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Brush up alchemical tools for Howl of the Wild (#15277)
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simonward committed Jun 29, 2024
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2 changes: 1 addition & 1 deletion packs/equipment/animal-pheromones-greater.json
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"containerId": null,
"damage": null,
"description": {
"value": "<p><strong>Activate</strong> 1 minute (Interact)</p>\n<hr />\n<p>These chemicals convey myriad signals. Many varieties of these alchemical cocktails exist, each tailored for the unique chemistry of a specific type of animal. You can, for example, make wolf pheromones, but not pheromones that affect all animals. The pheromones don't work on creatures that are similar to the specific kind of animal, but aren't actually animals—for example, wolf pheromones don't work on werewolves. When you learn the formula for animal pheromones, you learn the formulas for all common animals. If no animals of a kind are common, you must learn the formula for it separately, and the formula has the same rarity as the least-rare creature of that kind.</p>\n<p>You Activate animal pheromones by rubbing them on yourself or a creature within reach. The pheromones last for 24 hours or until scrubbed clean with 1 minute of work (consisting of multiple Interact actions). During this time, the pheromones exude a subtle aroma in a 15-foot radius that calms and influences the designated animals. A designated animal that ends its turn within the affected area must attempt a DC 35 Will saving throw with the following effects. The animal is then temporarily immune to the pheromones for 24 hours. The effect lasts for the duration of the pheromones, even after the creature leaves the affected area.</p>\n<hr />\n<p><strong>Critical Success</strong> The animal is unaffected. It doesn't necessarily become aware of the pheromones, although intelligent animals might become suspicious if they observe others of their kind being affected.</p>\n<p><strong>Success</strong> The animal's attitude toward the affected creature improves by one step. If this improves its attitude to at least indifferent, it can't take hostile actions against the affected creature, though the change in attitude ends as soon as the affected creature takes a hostile action against the animal or its allies.</p>\n<p><strong>Failure</strong> As success, but the attitude increases by two steps.</p>\n<p><strong>Critical Failure</strong> As success, but the attitude increases to helpful.</p>"
"value": "<p><strong>Activate</strong> 1 minute (Interact)</p><hr /><p>These chemicals convey myriad signals. Many varieties of these alchemical cocktails exist, each tailored for the unique chemistry of a specific type of animal. You can, for example, make wolf pheromones, but not pheromones that affect all animals. The pheromones don't work on creatures that are similar to the specific kind of animal, but aren't actually animals—for example, wolf pheromones don't work on werewolves. When you learn the formula for animal pheromones, you learn the formulas for all common animals. If no animals of a kind are common, you must learn the formula for it separately, and the formula has the same rarity as the least-rare creature of that kind.</p>\n<p>You Activate animal pheromones by rubbing them on yourself or a creature within reach. The pheromones last for 24 hours or until scrubbed clean with 1 minute of work (consisting of multiple Interact actions). During this time, the pheromones exude a subtle aroma in a @Template[type:emanation|distance:15]{15-foot radius} that calms and influences the designated animals. A designated animal that ends its turn within the affected area must attempt a @Check[type:will|dc:35] saving throw with the following effects. The animal is then temporarily immune to the pheromones for 24 hours. The effect lasts for the duration of the pheromones, even after the creature leaves the affected area.</p><hr /><p><strong>Critical Success</strong> The animal is unaffected. It doesn't necessarily become aware of the pheromones, although intelligent animals might become suspicious if they observe others of their kind being affected.</p>\n<p><strong>Success</strong> The animal's attitude toward the affected creature improves by one step. If this improves its attitude to at least indifferent, it can't take hostile actions against the affected creature, though the change in attitude ends as soon as the affected creature takes a hostile action against the animal or its allies.</p>\n<p><strong>Failure</strong> As success, but the attitude increases by two steps.</p>\n<p><strong>Critical Failure</strong> As success, but the attitude increases to helpful.</p>"
},
"hardness": 0,
"hp": {
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2 changes: 1 addition & 1 deletion packs/equipment/animal-pheromones-lesser.json
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"containerId": null,
"damage": null,
"description": {
"value": "<p><strong>Activate</strong> 1 minute (Interact)</p>\n<hr />\n<p>These chemicals convey myriad signals. Many varieties of these alchemical cocktails exist, each tailored for the unique chemistry of a specific type of animal. You can, for example, make wolf pheromones, but not pheromones that affect all animals. The pheromones don't work on creatures that are similar to the specific kind of animal, but aren't actually animals—for example, wolf pheromones don't work on werewolves. When you learn the formula for animal pheromones, you learn the formulas for all common animals. If no animals of a kind are common, you must learn the formula for it separately, and the formula has the same rarity as the least-rare creature of that kind.</p>\n<p>You Activate animal pheromones by rubbing them on yourself or a creature within reach. The pheromones last for 24 hours or until scrubbed clean with 1 minute of work (consisting of multiple Interact actions). During this time, the pheromones exude a subtle aroma in a 15-foot radius that calms and influences the designated animals. A designated animal that ends its turn within the affected area must attempt a DC 19 Will saving throw with the following effects. The animal is then temporarily immune to the pheromones for 24 hours. The effect lasts for the duration of the pheromones, even after the creature leaves the affected area.</p>\n<hr />\n<p><strong>Critical Success</strong> The animal is unaffected. It doesn't necessarily become aware of the pheromones, although intelligent animals might become suspicious if they observe others of their kind being affected.</p>\n<p><strong>Success</strong> The animal's attitude toward the affected creature improves by one step. If this improves its attitude to at least indifferent, it can't take hostile actions against the affected creature, though the change in attitude ends as soon as the affected creature takes a hostile action against the animal or its allies.</p>\n<p><strong>Failure</strong> As success, but the attitude increases by two steps.</p>\n<p><strong>Critical Failure</strong> As success, but the attitude increases to helpful.</p>"
"value": "<p><strong>Activate</strong> 1 minute (Interact)</p><hr /><p>These chemicals convey myriad signals. Many varieties of these alchemical cocktails exist, each tailored for the unique chemistry of a specific type of animal. You can, for example, make wolf pheromones, but not pheromones that affect all animals. The pheromones don't work on creatures that are similar to the specific kind of animal, but aren't actually animals—for example, wolf pheromones don't work on werewolves. When you learn the formula for animal pheromones, you learn the formulas for all common animals. If no animals of a kind are common, you must learn the formula for it separately, and the formula has the same rarity as the least-rare creature of that kind.</p>\n<p>You Activate animal pheromones by rubbing them on yourself or a creature within reach. The pheromones last for 24 hours or until scrubbed clean with 1 minute of work (consisting of multiple Interact actions). During this time, the pheromones exude a subtle aroma in a @Template[type:emanation|distance:15]{15-foot radius} that calms and influences the designated animals. A designated animal that ends its turn within the affected area must attempt a @Check[type:will|dc:19] saving throw with the following effects. The animal is then temporarily immune to the pheromones for 24 hours. The effect lasts for the duration of the pheromones, even after the creature leaves the affected area.</p><hr /><p><strong>Critical Success</strong> The animal is unaffected. It doesn't necessarily become aware of the pheromones, although intelligent animals might become suspicious if they observe others of their kind being affected.</p>\n<p><strong>Success</strong> The animal's attitude toward the affected creature improves by one step. If this improves its attitude to at least indifferent, it can't take hostile actions against the affected creature, though the change in attitude ends as soon as the affected creature takes a hostile action against the animal or its allies.</p>\n<p><strong>Failure</strong> As success, but the attitude increases by two steps.</p>\n<p><strong>Critical Failure</strong> As success, but the attitude increases to helpful.</p>"
},
"hardness": 0,
"hp": {
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2 changes: 1 addition & 1 deletion packs/equipment/animal-pheromones-moderate.json
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"containerId": null,
"damage": null,
"description": {
"value": "<p><strong>Activate</strong> 1 minute (Interact)</p>\n<hr />\n<p>These chemicals convey myriad signals. Many varieties of these alchemical cocktails exist, each tailored for the unique chemistry of a specific type of animal. You can, for example, make wolf pheromones, but not pheromones that affect all animals. The pheromones don't work on creatures that are similar to the specific kind of animal, but aren't actually animals—for example, wolf pheromones don't work on werewolves. When you learn the formula for animal pheromones, you learn the formulas for all common animals. If no animals of a kind are common, you must learn the formula for it separately, and the formula has the same rarity as the least-rare creature of that kind.</p>\n<p>You Activate animal pheromones by rubbing them on yourself or a creature within reach. The pheromones last for 24 hours or until scrubbed clean with 1 minute of work (consisting of multiple Interact actions). During this time, the pheromones exude a subtle aroma in a 15-foot radius that calms and influences the designated animals. A designated animal that ends its turn within the affected area must attempt a DC 27 Will saving throw with the following effects. The animal is then temporarily immune to the pheromones for 24 hours. The effect lasts for the duration of the pheromones, even after the creature leaves the affected area.</p>\n<hr />\n<p><strong>Critical Success</strong> The animal is unaffected. It doesn't necessarily become aware of the pheromones, although intelligent animals might become suspicious if they observe others of their kind being affected.</p>\n<p><strong>Success</strong> The animal's attitude toward the affected creature improves by one step. If this improves its attitude to at least indifferent, it can't take hostile actions against the affected creature, though the change in attitude ends as soon as the affected creature takes a hostile action against the animal or its allies.</p>\n<p><strong>Failure</strong> As success, but the attitude increases by two steps.</p>\n<p><strong>Critical Failure</strong> As success, but the attitude increases to helpful.</p>"
"value": "<p><strong>Activate</strong> 1 minute (Interact)</p><hr /><p>These chemicals convey myriad signals. Many varieties of these alchemical cocktails exist, each tailored for the unique chemistry of a specific type of animal. You can, for example, make wolf pheromones, but not pheromones that affect all animals. The pheromones don't work on creatures that are similar to the specific kind of animal, but aren't actually animals—for example, wolf pheromones don't work on werewolves. When you learn the formula for animal pheromones, you learn the formulas for all common animals. If no animals of a kind are common, you must learn the formula for it separately, and the formula has the same rarity as the least-rare creature of that kind.</p>\n<p>You Activate animal pheromones by rubbing them on yourself or a creature within reach. The pheromones last for 24 hours or until scrubbed clean with 1 minute of work (consisting of multiple Interact actions). During this time, the pheromones exude a subtle aroma in a @Template[type:emanation|distance:15]{15-foot radius} that calms and influences the designated animals. A designated animal that ends its turn within the affected area must attempt a @Check[type:will|dc:27] saving throw with the following effects. The animal is then temporarily immune to the pheromones for 24 hours. The effect lasts for the duration of the pheromones, even after the creature leaves the affected area.</p><hr /><p><strong>Critical Success</strong> The animal is unaffected. It doesn't necessarily become aware of the pheromones, although intelligent animals might become suspicious if they observe others of their kind being affected.</p>\n<p><strong>Success</strong> The animal's attitude toward the affected creature improves by one step. If this improves its attitude to at least indifferent, it can't take hostile actions against the affected creature, though the change in attitude ends as soon as the affected creature takes a hostile action against the animal or its allies.</p>\n<p><strong>Failure</strong> As success, but the attitude increases by two steps.</p>\n<p><strong>Critical Failure</strong> As success, but the attitude increases to helpful.</p>"
},
"hardness": 0,
"hp": {
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2 changes: 1 addition & 1 deletion packs/equipment/aroma-concealer.json
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"containerId": null,
"damage": null,
"description": {
"value": "<p><strong>Activate</strong> 1 minute (Interact)</p>\n<hr />\n<p>This oily mix of herbs and natural detergents can be applied to a creature to reduce and cover any ordinary odors they produce. The creature receives a +2 item bonus to Stealth checks to Hide or @UUID[Compendium.pf2e.actionspf2e.Item.Sneak] against creatures using primarily smell. This bonus also applies to the DC to @UUID[Compendium.pf2e.actionspf2e.Item.Track] the creature by scent. The listed amount is enough to cover one Medium or smaller creature and takes 1 minute to apply. The effect lasts for 1 hour after applying.</p>"
"value": "<p><strong>Activate</strong> 1 minute (Interact)</p><hr /><p>This oily mix of herbs and natural detergents can be applied to a creature to reduce and cover any ordinary odors they produce. The creature receives a +2 item bonus to Stealth checks to @UUID[Compendium.pf2e.actionspf2e.Item.Hide] or @UUID[Compendium.pf2e.actionspf2e.Item.Sneak] against creatures using primarily smell. This bonus also applies to the DC to @UUID[Compendium.pf2e.actionspf2e.Item.Track] the creature by scent. The listed amount is enough to cover one Medium or smaller creature and takes 1 minute to apply. The effect lasts for 1 hour after applying.</p>"
},
"hardness": 0,
"hp": {
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2 changes: 1 addition & 1 deletion packs/equipment/pheromone-flare-greater.json
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"containerId": null,
"damage": null,
"description": {
"value": "<p><strong>Activate</strong> <span class=\"action-glyph\">2</span> (manipulate)</p>\n<hr />\n<p>This alchemical candle is attached to a tall pole and grounding stake. When the flare is lit, it sprays a concentrated cloud of pheromones to attract the attention of a specific kind of animal (see alchemical pheromones above). Similar to animal pheromones, when you learn the formula for a pheromone flare, you learn the formulas for all common animals.</p>\n<p>A pheromone flare has a built-in delayed activation timer of up to 1 hour. When it's activated, the flare releases a cloud of pheromones in a @Template[type:emanation|distance:60] that lasts for 1 hour. A strong wind reduces the emanation to 15 feet for as long as the wind lasts. Moving the flare after it has been activated ends the effect. A designated animal that enters the area must attempt a DC 35 Will save with the following effects. Animals with an Intelligence modifier of –3 or higher increase the result of their save by one step.</p>\n<hr />\n<p><strong>Critical Success</strong> The animal is unaffected and temporarily immune for 24 hours.</p>\n<p><strong>Success</strong> The animal is unaffected but must attempt a new save every 10 minutes it remains within the area.</p>\n<p><strong>Failure</strong> The animal is attracted by the pheromones, following the cloud to its source. The creature becomes @UUID[Compendium.pf2e.conditionitems.Item.Fascinated] until it reaches the flare and spends 1 round investigating it. After this, it becomes temporarily immune for 24 hours.</p>\n<p><strong>Critical Failure</strong> As failure, except the fascination lasts for up to 1 hour, though the animal can attempt a new save against the effect every 10 minutes. The animal takes a –1 status penalty to this save that increases by 1 with each subsequent failure or critical failure, up to a maximum of a –3 status penalty</p>"
"value": "<p><strong>Activate</strong> <span class=\"action-glyph\">2</span> (manipulate)</p><hr /><p>This alchemical candle is attached to a tall pole and grounding stake. When the flare is lit, it sprays a concentrated cloud of pheromones to attract the attention of a specific kind of animal (see @UUID[Compendium.pf2e.equipment-srd.Item.Animal Pheromones (Greater)]{alchemical pheromones}). Similar to animal pheromones, when you learn the formula for a pheromone flare, you learn the formulas for all common animals.</p>\n<p>A pheromone flare has a built-in delayed activation timer of up to 1 hour. When it's activated, the flare releases a cloud of pheromones in a @Template[type:emanation|distance:60] that lasts for 1 hour. A strong wind reduces the emanation to @Template[type:emanation|distance:15]{15 feet} for as long as the wind lasts. Moving the flare after it has been activated ends the effect. A designated animal that enters the area must attempt a @Check[type:will|dc:35] save with the following effects. Animals with an Intelligence modifier of –3 or higher increase the result of their save by one step.</p><hr /><p><strong>Critical Success</strong> The animal is unaffected and temporarily immune for 24 hours.</p>\n<p><strong>Success</strong> The animal is unaffected but must attempt a new save every 10 minutes it remains within the area.</p>\n<p><strong>Failure</strong> The animal is attracted by the pheromones, following the cloud to its source. The creature becomes @UUID[Compendium.pf2e.conditionitems.Item.Fascinated] until it reaches the flare and spends 1 round investigating it. After this, it becomes temporarily immune for 24 hours.</p>\n<p><strong>Critical Failure</strong> As failure, except the fascination lasts for up to 1 hour, though the animal can attempt a new save against the effect every 10 minutes. The animal takes a –1 status penalty to this save that increases by 1 with each subsequent failure or critical failure, up to a maximum of a –3 status penalty</p>"
},
"hardness": 0,
"hp": {
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