diff --git a/data/yaml/deprecated/sql-to-heritages.py b/data/yaml/deprecated/sql-to-heritages.py new file mode 100644 index 0000000..22a38f2 --- /dev/null +++ b/data/yaml/deprecated/sql-to-heritages.py @@ -0,0 +1,37 @@ +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() diff --git a/data/yaml/heritages.yaml b/data/yaml/heritages.yaml new file mode 100644 index 0000000..a912cc9 --- /dev/null +++ b/data/yaml/heritages.yaml @@ -0,0 +1,187 @@ +- 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: 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 +- 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 +- 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 +- 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 +- 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: Humanity’s 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