diff --git a/data/yaml/ancestriesheritages.yaml b/data/yaml/ancestriesheritages.yaml new file mode 100644 index 0000000..b21f90c --- /dev/null +++ b/data/yaml/ancestriesheritages.yaml @@ -0,0 +1,335 @@ +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: You’re 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 doesn’t affect you if you’re using a climb Speed. + feat: null + name: Woodland Elf + - &id001 + 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 + 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 you’re asleep, the colors shift + on their own in tune with your dreams, giving you an unusual coloration each + morning. When you’re 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 you’re 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 you’re downwind from the creature or halve + the range if you’re 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 family’s 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: You’re 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 + - 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 ' + 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 you’ve 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: [] + 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: + - *id001 + 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: + - 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 + 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 diff --git a/data/yaml/deprecated/hanc.py b/data/yaml/deprecated/hanc.py new file mode 100644 index 0000000..66bf02a --- /dev/null +++ b/data/yaml/deprecated/hanc.py @@ -0,0 +1,31 @@ +import yaml +import pprint + +def main(): + + with open('ancestries.yaml') as anc: + anc_data = yaml.full_load(anc) + with open('heritages.yaml') as her: + her_data = yaml.full_load(her) + + print(anc_data) + print(her_data) + + for i in anc_data['ancestries']: + i['heritages'] = [] + for j in her_data: + print(j) + if i['name'] in j['name']: + i['heritages'].append(j) + + pp = pprint.PrettyPrinter(indent=1) + + pp.pprint(anc_data) + + final = yaml.safe_dump(anc_data, allow_unicode=True) + with open('tmp-ancestriesheritages.yaml', 'w') as f: + f.write(final) + + +if __name__ == "__main__": + main()