sql -> heritages.yaml
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import sqlite3
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import yaml
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def main():
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q = """
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select traits.short_name, traits.description, traittypes.name FROM traits INNER JOIN traittypes ON traits.traittype=traittypes.traittype_id;
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"""
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q = """
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select short_name, description FROM heritages;
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"""
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conn = sqlite3.connect('../../../pf2.db')
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c = conn.cursor()
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c.execute(q)
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data = c.fetchall()
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# transform tuples into list of dicts
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datalist = []
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for i in data:
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print(i)
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d = { 'name': i[0], 'descr': i[1], 'feat': None}
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datalist.append(d)
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# now dump to yaml
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final = yaml.safe_dump(datalist, allow_unicode=True)
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with open('tmp-heritages.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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- descr: Dwarven heroes of old could shrug off their enemies' magic, and some of that
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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 they
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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 inhabited
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blazing deserts or volcanic chambers beneath the earth. This grants you fire resistance
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equal to half your level (minimum 1), and you treat environmental heat effects
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as if they were one step less extreme (incredible heat becomes extreme, extreme
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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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- 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. You
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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 Writing
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of a magical nature. These skill actions typically use the Arcana, Nature, Occultism,
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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 of
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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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- 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 morning.
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When you’re in an area where your coloration is roughly similar to the environment
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(for instance, forest green in a forest), you can use the single action to make
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minor localized shifts designed to help you blend into your surroundings. This
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grants you a +2 circumstance bonus to Stealth checks until your surroundings shift
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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 one
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cantrip from the <%SPELL.LIST%Primal%%>primal spell list. You can cast this spell
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as a primal innate spell at will. A cantrip is heightened to a spell level equal
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to half your level rounded up. You can change this cantrip to a different one
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from the same list once per day by meditating to realign yourself with the First
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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 scent
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with a range of 30 feet. This means you can use your sense of smell to determine
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the exact location of a creature (as explained on page 465). The GM will usually
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double the range if you’re downwind from the creature or halve the range if you’re
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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 deep
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gnomes also known as svirfneblin, or another source, you can see in complete darkness.
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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 an
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ancient occult song; a deity, celestial, or fiend; magical effluent left behind
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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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- descr: Your ancestors have always had a connection to fire and a thicker skin, which
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allows you to resist burning. You gain fire resistance equal to half your level
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(minimum 1). You can also recover from being on fire more easily. Your flat check
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to remove persistent fire damage is DC 10 instead of DC 15, which is reduced to
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DC 5 if another creature uses a particularly appropriate action 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 keep
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yourself fed with poor meals in a settlement as long as garbage is readily available,
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without using the Subsist downtime activity. You can eat and drink things when
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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 the
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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 sky
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blue to navy in color, as well as blue fur. You gain cold resistance equal to
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half your level (minimum 1). You treat environmental cold effects as if they were
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one step less extreme (incredible cold becomes extreme, extreme cold becomes severe,
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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 thick
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skull, cartilaginous bones, or some other mixed blessing. You gain 10 Hit Points
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from your ancestry instead of 6. When you fall, reduce the falling damage you
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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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- descr: Your family line is known for keeping a level head and staving off fear when
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the chips were down, making them wise leaders and sometimes even heroes. When
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you roll a success on a saving throw against an emotion effect, you get a critical
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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. When
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anyone uses the Medicine skill to Treat your Wounds, you can eat a snack to add
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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 dusk,
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whether for good or ill, and over time they developed the ability to see in twilight
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beyond even the usual keen sight of halflings. You gain low-light 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 your
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small size to wriggle through undergrowth, vines, and other obstacles. You ignore
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difficult terrain from trees, foliage, and undergrowth.
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feat: null
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name: Wildwood Halfling
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- descr: Either one of your parents was an elf, or one or both were half-elves. You
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have pointed ears and other telltale signs of elf heritage. You gain the elf trait
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and low-light vision. In addition, you can select elf, half-elf, and human feats
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whenever you gain an ancestry feat.
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feat: null
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name: Half-Elf
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- descr: One of your parents was an orc, or one or both were half-orcs. You have a
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green tinge to your skin and other indicators of orc heritage. You gain the orc
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trait and low-light vision. In addition, you can select orc, half-orc, and human
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feats whenever you gain an ancestry feat.
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feat: null
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name: Half-Orc
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- descr: Your ingenuity allows you to train in a wide variety of skills. You become
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trained in one skill of your choice. At 5th level, you become an expert in the
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chosen skill.
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feat: null
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name: Skilled Heritage
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- descr: Humanity’s versatility and ambition have fueled its ascendance to be the
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most common ancestry in most nations throughout the world. Select a general feat
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of your choice for which you meet the prerequisites (as with your ancestry feat,
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you can select this general feat at any point during character creation).
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feat: null
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name: Versatile Heritage
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