merge heritages.yaml to ancestries.yaml -> ancestriesheritages.yaml
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296b4ef556
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58ecb056ce
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ancestries:
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- boosts:
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- CON
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- WIS
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- Free1
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flavor_text: TODO
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flaws:
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- CHA
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heritages:
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- descr: Dwarven heroes of old could shrug off their enemies' magic, and some of
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that resistance manifests in you. You gain the Call on Ancient Blood reaction.
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feat: Call on Ancient Blood
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name: Ancient-Blooded Dwarf
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- descr: Your ancestors have been tomb guardians for generations, and the power
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they cultivated to ward off necromancy has passed on to you. If you roll a success
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on a saving throw against a necromancy effect, you get a critical success instead.
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feat: null
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name: Death Warden Dwarf
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- descr: You have a remarkable adaptation to hot environments from ancestors who
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inhabited blazing deserts or volcanic chambers beneath the earth. This grants
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you fire resistance equal to half your level (minimum 1), and you treat environmental
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heat effects as if they were one step less extreme (incredible heat becomes
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extreme, extreme heat becomes severe, and so on).
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feat: null
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name: Forge Dwarf
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- descr: Your ancestors lived and worked among the great ancient stones of the mountains
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or the depths of the earth. This makes you solid as a rock when you plant your
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feet. You gain a +2 circumstance bonus to your Fortitude or Reflex DC against
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attempts to Shove or Trip you. This bonus also applies to saving throws against
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spells or effects that attempt to knock you prone.
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feat: null
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name: Rock Dwarf
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- descr: Your blood runs hearty and strong, and you can shake off toxins. You gain
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poison resistance equal to half your level (minimum 1), and each of your successful
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saving throws against a poison affliction reduces its stage by 2, or by 1 for
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a virulent poison. Each critical success against an ongoing poison reduces its
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stage by 3, or by 2 for a virulent poison.
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feat: null
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name: Strong-Blooded Dwarf
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hp: 10
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name: Dwarf
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senses: Darkvision
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size: Medium
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source:
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- abbr: CRB
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page_start: 35
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page_stop: 35
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speed: 20
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traits:
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- Dwarf
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- Humanoid
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- boosts:
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- DEX
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- INT
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- Free1
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flavor_text: TODO
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flaws:
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- CON
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heritages:
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- descr: You dwell deep in the frozen north and have gained incredible resilience
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against cold environments, granting you cold resistance equal to half your level
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(minimum 1). You treat environmental cold effects as if they were one step less
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extreme (incredible cold becomes extreme, extreme cold becomes severe, and so
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on).
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feat: null
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name: Arctic Elf
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- descr: You were born or spent many years in underground tunnels or caverns where
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light is scarce. You gain darkvision.
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feat: null
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name: Cavern Elf
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- descr: You have an inborn ability to detect and understand magical phenomena.
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You can cast the detect magic cantrip as an arcane innate spell at will. A cantrip
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is heightened to a spell level equal to half your level rounded up. In addition,
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you gain a +1 circumstance bonus to checks to Identify Magic and to Decipher
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Writing of a magical nature. These skill actions typically use the Arcana, Nature,
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Occultism, or Religion skill.
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feat: null
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name: Seer Elf
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- descr: Your ears are finely tuned, able to detect even the slightest whispers
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of sound. As long as you can hear normally, you can use the Seek action to sense
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undetected creatures in a 60-foot cone instead of a 30-foot cone. You also gain
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a +2 circumstance bonus to locate undetected creatures that you could hear within
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30 feet with a Seek action.
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feat: null
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name: Whisper Elf
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- descr: You’re adapted to life in the forest or the deep jungle, and you know how
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to climb trees and use foliage to your advantage. When Climbing trees, vines,
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and other foliage, you move at half your Speed on a success and at full Speed
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on a critical success (and you move at full Speed on a success if you have Quick
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Climb). This doesn’t affect you if you’re using a climb Speed.
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feat: null
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name: Woodland Elf
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- &id001
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descr: Either one of your parents was an elf, or one or both were half-elves.
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You have pointed ears and other telltale signs of elf heritage. You gain the
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elf trait and low-light vision. In addition, you can select elf, half-elf, and
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human feats whenever you gain an ancestry feat.
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feat: null
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name: Half-Elf
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hp: 6
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name: Elf
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senses: Low-Light Vision
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size: Medium
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source:
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- abbr: CRB
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page_start: 39
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page_stop: 39
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speed: 30
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traits:
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- Elf
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- Humanoid
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- boosts:
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- CON
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- CHA
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- Free1
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flavor_text: TODO
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flaws:
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- STR
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heritages:
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- descr: The color of your hair and skin is mutable, possibly due to latent magic.
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You can slowly change the vibrancy and the exact color, and the coloration can
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be different across your body, allowing you to create patterns or other colorful
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designs. It takes a single action for minor localized shifts and up to an hour
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for dramatic shifts throughout your body. While you’re asleep, the colors shift
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on their own in tune with your dreams, giving you an unusual coloration each
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morning. When you’re in an area where your coloration is roughly similar to
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the environment (for instance, forest green in a forest), you can use the single
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action to make minor localized shifts designed to help you blend into your surroundings.
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This grants you a +2 circumstance bonus to Stealth checks until your surroundings
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shift in coloration or pattern.
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feat: null
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name: Chameleon Gnome
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- descr: The blood of the fey is so strong within you that you’re truly one of them.
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You gain the fey trait, in addition to the gnome and humanoid traits. Choose
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one cantrip from the <%SPELL.LIST%Primal%%>primal spell list. You can cast this
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spell as a primal innate spell at will. A cantrip is heightened to a spell level
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equal to half your level rounded up. You can change this cantrip to a different
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one from the same list once per day by meditating to realign yourself with the
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First World; this is a 10-minute activity that has the concentrate trait.
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feat: null
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name: Fey-Touched Gnome
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- descr: 'You see all colors as brighter, hear all sounds as richer, and especially
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smell all scents with incredible detail. You gain a special sense: imprecise
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scent with a range of 30 feet. This means you can use your sense of smell to
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determine the exact location of a creature (as explained on page 465). The GM
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will usually double the range if you’re downwind from the creature or halve
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the range if you’re upwind.'
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feat: null
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name: Sensate Gnome
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- descr: Whether from a connection to dark or shadowy fey, from the underground
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deep gnomes also known as svirfneblin, or another source, you can see in complete
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darkness. You gain darkvision.
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feat: null
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name: Umbral Gnome
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- descr: Some other source of magic has a greater hold on you than the primal magic
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of your fey lineage does. This connection might come from an occult plane or
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an ancient occult song; a deity, celestial, or fiend; magical effluent left
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behind by a mage war; or ancient rune magic.
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feat: null
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name: Wellspring Gnome
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hp: 8
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name: Gnome
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senses: Low-Light Vision
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size: Small
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source:
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- abbr: CRB
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page_start: 43
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page_stop: 43
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speed: 25
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traits:
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- Gnome
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- Humanoid
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- boosts:
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- DEX
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- CHA
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- Free1
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flavor_text: TODO
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flaws:
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- WIS
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heritages:
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- descr: Your ancestors have always had a connection to fire and a thicker skin,
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which allows you to resist burning. You gain fire resistance equal to half your
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level (minimum 1). You can also recover from being on fire more easily. Your
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flat check to remove persistent fire damage is DC 10 instead of DC 15, which
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is reduced to DC 5 if another creature uses a particularly appropriate action
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to help.
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feat: null
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name: Charhide Goblin
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- descr: You can subsist on food that most folks would consider spoiled. You can
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keep yourself fed with poor meals in a settlement as long as garbage is readily
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available, without using the Subsist downtime activity. You can eat and drink
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things when you are sickened.
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feat: null
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name: Irongut Goblin
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- descr: Your family’s teeth are formidable weapons. You gain a jaws unarmed attack
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that deals 1d6 piercing damage. Your jaws are in the brawling group and have
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the finesse and unarmed traits.
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feat: null
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name: Razortooth Goblin
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- descr: You are acclimated to living in frigid lands and have skin ranging from
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sky blue to navy in color, as well as blue fur. You gain cold resistance equal
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to half your level (minimum 1). You treat environmental cold effects as if they
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were one step less extreme (incredible cold becomes extreme, extreme cold becomes
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severe, and so on).
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feat: null
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name: Snow Goblin
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- descr: You’re able to bounce back from injuries easily due to an exceptionally
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thick skull, cartilaginous bones, or some other mixed blessing. You gain 10
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Hit Points from your ancestry instead of 6. When you fall, reduce the falling
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damage you take as though you had fallen half the distance.
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feat: null
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name: Unbreakable Goblin
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hp: 6
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name: Goblin
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senses: Darkvision
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size: Small
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source:
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- abbr: CRB
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page_start: 47
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page_stop: 47
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speed: 25
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traits:
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- Goblin
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- Humanoid
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- boosts:
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- DEX
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- WIS
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- Free1
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flavor_text: TODO
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flaws:
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- STR
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heritages:
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- descr: Your family line is known for keeping a level head and staving off fear
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when the chips were down, making them wise leaders and sometimes even heroes.
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When you roll a success on a saving throw against an emotion effect, you get
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a critical success instead.
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feat: null
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name: Gutsy Halfling
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- descr: Accustomed to a calm life in the hills, your people find rest and relaxation
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especially replenishing, particularly when indulging in creature comforts. When
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you regain Hit Points overnight, add your level to the Hit Points regained.
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When anyone uses the Medicine skill to Treat your Wounds, you can eat a snack
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to add your level to the Hit Points you regain from their treatment.
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feat: null
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name: Hillock Halfling
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- descr: 'Your ancestors have traveled from place to place for generations, never
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content to settle down. You gain two additional languages of your choice, chosen
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from among the common and uncommon languages available to you, and every time
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you take the '
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feat: null
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name: Nomadic Halfling
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- descr: Your ancestors performed many secret acts under the concealing cover of
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dusk, whether for good or ill, and over time they developed the ability to see
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in twilight beyond even the usual keen sight of halflings. You gain low-light
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vision.
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feat: null
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name: Twilight Halfling
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- descr: You hail from deep in a jungle or forest, and you’ve learned how to use
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your small size to wriggle through undergrowth, vines, and other obstacles.
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You ignore difficult terrain from trees, foliage, and undergrowth.
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feat: null
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name: Wildwood Halfling
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hp: 6
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name: Halfling
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senses: Keen Eyes
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size: Small
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source:
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- abbr: CRB
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page_start: 51
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page_stop: 51
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speed: 25
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traits:
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- Halfling
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- Humanoid
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- boosts:
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- Free1
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- Free2
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flavor_text: TODO
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flaws: null
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heritages: []
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hp: 8
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name: Human
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senses: None
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size: Medium
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source:
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- abbr: CRB
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page_start: 55
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page_stop: 55
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speed: 25
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traits:
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- Human
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- Humanoid
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- boosts: null
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flavor_text: TODO
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flaws: null
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heritages:
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- *id001
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hp: 8
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name: Half-Elf
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senses: None
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size: Medium
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source:
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- abbr: CRB
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page_start: 55
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page_stop: 55
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speed: 25
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traits:
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- Elf
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- Human
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- Humanoid
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- Half-Elf
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- boosts: null
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flavor_text: TODO
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flaws: null
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heritages:
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- descr: One of your parents was an orc, or one or both were half-orcs. You have
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a green tinge to your skin and other indicators of orc heritage. You gain the
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orc trait and low-light vision. In addition, you can select orc, half-orc, and
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human feats whenever you gain an ancestry feat.
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feat: null
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name: Half-Orc
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hp: 8
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name: Half-Orc
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senses: None
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size: Medium
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source:
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- abbr: CRB
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page_start: 55
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page_stop: 55
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speed: 25
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traits:
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- Humanoid
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- Human
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- Orc
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- Half-Orc
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@ -0,0 +1,31 @@
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import yaml
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import pprint
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def main():
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with open('ancestries.yaml') as anc:
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anc_data = yaml.full_load(anc)
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with open('heritages.yaml') as her:
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her_data = yaml.full_load(her)
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print(anc_data)
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print(her_data)
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for i in anc_data['ancestries']:
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i['heritages'] = []
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for j in her_data:
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print(j)
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if i['name'] in j['name']:
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i['heritages'].append(j)
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pp = pprint.PrettyPrinter(indent=1)
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pp.pprint(anc_data)
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final = yaml.safe_dump(anc_data, allow_unicode=True)
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with open('tmp-ancestriesheritages.yaml', 'w') as f:
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f.write(final)
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if __name__ == "__main__":
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main()
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Loading…
Reference in New Issue