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

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familiar_abilities:
- desc: It gains a swim Speed of 25 feet (or Speed of 25 feet if it already has a
swim Speed).
name: Amphibious
- desc: It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes.
name: Burrower
- desc: It gains a climb Speed of 25 feet.
name: Climber
- desc: Choose one type of save. It takes no damage when it succeeds at that type
of save; this doesnt prevent effects other than damage.
name: Damage Avoidance
- desc: It gains darkvision.
name: Darkvision
- desc: Increase one of the familiars speeds from 25 feet to 40 feet.
name: Fast Movement
- desc: It gains a fly Speed of 25 feet.
name: Flier
- desc: It can understand and speak with animals of the same species. To select this,
your familiar must be an animal, it must have the speech ability, and you must
be at least 6th level.
name: Kinspeech
- desc: It can use your Quick Alchemy action.You must have Quick Alchemy, and your
familiar must be in your space. This has the same cost and requirementas if you
used it. It must have the manual dexterity ability to select this.
name: Lab Assistant
- desc: It can use up to two of its limbs as if they were hands to use manipulate
actions.
name: Manual Dexterity
- desc: It gains scent (imprecise, 30 feet).
name: Scent
- desc: It understands and speaks a language you know.
name: Speech
flavor_text: Familiars are mystically bonded creatures tied to your magic. Most familiars
were originally animals, though the ritual of becoming a familiar makes them something
more. You can choose a Tiny animal you want as your familiar, such as a bat, cat,
raven, or snake. Some familiars are different, usually described in the ability
that granted you a familiar; for example, a druids leshy familiar is a Tiny plant
instead of an animal, formed from a minor nature spirit.
master_abilities:
- desc: You can prepare an additional cantrip, or if you have a repertoire, instead
designate a cantrip to add to your repertoire every time you select this ability;
you can retrain it but cant otherwise change it. You must be able to prepare
cantrips or add them to your repertoire to select this.
name: Cantrip Connection
- desc: Your familiar grows extra infused reagents on or in its body. You gain an
additional batch of infused reagents. You must have the infused reagents ability
to select this ability.
name: Extra Reagents
- desc: Once per day, your familiar can use 2 actions with the concentrate trait to
regain 1 Focus Point, up to your usual maximum You must have a focus pool to select
this.
name: Familiar Focus
- desc: If your familiar would be reduced to 0 HP by damage, as a reaction with the
concentrate trait, you can take the damage. If you do, you take all the damage
and your familiar takes none. However, if special effects when a hit damages your
familiar (such as snake venom) still apply to your familiar.
name: Lifelink
- desc: You gain one additional spell slot at least 3 levels lower than your highest-level
spell slot; you must be able to cast 4th-level spells using spell slots to select
this master ability.
name: Spell Battery
- desc: If your familiar is in your space,you can cast a spell with a range of touch,
transferits power to your familiar, and command thefamiliar to deliver the spell.
If you do, the familiaruses its 2 actions for the round to move to a targetof
your choice and touch that target. If it doesntreach the target to touch it this
turn, the spell has no effect.
name: Spell Delivery
rules_texts:
- text: Familiars have the minion trait, so during an encounter, they gain 2 actions
in a round if you spend an action to command them. If your familiar dies, you
can spend a week of downtime to replace it at no cost. You can have only one familiar
at a time.
title: ''
- text: Your familiars save modifiers and AC are equal to yours before applying circumstance
or status bonuses or penalties. Its Perception, Acrobatics, and Stealth modifiers
are equal to your level plus your spellcasting ability modifier (Charisma if you
dont have one, unless otherwise specified). If it attempts an attack roll or
other skill check, it uses your level as its modifier. It doesnt have or use
its own ability modifiers and can never benefit from item bonuses.
title: Modifiers and AC
- text: Your familiar has 5 Hit Points for each of your levels.
title: Hit Points
- text: Your familiar is Tiny.
title: Size
- text: Your familiar has low-light vision and can gain additional senses from familiar
abilities. It can communicate empathically with you as long as its within 1 mile
of you, sharing emotions. It doesnt understand or speak languages normally, but
it can gain speech from a familiar ability.
title: Senses
- text: Your familiar has either a Speed of 25 feet or a swim Speed of 25 feet (choose
one upon gaining the familiar). It can gain other movement types from familiar
abilities.
title: Movement
- text: Each day, you channel your magic into two abilities, which can be either familiar
or master abilities. If your familiar is an animal that naturally has one of these
abilities (for instance, an owl has a fly Speed), you must select that ability.
Your familiar cant be an animal that naturally has more familiar abilities than
your daily maximum familiar abilities.
title: Familiar and Master Abilities