pathfinder-2-sqlite-MIRROR/data/yaml/ancestriesheritages.yaml

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ancestries:
- boosts:
- CON
- WIS
- Free1
flavor_text: TODO
flaws:
- CHA
heritages:
- descr: Dwarven heroes of old could shrug off their enemies' magic, and some of
that resistance manifests in you. You gain the Call on Ancient Blood reaction.
feat: Call on Ancient Blood
name: Ancient-Blooded Dwarf
- descr: Your ancestors have been tomb guardians for generations, and the power
they cultivated to ward off necromancy has passed on to you. If you roll a success
on a saving throw against a necromancy effect, you get a critical success instead.
feat: null
name: Death Warden Dwarf
- descr: You have a remarkable adaptation to hot environments from ancestors who
inhabited blazing deserts or volcanic chambers beneath the earth. This grants
you fire resistance equal to half your level (minimum 1), and you treat environmental
heat effects as if they were one step less extreme (incredible heat becomes
extreme, extreme heat becomes severe, and so on).
feat: null
name: Forge Dwarf
- descr: Your ancestors lived and worked among the great ancient stones of the mountains
or the depths of the earth. This makes you solid as a rock when you plant your
feet. You gain a +2 circumstance bonus to your Fortitude or Reflex DC against
attempts to Shove or Trip you. This bonus also applies to saving throws against
spells or effects that attempt to knock you prone.
feat: null
name: Rock Dwarf
- descr: Your blood runs hearty and strong, and you can shake off toxins. You gain
poison resistance equal to half your level (minimum 1), and each of your successful
saving throws against a poison affliction reduces its stage by 2, or by 1 for
a virulent poison. Each critical success against an ongoing poison reduces its
stage by 3, or by 2 for a virulent poison.
feat: null
name: Strong-Blooded Dwarf
hp: 10
name: Dwarf
senses: Darkvision
size: Medium
source:
- abbr: CRB
page_start: 35
page_stop: 35
speed: 20
traits:
- Dwarf
- Humanoid
- boosts:
- DEX
- INT
- Free1
flavor_text: TODO
flaws:
- CON
heritages:
- descr: You dwell deep in the frozen north and have gained incredible resilience
against cold environments, granting you cold resistance equal to half your level
(minimum 1). You treat environmental cold effects as if they were one step less
extreme (incredible cold becomes extreme, extreme cold becomes severe, and so
on).
feat: null
name: Arctic Elf
- descr: You were born or spent many years in underground tunnels or caverns where
light is scarce. You gain darkvision.
feat: null
name: Cavern Elf
- descr: You have an inborn ability to detect and understand magical phenomena.
You can cast the detect magic cantrip as an arcane innate spell at will. A cantrip
is heightened to a spell level equal to half your level rounded up. In addition,
you gain a +1 circumstance bonus to checks to Identify Magic and to Decipher
Writing of a magical nature. These skill actions typically use the Arcana, Nature,
Occultism, or Religion skill.
feat: null
name: Seer Elf
- descr: Your ears are finely tuned, able to detect even the slightest whispers
of sound. As long as you can hear normally, you can use the Seek action to sense
undetected creatures in a 60-foot cone instead of a 30-foot cone. You also gain
a +2 circumstance bonus to locate undetected creatures that you could hear within
30 feet with a Seek action.
feat: null
name: Whisper Elf
- descr: Youre adapted to life in the forest or the deep jungle, and you know how
to climb trees and use foliage to your advantage. When Climbing trees, vines,
and other foliage, you move at half your Speed on a success and at full Speed
on a critical success (and you move at full Speed on a success if you have Quick
Climb). This doesnt affect you if youre using a climb Speed.
feat: null
name: Woodland Elf
hp: 6
name: Elf
senses: Low-Light Vision
size: Medium
source:
- abbr: CRB
page_start: 39
page_stop: 39
speed: 30
traits:
- Elf
- Humanoid
- boosts:
- CON
- CHA
- Free1
flavor_text: TODO
flaws:
- STR
heritages:
- descr: The color of your hair and skin is mutable, possibly due to latent magic.
You can slowly change the vibrancy and the exact color, and the coloration can
be different across your body, allowing you to create patterns or other colorful
designs. It takes a single action for minor localized shifts and up to an hour
for dramatic shifts throughout your body. While youre asleep, the colors shift
on their own in tune with your dreams, giving you an unusual coloration each
morning. When youre in an area where your coloration is roughly similar to
the environment (for instance, forest green in a forest), you can use the single
action to make minor localized shifts designed to help you blend into your surroundings.
This grants you a +2 circumstance bonus to Stealth checks until your surroundings
shift in coloration or pattern.
feat: null
name: Chameleon Gnome
- descr: The blood of the fey is so strong within you that youre truly one of them.
You gain the fey trait, in addition to the gnome and humanoid traits. Choose
one cantrip from the <%SPELL.LIST%Primal%%>primal spell list. You can cast this
spell as a primal innate spell at will. A cantrip is heightened to a spell level
equal to half your level rounded up. You can change this cantrip to a different
one from the same list once per day by meditating to realign yourself with the
First World; this is a 10-minute activity that has the concentrate trait.
feat: null
name: Fey-Touched Gnome
- descr: 'You see all colors as brighter, hear all sounds as richer, and especially
smell all scents with incredible detail. You gain a special sense: imprecise
scent with a range of 30 feet. This means you can use your sense of smell to
determine the exact location of a creature (as explained on page 465). The GM
will usually double the range if youre downwind from the creature or halve
the range if youre upwind.'
feat: null
name: Sensate Gnome
- descr: Whether from a connection to dark or shadowy fey, from the underground
deep gnomes also known as svirfneblin, or another source, you can see in complete
darkness. You gain darkvision.
feat: null
name: Umbral Gnome
- descr: Some other source of magic has a greater hold on you than the primal magic
of your fey lineage does. This connection might come from an occult plane or
an ancient occult song; a deity, celestial, or fiend; magical effluent left
behind by a mage war; or ancient rune magic.
feat: null
name: Wellspring Gnome
hp: 8
name: Gnome
senses: Low-Light Vision
size: Small
source:
- abbr: CRB
page_start: 43
page_stop: 43
speed: 25
traits:
- Gnome
- Humanoid
- boosts:
- DEX
- CHA
- Free1
flavor_text: TODO
flaws:
- WIS
heritages:
- descr: Your ancestors have always had a connection to fire and a thicker skin,
which allows you to resist burning. You gain fire resistance equal to half your
level (minimum 1). You can also recover from being on fire more easily. Your
flat check to remove persistent fire damage is DC 10 instead of DC 15, which
is reduced to DC 5 if another creature uses a particularly appropriate action
to help.
feat: null
name: Charhide Goblin
- descr: You can subsist on food that most folks would consider spoiled. You can
keep yourself fed with poor meals in a settlement as long as garbage is readily
available, without using the Subsist downtime activity. You can eat and drink
things when you are sickened.
feat: null
name: Irongut Goblin
- descr: Your familys teeth are formidable weapons. You gain a jaws unarmed attack
that deals 1d6 piercing damage. Your jaws are in the brawling group and have
the finesse and unarmed traits.
feat: null
name: Razortooth Goblin
- descr: You are acclimated to living in frigid lands and have skin ranging from
sky blue to navy in color, as well as blue fur. You gain cold resistance equal
to half your level (minimum 1). You treat environmental cold effects as if they
were one step less extreme (incredible cold becomes extreme, extreme cold becomes
severe, and so on).
feat: null
name: Snow Goblin
- descr: Youre able to bounce back from injuries easily due to an exceptionally
thick skull, cartilaginous bones, or some other mixed blessing. You gain 10
Hit Points from your ancestry instead of 6. When you fall, reduce the falling
damage you take as though you had fallen half the distance.
feat: null
name: Unbreakable Goblin
hp: 6
name: Goblin
senses: Darkvision
size: Small
source:
- abbr: CRB
page_start: 47
page_stop: 47
speed: 25
traits:
- Goblin
- Humanoid
- boosts:
- DEX
- WIS
- Free1
flavor_text: TODO
flaws:
- STR
heritages:
- descr: Your family line is known for keeping a level head and staving off fear
when the chips were down, making them wise leaders and sometimes even heroes.
When you roll a success on a saving throw against an emotion effect, you get
a critical success instead.
feat: null
name: Gutsy Halfling
- descr: Accustomed to a calm life in the hills, your people find rest and relaxation
especially replenishing, particularly when indulging in creature comforts. When
you regain Hit Points overnight, add your level to the Hit Points regained.
When anyone uses the Medicine skill to Treat your Wounds, you can eat a snack
to add your level to the Hit Points you regain from their treatment.
feat: null
name: Hillock Halfling
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- descr: Your ancestors have traveled from place to place for generations, never content to settle down. You gain two additional languages of your choice, chosen from among the common and uncommon languages available to you, and every time you take the Multilingual feat, you gain another new language.
feat: null
name: Nomadic Halfling
- descr: Your ancestors performed many secret acts under the concealing cover of
dusk, whether for good or ill, and over time they developed the ability to see
in twilight beyond even the usual keen sight of halflings. You gain low-light
vision.
feat: null
name: Twilight Halfling
- descr: You hail from deep in a jungle or forest, and youve learned how to use
your small size to wriggle through undergrowth, vines, and other obstacles.
You ignore difficult terrain from trees, foliage, and undergrowth.
feat: null
name: Wildwood Halfling
hp: 6
name: Halfling
senses: Keen Eyes
size: Small
source:
- abbr: CRB
page_start: 51
page_stop: 51
speed: 25
traits:
- Halfling
- Humanoid
- boosts:
- Free1
- Free2
flavor_text: TODO
flaws: null
heritages:
- descr: Either one of your parents was an elf, or one or both were half-elves. You
have pointed ears and other telltale signs of elf heritage. You gain the elf trait
and low-light vision. In addition, you can select elf, half-elf, and human feats
whenever you gain an ancestry feat.
feat: null
name: Half-Elf
- descr: One of your parents was an orc, or one or both were half-orcs. You have a
green tinge to your skin and other indicators of orc heritage. You gain the orc
trait and low-light vision. In addition, you can select orc, half-orc, and human
feats whenever you gain an ancestry feat.
feat: null
name: Half-Orc
- descr: Your ingenuity allows you to train in a wide variety of skills. You become
trained in one skill of your choice. At 5th level, you become an expert in the
chosen skill.
feat: null
name: Skilled Heritage
- descr: Humanitys versatility and ambition have fueled its ascendance to be the
most common ancestry in most nations throughout the world. Select a general feat
of your choice for which you meet the prerequisites (as with your ancestry feat,
you can select this general feat at any point during character creation).
feat: null
name: Versatile Heritage
hp: 8
name: Human
senses: None
size: Medium
source:
- abbr: CRB
page_start: 55
page_stop: 55
speed: 25
traits:
- Human
- Humanoid
- boosts: null
flavor_text: TODO
flaws: null
heritages: []
hp: 8
name: Half-Elf
senses: None
size: Medium
source:
- abbr: CRB
page_start: 55
page_stop: 55
speed: 25
traits:
- Elf
- Human
- Humanoid
- Half-Elf
- boosts: null
flavor_text: TODO
flaws: null
heritages: []
hp: 8
name: Half-Orc
senses: None
size: Medium
source:
- abbr: CRB
page_start: 55
page_stop: 55
speed: 25
traits:
- Humanoid
- Human
- Orc
- Half-Orc