sql -> heritages.yaml

bradl/monsters-adult-gold-dragon
James Miller 2020-04-20 19:09:44 -05:00
parent 0ab08b104a
commit 5d7956debe
2 changed files with 224 additions and 0 deletions

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import sqlite3
import yaml
def main():
q = """
select traits.short_name, traits.description, traittypes.name FROM traits INNER JOIN traittypes ON traits.traittype=traittypes.traittype_id;
"""
q = """
select short_name, description FROM heritages;
"""
conn = sqlite3.connect('../../../pf2.db')
c = conn.cursor()
c.execute(q)
data = c.fetchall()
# transform tuples into list of dicts
datalist = []
for i in data:
print(i)
d = { 'name': i[0], 'descr': i[1], 'feat': None}
datalist.append(d)
# now dump to yaml
final = yaml.safe_dump(datalist, allow_unicode=True)
with open('tmp-heritages.yaml', 'w') as f:
f.write(final)
if __name__ == "__main__":
main()

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- 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
- 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
- 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
- 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
- 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 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
- 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