diff --git a/data/yaml/tmp-actions-to-yaml.py b/data/yaml/deprecated/tmp-actions-to-yaml.py similarity index 100% rename from data/yaml/tmp-actions-to-yaml.py rename to data/yaml/deprecated/tmp-actions-to-yaml.py diff --git a/data/yaml/tmp-actions.yaml b/data/yaml/tmp-actions.yaml deleted file mode 100644 index 5f50e94..0000000 --- a/data/yaml/tmp-actions.yaml +++ /dev/null @@ -1,562 +0,0 @@ -action: -- actioncategory: Basic - actioncost_name: Free Action - descr: You try to help your ally with a task. To use this reaction, you must first - prepare to help, usually by using an action during your turn. You must explain - to the GM exactly how you’re trying to help, and they determine whether you can - Aid your ally.\n\nWhen you use your Aid reaction, attempt a skill check or attack - roll of a type decided by the GM. The typical DC is 20, but the GM might adjust - this DC for particularly hard or easy tasks. The GM can add any relevant traits - to your preparatory action or to your Aid reaction depending on the situation, - or even allow you to Aid checks other than skill checks and attack rolls.\n\n**Critical - Success** You grant your ally a +2 circumstance bonus to,the triggering check. - If you’re a master with the check you,attempted, the bonus is +3, and if you’re - legendary, it’s +4.\n**Success** You grant your ally a +1 circumstance bonus to - the triggering check.\n**Critical Failure** Your ally takes a 1 circumstance penalty - to the triggering check. - name: Aid - req: The ally is willing to accept your aid, and you have prepared to help (see - description). - source: - - abbr: CRB - page_start: 470 - page_stop: 470 - sources_id: 1 - trigger: An ally is about to use an action that requires a skill check or attack - roll. -- actioncategory: Basic - actioncost_name: Single Action - descr: You move 5 feet by crawling and continue to stay prone. - name: Crawl - req: You are prone and your Speed is at least 10 feet. - source: - - abbr: CRB - page_start: 470 - page_stop: 470 - sources_id: 1 - trigger: null -- actioncategory: Basic - descr: You wait for the right moment to act. The rest of your turn doesn’t happen - yet. Instead, you’re removed from the initiative order. You can return to the - initiative order as a free action triggered by the end of any other creature’s - turn. This permanently changes your initiative to the new position. You can’t - use reactions until you return to the initiative order. If you Delay an entire - round without returning to the initiative order, the actions from the Delayed - turn are lost, your initiative doesn’t change, and your next turn occurs at your - original position in the initiative order.\n\nWhen you Delay, any persistent damage - or other negative effects that normally occur at the start or end of your turn - occur immediately when you use the Delay action. Any beneficial effects that would - end at any point during your turn also end. The GM might determine that other - effects end when you Delay as well. Essentially, you can’t Delay to avoid negative - consequences that would happen on your turn or to extend beneficial effects that - would end on your turn. - name: Delay - req: null - source: - - abbr: CRB - page_start: 470 - page_stop: 470 - sources_id: 1 - trigger: Your turn begins. -- actioncategory: Basic - actioncost_name: Single Action - descr: You fall prone. - name: Drop Prone - req: null - source: - - abbr: CRB - page_start: 470 - page_stop: 470 - sources_id: 1 - trigger: null -- actioncategory: Basic - actioncost_name: Single Action - descr: You attempt to escape from being grabbed, immobilized, or restrained. Choose - one creature, object, spell effect, hazard, or other impediment imposing any of - those conditions on you. Attempt a check using your unarmed attack modifier against - the DC of the effect. This is typically the Athletics DC of a creature grabbing - you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, - or the listed Escape DC of an object, hazard, or other impediment. You can attempt - an Acrobatics or Athletics check instead of using your attack modifier if you - choose (but this action still has the attack trait).\n\n**Critical Success** You - get free and remove the grabbed, immobilized, and restrained conditions imposed - by your chosen target. You can then Stride up to 5 feet.\n**Success** You get - free and remove the grabbed, immobilized, and restrained conditions imposed by - your chosen target.\n**Critical Failure** You don’t get free, and you can’t attempt - to Escape again until your next turn. - name: Escape - req: null - source: - - abbr: CRB - page_start: 470 - page_stop: 470 - sources_id: 1 - trigger: null -- actioncategory: Basic - actioncost_name: Single Action - descr: You use your hand or hands to manipulate an object or the terrain. You can - grab an unattended or stored object, open a door, or produce some similar effect. - You might have to attempt a skill check to determine if your Interact action was - successful. - name: Interact - req: null - source: - - abbr: CRB - page_start: 470 - page_stop: 470 - sources_id: 1 - trigger: null -- actioncategory: Basic - descr: 'You invest your energy in an item with the invested trait as you don it. - This process requires 1 or more Interact actions, usually taking the same amount - of time it takes to don the item. Once you’ve Invested the Item, you benefit from - its constant magical abilities as long as you meet its other requirements (for - most invested items, the only other requirement is that you must be wearing the - item). This investiture lasts until you remove the item.\n\n You can invest no - more than 10 items per day. If you remove an invested item, it loses its investiture. - The item still counts against your daily limit after it loses its investiture. - You reset the limit during your daily preparations, at which point you Invest - your Items anew. If you’re still wearing items you had invested the previous day, - you can typically keep them invested on the new day, but they still count against - your limit. ' - name: Invest an Item - req: null - source: - - abbr: CRB - page_start: 531 - page_stop: 531 - sources_id: 1 - trigger: null -- actioncategory: Basic - actioncost_name: Single Action - descr: You take a careful, short jump. You can Leap up to 10 feet horizontally if - your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is - at least 30 feet. You land in the space where your Leap ends (meaning you can - typically clear a 5-foot gap, or a 10-foot gap if your Speed is 30 feet or more).\n\nIf - you Leap vertically, you can move up to 3 feet vertically and 5 feet horizontally - onto an elevated surface.\n\nJumping a greater distance requires using the Athletics - skill. - name: Leap - req: null - source: - - abbr: CRB - page_start: 470 - page_stop: 470 - sources_id: 1 - trigger: null -- actioncategory: Basic - actioncost_name: Two Actions - descr: You prepare to use an action that will occur outside your turn. Choose a - single action or free action you can use, and designate a trigger. Your turn then - ends. If the trigger you designated occurs before the start of your next turn, - you can use the chosen action as a reaction (provided you still meet the requirements - to use it). You can’t Ready a free action that already has a trigger.\n\nIf you - have a multiple attack penalty and your readied action is an attack action, your - readied attack takes the multiple attack penalty you had at the time you used - Ready. This is one of the few times the multiple attack penalty applies when it’s - not your turn. - name: Ready - req: null - source: - - abbr: CRB - page_start: 470 - page_stop: 470 - sources_id: 1 - trigger: null -- actioncategory: Basic - descr: You release something you’re holding in your hand or hands. This might mean - dropping an item, removing one hand from your weapon while continuing to hold - it in another hand, releasing a rope suspending a chandelier, or performing a - similar action. Unlike most manipulate actions, Release does not trigger reactions - that can be triggered by actions with the manipulate trait (such as Attack of - Opportunity).\n\nIf you want to prepare to Release something outside of your turn, - use the Ready activity. - name: Release - req: null - source: - - abbr: CRB - page_start: 470 - page_stop: 470 - sources_id: 1 - trigger: null -- actioncategory: Basic - actioncost_name: Single Action - descr: You scan an area for signs of creatures or objects. If you’re looking for - creatures, choose an area you’re scanning. If precision is necessary, the GM can - have you select a 30-foot cone or a 15-foot burst within line of sight. You might - take a penalty if you choose an area that’s far away.\n\nIf you’re using Seek - to search for objects (including secret doors and hazards), you search up to a - 10-foot square adjacent to you. The GM might determine you need to Seek as an - activity, taking more actions or even minutes or hours if you’re searching a particularly - cluttered area.\n\nThe GM attempts a single secret Perception check for you and - compares the result to the Stealth DCs of any undetected or hidden creatures in - the area or the DC to detect each object in the area (as determined by the GM - or by someone Concealing the Object). A creature you detect might remain hidden, - rather than becoming observed, if you’re using an imprecise sense or if an effect - (such as invisibility) prevents the subject from being observed.\n\n**Critical - Success** If you were searching for creatures, any undetected or hidden creature - you critically succeeded against becomes observed by you. If you were searching - for an object, you learn its location.\n**Success** If you were searching for - creatures, any undetected creature you succeeded against becomes hidden from you - instead of undetected, and any hidden creature you succeeded against becomes observed - by you. If you were searching for an object, you learn its location or get a clue - to its whereabouts, as determined by the GM. - name: Seek - req: null - source: - - abbr: CRB - page_start: 471 - page_stop: 471 - sources_id: 1 - trigger: null -- actioncategory: Basic - actioncost_name: Single Action - descr: You try to tell whether a creature’s behavior is abnormal. Choose one creature, - and assess it for odd body language, signs of nervousness, and other indicators - that it might be trying to deceive someone. The GM attempts a single secret Perception - check for you and compares the result to the Deception DC of the creature, the - DC of a spell af ecting the creature’s mental state, or another appropriate DC - determined by the GM. You typically can’t try to Sense the Motive of the same - creature again until the situation changes significantly.\n\n**Critical Success** - You determine the creature’s true intentions and get a solid idea of any mental - magic affecting it.\n**Success** You can tell whether the creature is behaving - normally, but you don’t know its exact intentions or what magic might be affecting - it.\n**Failure** You detect what a deceptive creature wants you to believe. If - they’re not being deceptive, you believe they’re behaving normally.\n**Critical - Failure** You get a false sense of the creature’s intentions. - name: Sense Motive - req: null - source: - - abbr: CRB - page_start: 471 - page_stop: 471 - sources_id: 1 - trigger: null -- actioncategory: Basic - actioncost_name: Single Action - descr: You stand up from prone. - name: Stand - req: null - source: - - abbr: CRB - page_start: 471 - page_stop: 471 - sources_id: 1 - trigger: null -- actioncategory: Basic - actioncost_name: Single Action - descr: You carefully move 5 feet. Unlike most types of movement, Stepping doesn’t - trigger reactions, such as Attacks of Opportunity, that can be triggered by move - actions or upon leaving or entering a square.\n\nYou can’t Step into difficult - terrain (page 475 CRB), and you can’t Step using a Speed other than your land - Speed. - name: Step - req: Your Speed is at least 10 feet. - source: - - abbr: CRB - page_start: 471 - page_stop: 471 - sources_id: 1 - trigger: null -- actioncategory: Basic - actioncost_name: Single Action - descr: You move up to your Speed (page 463 CRB) - name: Stride - req: null - source: - - abbr: CRB - page_start: 471 - page_stop: 471 - sources_id: 1 - trigger: null -- actioncategory: Basic - actioncost_name: Single Action - descr: You attack with a weapon you’re wielding or with an unarmed attack, targeting - one creature within your reach (for a melee attack) or within range (for a ranged - attack). Roll the attack roll for the weapon or unarmed attack you are using, - and compare the result to the target creature’s AC to determine the effect. See - Attack Rolls on page 446 CRB and Damage on page 450 CRB for details on calculating - your attack and damage rolls. - name: Strike - req: null - source: - - abbr: CRB - page_start: 471 - page_stop: 471 - sources_id: 1 - trigger: null -- actioncategory: Basic - actioncost_name: Single Action - descr: You press yourself against a wall or duck behind an obstacle to take better - advantage of cover (page 477 CRB). If you would have standard cover, you instead - gain greater cover, which provides a +4 circumstance bonus to AC; to Reflex saves - against area effects; and to Stealth checks to Hide, Sneak, or otherwise avoid - detection. Otherwise, you gain the benefits of standard cover (a +2 circumstance - bonus instead). This lasts until you move from your current space, use an attack - action, become unconscious, or end this effect as a free action. - name: Take Cover - req: You are benfitting from cover, are near a feature that allows you to take cover, - or you are prone. - source: - - abbr: CRB - page_start: 471 - page_stop: 471 - sources_id: 1 - trigger: null -- actioncategory: Specialty Basic - descr: You call forth the effect of an item by properly activating it. This is a - special activity that takes a variable number of actions, as listed in the item’s - stat block.\n\nSome items can be activated as a reaction or free action. In this - case, you Activate the Item as a reaction or free action (as appropriate) instead - of as an activity. Such cases are noted in the item’s Activate entry in its stat - blockfor example, “Activate Reaction command.”\n\n**Long Activation Times** Some - items take minutes or hours to activate. The Activate an Item activity for these - items includes a mix of the listed activation components, but it’s not necessary - to break down which one you’re providing at a given time. You can’t use other - actions or reactions while activating such an item, though at the GM’s discretion, - you might be able to speak a few sentences. As with other activities that take - a long time, these activations have the exploration trait, and you can’t activate - them in an encounter. If combat breaks out while you’re activating one, your activation - is disrupted (see the Disrupting Activations sidebar).\n\n**Activation Components** - Each activation entry lists any components involved in the activation after the - action icons or text, such as “Single Action command.” The activation components, - described below, add traits (listed in parentheses) and requirements to the activation. - If you can’t provide the components, you fail to Activate the Item.\n\n- Command - (auditory, concentrate)\n- Envision (concentrate)\n- Interact (manipulate)\n- - Cast a Spell\n\n#### Activation Components\n\nAn item’s activate entry lists the - components required to activate its abilities. Each component adds certain traits - to the Activate an Item activity, and some components have special requirements. - The components that appear in this book are listed below.\n\n#####Command\n\nThis - component is a specific utterance you must make in a loud and strong voice. Activate - an Item gains the auditory and concentrate traits. You must be able to speak to - provide this component.\n\n##### Envision\n\nThis component is a specific image - or phenomenon you need to imagine. Activate an Item gains the concentrate trait.\n\n##### - Interact\n\nThis component works like the Interact basic action. Activate an Item - gains the manipulate trait and requires you to use your hands, just like with - any Interact action.\n\n##### Cast a Spell\n\nIf an item lists “Cast a Spell” - after “Activate,” the activation requires you to use the Cast a Spell activity - to Activate the Item. This happens when the item replicates a spell. You must - have a spellcasting class feature to Activate an Item with this activation component. - If the item can be used for a specific spell, the action icon for that spell is - provided. If it’s an item like a staff, which can be used for many spells, the - icon is omitted, and you must refer to each spell to determine which actions you - must spend to Activate the Item to cast it.\n\n In this case, Activate an Item - gains all the traits from the relevant components of the Cast a Spell activity. - name: Activate an Item - req: You can Activate an Item with the invested trait only if it’s invested by you. - If the item requires you to Interact with it, you must be wielding it (if it’s - a held item) or touching it with a free hand (if it’s another type of item). - source: - - abbr: CRB - page_start: 532 - page_stop: 532 - sources_id: 1 - trigger: null -- actioncategory: Specialty Basic - actioncost_name: Free Action - descr: You attempt an Acrobatics check to slow your fall. The DC is typically 15, - but it might be higher due to air turbulence or other circumstances.\n\nSuccess - You fall gently, taking no damage from the fall. - name: Arrest a Fall - req: You have a fly Speed. - source: - - abbr: CRB - page_start: 472 - page_stop: 472 - sources_id: 1 - trigger: You fall. -- actioncategory: Specialty Basic - actioncost_name: Single Action - descr: You avert your gaze from danger. You gain a +2 circumstance bonus to saves - against visual abilities that require you to look at a creature or object, such - as a medusa’s petrifying gaze. Your gaze remains averted until the start of your - next turn. - name: Avert Gaze - req: null - source: - - abbr: CRB - page_start: 472 - page_stop: 472 - sources_id: 1 - trigger: null -- actioncategory: Specialty Basic - actioncost_name: Single Action - descr: You dig your way through dirt, sand, or a similar loose material at a rate - up to your burrow Speed. You can’t burrow through rock or other substances denser - than dirt unless you have an ability that allows you to do so. - name: Burrow - req: You have a burrow Speed. - source: - - abbr: CRB - page_start: 472 - page_stop: 472 - sources_id: 1 - trigger: null -- actioncategory: Specialty Basic - descr: "You cast a spell you have prepared or in your repertoire. Casting a Spell - is a special activity that takes a variable number of actions depending on the - spell, as listed in each spell’s stat block. As soon as the spellcasting actions - are complete, the spell effect occurs.\n\nSome spells are cast as a reaction or - free action. In those cases, you Cast the Spell as a reaction or free action (as - appropriate) instead of as an activity. Such cases will be noted in the spell’s - stat blockfor example, \"[reaction] verbal.\"\n\n**Long Casting Times** Some spells - take minutes or hours to cast. The Cast a Spell activity for these spells includes - a mix of the listed spell components, but it’s not necessary to break down which - one you’re providing at a given time. You can’t use other actions or reactions - while casting such a spell, though at the GM’s discretion, you might be able to - speak a few sentences. As with other activities that take a long time, these spells - have the exploration trait, and you can’t cast them in an encounter. If combat - breaks out while you’re casting one, your spell is disrupted (see Disrupted and - Lost Spells on page 303 CRB).\n\n**Spell Components** Each spell lists the spell - components required to cast it after the action icons or text, such as \"[three-actions] - material, somatic, verbal.\" The spell components, described in detail below, add - traits and requirements to the Cast a Spell activity. If you can’t provide the - components, you fail to Cast the Spell.\n\n- Material (manipulate)\n- Somatic - (manipulate)\n- Verbal (concentrate)\n- Focus (manipulate)\n\n**Disrupted and - Lost Spells** Some abilities and spells can disrupt a spell, causing it to have - no effect and be lost. When you lose a spell, you’ve already expended the spell - slot, spent the spell’s costs and actions, and used the Cast a Spell activity. - If a spell is disrupted during a Sustain a Spell action, the spell immediately - ends. The full rules for disrupting actions appear on page 462 CRB." - name: Cast a Spell - req: null - source: - - abbr: CRB - page_start: 302 - page_stop: 302 - sources_id: 1 - trigger: null -- actioncategory: Specialty Basic - actioncost_name: Single Action - descr: You end one spell effect or magic item effect. This must be an effect you - are allowed to dismiss, as defined by the spell or item. Dismissal might end the - effect entirely or might end it just for a certain target or targets, depending - on the spell or item. - name: Dismiss - req: null - source: - - abbr: CRB - page_start: 305 - page_stop: 305 - sources_id: 1 - trigger: null -- actioncategory: Specialty Basic - actioncost_name: Single Action - descr: You move through the air up to your fly Speed. Moving upward (straight up - or diagonally) uses the rules for moving through difficult terrain. You can move - straight down 10 feet for every 5 feet of movement you spend. If you Fly to the - ground, you don’t take falling damage. You can use an action to Fly 0 feet to - hover in place. If you’re airborne at the end of your turn and didn’t use a Fly - action this round, you fall. - name: Fly - req: You have a fly Speed. - source: - - abbr: CRB - page_start: 472 - page_stop: 472 - sources_id: 1 - trigger: null -- actioncategory: Specialty Basic - actioncost_name: Free Action - descr: When you fall off or past an edge or other handhold, you can try to grab - it, potentially stopping your fall. You must succeed at a Reflex save, usually - at the Climb DC. If you grab the edge or handhold, you can then Climb up using - Athletics.\n\n**Critical Success** You grab the edge or handhold, whether or not - you have a hand free, typically by using a suitable held item to catch yourself - (catching a battle axe on a ledge, for example). You still take damage from the - distance fallen so far, but you treat the fall as though it were 30 feet shorter.\n**Success** - If you have at least one hand free, you grab the edge or handhold, stopping your - fall. You still take damage from the distance fallen so far, but you treat the - fall as though it were 20 feet shorter. If you have no hands free, you continue - to fall as if you had failed the check.\n**Critical Failure** You continue to - fall, and if you’ve fallen 20 feet or more before you use this reaction, you take - 10 bludgeoning damage from the impact for every 20 feet fallen. - name: Grab an Edge - req: Your hands are not tied behind your back or otherwise restrained. - source: - - abbr: CRB - page_start: 472 - page_stop: 472 - sources_id: 1 - trigger: You fall from or past an edge or handhold. -- actioncategory: Specialty Basic - actioncost_name: Single Action - descr: You move onto the creature and ride it. If you’re already mounted, you can - instead use this action to dismount, moving of the mount into a space adjacent - to it. - name: Mount - req: You are adjacent to a creature that is at least one size larger than you and - is willing to be your mount. - source: - - abbr: CRB - page_start: 472 - page_stop: 472 - sources_id: 1 - trigger: null -- actioncategory: Specialty Basic - actioncost_name: Single Action - descr: You indicate a creature that you can see to one or more allies, gesturing - in a direction and describing the distance verbally. That creature is hidden to - your allies, rather than undetected (page 466 CRB). This works only for allies - who can see you and are in a position where they could potentially detect the - target. If your allies can’t hear or understand you, they must succeed at a Perception - check against the creature’s Stealth DC or they misunderstand and believe the - target is in a different location. - name: Point Out - req: A creature is undetected by one or more of your allies but isn't undetected - by you. - source: - - abbr: CRB - page_start: 472 - page_stop: 472 - sources_id: 1 - trigger: null -- actioncategory: Specialty Basic - actioncost_name: Single Action - descr: You position your shield to protect yourself. When you have Raised a Shield, - you gain its listed circumstance bonus to AC. Your shield remains raised until - the start of your next turn. - name: Raise a Shield - req: You are wielding a shield. - source: - - abbr: CRB - page_start: 472 - page_stop: 472 - sources_id: 1 - trigger: null -- actioncategory: Specialty Basic - actioncost_name: Single Action - descr: Choose one spell with a sustained duration you have in effect. The duration - of that spell continues until the end of your next turn. Some spells might have - slightly different or expanded effects if you sustain them. Sustaining a Spell - for more than 10 minutes (100 rounds) ends the spell and makes you fatigued unless - the spell lists a different maximum duration (such as “sustained up to 1 minute” - or “sustained up to 1 hour”).\n\nIf your Sustain a Spell action is disrupted, - the spell immediately ends. - name: Sustain a Spell - req: You have at least one spell active with a sustained duration, and you are not - fatigued. - source: - - abbr: CRB - page_start: 304 - page_stop: 304 - sources_id: 1 - trigger: null -- actioncategory: Specialty Basic - actioncost_name: Single Action - descr: Choose one magic item activation with a sustained duration you have in effect. - The duration of that activation continues until the end of your next turn. Some - activations may have slightly different or expanded effects if you sustain them. - Sustaining an Activation for more than 10 minutes (100 rounds) ends the activation - and makes you fatigued unless the item’s description states a different maximum - duration (such as “up to 1 minute” or “up to 1 hour”).\n\nIf your Sustain an Activation - action is disrupted, the item’s effect immediately ends. - name: Sustain an Activation - req: You have at least one magic item activation that you can sustain and you are - not fatigued. - source: - - abbr: CRB - page_start: 534 - page_stop: 534 - sources_id: 1 - trigger: null