From 215e8afd2965a00e8d50526f51f16fc4adb13843 Mon Sep 17 00:00:00 2001 From: Ambrose <45524683+ammalagonc@users.noreply.github.com> Date: Wed, 29 Jan 2025 10:18:10 -0500 Subject: [PATCH] Apply `/act` version of Disable a Device on select actions and NPC inline rolls (#18139) --- packs/actions/disable-a-device.json | 2 +- packs/agents-of-edgewatch-bestiary/barrel-launcher.json | 2 +- packs/agents-of-edgewatch-bestiary/clockwork-amalgam.json | 2 +- packs/agents-of-edgewatch-bestiary/clockwork-assassin.json | 2 +- packs/agents-of-edgewatch-bestiary/clockwork-chopper.json | 2 +- packs/agents-of-edgewatch-bestiary/clockwork-injector.json | 2 +- packs/agents-of-edgewatch-bestiary/clockwork-poison-bomb.json | 2 +- packs/agents-of-edgewatch-bestiary/iron-maiden-trap.json | 2 +- packs/blood-lords-bestiary/clockwork-rifler.json | 2 +- packs/outlaws-of-alkenstar-bestiary/clockwork-brewer.json | 4 ++-- packs/outlaws-of-alkenstar-bestiary/clockwork-buccaneer.json | 2 +- packs/outlaws-of-alkenstar-bestiary/clockwork-disposer.json | 2 +- .../outlaws-of-alkenstar-bestiary/clockwork-door-warden.json | 2 +- packs/outlaws-of-alkenstar-bestiary/clockwork-fabricator.json | 2 +- packs/outlaws-of-alkenstar-bestiary/clockwork-gunner.json | 2 +- packs/outlaws-of-alkenstar-bestiary/clockwork-handler.json | 2 +- packs/outlaws-of-alkenstar-bestiary/clockwork-hunter.json | 2 +- packs/outlaws-of-alkenstar-bestiary/clockwork-puppeteer.json | 2 +- packs/outlaws-of-alkenstar-bestiary/clockwork-sphinx.json | 4 ++-- .../compromised-door-warden.json | 2 +- packs/outlaws-of-alkenstar-bestiary/false-door-trap.json | 2 +- packs/outlaws-of-alkenstar-bestiary/glass-buccaneer.json | 2 +- packs/outlaws-of-alkenstar-bestiary/glass-elephant.json | 2 +- packs/outlaws-of-alkenstar-bestiary/gold-tank-broker.json | 2 +- packs/pathfinder-bestiary-3/clockwork-dragon.json | 4 ++-- packs/pathfinder-bestiary-3/clockwork-mage.json | 4 ++-- packs/pathfinder-bestiary-3/clockwork-soldier.json | 2 +- packs/pathfinder-bestiary-3/clockwork-spy.json | 2 +- packs/pathfinder-bestiary-3/swordkeeper.json | 2 +- packs/rusthenge-bestiary/clockwork-belimarius.json | 2 +- packs/rusthenge-bestiary/clockwork-serpent-spy.json | 4 ++-- .../seven-dooms-for-sandpoint-bestiary/clockwork-serpent.json | 2 +- .../strength-of-thousands-bestiary/clockwork-clock-tower.json | 2 +- 33 files changed, 38 insertions(+), 38 deletions(-) diff --git a/packs/actions/disable-a-device.json b/packs/actions/disable-a-device.json index fab1ce0edc7..3e83bd5828f 100644 --- a/packs/actions/disable-a-device.json +++ b/packs/actions/disable-a-device.json @@ -11,7 +11,7 @@ }, "category": "interaction", "description": { - "value": "
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.
\nYour Thievery check result determines your progress.
\nCritical Success 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.
\nSuccess You disable the device, or you achieve one success toward disabling a device that requires more than one success.
\nCritical Failure You trigger the device.
" + "value": "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.
\nYour [[/act disable-device]]{Thievery} check result determines your progress.
Critical Success 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.
\nSuccess You disable the device, or you achieve one success toward disabling a device that requires more than one success.
\nCritical Failure You trigger the device.
" }, "publication": { "license": "ORC", diff --git a/packs/agents-of-edgewatch-bestiary/barrel-launcher.json b/packs/agents-of-edgewatch-bestiary/barrel-launcher.json index 6f764bf54a6..d3879a0c831 100644 --- a/packs/agents-of-edgewatch-bestiary/barrel-launcher.json +++ b/packs/agents-of-edgewatch-bestiary/barrel-launcher.json @@ -252,7 +252,7 @@ }, "category": "defensive", "description": { - "value": "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.
" + "value": "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.
" }, "publication": { "license": "OGL", diff --git a/packs/agents-of-edgewatch-bestiary/clockwork-amalgam.json b/packs/agents-of-edgewatch-bestiary/clockwork-amalgam.json index 350b136dcd6..3e4f603e50d 100644 --- a/packs/agents-of-edgewatch-bestiary/clockwork-amalgam.json +++ b/packs/agents-of-edgewatch-bestiary/clockwork-amalgam.json @@ -292,7 +292,7 @@ }, "category": "defensive", "description": { - "value": "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.
\nThe 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).
\nA 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.
" + "value": "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.
\nThe 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).
\nA 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.
" }, "publication": { "license": "OGL", diff --git a/packs/agents-of-edgewatch-bestiary/clockwork-assassin.json b/packs/agents-of-edgewatch-bestiary/clockwork-assassin.json index 35d26688a9d..0a64ecee764 100644 --- a/packs/agents-of-edgewatch-bestiary/clockwork-assassin.json +++ b/packs/agents-of-edgewatch-bestiary/clockwork-assassin.json @@ -203,7 +203,7 @@ }, "category": "defensive", "description": { - "value": "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.
" + "value": "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.
" }, "publication": { "license": "OGL", diff --git a/packs/agents-of-edgewatch-bestiary/clockwork-chopper.json b/packs/agents-of-edgewatch-bestiary/clockwork-chopper.json index aa6b320faea..a264cc90209 100644 --- a/packs/agents-of-edgewatch-bestiary/clockwork-chopper.json +++ b/packs/agents-of-edgewatch-bestiary/clockwork-chopper.json @@ -246,7 +246,7 @@ }, "category": "defensive", "description": { - "value": "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.
" + "value": "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.
" }, "publication": { "license": "OGL", diff --git a/packs/agents-of-edgewatch-bestiary/clockwork-injector.json b/packs/agents-of-edgewatch-bestiary/clockwork-injector.json index f61cf1a9f2d..f04aba74851 100644 --- a/packs/agents-of-edgewatch-bestiary/clockwork-injector.json +++ b/packs/agents-of-edgewatch-bestiary/clockwork-injector.json @@ -251,7 +251,7 @@ }, "category": "defensive", "description": { - "value": "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.
" + "value": "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.
" }, "publication": { "license": "OGL", diff --git a/packs/agents-of-edgewatch-bestiary/clockwork-poison-bomb.json b/packs/agents-of-edgewatch-bestiary/clockwork-poison-bomb.json index f9e90dfb7b3..f1687a8e6b1 100644 --- a/packs/agents-of-edgewatch-bestiary/clockwork-poison-bomb.json +++ b/packs/agents-of-edgewatch-bestiary/clockwork-poison-bomb.json @@ -68,7 +68,7 @@ "customModifiers": {}, "details": { "description": "A clockwork bomb releases gouts of poisonous smoke. The smoke issues forth from a single nozzle attached to two tanks of pressurized poison
", - "disable": "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
", + "disable": "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
", "isComplex": true, "level": { "value": 11 diff --git a/packs/agents-of-edgewatch-bestiary/iron-maiden-trap.json b/packs/agents-of-edgewatch-bestiary/iron-maiden-trap.json index 9af651ed75d..58af8d3bef9 100644 --- a/packs/agents-of-edgewatch-bestiary/iron-maiden-trap.json +++ b/packs/agents-of-edgewatch-bestiary/iron-maiden-trap.json @@ -16,7 +16,7 @@ }, "category": null, "description": { - "value": "Trigger A creature steps onto the trap's pressure plate (indicated on the map)
\nEffect 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.
" + "value": "Trigger A creature steps onto the trap's pressure plate (indicated on the map)
\nEffect 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.
" }, "publication": { "license": "OGL", diff --git a/packs/blood-lords-bestiary/clockwork-rifler.json b/packs/blood-lords-bestiary/clockwork-rifler.json index 8ee1db9cb3c..0f7ca2e0da0 100644 --- a/packs/blood-lords-bestiary/clockwork-rifler.json +++ b/packs/blood-lords-bestiary/clockwork-rifler.json @@ -359,7 +359,7 @@ }, "category": "interaction", "description": { - "value": "24 hours, @Check[thievery|traits:action:disable-a-device|dc:22], standby
\nFor 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.
\nA 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).
\nA 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.
" + "value": "24 hours, [[/act disable-device dc=22]]{DC 22 Thievery}, standby
\nFor 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.
\nA 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).
\nA 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.
" }, "publication": { "license": "OGL", diff --git a/packs/outlaws-of-alkenstar-bestiary/clockwork-brewer.json b/packs/outlaws-of-alkenstar-bestiary/clockwork-brewer.json index 162b5132f12..057add21dbc 100644 --- a/packs/outlaws-of-alkenstar-bestiary/clockwork-brewer.json +++ b/packs/outlaws-of-alkenstar-bestiary/clockwork-brewer.json @@ -151,7 +151,7 @@ }, "category": "interaction", "description": { - "value": "Clockwork brewers have a limited set of pre-recorded phrases they can use to interact with clientele, based on their instructions. The audio is recorded on an embedded gemstone worth 5 gp. Removing a gemstone from or installing a gemstone into a clockwork brewer requires a successful @Check[thievery|dc:18|traits:action:disable-a-device] check to Disable a Device; on a failure, the gemstone is undamaged, but any recorded sounds are erased.
" + "value": "Clockwork brewers have a limited set of pre-recorded phrases they can use to interact with clientele, based on their instructions. The audio is recorded on an embedded gemstone worth 5 gp. Removing a gemstone from or installing a gemstone into a clockwork brewer requires a successful [[/act disable-device dc=18]]{DC 18 Thievery} check to Disable a Device; on a failure, the gemstone is undamaged, but any recorded sounds are erased.
" }, "publication": { "license": "OGL", @@ -184,7 +184,7 @@ }, "category": "interaction", "description": { - "value": "24 hours, @Check[thievery|dc:18|traits:action:disable-a-device] check, standby
\nFor 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.
\nA 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).
\nA creature can attempt to 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.
" + "value": "24 hours, [[/act disable-device dc=18]]{DC 18 Thievery} check, standby
\nFor 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.
\nA 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).
\nA creature can attempt to 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.
" }, "publication": { "license": "OGL", diff --git a/packs/outlaws-of-alkenstar-bestiary/clockwork-buccaneer.json b/packs/outlaws-of-alkenstar-bestiary/clockwork-buccaneer.json index 83d287fa18b..94fe1f0ebce 100644 --- a/packs/outlaws-of-alkenstar-bestiary/clockwork-buccaneer.json +++ b/packs/outlaws-of-alkenstar-bestiary/clockwork-buccaneer.json @@ -201,7 +201,7 @@ }, "category": "interaction", "description": { - "value": "24 hours, @Check[thievery|dc:26|traits:action:disable-a-device], standby
\nFor 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.
\nA 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).
\nA creature can attempt to 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.
" + "value": "24 hours, [[/act disable-device dc=26]]{DC 26 Thievery}, standby
\nFor 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.
\nA 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).
\nA creature can attempt to 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.
" }, "publication": { "license": "OGL", diff --git a/packs/outlaws-of-alkenstar-bestiary/clockwork-disposer.json b/packs/outlaws-of-alkenstar-bestiary/clockwork-disposer.json index be0bb95cc8e..2365bc20dc7 100644 --- a/packs/outlaws-of-alkenstar-bestiary/clockwork-disposer.json +++ b/packs/outlaws-of-alkenstar-bestiary/clockwork-disposer.json @@ -107,7 +107,7 @@ }, "category": "interaction", "description": { - "value": "24 hours, @Check[thievery|dc:20|traits:action:disable-a-device], standby
\nFor 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.
\nA 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).
\nA creature can attempt to 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.
" + "value": "24 hours, [[/act disable-device dc=20]]{DC 20 Thievery}, standby
\nFor 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.
\nA 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).
\nA creature can attempt to 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.
" }, "publication": { "license": "OGL", diff --git a/packs/outlaws-of-alkenstar-bestiary/clockwork-door-warden.json b/packs/outlaws-of-alkenstar-bestiary/clockwork-door-warden.json index b463bc2abcc..f26e9f73a2b 100644 --- a/packs/outlaws-of-alkenstar-bestiary/clockwork-door-warden.json +++ b/packs/outlaws-of-alkenstar-bestiary/clockwork-door-warden.json @@ -263,7 +263,7 @@ }, "category": "interaction", "description": { - "value": "24 hours, @Check[thievery|dc:19|traits:action:disable-a-device], standby
\nFor 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.
\nA 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).
\nA creature can attempt to 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.
" + "value": "24 hours, [[/act disable-device dc=19]]{DC 19 Thievery}, standby
\nFor 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.
\nA 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).
\nA creature can attempt to 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.
" }, "publication": { "license": "OGL", diff --git a/packs/outlaws-of-alkenstar-bestiary/clockwork-fabricator.json b/packs/outlaws-of-alkenstar-bestiary/clockwork-fabricator.json index ef7f100a557..66c1ae26504 100644 --- a/packs/outlaws-of-alkenstar-bestiary/clockwork-fabricator.json +++ b/packs/outlaws-of-alkenstar-bestiary/clockwork-fabricator.json @@ -449,7 +449,7 @@ }, "category": "offensive", "description": { - "value": "A clockwork fabricator is built to perform a specific type of task repeatedly, and it comes with built-in artisan's tools and two detachable \"arms.\" An adjacent creature can forcibly remove a clockwork fabricator's arm with a successful @Check[thievery|dc:18|traits:action:disable-a-device] check to Disable a Device. A creature can Interact to install a new arm with a successful @Check[engineering|dc:18] Lore check. A fabricator has two of any of the following types of arms.
\nA clockwork fabricator is built to perform a specific type of task repeatedly, and it comes with built-in artisan's tools and two detachable \"arms.\" An adjacent creature can forcibly remove a clockwork fabricator's arm with a successful [[/act disable-device dc=18]]{DC 18 Thievery} check to Disable a Device. A creature can Interact to install a new arm with a successful @Check[engineering-lore|dc:18] Lore check. A fabricator has two of any of the following types of arms.
\n24 hours, @Check[thievery|dc:24|traits:action:disable-a-device], standby
\nFor 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.
\nA 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).
\nA creature can attempt to 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.
" + "value": "24 hours, [[/act disable-device dc=24]]{DC 24 Thievery}, standby
\nFor 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.
\nA 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).
\nA creature can attempt to 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.
" }, "publication": { "license": "OGL", diff --git a/packs/outlaws-of-alkenstar-bestiary/clockwork-handler.json b/packs/outlaws-of-alkenstar-bestiary/clockwork-handler.json index d6d104b72ff..c7f47079041 100644 --- a/packs/outlaws-of-alkenstar-bestiary/clockwork-handler.json +++ b/packs/outlaws-of-alkenstar-bestiary/clockwork-handler.json @@ -367,7 +367,7 @@ }, "category": "interaction", "description": { - "value": "24 hours, @Check[thievery|dc:15|traits:action:disable-a-device] check, standby
\nFor 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.
\nA 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).
\nA creature can attempt to 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.
" + "value": "24 hours, [[/act disable-device dc=15]]{DC 15 Thievery} check, standby
\nFor 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.
\nA 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).
\nA creature can attempt to 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.
" }, "publication": { "license": "OGL", diff --git a/packs/outlaws-of-alkenstar-bestiary/clockwork-hunter.json b/packs/outlaws-of-alkenstar-bestiary/clockwork-hunter.json index 0b31cc29229..6fa18968f4e 100644 --- a/packs/outlaws-of-alkenstar-bestiary/clockwork-hunter.json +++ b/packs/outlaws-of-alkenstar-bestiary/clockwork-hunter.json @@ -172,7 +172,7 @@ }, "category": "interaction", "description": { - "value": "48 hours, @Check[thievery|dc:14|traits:action:disable-a-device] check, standby
\nFor 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.
\nA 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).
\nA creature can attempt to 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.
" + "value": "48 hours, [[/act disable-device dc=14]]{DC 14 Thievery} check, standby
\nFor 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.
\nA 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).
\nA creature can attempt to 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.
" }, "publication": { "license": "OGL", diff --git a/packs/outlaws-of-alkenstar-bestiary/clockwork-puppeteer.json b/packs/outlaws-of-alkenstar-bestiary/clockwork-puppeteer.json index 75cd661fe95..e6c43062210 100644 --- a/packs/outlaws-of-alkenstar-bestiary/clockwork-puppeteer.json +++ b/packs/outlaws-of-alkenstar-bestiary/clockwork-puppeteer.json @@ -106,7 +106,7 @@ }, "category": "interaction", "description": { - "value": "24 hours, @Check[thievery|dc:22|traits:action:disable-a-device], standby
\nFor 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.
\nA 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).
\nA creature can attempt to 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.
" + "value": "24 hours, [[/act disable-device dc=22]]{DC 22 Thievery}, standby
\nFor 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.
\nA 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).
\nA creature can attempt to 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.
" }, "publication": { "license": "OGL", diff --git a/packs/outlaws-of-alkenstar-bestiary/clockwork-sphinx.json b/packs/outlaws-of-alkenstar-bestiary/clockwork-sphinx.json index b97b080a52c..de62c1dd27b 100644 --- a/packs/outlaws-of-alkenstar-bestiary/clockwork-sphinx.json +++ b/packs/outlaws-of-alkenstar-bestiary/clockwork-sphinx.json @@ -60,7 +60,7 @@ }, "category": "interaction", "description": { - "value": "24 hours, @Check[thievery|dc:24|traits:action:disable-a-device], standby
\nFor 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.
\nA 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).
\nA creature can attempt to 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.
" + "value": "24 hours, [[/act disable-device dc=24]]{DC 24 Thievery}, standby
\nFor 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.
\nA 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).
\nA creature can attempt to 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.
" }, "publication": { "license": "OGL", @@ -91,7 +91,7 @@ "category": "defensive", "deathNote": true, "description": { - "value": "When a clockwork sphinx is reduced to 0 Hit Points, it collapses and emits a steady ticking sound. At the beginning of what would've been its next turn, the sphinx explodes into a @Template[emanation|distance:20] of shrapnel, dealing @Damage[6d10[piercing]] damage (@Check[reflex|dc:26|basic]). An adjacent creature can cancel the self-destruct sequence by succeeding at a @Check[thievery|dc:26|traits:action:disable-a-device] check to @UUID[Compendium.pf2e.actionspf2e.Item.Disable a Device] at any point before the sphinx explodes, but on a critical failure, it explodes immediately.
" + "value": "When a clockwork sphinx is reduced to 0 Hit Points, it collapses and emits a steady ticking sound. At the beginning of what would've been its next turn, the sphinx explodes into a @Template[emanation|distance:20] of shrapnel, dealing @Damage[6d10[piercing]] damage (@Check[reflex|dc:26|basic]). An adjacent creature can cancel the self-destruct sequence by succeeding at a [[/act disable-device dc=26]]{DC 26 Thievery} check to @UUID[Compendium.pf2e.actionspf2e.Item.Disable a Device] at any point before the sphinx explodes, but on a critical failure, it explodes immediately.
" }, "publication": { "license": "OGL", diff --git a/packs/outlaws-of-alkenstar-bestiary/compromised-door-warden.json b/packs/outlaws-of-alkenstar-bestiary/compromised-door-warden.json index 0d843e80c9e..a0a47af0f20 100644 --- a/packs/outlaws-of-alkenstar-bestiary/compromised-door-warden.json +++ b/packs/outlaws-of-alkenstar-bestiary/compromised-door-warden.json @@ -264,7 +264,7 @@ }, "category": "interaction", "description": { - "value": "24 hours, @Check[thievery|dc:19|traits:action:disable-a-device], standby
\nFor 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.
\nA 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).
\nA creature can attempt to 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.
" + "value": "24 hours, [[/act disable-device dc=19]]{DC 19 Thievery}, standby
\nFor 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.
\nA 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).
\nA creature can attempt to 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.
" }, "publication": { "license": "OGL", diff --git a/packs/outlaws-of-alkenstar-bestiary/false-door-trap.json b/packs/outlaws-of-alkenstar-bestiary/false-door-trap.json index eadce7ea9bb..364af4ce6e4 100644 --- a/packs/outlaws-of-alkenstar-bestiary/false-door-trap.json +++ b/packs/outlaws-of-alkenstar-bestiary/false-door-trap.json @@ -63,7 +63,7 @@ "creatureType": "", "details": { "description": "A blackâpowder charge detonates as soon as the doorknob is turned, shattering the door into splinters.
", - "disable": "@Check[thievery|dc:27|traits:action:disable-a-device|name:Disable a Device] (expert) to disable the doorknob trigger
\n", + "disable": "[[/act disable-device dc=27]]{DC 27 Thievery} (expert) to disable the doorknob trigger
\n", "isComplex": false, "level": { "value": 6 diff --git a/packs/outlaws-of-alkenstar-bestiary/glass-buccaneer.json b/packs/outlaws-of-alkenstar-bestiary/glass-buccaneer.json index 164e91e53d6..bcc15b556a8 100644 --- a/packs/outlaws-of-alkenstar-bestiary/glass-buccaneer.json +++ b/packs/outlaws-of-alkenstar-bestiary/glass-buccaneer.json @@ -201,7 +201,7 @@ }, "category": "interaction", "description": { - "value": "24 hours, @Check[thievery|dc:26|traits:action:disable-a-device], standby
\nFor 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.
\nA 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).
\nA creature can attempt to 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.
" + "value": "24 hours, [[/act disable-device dc=26]]{DC 26 Thievery}, standby
\nFor 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.
\nA 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).
\nA creature can attempt to 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.
" }, "publication": { "license": "OGL", diff --git a/packs/outlaws-of-alkenstar-bestiary/glass-elephant.json b/packs/outlaws-of-alkenstar-bestiary/glass-elephant.json index c6394826bec..e93834a6a67 100644 --- a/packs/outlaws-of-alkenstar-bestiary/glass-elephant.json +++ b/packs/outlaws-of-alkenstar-bestiary/glass-elephant.json @@ -143,7 +143,7 @@ }, "category": "interaction", "description": { - "value": "24 hours, @Check[thievery|dc:29|traits:action:disable-a-device], standby
\nFor 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.
\nA 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).
\nA creature can attempt to 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.
" + "value": "24 hours, [[/act disable-device dc=19]]{DC 19 Thievery}, standby
\nFor 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.
\nA 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).
\nA creature can attempt to 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.
" }, "publication": { "license": "OGL", diff --git a/packs/outlaws-of-alkenstar-bestiary/gold-tank-broker.json b/packs/outlaws-of-alkenstar-bestiary/gold-tank-broker.json index ec19db8fa0e..49718fc011f 100644 --- a/packs/outlaws-of-alkenstar-bestiary/gold-tank-broker.json +++ b/packs/outlaws-of-alkenstar-bestiary/gold-tank-broker.json @@ -366,7 +366,7 @@ }, "category": "interaction", "description": { - "value": "24 hours, @Check[thievery|dc:15|traits:action:disable-a-device] check, standby
\nFor 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.
\nA 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).
\nA creature can attempt to 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.
" + "value": "24 hours, [[/act disable-device dc=15]]{DC 15 Thievery} check, standby
\nFor 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.
\nA 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).
\nA creature can attempt to 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.
" }, "publication": { "license": "OGL", diff --git a/packs/pathfinder-bestiary-3/clockwork-dragon.json b/packs/pathfinder-bestiary-3/clockwork-dragon.json index 9a7a2871638..d5c310dcec1 100644 --- a/packs/pathfinder-bestiary-3/clockwork-dragon.json +++ b/packs/pathfinder-bestiary-3/clockwork-dragon.json @@ -196,7 +196,7 @@ }, "category": "interaction", "description": { - "value": "1 week, @Check[thievery|traits:action:disable-a-device|dc:35], standby
\nFor 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.
\nA 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).
\nA 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.
" + "value": "1 week, [[/act disable-device dc=35]]{DC 35 Thievery}, standby
\nFor 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.
\nA 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).
\nA 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.
" }, "publication": { "license": "OGL", @@ -244,7 +244,7 @@ "category": "defensive", "deathNote": true, "description": { - "value": "A clockwork dragon must use this reaction unless specifically programmed otherwise by its creator.
\nTrigger The clockwork dragon is reduced to 0 Hit Points.
\nEffect The dragon screeches to a stop and emits a steady, loud ticking sound. At the beginning of what would have been its next turn, the dragon explodes, dealing @Damage[12d10[piercing]] damage in a @Template[emanation|distance:40] (@Check[reflex|dc:37|basic] save).
\nAn adjacent creature can cancel the self-destruct sequence by succeeding at a @Check[thievery|dc:37|traits:action:disable-a-device] check to @UUID[Compendium.pf2e.actionspf2e.Item.Disable a Device].
" + "value": "A clockwork dragon must use this reaction unless specifically programmed otherwise by its creator.
\nTrigger The clockwork dragon is reduced to 0 Hit Points.
\nEffect The dragon screeches to a stop and emits a steady, loud ticking sound. At the beginning of what would have been its next turn, the dragon explodes, dealing @Damage[12d10[piercing]|options:area-damage] damage in a @Template[emanation|distance:40] (@Check[reflex|dc:37|basic|options:area-effect] save).
\nAn adjacent creature can cancel the self-destruct sequence by succeeding at a @Check[thievery|dc:37|traits:action:disable-a-device] check to @UUID[Compendium.pf2e.actionspf2e.Item.Disable a Device].
" }, "publication": { "license": "OGL", diff --git a/packs/pathfinder-bestiary-3/clockwork-mage.json b/packs/pathfinder-bestiary-3/clockwork-mage.json index 9142f3d2097..b3e8564b348 100644 --- a/packs/pathfinder-bestiary-3/clockwork-mage.json +++ b/packs/pathfinder-bestiary-3/clockwork-mage.json @@ -1509,7 +1509,7 @@ }, "category": "interaction", "description": { - "value": "24 hours, @Check[thievery|traits:action:disable-a-device|dc:26], standby
\nFor 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.
\nA 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).
\nA 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.
" + "value": "24 hours, [[/act disable-device dc=26]]{DC 26 Thievery}, standby
\nFor 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.
\nA 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).
\nA 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.
" }, "publication": { "license": "OGL", @@ -1556,7 +1556,7 @@ }, "category": "defensive", "description": { - "value": "The clockwork mage uses a mechanical wand as a focus to channel magical energy. This wand is built into the clockwork mage's chest, with only the crystal at the end exposed. The mage can Interact to the remove the wand, or someone else can remove it with a @Check[thievery|dc:31|traits:action:disable-a-device] check to @UUID[Compendium.pf2e.actionspf2e.Item.Disable a Device]. The clockwork mage becomes unable to cast any spells except cantrips while the wand is removed.
\nWhen removed, the clockwork wand is a @UUID[Compendium.pf2e.equipment-srd.Item.Magic Wand (2nd-Rank Spell)]{Magic Wand} containing the last 2nd-rank innate spell the clockwork mage cast (the GM determines the spell randomly if it has not cast any eligible spells). The spells are placed within the wand while the mage is created, and the creator can substitute other arcane spells of the appropriate rank.
" + "value": "The clockwork mage uses a mechanical wand as a focus to channel magical energy. This wand is built into the clockwork mage's chest, with only the crystal at the end exposed. The mage can Interact to the remove the wand, or someone else can remove it with a [[/act disable-device dc=31]]{DC 31 Thievery} check to @UUID[Compendium.pf2e.actionspf2e.Item.Disable a Device]. The clockwork mage becomes unable to cast any spells except cantrips while the wand is removed.
\nWhen removed, the clockwork wand is a @UUID[Compendium.pf2e.equipment-srd.Item.Magic Wand (2nd-Rank Spell)]{Magic Wand} containing the last 2nd-rank innate spell the clockwork mage cast (the GM determines the spell randomly if it has not cast any eligible spells). The spells are placed within the wand while the mage is created, and the creator can substitute other arcane spells of the appropriate rank.
" }, "publication": { "license": "OGL", diff --git a/packs/pathfinder-bestiary-3/clockwork-soldier.json b/packs/pathfinder-bestiary-3/clockwork-soldier.json index ff13188d4cd..6ad1b26c9d1 100644 --- a/packs/pathfinder-bestiary-3/clockwork-soldier.json +++ b/packs/pathfinder-bestiary-3/clockwork-soldier.json @@ -200,7 +200,7 @@ }, "category": "interaction", "description": { - "value": "24 hours, @Check[thievery|traits:action:disable-a-device|dc:22], standby
\nFor 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.
\nA 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).
\nA 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.
" + "value": "24 hours, [[/act disable-device dc=22]]{DC 22 Thievery}, standby
\nFor 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.
\nA 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).
\nA 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.
" }, "publication": { "license": "OGL", diff --git a/packs/pathfinder-bestiary-3/clockwork-spy.json b/packs/pathfinder-bestiary-3/clockwork-spy.json index cc237d3d55d..9388f646ef5 100644 --- a/packs/pathfinder-bestiary-3/clockwork-spy.json +++ b/packs/pathfinder-bestiary-3/clockwork-spy.json @@ -60,7 +60,7 @@ }, "category": "interaction", "description": { - "value": "The clockwork spy records all sounds within @Template[emanation|distance:25]{25 feet} onto a small gemstone worth 1 gp embedded in its body. The clockwork spy can record up to 1 hour of sound on a single gemstone. Once it begins recording, it can't cease recording early, nor can it record onto a gemstone that already contains a recording.
\nSome clockwork spies contain multiple gemstones to allow for a series of recordings. Since clockwork spies are not intelligent, they must be given simple commands regarding when to start recording sounds. A clockwork spy can differentiate between different kinds of creatures but not between specific individuals.
\nThe spy can start or stop playback of recorded sound by spending a single action. Removing a gemstone from or installing a gemstone into a clockwork spy requires a successful @Check[thievery|dc:14|traits:action:disable-a-device] check to @UUID[Compendium.pf2e.actionspf2e.Item.Disable a Device]; on a failure, the gemstone is undamaged, but any recorded sounds are erased and the gemstone still can't be used to make another recording.
" + "value": "The clockwork spy records all sounds within @Template[emanation|distance:25]{25 feet} onto a small gemstone worth 1 gp embedded in its body. The clockwork spy can record up to 1 hour of sound on a single gemstone. Once it begins recording, it can't cease recording early, nor can it record onto a gemstone that already contains a recording.
\nSome clockwork spies contain multiple gemstones to allow for a series of recordings. Since clockwork spies are not intelligent, they must be given simple commands regarding when to start recording sounds. A clockwork spy can differentiate between different kinds of creatures but not between specific individuals.
\nThe spy can start or stop playback of recorded sound by spending a single action. Removing a gemstone from or installing a gemstone into a clockwork spy requires a successful [[/act disable-device dc=14]]{DC 14 Thievery} check to @UUID[Compendium.pf2e.actionspf2e.Item.Disable a Device]; on a failure, the gemstone is undamaged, but any recorded sounds are erased and the gemstone still can't be used to make another recording.
" }, "publication": { "license": "OGL", diff --git a/packs/pathfinder-bestiary-3/swordkeeper.json b/packs/pathfinder-bestiary-3/swordkeeper.json index b0bcde0ea7e..094cf0fa3a9 100644 --- a/packs/pathfinder-bestiary-3/swordkeeper.json +++ b/packs/pathfinder-bestiary-3/swordkeeper.json @@ -249,7 +249,7 @@ }, "category": "interaction", "description": { - "value": "A swordkeeper's torso houses a single weapon of a level no higher than the swordkeeper. While the swordkeeper is operational, the chamber requires four successful @Check[thievery|dc:32|traits:action:disable-a-device] checks to @UUID[Compendium.pf2e.actionspf2e.Item.Disable a Device] to open; on a critical failure, the backlash deals @Damage[6d6[force]] damage (@Check[reflex|dc:30|basic] save) to the creature attempting the check.
\nIf the swordkeeper is @UUID[Compendium.pf2e.conditionitems.Item.Immobilized], @UUID[Compendium.pf2e.conditionitems.Item.Grabbed], @UUID[Compendium.pf2e.conditionitems.Item.Prone], or @UUID[Compendium.pf2e.conditionitems.Item.Stunned], both DCs are reduced by 2.
\nIf the weapon is removed, the swordkeeper's echoblades vanish.
" + "value": "A swordkeeper's torso houses a single weapon of a level no higher than the swordkeeper. While the swordkeeper is operational, the chamber requires four successful [[/act disable-device dc=32]]{DC 32 Thievery} checks to @UUID[Compendium.pf2e.actionspf2e.Item.Disable a Device] to open; on a critical failure, the backlash deals @Damage[6d6[force]] damage (@Check[reflex|dc:30|basic] save) to the creature attempting the check.
\nIf the swordkeeper is @UUID[Compendium.pf2e.conditionitems.Item.Immobilized], @UUID[Compendium.pf2e.conditionitems.Item.Grabbed], @UUID[Compendium.pf2e.conditionitems.Item.Prone], or @UUID[Compendium.pf2e.conditionitems.Item.Stunned], both DCs are reduced by 2.
\nIf the weapon is removed, the swordkeeper's echoblades vanish.
" }, "publication": { "license": "OGL", diff --git a/packs/rusthenge-bestiary/clockwork-belimarius.json b/packs/rusthenge-bestiary/clockwork-belimarius.json index c1a1755e7c5..ff5f0065840 100644 --- a/packs/rusthenge-bestiary/clockwork-belimarius.json +++ b/packs/rusthenge-bestiary/clockwork-belimarius.json @@ -829,7 +829,7 @@ }, "category": "interaction", "description": { - "value": "24 hours, @Check[thievery|dc:21|traits:action:disable-a-device], standby
\nFor 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.
\nA 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).
\nA 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.
" + "value": "24 hours, [[/act disable-device dc=21]]{DC 21 Thievery}, standby
\nFor 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.
\nA 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).
\nA 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.
" }, "publication": { "license": "OGL", diff --git a/packs/rusthenge-bestiary/clockwork-serpent-spy.json b/packs/rusthenge-bestiary/clockwork-serpent-spy.json index 266eed0f17a..8a1da683724 100644 --- a/packs/rusthenge-bestiary/clockwork-serpent-spy.json +++ b/packs/rusthenge-bestiary/clockwork-serpent-spy.json @@ -62,7 +62,7 @@ }, "category": "interaction", "description": { - "value": "The clockwork spy records all sounds within @Template[emanation|distance:25]{25 feet} onto a small gemstone worth 1 gp embedded in its body. The clockwork spy can record up to 1 hour of sound on a single gemstone. Once it begins recording, it can't cease recording early, nor can it record onto a gemstone that already contains a recording.
\nSome clockwork spies contain multiple gemstones to allow for a series of recordings. Since clockwork spies are not intelligent, they must be given simple commands regarding when to start recording sounds. A clockwork spy can differentiate between different kinds of creatures but not between specific individuals.
\nThe spy can start or stop playback of recorded sound by spending a single action. Removing a gemstone from or installing a gemstone into a clockwork spy requires a successful @Check[thievery|dc:14|traits:action:disable-a-device] check to @UUID[Compendium.pf2e.actionspf2e.Item.Disable a Device]; on a failure, the gemstone is undamaged, but any recorded sounds are erased and the gemstone still can't be used to make another recording.
" + "value": "The clockwork spy records all sounds within @Template[emanation|distance:25]{25 feet} onto a small gemstone worth 1 gp embedded in its body. The clockwork spy can record up to 1 hour of sound on a single gemstone. Once it begins recording, it can't cease recording early, nor can it record onto a gemstone that already contains a recording.
\nSome clockwork spies contain multiple gemstones to allow for a series of recordings. Since clockwork spies are not intelligent, they must be given simple commands regarding when to start recording sounds. A clockwork spy can differentiate between different kinds of creatures but not between specific individuals.
\nThe spy can start or stop playback of recorded sound by spending a single action. Removing a gemstone from or installing a gemstone into a clockwork spy requires a successful [[/act disable-device dc=14]]{DC 14 Thievery} check to @UUID[Compendium.pf2e.actionspf2e.Item.Disable a Device]; on a failure, the gemstone is undamaged, but any recorded sounds are erased and the gemstone still can't be used to make another recording.
" }, "publication": { "license": "OGL", @@ -92,7 +92,7 @@ }, "category": "interaction", "description": { - "value": "24 hours, @Check[thievery|dc:17|traits:action:disable-a-device], standby
\nFor 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.
\nA 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).
\nA 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.
" + "value": "24 hours, [[/act disable-device dc=17]]{DC 17 Thievery}, standby
\nFor 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.
\nA 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).
\nA 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.
" }, "publication": { "license": "OGL", diff --git a/packs/seven-dooms-for-sandpoint-bestiary/clockwork-serpent.json b/packs/seven-dooms-for-sandpoint-bestiary/clockwork-serpent.json index dbf9807d054..ed4ee88fab9 100644 --- a/packs/seven-dooms-for-sandpoint-bestiary/clockwork-serpent.json +++ b/packs/seven-dooms-for-sandpoint-bestiary/clockwork-serpent.json @@ -108,7 +108,7 @@ }, "category": "interaction", "description": { - "value": "24 hours, @Check[thievery|dc:26], standby
\nFor 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.
\nA 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).
\nA creature can attempt to 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.
" + "value": "24 hours, [[/act disable-device dc=26]]{DC 26 Thievery}, standby
\nFor 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.
\nA 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).
\nA creature can attempt to 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.
" }, "publication": { "license": "OGL", diff --git a/packs/strength-of-thousands-bestiary/clockwork-clock-tower.json b/packs/strength-of-thousands-bestiary/clockwork-clock-tower.json index 2f8adce450e..a241682ddbd 100644 --- a/packs/strength-of-thousands-bestiary/clockwork-clock-tower.json +++ b/packs/strength-of-thousands-bestiary/clockwork-clock-tower.json @@ -110,7 +110,7 @@ }, "category": "interaction", "description": { - "value": "1 week @Check[thievery|dc:40|traits:action:disable-a-device]
\nFor 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.
\nA 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).
\nA creature can attempt to 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.
" + "value": "1 week [[/act disable-device dc=40]]{DC 40 Thievery}
\nFor 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.
\nA 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).
\nA creature can attempt to 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.
" }, "publication": { "license": "OGL",