Features: - HP Control component with damage/heal/direct modes (mobile-optimized) - Conditions system with PF2e condition database - Equipment database with 5,482 items from PF2e (weapons, armor, equipment) - AddItemModal with search, category filters, and pagination - Bulk tracking with encumbered/overburdened status display - Item management (add, remove, toggle equipped) Backend: - Equipment module with search/filter endpoints - Prisma migration for equipment detail fields - Equipment seed script importing from JSON data files - Extended Equipment model (damage, hands, AC, etc.) Frontend: - New components: HpControl, AddConditionModal, AddItemModal - Improved character sheet with tabbed interface - API methods for equipment search and item management Documentation: - CLAUDE.md with project philosophy and architecture decisions Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
298 lines
26 KiB
JSON
298 lines
26 KiB
JSON
{
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"conditions": [
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{
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"name": "Blinded",
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"name_german": "Geblendet",
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"description": "You can't see. All normal terrain is difficult terrain to you. You can't detect anything using vision. You automatically critically fail Perception checks that require you to be able to see, and if vision is your only precise sense, you take a –4 status penalty to Perception checks. You are immune to visual effects. Blinded overrides dazzled.",
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"traits": [],
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"source": "Player Core pg. 442"
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},
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{
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"name": "Broken",
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"name_german": "Kaputt",
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"description": "Broken is a condition that affects only objects. An object is broken when damage has reduced its Hit Points to equal or less than its Broken Threshold. A broken object can't be used for its normal function, nor does it grant bonuses—with the exception of armor. Broken armor still grants its item bonus to AC, but it also imparts a status penalty to AC depending on its category: –1 for broken light armor, –2 for broken medium armor, or –3 for broken heavy armor. A broken item still imposes penalties and limitations normally incurred by carrying, holding, or wearing it. For example, broken armor would still impose its Dexterity modifier cap, check penalty, and so forth. If an effect makes an item broken automatically and the item has more HP than its Broken Threshold, that effect also reduces the item's current HP to the Broken Threshold.",
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"traits": [],
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"source": "Player Core pg. 442"
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},
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{
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"name": "Clumsy",
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"name_german": "Tollpatschig",
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"description": "Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based rolls and DCs, including AC, Reflex saves, ranged attack rolls, and skill checks using Acrobatics, Stealth, and Thievery.",
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"traits": [],
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"source": "Player Core pg. 442"
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},
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{
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"name": "Concealed",
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"name_german": "Verborgen",
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"description": "While you are concealed from a creature, such as in a thick fog, you are difficult for that creature to see. You can still be observed, but you're tougher to target. A creature that you're concealed from must succeed at a DC 5 flat check when targeting you with an attack, spell, or other effect. If the check fails, the attack, spell, or effect doesn't affect you. Area effects aren't subject to this flat check. An item you're wearing or carrying can't be concealed from a creature by your concealment.",
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"traits": [],
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"source": "Player Core pg. 442"
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},
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{
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"name": "Confused",
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"name_german": "Verwirrt",
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"description": "You don't have your wits about you, and you attack unpredictably. You can't use actions with the concentrate trait unless they or their intended consequences are extremely simple. You can Seek and use basic actions with the manipulate trait, but you can't use most manipulate actions such as those to activate an item. When you use an action with the attack trait, you must attempt a DC 11 flat check. On a failure, you use the action but don't attack your intended target. Instead, you attack a random creature within your reach, making a melee attack, or a random creature within range of the first weapon you're wielding, making a ranged attack. If no creatures are in range, you attack a random square. The GM determines any random targets or squares. When confused, you can still use actions that don't have the attack or concentrate traits, but you must succeed at a DC 11 flat check or the action fails and is wasted. Each time you attempt an attack while confused, the confused condition's value decreases by 1 (minimum 0); this decrease occurs after resolving the attack and flat check.",
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"traits": ["mental"],
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"source": "Player Core pg. 443"
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},
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{
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"name": "Controlled",
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"name_german": "Kontrolliert",
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"description": "Someone else is making your decisions for you, usually because you're being commanded or magically dominated. The controller dictates how you act and can make you use any of your actions, including attacks, reactions, or even Delay. The controller usually does not have to spend their own actions when controlling you.",
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"traits": [],
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"source": "Player Core pg. 443"
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},
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{
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"name": "Dazzled",
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"name_german": "Benommen",
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"description": "Your eyes are overstimulated. If vision is your only precise sense, all creatures and objects are concealed from you.",
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"traits": [],
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"source": "Player Core pg. 443"
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},
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{
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"name": "Deafened",
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"name_german": "Taub",
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"description": "You can't hear. You automatically critically fail Perception checks that require you to be able to hear. You take a –2 status penalty to Perception checks for initiative and checks that involve sound but also rely on other senses. You are immune to auditory effects.",
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"traits": [],
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"source": "Player Core pg. 443"
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},
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{
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"name": "Doomed",
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"name_german": "Dem Tode geweiht",
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"description": "Your soul is being sucked away to the realm of the dead. Doomed always includes a value. The maximum number of Hero Points in your pool is reduced by the doomed value. If your maximum Hero Points are ever reduced to 0 by the doomed condition, you die immediately. When you die, you're no longer doomed. Doomed decreases by 1 at the end of a full night's rest.",
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"traits": [],
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"source": "Player Core pg. 443"
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},
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{
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"name": "Drained",
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"name_german": "Entkräftet",
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"description": "Your blood, vitality, or life force has been sapped from you. Drained always includes a value. You take a status penalty equal to your drained value on Constitution-based rolls and DCs, including Fortitude saves and Constitution-based rolls to recover from being sickened. You also lose a number of Hit Points equal to your level times your drained value, and your maximum Hit Points are reduced by the same amount. When the drained value would increase, you lose additional Hit Points equal to your level, and when it would decrease, you regain Hit Points equal to your level. Drained is removed by certain spells. A single effect that restores Hit Points can't increase your Hit Points or maximum Hit Points above what they would be if you weren't drained.",
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"traits": [],
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"source": "Player Core pg. 443"
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},
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{
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"name": "Dying",
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"name_german": "Sterbend",
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"description": "You are bleeding out or otherwise at death's door. While you have this condition, you are unconscious. Dying always includes a value, and if it ever reaches dying 4, you die. If you're dying, you must attempt a recovery check at the start of your turn each round to determine whether you get better or worse. Your dying condition increases by 1 if you take damage while dying, or by 2 if you take damage from an enemy's critical hit or a critical failure on your save against a damaging effect. The dying value decreases by 1 if you're successfully treated with Treat Wounds, or if you're magically healed while unconscious. It decreases to 0 if someone successfully restores Hit Points to you while you're at 0 Hit Points. If your dying condition is removed, you become wounded 1 (or increase wounded by 1 if you already have that condition). If you would become dying again while you are wounded, your dying value increases by your wounded value. The wounded condition is removed if someone successfully restores Hit Points to you to your maximum Hit Points while you're wounded, or after 10 minutes of rest while you have at least 1 Hit Point.",
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"traits": [],
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"source": "Player Core pg. 443"
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},
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{
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"name": "Encumbered",
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"name_german": "Belastet",
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"description": "You are carrying more weight than you can manage. While you're encumbered, you're clumsy 1 and take a 10-foot penalty to all your Speeds. If you're wearing armor, you still calculate your armor's check penalty, Speed penalty, and Dexterity modifier cap as normal.",
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"traits": [],
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"source": "Player Core pg. 443"
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},
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{
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"name": "Enfeebled",
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"name_german": "Geschwächt",
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"description": "You're physically weakened. Enfeebled always includes a value. You take a status penalty equal to this value on Strength-based rolls and DCs, including Strength-based melee attack rolls, Strength-based damage rolls, and Athletics checks.",
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"traits": [],
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"source": "Player Core pg. 443"
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},
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{
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"name": "Fascinated",
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"name_german": "Fasziniert",
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"description": "You are compelled to focus your attention on something, distracting you from whatever else is going on around you. You take a –2 status penalty to Perception and skill checks, and you can't use actions with the concentrate trait unless they or their intended consequences are related to the subject of your fascination (as determined by the GM). For instance, you might be able to Seek and Recall Knowledge about the subject, but you likely couldn't cast a spell targeting a different creature. This condition ends if a creature uses hostile actions against you or your allies.",
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"traits": ["mental"],
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"source": "Player Core pg. 443"
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},
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{
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"name": "Fatigued",
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"name_german": "Erschöpft",
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"description": "You're tired and can't summon much energy. You take a –1 status penalty to AC and saving throws. You can't use exploration activities performed while traveling, such as those that let you cover ground quickly. You recover from fatigue after a full night's rest.",
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"traits": [],
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"source": "Player Core pg. 443"
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},
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{
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"name": "Fleeing",
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"name_german": "Fliehend",
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"description": "You're forced to run away due to fear or some other compulsion. On your turn, you must spend each of your actions trying to escape the source of the fleeing condition as expediently as possible (such as by using move actions to flee, or opening doors barring your escape). The condition ends once you are out of line of sight of the source of your fleeing condition.",
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"traits": [],
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"source": "Player Core pg. 444"
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},
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{
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"name": "Friendly",
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"name_german": "Freundlich",
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"description": "This condition reflects a creature's disposition toward a particular character, and it affects only creatures that are not player characters. A creature that is friendly to a character likes that character. The character can attempt to make a Request of a friendly creature, and the friendly creature is likely to agree to a simple and safe request that doesn't cost it much to fulfill. If the character or their allies use hostile actions against the creature, the creature gains a worse attitude condition depending on the severity of the hostile action, as determined by the GM.",
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"traits": [],
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"source": "Player Core pg. 444"
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},
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{
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"name": "Frightened",
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"name_german": "Verängstigt",
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"description": "You're gripped by fear and struggle to control your nerves. The frightened condition always includes a value. You take a status penalty equal to this value to all your checks and DCs. Unless specified otherwise, at the end of each of your turns, the value of your frightened condition decreases by 1.",
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"traits": ["mental"],
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"source": "Player Core pg. 444"
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},
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{
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"name": "Grabbed",
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"name_german": "Gepackt",
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"description": "A creature, object, or magic holds you in place. You can't move while you have the grabbed condition. If you attempt a manipulate action while grabbed, you must succeed at a DC 5 flat check or the action fails and is wasted. While you're grabbed, attempting to move away from the creature or object that grabbed you automatically ends the grabbed condition. The condition also ends if the creature that grabbed you moves away from you, uses another action that requires the use of the limb that's grabbing you, or if effects would move you to a space where the creature can't grab you.",
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"traits": [],
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"source": "Player Core pg. 444"
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},
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{
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"name": "Helpful",
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"name_german": "Hilfsbereit",
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"description": "This condition reflects a creature's disposition toward a particular character, and it affects only creatures that are not player characters. A creature that is helpful to a character wishes to actively aid that character. It will accept reasonable Requests from that character, as long as such requests aren't at the expense of the helpful creature's goals or quality of life. If the character or their allies use hostile actions against the creature, the creature gains a worse attitude condition depending on the severity of the hostile action, as determined by the GM.",
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"traits": [],
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"source": "Player Core pg. 444"
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},
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{
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"name": "Hidden",
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"name_german": "Versteckt",
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"description": "While you are hidden from a creature, that creature knows the space you're in but can't tell precisely where you are. You typically become hidden by using to Hide. When Seeking a creature using only imprecise senses, it remains hidden, rather than observed. A creature you're hidden from is off-guard to you, and it must succeed at a DC 11 flat check when targeting you with an attack, spell, or other effect or the attack, spell, or effect fails to affect you. Area effects aren't subject to this flat check. A creature might be able to use the Seek action to try to observe you.",
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"traits": [],
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"source": "Player Core pg. 444"
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},
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{
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"name": "Hostile",
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"name_german": "Feindlich",
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"description": "This condition reflects a creature's disposition toward a particular character, and it affects only creatures that are not player characters. A hostile creature actively seeks to harm the characters it's hostile to. It doesn't necessarily attack, but it won't accept Requests from those characters.",
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"traits": [],
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"source": "Player Core pg. 444"
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},
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{
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"name": "Immobilized",
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"name_german": "Bewegungsunfähig",
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"description": "You can't use actions with the move trait. If you're immobilized by something holding you in place and an external force would move you out of your space, the force must succeed at a check against either the DC of the effect holding you in place or the relevant defense (usually Fortitude DC) of the creature holding you in place.",
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"traits": [],
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"source": "Player Core pg. 444"
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},
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{
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"name": "Indifferent",
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"name_german": "Gleichgültig",
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"description": "This condition reflects a creature's disposition toward a particular character, and it affects only creatures that are not player characters. A creature that is indifferent to a character doesn't really care one way or the other about that character. Assume a creature is indifferent if it has no other attitude condition. The character can attempt to make a Request of an indifferent creature, but the creature is unlikely to agree unless the request benefits it in some way.",
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"traits": [],
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"source": "Player Core pg. 444"
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},
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{
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"name": "Invisible",
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"name_german": "Unsichtbar",
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"description": "While invisible, you can't be seen. You're undetected to everyone. Creatures can Seek to attempt to detect you; if a creature succeeds at its Perception check against your Stealth DC, you become hidden to that creature until you Sneak successfully again. If you become invisible while someone can already see you, you start out hidden to the observer (instead of undetected) until you successfully Sneak. You can't become observed while invisible except via special abilities or magic.",
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"traits": [],
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"source": "Player Core pg. 444"
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},
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{
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"name": "Off-Guard",
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"name_german": "Unvorbereitet",
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"description": "You're distracted or otherwise unable to focus your defenses. You take a –2 circumstance penalty to AC.",
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"traits": [],
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"source": "Player Core pg. 444"
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},
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{
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"name": "Observed",
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"name_german": "Beobachtet",
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"description": "Anything in plain view is observed by you. If a creature takes measures to avoid detection, such as by using Stealth to Hide, it can become hidden or undetected instead of observed. If you have another precise sense instead of or in addition to sight, you might be able to observe a creature or object using that sense instead. You can observe a creature only with precise senses.",
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"traits": [],
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"source": "Player Core pg. 444"
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},
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{
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"name": "Paralyzed",
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"name_german": "Gelähmt",
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"description": "Your body is frozen in place. You have the flat-footed and immobilized conditions, and you can't act except to Recall Knowledge and use actions that require only your mind (as determined by the GM). Your senses still function, but only in the most limited way—you can't Seek while paralyzed.",
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"traits": [],
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"source": "Player Core pg. 444"
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},
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{
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"name": "Persistent Damage",
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"name_german": "Andauernder Schaden",
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"description": "Instead of taking damage immediately, you take damage at the end of each of your turns as long as you have the condition, rolling any damage dice anew each time. After you take persistent damage, roll a DC 15 flat check to see if you recover from the persistent damage. If you succeed, the condition ends. If you fail, you continue to take the persistent damage and must attempt another flat check at the end of the next turn. The condition might also end due to other circumstances, such as the one noted in the acid example above. You can be simultaneously affected by multiple persistent damage conditions so long as they have different damage types. If you would gain another persistent damage condition with the same damage type, the higher amount of damage overrides the lower amount. The damage type and amount of damage from the condition is given after the name (such as \"persistent damage 1d4 fire\").",
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"traits": [],
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"source": "Player Core pg. 444"
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},
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{
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"name": "Petrified",
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"name_german": "Versteinert",
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"description": "You have been turned to stone. You can't act, nor can you sense anything. You become an object with a Hardness equal to that of the stone you've been turned into (typically 8 for most stone, but as determined by the GM). Because you're not alive, you're immune to anything that requires a living creature or a creature with the living trait, and you don't require food, water, or sleep. You can't recover Hit Points while petrified. All gear you're wearing and carrying becomes part of the stone along with you; this gear can't be removed and doesn't function. You can be Repaired like other stone objects, gaining Hit Points instead of being healed.",
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"traits": [],
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"source": "Player Core pg. 444"
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},
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{
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"name": "Prone",
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"name_german": "Liegend",
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"description": "You're lying on the ground. You are off-guard and take a –2 circumstance penalty to attack rolls. The only move actions you can use while you're prone are Crawl and Stand. Standing up ends the prone condition. You can Take Cover while prone to hunker down and gain greater cover against ranged attacks, though you remain off-guard.",
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"traits": [],
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"source": "Player Core pg. 445"
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},
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{
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"name": "Quickened",
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"name_german": "Beschleunigt",
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"description": "You gain 1 additional action at the start of your turn each round. Many effects that make you quickened specify the types of actions you can use with this additional action. If you become quickened from multiple sources, you can use the extra action you've been granted for any of the listed types of actions. For example, if you're quickened by a haste spell and a quicken spell, you could use the extra action from haste for a Strike, and the extra action from quicken spell for a Stride. The quickened condition ends at the end of the complete turn after the one in which you became quickened.",
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"traits": [],
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"source": "Player Core pg. 445"
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},
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{
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"name": "Restrained",
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"name_german": "Festgehalten",
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"description": "You're tied up and can barely move, or a grappling creature has you pinned. You have the off-guard and immobilized conditions, and you can't use any actions with the attack or manipulate traits except to attempt to Escape or Force Open your bonds. Restrained overrides grabbed.",
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"traits": [],
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"source": "Player Core pg. 445"
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},
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{
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"name": "Sickened",
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"name_german": "Übel",
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"description": "You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs. You can't willingly ingest anything—including elixirs and potions—while sickened. You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success).",
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"traits": [],
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"source": "Player Core pg. 445"
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},
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{
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"name": "Slowed",
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"name_german": "Verlangsamt",
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"description": "You have fewer actions. Slowed always includes a value. When you regain your actions at the start of your turn, reduce the number of actions you regain by your slowed value. Because slowed has its effect at the start of your turn, you don't immediately lose actions if you become slowed during your turn.",
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"traits": [],
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"source": "Player Core pg. 445"
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},
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{
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"name": "Stunned",
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"name_german": "Betäubt",
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"description": "You've become senseless. You can't act while stunned. Stunned usually includes a value, which indicates how many total actions you lose, possibly over multiple turns, from being stunned. Each time you regain actions (such as at the start of your turn), reduce the number you regain by your stunned value, then reduce your stunned value by the number of actions you lost. For example, if you were stunned 4, you would lose all 3 of your actions on your turn, reducing you to stunned 1; on your next turn, you would lose 1 more action, leaving you with 2 actions that turn and reducing you to stunned 0. Some abilities, instead of lasting a certain number of actions, last until the end of your turn or the start of your next turn.",
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"traits": [],
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"source": "Player Core pg. 445"
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},
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{
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"name": "Stupefied",
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"name_german": "Benommen",
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"description": "Your thoughts and instincts are clouded. Stupefied always includes a value. You take a status penalty equal to this value on Intelligence-, Wisdom-, and Charisma-based checks and DCs, including Will saving throws, spell attack rolls, spell DCs, and skill checks that use these ability scores. Any time you attempt to Cast a Spell while stupefied, the spell is disrupted unless you succeed at a flat check with a DC equal to 5 + your stupefied value.",
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"traits": [],
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"source": "Player Core pg. 445"
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},
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{
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"name": "Unconscious",
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"name_german": "Bewusstlos",
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"description": "You're sleeping or have been knocked out. You can't act. You take a –4 status penalty to AC, Perception, and Reflex saves, and you have the blinded and off-guard conditions. When you gain this condition, you fall prone and drop items you are wielding or holding unless the effect states otherwise or the GM determines you're in a position in which you wouldn't.",
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"traits": [],
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"source": "Player Core pg. 445"
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},
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{
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"name": "Undetected",
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"name_german": "Unentdeckt",
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"description": "When you are undetected by a creature, that creature cannot see you at all, has no idea what space you occupy, and can't target you, though the creature can still affect you with area effects. When you're undetected by a creature, that creature is off-guard to you. A creature you're undetected by can guess which square you're in to try targeting you. It must pick a square and attempt an attack. This works like targeting a hidden creature, but the flat check and attack roll are both rolled in secret by the GM. The GM won't tell you what the result was. If a creature is entirely unaware you're there, you're unnoticed by that creature instead of undetected.",
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"traits": [],
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"source": "Player Core pg. 445"
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},
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{
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"name": "Unfriendly",
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"name_german": "Unfreundlich",
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"description": "This condition reflects a creature's disposition toward a particular character, and it affects only creatures that are not player characters. A creature that is unfriendly to a character dislikes and specifically distrusts that character. The creature becomes hostile if it's attacked by that character or witnesses the character attacking someone unless the creature is already more threatened by a different enemy. It's hard to convince an unfriendly creature to do anything on your behalf with a Request.",
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"traits": [],
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"source": "Player Core pg. 445"
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},
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{
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"name": "Unnoticed",
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"name_german": "Unbemerkt",
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"description": "If you are unnoticed by a creature, that creature has no idea you are there at all. When unnoticed, you're also undetected by the creature. This condition matters for abilities that can be used only against targets totally unaware of your presence.",
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"traits": [],
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"source": "Player Core pg. 445"
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},
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{
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"name": "Wounded",
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||
"name_german": "Verwundet",
|
||
"description": "You have been seriously injured. If you lose the dying condition and are still at 0 Hit Points, you become wounded 1. If you already have the wounded condition when you lose the dying condition, your wounded condition value increases by 1. The wounded condition ends if someone successfully restores Hit Points to you with a single effect, and you become fully healed; or if you rest for 10 minutes and have at least 1 Hit Point at the end of the rest.",
|
||
"traits": [],
|
||
"source": "Player Core pg. 445"
|
||
}
|
||
]
|
||
} |