b3914b1dda
Audited every calculation (26-agent adversarial workflow + hand-verification). Core math was sound; fixed real bugs, closed parity gaps, and overhauled the character-build UX. 396 -> 424 tests; lint clean; build green. Correctness fixes: - Heavy armor no longer applies a negative DEX penalty to AC (3 paths + default) - 5e Exhaustion 4 (HP-max halved) implemented via deriveEffectiveMaxHp + badge - PF2e dazzled no longer makes a creature easier to hit - PF2e immunity 'all' zeroes all damage (was misfiled as a condition immunity) - Director schema bounds; PF2e spell-save basis from the `basic` flag; 5e disadvantage-only save guard; remove bogus Concentrating, add Broken/Quickened - Fix 3 lint errors (useCloud hooks naming, useless escape, explicit any) PF2e survival subsystem (parity with 5e death saves): - mechanics/dying.ts (maxDying/isDead/knockOut/applyRecovery/pf2eRestDecay) - DefensesSection knock-out + recovery-check + death UI; rest-decay in applyRest; drained HP reduction Character-build UX: - Persisted abilityBuild (base + per-source contributions); sheet & wizard show every ability source; higher-level PF2e gains L5/10/15/20 boosts - Creation surfaces granted skills (incl. new PF2e background skill parsing) - LevelUpModal enumerates features gained + prompts every owed choice (subclass, feats, fighting style, ...) via collectChoices/collectFeatures/subclassPrompt Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>