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There are some "features" that we reorganize into "properties".

Properties inherited from other rules:
 * Damage immunities, resistances, vulnerabilities
 * Condition immunities

Other properties:
 * Can regain HP (default=True)
 * Can stop in hostile space (default=False)
 * Minimum space to move without squeezing (default=calc based on size)
 * Can breathe air (default=True)
 * Can breathe water (default=False)
 * Can hold breath for X time (default=calc based on constitution)
 * Weapons are magical (default=False)
 * Weapons deal +X damage (default=0)
 * Weapons deal +XdY damage (default=0,0)
 * Weapons deal +Xd{WEAPON_DIE_SIZE} damage (default=0)
 * Carrying capacity is X (default=calc based on size)
 * Berserk (default=False)
 * Is telepathic (default=False)
 * Is one-way telepathic (default=False)
 * Dash action type (default=action)
 * Disengage action type (default=action)
 * Hide action type (default=action)
 * Can see in magical darkness (default=False)
 * Can see ethereal (default=False)
 * Autodetects lies (default=False)
 * Leaves a corpse (default=True)
 * Can hold inventory (default=True)
 * Appears as mundane object OBJECT when still (default=False)
 * Immune to spell tag TAG
 * Does not provoke opportunity attacks (default=False)
 * Ignores difficult terrain (default=False)
 * Ignores webs (default=False)
 * Reactions/round (default=1)
 * Sheds bright light radius X and dim light radius Y (default=0,0)
 * Has perfect map recall (default=False)
 * Mimic sounds/voices insight DC (default=Performance/Deception)
 * Can speak with beasts (default=False)
 * Can speak with plants (default=False)
 * Can spider climb (default=False)
 * Is hot (water boils/evaporates) (default=False)
 * Form (default=True Form)
 * Can smell (default=True)
 * Alignment (default=NN)