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fix typo
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ammalagonc committed Jan 29, 2025
1 parent e6e7bfe commit 3de3033
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Showing 30 changed files with 34 additions and 34 deletions.
2 changes: 1 addition & 1 deletion packs/agents-of-edgewatch-bestiary/clockwork-assassin.json
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},
"category": "defensive",
"description": {
"value": "<p>For the clockwork assassin to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. The assassin can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).A creature can attempt a [[/act disable-device dc=31]]{DDC 31 Thievery} check to Disable a Device to wind the assassin down. For each success, the assassin loses 1 hour of operational time. This can be done even if the assassin is in standby mode.</p>"
"value": "<p>For the clockwork assassin to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. The assassin can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).A creature can attempt a [[/act disable-device dc=31]]{DC 31 Thievery} check to Disable a Device to wind the assassin down. For each success, the assassin loses 1 hour of operational time. This can be done even if the assassin is in standby mode.</p>"
},
"publication": {
"license": "OGL",
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2 changes: 1 addition & 1 deletion packs/agents-of-edgewatch-bestiary/clockwork-chopper.json
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},
"category": "defensive",
"description": {
"value": "<p>For the clockwork assassin to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. The assassin can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).A creature can attempt a [[/act disable-device dc=33]]{DDC 33 Thievery} check to Disable a Device to wind the assassin down. For each success, the assassin loses 1 hour of operational time. This can be done even if the assassin is in standby mode.</p>"
"value": "<p>For the clockwork assassin to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. The assassin can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).A creature can attempt a [[/act disable-device dc=33]]{DC 33 Thievery} check to Disable a Device to wind the assassin down. For each success, the assassin loses 1 hour of operational time. This can be done even if the assassin is in standby mode.</p>"
},
"publication": {
"license": "OGL",
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2 changes: 1 addition & 1 deletion packs/agents-of-edgewatch-bestiary/clockwork-injector.json
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},
"category": "defensive",
"description": {
"value": "<p>For the clockwork assassin to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. The assassin can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).A creature can attempt a [[/act disable-device dc=33]]{DDC 33 Thievery} check to Disable a Device to wind the assassin down. For each success, the assassin loses 1 hour of operational time. This can be done even if the assassin is in standby mode.</p>"
"value": "<p>For the clockwork assassin to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. The assassin can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).A creature can attempt a [[/act disable-device dc=33]]{DC 33 Thievery} check to Disable a Device to wind the assassin down. For each success, the assassin loses 1 hour of operational time. This can be done even if the assassin is in standby mode.</p>"
},
"publication": {
"license": "OGL",
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"customModifiers": {},
"details": {
"description": "<p>A clockwork bomb releases gouts of poisonous smoke. The smoke issues forth from a single nozzle attached to two tanks of pressurized poison</p>",
"disable": "<p>Three [[/act disable-device dc=31]]{DDC 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]]{DDC 35 Thievery} (master) check to Disable a Device to turn off the nozzle; DCs decrease by 2 if Oggvurm is immobilized, paralyzed, unconscious, or dead</p>",
"disable": "<p>Three [[/act disable-device dc=31]]{DC 31 Thievery} (expert) checks to @UUID[Compendium.pf2e.actionspf2e.Item.Disable a Device] to disable the latches that lock the nozzle in place, then one [[/act disable-device dc=35]]{DC 35 Thievery} (master) check to Disable a Device to turn off the nozzle; DCs decrease by 2 if Oggvurm is immobilized, paralyzed, unconscious, or dead</p>",
"isComplex": true,
"level": {
"value": 11
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2 changes: 1 addition & 1 deletion packs/agents-of-edgewatch-bestiary/iron-maiden-trap.json
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},
"category": null,
"description": {
"value": "<p><strong>Trigger</strong> A creature steps onto the trap's pressure plate (indicated on the map)</p>\n<hr />\n<p><strong>Effect</strong> The front of the iron maiden slams shut with incredible force and locks itself. The triggering creature takes @Damage[(4d10+10)[piercing]] damage and @Damage[2d6[bleed]] (@Check[reflex|dc:26|basic] save; if the creature critically succeeds, they avoid the trap completely). The triggering creature is also immobilized. The victim can end their immobilization only once a creature outside the iron maiden unlocks the device (requiring two successful [[/act disable-device dc=28]]{DDC 28 Thievery} checks to Disable a Device) or breaks the iron maiden, after which the trapped creature must succeed at a DC 25 check to Escape the trap's spike-lined interior.</p>"
"value": "<p><strong>Trigger</strong> A creature steps onto the trap's pressure plate (indicated on the map)</p>\n<hr />\n<p><strong>Effect</strong> The front of the iron maiden slams shut with incredible force and locks itself. The triggering creature takes @Damage[(4d10+10)[piercing]] damage and @Damage[2d6[bleed]] (@Check[reflex|dc:26|basic] save; if the creature critically succeeds, they avoid the trap completely). The triggering creature is also immobilized. The victim can end their immobilization only once a creature outside the iron maiden unlocks the device (requiring two successful [[/act disable-device dc=28]]{DC 28 Thievery} checks to Disable a Device) or breaks the iron maiden, after which the trapped creature must succeed at a DC 25 check to Escape the trap's spike-lined interior.</p>"
},
"publication": {
"license": "OGL",
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2 changes: 1 addition & 1 deletion packs/blood-lords-bestiary/clockwork-rifler.json
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},
"category": "interaction",
"description": {
"value": "<p>24 hours, [[/act disable-device dc=22]]{DDC 22 Thievery}, standby</p>\n<hr />\n<p>For a clockwork to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for the listed amount of time, usually 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. Some clockworks' abilities require them to spend some of their remaining operational time. They can't spend more than they have and shut down immediately once they have 0 time remaining. If it's unclear when a clockwork was last wound, most clockwork keepers wind all their clockworks at a set time, typically 8 a.m.</p>\n<p>A clockwork that lists standby in its wind-up entry can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).</p>\n<p>A creature can attempt to @UUID[Compendium.pf2e.actionspf2e.Item.Disable a Device] to wind a clockwork down (with a DC listed in the wind-up entry). For each success, the clockwork loses 1 hour of operational time. This can be done even if the clockwork is in standby mode.</p>"
"value": "<p>24 hours, [[/act disable-device dc=22]]{DC 22 Thievery}, standby</p>\n<hr />\n<p>For a clockwork to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for the listed amount of time, usually 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. Some clockworks' abilities require them to spend some of their remaining operational time. They can't spend more than they have and shut down immediately once they have 0 time remaining. If it's unclear when a clockwork was last wound, most clockwork keepers wind all their clockworks at a set time, typically 8 a.m.</p>\n<p>A clockwork that lists standby in its wind-up entry can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).</p>\n<p>A creature can attempt to @UUID[Compendium.pf2e.actionspf2e.Item.Disable a Device] to wind a clockwork down (with a DC listed in the wind-up entry). For each success, the clockwork loses 1 hour of operational time. This can be done even if the clockwork is in standby mode.</p>"
},
"publication": {
"license": "OGL",
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4 changes: 2 additions & 2 deletions packs/outlaws-of-alkenstar-bestiary/clockwork-brewer.json
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},
"category": "interaction",
"description": {
"value": "<p>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]]{DDC 18 Thievery} check to Disable a Device; on a failure, the gemstone is undamaged, but any recorded sounds are erased.</p>"
"value": "<p>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.</p>"
},
"publication": {
"license": "OGL",
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},
"category": "interaction",
"description": {
"value": "<p>24 hours, [[/act disable-device dc=18]]{DDC 18 Thievery} check, standby</p>\n<hr />\n<p>For a clockwork to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for the listed amount of time, usually 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. Some clockworks' abilities require them to spend some of their remaining operational time. They can't spend more than they have and shut down immediately once they have 0 time remaining. If it's unclear when a clockwork was last wound, most clockwork keepers wind all their clockworks at a set time, typically 8 a.m.</p>\n<p>A clockwork that lists standby in its wind-up entry can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).</p>\n<p>A creature can attempt to Disable a Device to wind a clockwork down (with a DC listed in the wind-up entry). For each success, the clockwork loses 1 hour of operational time. This can be done even if the clockwork is in standby mode.</p>"
"value": "<p>24 hours, [[/act disable-device dc=18]]{DC 18 Thievery} check, standby</p>\n<hr />\n<p>For a clockwork to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for the listed amount of time, usually 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. Some clockworks' abilities require them to spend some of their remaining operational time. They can't spend more than they have and shut down immediately once they have 0 time remaining. If it's unclear when a clockwork was last wound, most clockwork keepers wind all their clockworks at a set time, typically 8 a.m.</p>\n<p>A clockwork that lists standby in its wind-up entry can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).</p>\n<p>A creature can attempt to Disable a Device to wind a clockwork down (with a DC listed in the wind-up entry). For each success, the clockwork loses 1 hour of operational time. This can be done even if the clockwork is in standby mode.</p>"
},
"publication": {
"license": "OGL",
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},
"category": "interaction",
"description": {
"value": "<p>24 hours, [[/act disable-device dc=26]]{DDC 26 Thievery}, standby</p>\n<p>For a clockwork to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for the listed amount of time, usually 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. Some clockworks' abilities require them to spend some of their remaining operational time. They can't spend more than they have and shut down immediately once they have 0 time remaining. If it's unclear when a clockwork was last wound, most clockwork keepers wind all their clockworks at a set time, typically 8 a.m.</p>\n<p>A clockwork that lists standby in its wind-up entry can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).</p>\n<p>A creature can attempt to Disable a Device to wind a clockwork down (with a DC listed in the wind-up entry). For each success, the clockwork loses 1 hour of operational time. This can be done even if the clockwork is in standby mode.</p>"
"value": "<p>24 hours, [[/act disable-device dc=26]]{DC 26 Thievery}, standby</p>\n<p>For a clockwork to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for the listed amount of time, usually 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again. Some clockworks' abilities require them to spend some of their remaining operational time. They can't spend more than they have and shut down immediately once they have 0 time remaining. If it's unclear when a clockwork was last wound, most clockwork keepers wind all their clockworks at a set time, typically 8 a.m.</p>\n<p>A clockwork that lists standby in its wind-up entry can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).</p>\n<p>A creature can attempt to Disable a Device to wind a clockwork down (with a DC listed in the wind-up entry). For each success, the clockwork loses 1 hour of operational time. This can be done even if the clockwork is in standby mode.</p>"
},
"publication": {
"license": "OGL",
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