Merge branch 'bradl/run-clean' into 'master'

update cleanyaml to recursive and run it

See merge request jrmiller82/pathfinder-2-sqlite!59
bradl/move-spells-to-folder
Brad Laney 2020-08-04 06:04:48 +00:00
commit f7e0b1c38b
6 changed files with 365 additions and 167525 deletions

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@ -14,7 +14,7 @@ def main():
# gets all files with a yaml extension in the directory
yfiles = []
for file in glob.glob("*.yaml"):
for file in glob.glob("**/*.yaml", recursive=True):
yfiles.append(file)
yfiles.sort()
@ -38,7 +38,7 @@ def main():
# print("After: {}".format(i['trigger']))
if x == "triggers.yaml":
for i in data['trigger']:
print(i)
#print(i)
i = i.replace('', "'")

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@ -1,4 +1,3 @@
---
background:
- ability_boost_choices:
- Intelligence

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@ -1,140 +1,140 @@
abilityscore:
- flag_rep: 1
long_name: Strength
short_name: STR
- flag_rep: 2
long_name: Dexterity
short_name: DEX
- flag_rep: 4
long_name: Constitution
short_name: CON
- flag_rep: 8
long_name: Intelligence
short_name: INT
- flag_rep: 16
long_name: Wisdom
short_name: WIS
- flag_rep: 32
long_name: Charisma
short_name: CHA
- flag_rep: 64
long_name: Free 1
short_name: Free1
- flag_rep: 128
long_name: Free 2
short_name: Free2
- flag_rep: 1
long_name: Strength
short_name: STR
- flag_rep: 2
long_name: Dexterity
short_name: DEX
- flag_rep: 4
long_name: Constitution
short_name: CON
- flag_rep: 8
long_name: Intelligence
short_name: INT
- flag_rep: 16
long_name: Wisdom
short_name: WIS
- flag_rep: 32
long_name: Charisma
short_name: CHA
- flag_rep: 64
long_name: Free 1
short_name: Free1
- flag_rep: 128
long_name: Free 2
short_name: Free2
actioncost:
- abbr: 1
name: Single Action
- abbr: 2
name: Two Actions
- abbr: 3
name: Three Actions
- abbr: F
name: Free Action
- abbr: R
name: Reaction
- abbr: V
name: Varies
- abbr: 1m
name: 1 minute
- abbr: 10m
name: 10 minutes
- abbr: 1h
name: 1 hour
- abbr: 1
name: Single Action
- abbr: 2
name: Two Actions
- abbr: 3
name: Three Actions
- abbr: F
name: Free Action
- abbr: R
name: Reaction
- abbr: V
name: Varies
- abbr: 1m
name: 1 minute
- abbr: 10m
name: 10 minutes
- abbr: 1h
name: 1 hour
alignment:
- abbr: LG
name: Lawful Good
- abbr: NG
name: Neutral Good
- abbr: CG
name: Chaotic Good
- abbr: LN
name: Lawful Neutral
- abbr: N
name: True Neutral
- abbr: CN
name: Chaotic Neutral
- abbr: LE
name: Lawful Evil
- abbr: NE
name: Neutral Evil
- abbr: CE
name: Chaotic Evil
frequency:
- once per round
- once per turn
- once per minute
- once every 10 minutes
- once per hour
- once per day
lang_rarity:
- Common
- Uncommon
- Secret
movement:
- Air Walk (constant)
- Burrow
- Burrow (sand only)
- Burrow (snow only)
- Can't Move
- Climb
- Climb Stone
- Cloud Walk
- Compression
- Earth Glide
- Fly
- Fly (from fly)
- Freedom of Movement (constant)
- Glide
- Ice Climb
- Ice Stride
- Land
- Magma Swim
- Powerful Jumper
- Sand Glide
- Spider Climb (constant)
- Suction
- Swim
- Swamp Stride
- Swiftness
- Trickster's Step
- Trackless Step
- Unstoppable Burrow
- Walk in Shadow
- Woodland Stride
size:
- name: Tiny
reach_long_ft: 0
reach_tall_ft: 0
space_in_ft: 4
- name: Small
reach_long_ft: 5
reach_tall_ft: 5
space_in_ft: 5
- name: Medium
reach_long_ft: 5
reach_tall_ft: 5
space_in_ft: 5
- name: Large
reach_long_ft: 5
reach_tall_ft: 10
space_in_ft: 10
- name: Huge
reach_long_ft: 10
reach_tall_ft: 15
space_in_ft: 15
- name: Gargantuan
reach_long_ft: 15
reach_tall_ft: 20
space_in_ft: 20
weaponcategory:
- Unarmed
- Simple
- Martial
- Advanced
- abbr: LG
name: Lawful Good
- abbr: NG
name: Neutral Good
- abbr: CG
name: Chaotic Good
- abbr: LN
name: Lawful Neutral
- abbr: N
name: True Neutral
- abbr: CN
name: Chaotic Neutral
- abbr: LE
name: Lawful Evil
- abbr: NE
name: Neutral Evil
- abbr: CE
name: Chaotic Evil
bonutypes:
- Proficiency
- Circumstance
- Status
- Item
- Proficiency
- Circumstance
- Status
- Item
frequency:
- once per round
- once per turn
- once per minute
- once every 10 minutes
- once per hour
- once per day
lang_rarity:
- Common
- Uncommon
- Secret
movement:
- Air Walk (constant)
- Burrow
- Burrow (sand only)
- Burrow (snow only)
- Can't Move
- Climb
- Climb Stone
- Cloud Walk
- Compression
- Earth Glide
- Fly
- Fly (from fly)
- Freedom of Movement (constant)
- Glide
- Ice Climb
- Ice Stride
- Land
- Magma Swim
- Powerful Jumper
- Sand Glide
- Spider Climb (constant)
- Suction
- Swim
- Swamp Stride
- Swiftness
- Trickster's Step
- Trackless Step
- Unstoppable Burrow
- Walk in Shadow
- Woodland Stride
size:
- name: Tiny
reach_long_ft: 0
reach_tall_ft: 0
space_in_ft: 4
- name: Small
reach_long_ft: 5
reach_tall_ft: 5
space_in_ft: 5
- name: Medium
reach_long_ft: 5
reach_tall_ft: 5
space_in_ft: 5
- name: Large
reach_long_ft: 5
reach_tall_ft: 10
space_in_ft: 10
- name: Huge
reach_long_ft: 10
reach_tall_ft: 15
space_in_ft: 15
- name: Gargantuan
reach_long_ft: 15
reach_tall_ft: 20
space_in_ft: 20
weaponcategory:
- Unarmed
- Simple
- Martial
- Advanced

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@ -1,4 +1,21 @@
-
- attacks:
- degree: trained
type: simple weapons
- degree: trained
type: alchemical bombs
- degree: trained
type: unarmed attacks
class_dc_and_spells:
- degree: trained
type: alchemist class DC
defenses:
- degree: trained
type: light armor
- degree: trained
type: unarmored defense
hp: 8
key_ability_choices:
- INTELLIGENCE
name: Alchemist
perception: trained
saving_throws:
@ -13,26 +30,27 @@
type: Crafting
- degree: trained
type: a number of additional skills equal to 3 plus your Intelligence modifier
attacks:
spells: null
- attacks:
- degree: trained
type: simple weapons
- degree: trained
type: alchemical bombs
type: martial weapons
- degree: trained
type: unarmed attacks
class_dc_and_spells:
- degree: trained
type: barbarian class DC
defenses:
- degree: trained
type: light armor
- degree: trained
type: unarmored defense
class_dc_and_spells:
type: medium armor
- degree: trained
type: alchemist class DC
spells: null
hp: 8
type: unarmored defense
hp: 12
key_ability_choices:
- INTELLIGENCE
-
- STRENGTH
name: Barbarian
perception: expert
saving_throws:
@ -47,27 +65,26 @@
type: Athletics
- degree: trained
type: a number of additional skills equal to 3 plus your Intelligence modifier
attacks:
- attacks:
- degree: trained
type: simple weapons
- degree: trained
type: martial weapons
type: the longsword, rapier, sap, shortbow, shortsword, and whip
- degree: trained
type: unarmed attacks
class_dc_and_spells:
- degree: trained
type: occult spell attacks
- degree: trained
type: occult spell DCs
defenses:
- degree: trained
type: light armor
- degree: trained
type: medium armor
- degree: trained
type: unarmored defense
class_dc_and_spells:
- degree: trained
type: barbarian class DC
hp: 12
hp: 8
key_ability_choices:
- STRENGTH
-
- CHARISMA
name: Bard
perception: expert
saving_throws:
@ -84,27 +101,29 @@
type: Performance
- degree: trained
type: a number of additional skills equal to 4 plus your Intelligence modifier
attacks:
- attacks:
- degree: trained
type: simple weapons
- degree: trained
type: the longsword, rapier, sap, shortbow, shortsword, and whip
type: martial weapons
- degree: trained
type: unarmed attacks
defenses:
- degree: trained
type: light armor
- degree: trained
type: unarmored defense
class_dc_and_spells:
- degree: trained
type: occult spell attacks
type: champion class DC
- degree: trained
type: occult spell DCs
hp: 8
type: divine spell attacks
- degree: trained
type: divine spell DCs
defenses:
- degree: trained
type: all armor
- degree: trained
type: unarmored defense
hp: 10
key_ability_choices:
- CHARISMA
-
- STRENGTH
- DEXTERITY
name: Champion
perception: trained
saving_throws:
@ -121,30 +140,26 @@
type: one skill determined by your choice of deity
- degree: trained
type: a number of additional skills equal to 2 plus your Intelligence modifier
attacks:
- attacks:
- degree: trained
type: simple weapons
- degree: trained
type: martial weapons
type: the favored weapon of your deity. If your deitys favored weapon is uncommon,
you also gain access to that weapon.
- degree: trained
type: unarmed attacks
defenses:
- degree: trained
type: all armor
- degree: trained
type: unarmored defense
class_dc_and_spells:
- degree: trained
type: champion class DC
- degree: trained
type: divine spell attacks
- degree: trained
type: divine spell DCs
hp: 10
defenses:
- Untrained in all armor, though your doctrine might alter this
- degree: trained
type: unarmored defense
hp: 8
key_ability_choices:
- STRENGTH
- DEXTERITY
-
- WISDOM
name: Cleric
perception: trained
saving_throws:
@ -161,26 +176,28 @@
type: one skill determined by your choice of deity
- degree: trained
type: a number of additional skills equal to 2 plus your Intelligence modifier
attacks:
- attacks:
- degree: trained
type: simple weapons
- degree: trained
type: the favored weapon of your deity. If your deitys favored weapon is uncommon, you also gain access to that weapon.
- degree: trained
type: unarmed attacks
defenses:
- Untrained in all armor, though your doctrine might alter this
- degree: trained
type: unarmored defense
class_dc_and_spells:
- degree: trained
type: divine spell attacks
type: druid class DC
- degree: trained
type: divine spell DCs
type: primal spell attacks
- degree: trained
type: primal spell DCs
defenses:
- degree: trained
type: light armor
- degree: trained
type: medium armor
- degree: trained
type: unarmored defense
hp: 8
key_ability_choices:
key_ability_choices:
- WISDOM
-
name: Druid
perception: trained
saving_throws:
@ -197,29 +214,27 @@
type: one skill determined by your druidic order
- degree: trained
type: a number of additional skills equal to 2 plus your Intelligence modifier
attacks:
- degree: trained
- attacks:
- degree: expert
type: simple weapons
- degree: expert
type: martial weapons
- degree: trained
type: advanced weapons
- degree: expert
type: unarmed attacks
defenses:
- degree: trained
type: light armor
- degree: trained
type: medium armor
- degree: trained
type: unarmored defense
class_dc_and_spells:
- degree: trained
type: druid class DC
type: fighter class DC
defenses:
- degree: trained
type: primal spell attacks
type: all armor
- degree: trained
type: primal spell DCs
hp: 8
type: unarmored defense
hp: 10
key_ability_choices:
- WISDOM
-
- STRENGTH
- DEXTERITY
name: Fighter
perception: expert
saving_throws:
@ -234,28 +249,22 @@
type: your choice of Acrobatics or Athletics
- degree: trained
type: a number of additional skills equal to 3 plus your Intelligence modifier
attacks:
- degree: expert
- attacks:
- degree: trained
type: simple weapons
- degree: expert
type: martial weapons
- degree: trained
type: advanced weapons
- degree: expert
type: unarmed attacks
defenses:
- degree: trained
type: all armor
- degree: trained
type: unarmored defense
class_dc_and_spells:
- degree: trained
type: fighter class DC
type: monk class DC
defenses:
- Untrained in all armor
- degree: expert
type: unarmored defense
hp: 10
key_ability_choices:
- STRENGTH
- DEXTERITY
-
name: Monk
perception: trained
saving_throws:
@ -268,23 +277,27 @@
skills:
- degree: trained
type: a number of skills equal to 4 plus your Intelligence modifier
attacks:
- attacks:
- degree: trained
type: simple weapons
- degree: trained
type: martial weapons
- degree: trained
type: unarmed attacks
defenses:
- Untrained in all armor
- degree: expert
type: unarmored defense
class_dc_and_spells:
- degree: trained
type: monk class DC
type: ranger class DC
defenses:
- degree: trained
type: light armor
- degree: trained
type: medium armor
- degree: trained
type: unarmored defense
hp: 10
key_ability_choices:
- STRENGTH
- DEXTERITY
-
name: Ranger
perception: expert
saving_throws:
@ -301,28 +314,25 @@
type: Survival
- degree: trained
type: a number of additional skills equal to 4  plus your Intelligence modifier
attacks:
- attacks:
- degree: trained
type: simple weapons
- degree: trained
type: martial weapons
type: the rapier, sap, shortbow, and shortsword
- degree: trained
type: unarmed attacks
class_dc_and_spells:
- degree: trained
type: rogue class DC
defenses:
- degree: trained
type: light armor
- degree: trained
type: medium armor
- degree: trained
type: unarmored defense
class_dc_and_spells:
- degree: trained
type: ranger class DC
hp: 10
hp: 8
key_ability_choices:
- STRENGTH
- DEXTERITY
-
- OTHER (determined by your rogue's racket)
name: Rogue
perception: expert
saving_throws:
@ -339,26 +349,24 @@
type: one or more skills determined by your rogue's racket.
- degree: trained
type: a number of additional skills equal to 7 plus your Intelligence modifier
attacks:
- attacks:
- degree: trained
type: simple weapons
- degree: trained
type: the rapier, sap, shortbow, and shortsword
- degree: trained
type: unarmed attacks
defenses:
- degree: trained
type: light armor
- degree: trained
type: unarmored defense
class_dc_and_spells:
- degree: trained
type: rogue class DC
hp: 8
type: spell attack rolls of your spellcasting tradition, as indicated by your
bloodline
- degree: trained
type: spell DCs of your spellcasting tradition, as indicated by your bloodline
defenses:
- Untrained in all armor
- degree: trained
type: unarmored defense
hp: 6
key_ability_choices:
- DEXTERITY
- OTHER (determined by your rogue's racket)
-
- CHARISMA
name: Sorcerer
perception: trained
saving_throws:
@ -373,29 +381,28 @@
type: one or more skills determined by your bloodline
- degree: trained
type: a number of additional skills equal to 2 plus your Intelligence modifier
attacks:
- attacks:
- degree: trained
type: simple weapons
type: the club, crossbow, dagger, heavy crossbow, and staff
- degree: trained
type: unarmed attacks
class_dc_and_spells:
- degree: trained
type: arcane spell attacks
- degree: trained
type: arcane spell DCs
defenses:
- Untrained in all armor
- degree: trained
type: unarmored defense
class_dc_and_spells:
- degree: trained
type: spell attack rolls of your spellcasting tradition, as indicated by your bloodline
- degree: trained
type: spell DCs of your spellcasting tradition, as indicated by your bloodline
hp: 6
key_ability_choices:
- CHARISMA
-
- INTELLIGENCE
name: Wizard
perception: trained
saving_throws:
- degree: trained
type: Fortitude
type: Fortitude
- degree: trained
type: Reflex
- degree: expert
@ -405,20 +412,3 @@
type: Arcana
- degree: trained
type: a number of additional skills equal to 2 plus your Intelligence modifier
attacks:
- degree: trained
type: the club, crossbow, dagger, heavy crossbow, and staff
- degree: trained
type: unarmed attacks
defenses:
- Untrained in all armor
- degree: trained
type: unarmored defense
class_dc_and_spells:
- degree: trained
type: arcane spell attacks
- degree: trained
type: arcane spell DCs
hp: 6
key_ability_choices:
- INTELLIGENCE

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@ -1,54 +1,99 @@
familiar_abilities:
- name: Amphibious
desc: It gains a swim Speed of 25 feet (or Speed of 25 feet if it already has a swim Speed).
- name: Burrower
desc: It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes.
- name: Climber
desc: It gains a climb Speed of 25 feet.
- name: Damage Avoidance
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: Darkvision
desc: It gains darkvision.
- name: Fast Movement
desc: Increase one of the familiars speeds from 25 feet to 40 feet.
- name: Flier
desc: It gains a fly Speed of 25 feet.
- name: Kinspeech
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: Lab Assistant
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: Manual Dexterity
desc: It can use up to two of its limbs as if they were hands to use manipulate actions.
- name: Scent
desc: It gains scent (imprecise, 30 feet).
- name: Speech
desc: It understands and speaks a language you know.
- 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:
- name: Cantrip Connection
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: Extra Reagents
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: Familiar Focus
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: Lifelink
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: Spell Battery
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 Delivery
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.
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.
- 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:
- title: ""
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: Modifiers and AC
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: Hit Points
text: Your familiar has 5 Hit Points for each of your levels.
- title: Size
text: Your familiar is Tiny.
- title: Senses
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: Movement
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: Familiar and Master Abilities
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.
- 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

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