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Apply /act version of Disable a Device on select actions and NPC in…
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…line rolls (#18139)
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ammalagonc authored Jan 29, 2025
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2 changes: 1 addition & 1 deletion packs/actions/disable-a-device.json
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},
"category": "interaction",
"description": {
"value": "<p>This action allows you to disarm a trap or another complex device. Often, a device requires numerous successes before becoming disabled, depending on its construction and complexity. A @UUID[Compendium.pf2e.equipment-srd.Item.Thieves' Toolkit] is helpful and sometimes even required to Disable a Device, as determined by the GM, and sometimes a device requires a higher proficiency rank in Thievery to disable it.</p>\n<p>Your <span data-pf2-action=\"disableDevice\" data-pf2-glyph=\"D\">Thievery</span> check result determines your progress.</p>\n<hr />\n<p><strong>Critical Success</strong> You disable the device, or you achieve two successes toward disabling a device requiring more than one success. You leave no trace of your tampering, and you can rearm the device later, if that type of device can be rearmed.</p>\n<p><strong>Success</strong> You disable the device, or you achieve one success toward disabling a device that requires more than one success.</p>\n<p><strong>Critical Failure</strong> You trigger the device.</p>"
"value": "<p>This action allows you to disarm a trap or another complex device. Often, a device requires numerous successes before becoming disabled, depending on its construction and complexity. A @UUID[Compendium.pf2e.equipment-srd.Item.Thieves' Toolkit] is helpful and sometimes even required to Disable a Device, as determined by the GM, and sometimes a device requires a higher proficiency rank in Thievery to disable it.</p>\n<p>Your [[/act disable-device]]{Thievery} check result determines your progress.</p><hr /><p><strong>Critical Success</strong> You disable the device, or you achieve two successes toward disabling a device requiring more than one success. You leave no trace of your tampering, and you can rearm the device later, if that type of device can be rearmed.</p>\n<p><strong>Success</strong> You disable the device, or you achieve one success toward disabling a device that requires more than one success.</p>\n<p><strong>Critical Failure</strong> You trigger the device.</p>"
},
"publication": {
"license": "ORC",
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2 changes: 1 addition & 1 deletion packs/agents-of-edgewatch-bestiary/barrel-launcher.json
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},
"category": "defensive",
"description": {
"value": "<p>For the clockwork assassin to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again.The assassin can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).A creature can attempt a @Check[thievery|dc:33|name:Wind Down|traits:manipulate,action:disable-a-device] check to Disable a Device to wind the assassin down. For each success, the assassin loses 1 hour of operational time. This can be done even if the assassin is in standby mode.</p>"
"value": "<p>For the clockwork assassin to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again.The assassin can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).A creature can attempt a [[/act disable-device dc=33]]{DC 31 Thievery} check to Disable a Device to wind the assassin down. For each success, the assassin loses 1 hour of operational time. This can be done even if the assassin is in standby mode.</p>"
},
"publication": {
"license": "OGL",
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2 changes: 1 addition & 1 deletion packs/agents-of-edgewatch-bestiary/clockwork-amalgam.json
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},
"category": "defensive",
"description": {
"value": "<p>For the clockwork amalgam to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for 7 days, after which time it becomes unaware of its surroundings and can't act until it's wound again.</p>\n<p>The amalgam can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).</p>\n<p>A creature can attempt a @Check[thievery|dc:33|name:Wind Down|traits:manipulate,action:disable-a-device] check to Disable a Device to wind the amalgam down. For each success, the assassin loses 1 hour of operational time. This can be done even if the amalgam is in standby mode.</p>"
"value": "<p>For the clockwork amalgam to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for 7 days, after which time it becomes unaware of its surroundings and can't act until it's wound again.</p>\n<p>The amalgam can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).</p>\n<p>A creature can attempt a [[/act disable-device dc=33]]{DC 33 Thievery} check to Disable a Device to wind the amalgam down. For each success, the assassin loses 1 hour of operational time. This can be done even if the amalgam is in standby mode.</p>"
},
"publication": {
"license": "OGL",
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2 changes: 1 addition & 1 deletion packs/agents-of-edgewatch-bestiary/clockwork-assassin.json
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},
"category": "defensive",
"description": {
"value": "<p>For the clockwork assassin to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. The assassin can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).A creature can attempt a @Check[thievery|dc:31|name:Wind Down|traits:manipulate,action:disable-a-device] check to Disable a Device to wind the assassin down. For each success, the assassin loses 1 hour of operational time. This can be done even if the assassin is in standby mode.</p>"
"value": "<p>For the clockwork assassin to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. The assassin can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).A creature can attempt a [[/act disable-device dc=31]]{DC 31 Thievery} check to Disable a Device to wind the assassin down. For each success, the assassin loses 1 hour of operational time. This can be done even if the assassin is in standby mode.</p>"
},
"publication": {
"license": "OGL",
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2 changes: 1 addition & 1 deletion packs/agents-of-edgewatch-bestiary/clockwork-chopper.json
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},
"category": "defensive",
"description": {
"value": "<p>For the clockwork assassin to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. The assassin can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).A creature can attempt a @Check[thievery|dc:33|name:Wind Down|traits:manipulate,action:disable-a-device] check to Disable a Device to wind the assassin down. For each success, the assassin loses 1 hour of operational time. This can be done even if the assassin is in standby mode.</p>"
"value": "<p>For the clockwork assassin to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. The assassin can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).A creature can attempt a [[/act disable-device dc=33]]{DC 33 Thievery} check to Disable a Device to wind the assassin down. For each success, the assassin loses 1 hour of operational time. This can be done even if the assassin is in standby mode.</p>"
},
"publication": {
"license": "OGL",
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2 changes: 1 addition & 1 deletion packs/agents-of-edgewatch-bestiary/clockwork-injector.json
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},
"category": "defensive",
"description": {
"value": "<p>For the clockwork assassin to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. The assassin can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).A creature can attempt a @Check[thievery|dc:33|name:Wind Down|traits:manipulate,action:disable-a-device] check to Disable a Device to wind the assassin down. For each success, the assassin loses 1 hour of operational time. This can be done even if the assassin is in standby mode.</p>"
"value": "<p>For the clockwork assassin to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. The assassin can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).A creature can attempt a [[/act disable-device dc=33]]{DC 33 Thievery} check to Disable a Device to wind the assassin down. For each success, the assassin loses 1 hour of operational time. This can be done even if the assassin is in standby mode.</p>"
},
"publication": {
"license": "OGL",
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"customModifiers": {},
"details": {
"description": "<p>A clockwork bomb releases gouts of poisonous smoke. The smoke issues forth from a single nozzle attached to two tanks of pressurized poison</p>",
"disable": "<p>Three @Check[thievery|dc:31|name:Disable a Latch|traits:action:disable-a-device] (expert) checks to @UUID[Compendium.pf2e.actionspf2e.Item.Disable a Device] to disable the latches that lock the nozzle in place, then one @Check[thievery|dc:35|name:Turn Off Nozzle|traits:action:disable-a-device] (master) check to Disable a Device to turn off the nozzle; DCs decrease by 2 if Oggvurm is immobilized, paralyzed, unconscious, or dead</p>",
"disable": "<p>Three [[/act disable-device dc=31]]{DC 31 Thievery} (expert) checks to @UUID[Compendium.pf2e.actionspf2e.Item.Disable a Device] to disable the latches that lock the nozzle in place, then one [[/act disable-device dc=35]]{DC 35 Thievery} (master) check to Disable a Device to turn off the nozzle; DCs decrease by 2 if Oggvurm is immobilized, paralyzed, unconscious, or dead</p>",
"isComplex": true,
"level": {
"value": 11
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2 changes: 1 addition & 1 deletion packs/agents-of-edgewatch-bestiary/iron-maiden-trap.json
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},
"category": null,
"description": {
"value": "<p><strong>Trigger</strong> A creature steps onto the trap's pressure plate (indicated on the map)</p>\n<hr />\n<p><strong>Effect</strong> The front of the iron maiden slams shut with incredible force and locks itself. The triggering creature takes @Damage[(4d10+10)[piercing]] damage and @Damage[2d6[bleed]] (@Check[reflex|dc:26|basic] save; if the creature critically succeeds, they avoid the trap completely). The triggering creature is also immobilized. The victim can end their immobilization only once a creature outside the iron maiden unlocks the device (requiring two successful @Check[thievery|dc:28|name:Unlock Iron Maiden|traits:manipulate,action:disable-a-device] checks to Disable a Device) or breaks the iron maiden, after which the trapped creature must succeed at a DC 25 check to Escape the trap's spike-lined interior.</p>"
"value": "<p><strong>Trigger</strong> A creature steps onto the trap's pressure plate (indicated on the map)</p>\n<hr />\n<p><strong>Effect</strong> The front of the iron maiden slams shut with incredible force and locks itself. The triggering creature takes @Damage[(4d10+10)[piercing]] damage and @Damage[2d6[bleed]] (@Check[reflex|dc:26|basic] save; if the creature critically succeeds, they avoid the trap completely). The triggering creature is also immobilized. The victim can end their immobilization only once a creature outside the iron maiden unlocks the device (requiring two successful [[/act disable-device dc=28]]{DC 28 Thievery} checks to Disable a Device) or breaks the iron maiden, after which the trapped creature must succeed at a DC 25 check to Escape the trap's spike-lined interior.</p>"
},
"publication": {
"license": "OGL",
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2 changes: 1 addition & 1 deletion packs/blood-lords-bestiary/clockwork-rifler.json
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},
"category": "interaction",
"description": {
"value": "<p>24 hours, @Check[thievery|traits:action:disable-a-device|dc:22], standby</p>\n<hr />\n<p>For a clockwork to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for the listed amount of time, usually 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. Some clockworks' abilities require them to spend some of their remaining operational time. They can't spend more than they have and shut down immediately once they have 0 time remaining. If it's unclear when a clockwork was last wound, most clockwork keepers wind all their clockworks at a set time, typically 8 a.m.</p>\n<p>A clockwork that lists standby in its wind-up entry can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).</p>\n<p>A creature can attempt to @UUID[Compendium.pf2e.actionspf2e.Item.Disable a Device] to wind a clockwork down (with a DC listed in the wind-up entry). For each success, the clockwork loses 1 hour of operational time. This can be done even if the clockwork is in standby mode.</p>"
"value": "<p>24 hours, [[/act disable-device dc=22]]{DC 22 Thievery}, standby</p>\n<hr />\n<p>For a clockwork to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for the listed amount of time, usually 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. Some clockworks' abilities require them to spend some of their remaining operational time. They can't spend more than they have and shut down immediately once they have 0 time remaining. If it's unclear when a clockwork was last wound, most clockwork keepers wind all their clockworks at a set time, typically 8 a.m.</p>\n<p>A clockwork that lists standby in its wind-up entry can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).</p>\n<p>A creature can attempt to @UUID[Compendium.pf2e.actionspf2e.Item.Disable a Device] to wind a clockwork down (with a DC listed in the wind-up entry). For each success, the clockwork loses 1 hour of operational time. This can be done even if the clockwork is in standby mode.</p>"
},
"publication": {
"license": "OGL",
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