinar la muñeca e incluso evitar la muerte del donante. Una muñeca no maligna sólo puede crearse a partir del alma de una persona que ha dado su consentimiento a tal uso antes de que tenga lugar su muerte.

\n

Las muñecas de alma vinculada con las que se topan los aventureros suelen ser guardianes; a pesar de su tamaño diminuto, el poder del fragmento de alma hace que sus golpes sean más peligrosos de lo que podría aparentar. Además, proporciona a la muñeca\nun único conjuro de gran poder para lo que su estatura sugiere. Dada su autonomía y su considerable inteligencia, las muñecas de alma vinculada a veces son empleadas por sus creadores como administradoras de constructos mucho más poderosos pero descerebrados, como gólems, lo que permite a dichas muñecas manejar defensas por encima de sus propias capacidades. Aunque las muñecas de alma vinculada contienen un pequeño fragmento de alma extraído durante o poco después de la muerte de una persona, esto no afecta a la resurrección del fallecido ni a su progreso hasta el más allá. Este proceso de extracción es letal para los posibles donantes que siguen vivos, aunque hay rumores acerca de procesos más costosos que permiten a alguien donar un fragmento de una\nalma viva sin repercusiones.

\n

El fragmento de alma reside en una gema de foco de alma (Dureza 10) que normalmente está incrustada en el cuello o el pecho de la muñeca. El fragmento de alma no es estático y la muñeca sigue aprendiendo a partir de su estado inicial, lo que significa que su personalidad y sus capacidades pueden cambiar, quizá acercándose más a las del donante o profundizando en su propio sendero individual. La gema de foco de una muñeca de alma vinculada retiene los recuerdos de la muñeca incluso después de que esta es destruida. Si la gema de foco de alma de una muñeca destruida está intacta, alguien familiarizado con la creación de criaturas con almas vinculadas puede colocarla en un nuevo cuerpo de muñeca y así reconstituirla.

", + "tokenName": "Muñeca de alma vinculada", "items": { "spellcastingEntry->Occult Innate Spells": { - "name": "Occult Innate Spells" + "name": "Conjuros ocultistas innatos" }, "strike-melee->Fist": { - "name": "Fist" + "name": "Puño" }, "action->Personality Fragments": { - "name": "Personality Fragments", - "description": "

A soulbound doll shares fragments of its donor soul's personality, though none of that creature's memories. This causes a soulbound doll to match a strong personality trait of the donor soul. Because of its soul sliver, a soulbound doll is not immune to spirit as most constructs are.

" + "name": "Fragmentos de personalidad", + "description": "

Una muñeca de alma vinculada comparte fragmentos de la personalidad de su alma donante, pero ninguno de los recuerdos de esa criatura. Esto hace que una muñeca de alma vinculada tenga el mismo alineamiento que su alma donante y obtenga los rasgos de alineamiento correspondientes.

" } } }, "Soulbound Doll (Rash)": { - "name": "Soulbound Doll (Rash)", - "languages": "One Spoken by its Creator (typically Common)", - "publicNotes": "

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 behavior, as an important service to the Great Beyond.

\n

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 cruel, 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 doll can also be crafted from the soul of a person who has given consent to such use before their death.

\n

Soulbound dolls encountered by adventurers are typically guardians of some sort; despite their diminutive size, the soul fragment's power makes the doll's fist 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, allowing such dolls to control defenses far beyond their own capabilities.

\n

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 typically lethal to otherwise living prospective soul donors.

\n

The soul fragment resides in a soul focus gem (Hardness 10) typically embedded in the doll's neck or chest. The soul fragment generally clings to a strong personality trait of the original soul, but 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 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.

", - "tokenName": "Soulbound Doll", + "name": "Muñeca de alma vinculada (temeraria)", + "languages": "Uno hablado por su creador (normalmente común)", + "publicNotes": "

Las muñecas de alma vinculada son inquietantes maniquíes o juguetes que han sido imbuidos con un pequeño fragmento del alma de un mortal fallecido. Estos pequeños constructos son creados por diversas razones, como para que hagan de ayudantes o sirvientes, pero su libre albedrío hace que su lealtad a su creador no esté garantizada. Por lo general, los seguidores de Farasma aborrecen las muñecas de alma vinculada, a las que ven como una perversión del ciclo de las almas y quienes veneran a la Dama de las Tumbas ven la destrucción de cualquier muñeca de alma vinculada como un fiel servicio al Gran Más Allá, sin importar el alineamiento del constructo.

\n

Las muñecas de alma vinculada son los más sencillos de una serie de constructos con almas vinculadas, que incluyen maniquíes de tamaño humano, poderosos cascarones con almas vinculadas y guerreros de terracota centinelas. Crearlas a partir de criaturas\ninvoluntarias es un acto maligno y el donante involuntario puede resistirse al proceso con una salvación de Voluntad contra la CD de Artesanía del creador, lo cual puede arruinar la muñeca e incluso evitar la muerte del donante. Una muñeca no maligna sólo puede crearse a partir del alma de una persona que ha dado su consentimiento a tal uso antes de que tenga lugar su muerte.

\n

Las muñecas de alma vinculada con las que se topan los aventureros suelen ser guardianes; a pesar de su tamaño diminuto, el poder del fragmento de alma hace que sus golpes sean más peligrosos de lo que podría aparentar. Además, proporciona a la muñeca\nun único conjuro de gran poder para lo que su estatura sugiere. Dada su autonomía y su considerable inteligencia, las muñecas de alma vinculada a veces son empleadas por sus creadores como administradoras de constructos mucho más poderosos pero descerebrados, como gólems, lo que permite a dichas muñecas manejar defensas por encima de sus propias capacidades. Aunque las muñecas de alma vinculada contienen un pequeño fragmento de alma extraído durante o poco después de la muerte de una persona, esto no afecta a la resurrección del fallecido ni a su progreso hasta el más allá. Este proceso de extracción es letal para los posibles donantes que siguen vivos, aunque hay rumores acerca de procesos más costosos que permiten a alguien donar un fragmento de una\nalma viva sin repercusiones.

\n

El fragmento de alma reside en una gema de foco de alma (Dureza 10) que normalmente está incrustada en el cuello o el pecho de la muñeca. El fragmento de alma no es estático y la muñeca sigue aprendiendo a partir de su estado inicial, lo que significa que su personalidad y sus capacidades pueden cambiar, quizá acercándose más a las del donante o profundizando en su propio sendero individual. La gema de foco de una muñeca de alma vinculada retiene los recuerdos de la muñeca incluso después de que esta es destruida. Si la gema de foco de alma de una muñeca destruida está intacta, alguien familiarizado con la creación de criaturas con almas vinculadas puede colocarla en un nuevo cuerpo de muñeca y así reconstituirla.

", + "tokenName": "Muñeca de alma vinculada", "items": { "spellcastingEntry->Occult Innate Spells": { - "name": "Occult Innate Spells" + "name": "Conjuros ocultistas innatos" }, "strike-melee->Fist": { - "name": "Fist" + "name": "Puño" }, "action->Personality Fragments": { - "name": "Personality Fragments", - "description": "

A soulbound doll shares fragments of its donor soul's personality, though none of that creature's memories. This causes a soulbound doll to match a strong personality trait of the donor soul. Because of its soul sliver, a soulbound doll is not immune to spirit as most constructs are.

" + "name": "Fragmentos de personalidad", + "description": "

Una muñeca de alma vinculada comparte fragmentos de la personalidad de su alma donante, pero ninguno de los recuerdos de esa criatura. Esto hace que una muñeca de alma vinculada tenga el mismo alineamiento que su alma donante y obtenga los rasgos de alineamiento correspondientes.

" } } }, "Soulbound Doll (Sassy)": { - "name": "Soulbound Doll (Sassy)", - "languages": "One Spoken by its Creator (typically Common)", - "publicNotes": "

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 behavior, as an important service to the Great Beyond.

\n

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 cruel, 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 doll can also be crafted from the soul of a person who has given consent to such use before their death.

\n

Soulbound dolls encountered by adventurers are typically guardians of some sort; despite their diminutive size, the soul fragment's power makes the doll's fist 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, allowing such dolls to control defenses far beyond their own capabilities.

\n

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 typically lethal to otherwise living prospective soul donors.

\n

The soul fragment resides in a soul focus gem (Hardness 10) typically embedded in the doll's neck or chest. The soul fragment generally clings to a strong personality trait of the original soul, but 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 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.

", - "tokenName": "Soulbound Doll", + "name": "Muñeca de alma vinculada (insolente)", + "languages": "Uno hablado por su creador (normalmente común)", + "publicNotes": "

Las muñecas de alma vinculada son inquietantes maniquíes o juguetes que han sido imbuidos con un pequeño fragmento del alma de un mortal fallecido. Estos pequeños constructos son creados por diversas razones, como para que hagan de ayudantes o sirvientes, pero su libre albedrío hace que su lealtad a su creador no esté garantizada. Por lo general, los seguidores de Farasma aborrecen las muñecas de alma vinculada, a las que ven como una perversión del ciclo de las almas y quienes veneran a la Dama de las Tumbas ven la destrucción de cualquier muñeca de alma vinculada como un fiel servicio al Gran Más Allá, sin importar el alineamiento del constructo.

\n

Las muñecas de alma vinculada son los más sencillos de una serie de constructos con almas vinculadas, que incluyen maniquíes de tamaño humano, poderosos cascarones con almas vinculadas y guerreros de terracota centinelas. Crearlas a partir de criaturas\ninvoluntarias es un acto maligno y el donante involuntario puede resistirse al proceso con una salvación de Voluntad contra la CD de Artesanía del creador, lo cual puede arruinar la muñeca e incluso evitar la muerte del donante. Una muñeca no maligna sólo puede crearse a partir del alma de una persona que ha dado su consentimiento a tal uso antes de que tenga lugar su muerte.

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Las muñecas de alma vinculada con las que se topan los aventureros suelen ser guardianes; a pesar de su tamaño diminuto, el poder del fragmento de alma hace que sus golpes sean más peligrosos de lo que podría aparentar. Además, proporciona a la muñeca\nun único conjuro de gran poder para lo que su estatura sugiere. Dada su autonomía y su considerable inteligencia, las muñecas de alma vinculada a veces son empleadas por sus creadores como administradoras de constructos mucho más poderosos pero descerebrados, como gólems, lo que permite a dichas muñecas manejar defensas por encima de sus propias capacidades. Aunque las muñecas de alma vinculada contienen un pequeño fragmento de alma extraído durante o poco después de la muerte de una persona, esto no afecta a la resurrección del fallecido ni a su progreso hasta el más allá. Este proceso de extracción es letal para los posibles donantes que siguen vivos, aunque hay rumores acerca de procesos más costosos que permiten a alguien donar un fragmento de una\nalma viva sin repercusiones.

\n

El fragmento de alma reside en una gema de foco de alma (Dureza 10) que normalmente está incrustada en el cuello o el pecho de la muñeca. El fragmento de alma no es estático y la muñeca sigue aprendiendo a partir de su estado inicial, lo que significa que su personalidad y sus capacidades pueden cambiar, quizá acercándose más a las del donante o profundizando en su propio sendero individual. La gema de foco de una muñeca de alma vinculada retiene los recuerdos de la muñeca incluso después de que esta es destruida. Si la gema de foco de alma de una muñeca destruida está intacta, alguien familiarizado con la creación de criaturas con almas vinculadas puede colocarla en un nuevo cuerpo de muñeca y así reconstituirla.

", + "tokenName": "Muñeca de alma vinculada", "items": { "spellcastingEntry->Occult Innate Spells": { - "name": "Occult Innate Spells" + "name": "Conjuros ocultistas innatos" }, "strike-melee->Fist": { - "name": "Fist" + "name": "Puño" }, "action->Personality Fragments": { - "name": "Personality Fragments", - "description": "

A soulbound doll shares fragments of its donor soul's personality, though none of that creature's memories. This causes a soulbound doll to match a strong personality trait of the donor soul. Because of its soul sliver, a soulbound doll is not immune to spirit as most constructs are.

" + "name": "Fragmentos de personalidad", + "description": "

Una muñeca de alma vinculada comparte fragmentos de la personalidad de su alma donante, pero ninguno de los recuerdos de esa criatura. Esto hace que una muñeca de alma vinculada tenga el mismo alineamiento que su alma donante y obtenga los rasgos de alineamiento correspondientes.

" } } }, "Soulbound Doll (Timid)": { - "name": "Soulbound Doll (Timid)", - "languages": "One Spoken by its Creator (typically Common)", - "publicNotes": "

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 behavior, as an important service to the Great Beyond.

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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 cruel, 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 doll can also be crafted from the soul of a person who has given consent to such use before their death.

\n

Soulbound dolls encountered by adventurers are typically guardians of some sort; despite their diminutive size, the soul fragment's power makes the doll's fist 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, allowing such dolls to control defenses far beyond their own capabilities.

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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 typically lethal to otherwise living prospective soul donors.

\n

The soul fragment resides in a soul focus gem (Hardness 10) typically embedded in the doll's neck or chest. The soul fragment generally clings to a strong personality trait of the original soul, but 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 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.

", - "tokenName": "Soulbound Doll", + "name": "Muñeca de alma vinculada (tímida)", + "languages": "Uno hablado por su creador (normalmente común)", + "publicNotes": "

Las muñecas de alma vinculada son inquietantes maniquíes o juguetes que han sido imbuidos con un pequeño fragmento del alma de un mortal fallecido. Estos pequeños constructos son creados por diversas razones, como para que hagan de ayudantes o sirvientes, pero su libre albedrío hace que su lealtad a su creador no esté garantizada. Por lo general, los seguidores de Farasma aborrecen las muñecas de alma vinculada, a las que ven como una perversión del ciclo de las almas y quienes veneran a la Dama de las Tumbas ven la destrucción de cualquier muñeca de alma vinculada como un fiel servicio al Gran Más Allá, sin importar el alineamiento del constructo.

\n

Las muñecas de alma vinculada son los más sencillos de una serie de constructos con almas vinculadas, que incluyen maniquíes de tamaño humano, poderosos cascarones con almas vinculadas y guerreros de terracota centinelas. Crearlas a partir de criaturas\ninvoluntarias es un acto maligno y el donante involuntario puede resistirse al proceso con una salvación de Voluntad contra la CD de Artesanía del creador, lo cual puede arruinar la muñeca e incluso evitar la muerte del donante. Una muñeca no maligna sólo puede crearse a partir del alma de una persona que ha dado su consentimiento a tal uso antes de que tenga lugar su muerte.

\n

Las muñecas de alma vinculada con las que se topan los aventureros suelen ser guardianes; a pesar de su tamaño diminuto, el poder del fragmento de alma hace que sus golpes sean más peligrosos de lo que podría aparentar. Además, proporciona a la muñeca\nun único conjuro de gran poder para lo que su estatura sugiere. Dada su autonomía y su considerable inteligencia, las muñecas de alma vinculada a veces son empleadas por sus creadores como administradoras de constructos mucho más poderosos pero descerebrados, como gólems, lo que permite a dichas muñecas manejar defensas por encima de sus propias capacidades. Aunque las muñecas de alma vinculada contienen un pequeño fragmento de alma extraído durante o poco después de la muerte de una persona, esto no afecta a la resurrección del fallecido ni a su progreso hasta el más allá. Este proceso de extracción es letal para los posibles donantes que siguen vivos, aunque hay rumores acerca de procesos más costosos que permiten a alguien donar un fragmento de una\nalma viva sin repercusiones.

\n

El fragmento de alma reside en una gema de foco de alma (Dureza 10) que normalmente está incrustada en el cuello o el pecho de la muñeca. El fragmento de alma no es estático y la muñeca sigue aprendiendo a partir de su estado inicial, lo que significa que su personalidad y sus capacidades pueden cambiar, quizá acercándose más a las del donante o profundizando en su propio sendero individual. La gema de foco de una muñeca de alma vinculada retiene los recuerdos de la muñeca incluso después de que esta es destruida. Si la gema de foco de alma de una muñeca destruida está intacta, alguien familiarizado con la creación de criaturas con almas vinculadas puede colocarla en un nuevo cuerpo de muñeca y así reconstituirla.

", + "tokenName": "Muñeca de alma vinculada", "items": { "spellcastingEntry->Occult Innate Spells": { - "name": "Occult Innate Spells" + "name": "Conjuros ocultistas innatos" }, "strike-melee->Fist": { - "name": "Fist" + "name": "Puño" }, "action->Personality Fragments": { - "name": "Personality Fragments", - "description": "

A soulbound doll shares fragments of its donor soul's personality, though none of that creature's memories. This causes a soulbound doll to match a strong personality trait of the donor soul. Because of its soul sliver, a soulbound doll is not immune to spirit as most constructs are.

" + "name": "Fragmentos de personalidad", + "description": "

Una muñeca de alma vinculada comparte fragmentos de la personalidad de su alma donante, pero ninguno de los recuerdos de esa criatura. Esto hace que una muñeca de alma vinculada tenga el mismo alineamiento que su alma donante y obtenga los rasgos de alineamiento correspondientes.

" } } }, "Soulbound Homunculus": { "name": "Soulbound Homunculus", "publicNotes": "

Most homunculi use a dose of their creator's blood as their spark of life, but it's possible to use a technique similar to that used in the crafting of a soulbound doll to give a homunculus a personality and the semblance of life. These homunculi gain the soulbound trait, lose immunity to spirit, can speak, and do not have a special link to a creator, yet the process tends to warp the soul used so that, more often than not, what rises in the new homunculus body is a parody of its prior life. As such, soulbound homunculi are generally created by cruel spellcasters as a method of humiliating and tormenting vanquished enemies.

\n
\n

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.

\n

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.

\n

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.

\n

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.

", - "tokenName": "Homunculus", + "tokenName": "Homúnculo", "items": { "strike-melee->Jaws": { "name": "Mandíbulas" }, "action->Homunculus Poison": { - "name": "Homunculus Poison", - "description": "

A homunculus has one dose of poison in a reservoir in its head. It can refill this poison from its reserves with an Interact action

\n

Saving Throw @Check[fortitude|dc:15]

\n
\n

Maximum Duration 6 rounds

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Stage 1 @Damage[1d6[poison]] and @UUID[Compendium.pf2e.conditionitems.Item.MIRkyAjyBeXivMa7]{Enfeebled 1} (1 round).

" + "name": "Veneno de homúnculo", + "description": "

Un homúnculo tiene una dosis de veneno en un receptáculo dentro de su cabeza. Puede recargar su veneno a partir de sus reservas con una acción de Interactuar

\n

Tirada de salvación @Check[fortitude|dc:15]

\n
\n

Duración máxima 6 asaltos

\n

Etapa 1 @Damage[1d6[poison]]{1d6 daño de veneno} y @UUID[Compendium.pf2e.conditionitems.Item.MIRkyAjyBeXivMa7]{Debilitado 1} (1 asalto).

" } } }, From 955e948552863f1628b20ff27c8bcdcab688eb0c Mon Sep 17 00:00:00 2001 From: Agustin Allende Date: Wed, 22 Jan 2025 20:15:24 +0100 Subject: [PATCH 19/19] fix: New translations re-en.json from Crowdin --- translation/es/re-es.json | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/translation/es/re-es.json b/translation/es/re-es.json index e90cce71..a99d163b 100644 --- a/translation/es/re-es.json +++ b/translation/es/re-es.json @@ -945,7 +945,7 @@ "ClockworkWindUp": "Modo de espera", "ConstructArmor": { "BrokenArmor": "Armadura de construcción rota", - "CriticalHit": "Construir armadura rota por un golpe crítico" + "CriticalHit": "Armadura de constructo rota por un golpe crítico" }, "CrumblingCarapace": { "CriticalHit": "Caparazón roto por un golpe crítico"