Thread: [pcgen-commit-svn] SF.net SVN: pcgen:[23165] Trunk/pcgen/data/pathfinder/paizo/ roleplaying_game (Page 3) (2024)

Thread: [pcgen-commit-svn] SF.net SVN: pcgen:[23165] Trunk/pcgen/data/pathfinder/paizo/ roleplaying_game (Page 3) (5)

RPG character generator for RPG d20 systems.

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[pcgen-commit-svn] SF.net SVN: pcgen:[23165]Trunk/pcgen/data/pathfinder/paizo/ roleplaying_game

From: <ama...@us...> - 2014-02-08 05:24:06

Revision: 23165 http://sourceforge.net/p/pcgen/code/23165Author: amaitlandDate: 2014-02-08 05:24:02 +0000 (Sat, 08 Feb 2014)Log Message:-----------DATA-1609<animal> Shaman Druid archetype still assigns Wildshape at L4Modified Paths:-------------- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_abilities_class.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_class.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilitycategories.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_magic/um_abilities_class.lstModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_abilities_class.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_abilities_class.lst2014-02-08 05:01:29 UTC (rev 23164)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_abilities_class.lst2014-02-08 05:24:02 UTC (rev 23165)@@ -2808,11 +2808,11 @@ ###BLOCK: Wild Shape, Shaman Wild Shape # # Ability NameCategory of AbilityTypeDefineDescriptionAbilityModify VARSource Page-CATEGORY=Archetype|Druid Archetype ~ Bear Shaman.MODABILITY:Special Ability|AUTOMATIC|Druid Wild Shape|Druid Wild Shape Progression|Druid Wild Shape TimesABILITY:Special Ability|AUTOMATIC|Wild Shape|PRECLASS:1,Druid=6ABILITY:Special Ability|AUTOMATIC|Shaman Druid Wild Shape|Shaman Druid Wild Shape Progression|Shaman Druid Wild Shape TimesABILITY:Special Ability|AUTOMATIC|Shaman Wild Shape|PRECLASS:1,Druid=6BONUS:VAR|DruidWildShape|-2BONUS:VAR|ShamanDruidWildShape|2BONUS:VAR|ShamanDruidWildShape|classlevel("Druid")-CATEGORY=Archetype|Druid Archetype ~ Eagle Shaman.MODABILITY:Special Ability|AUTOMATIC|Druid Wild Shape|Druid Wild Shape Progression|Druid Wild Shape TimesABILITY:Special Ability|AUTOMATIC|Wild Shape|PRECLASS:1,Druid=6ABILITY:Special Ability|AUTOMATIC|Shaman Druid Wild Shape|Shaman Druid Wild Shape Progression|Shaman Druid Wild Shape TimesABILITY:Special Ability|AUTOMATIC|Shaman Wild Shape|PRECLASS:1,Druid=6BONUS:VAR|DruidWildShape|-2BONUS:VAR|ShamanDruidWildShape|2BONUS:VAR|ShamanDruidWildShape|classlevel("Druid")-CATEGORY=Archetype|Druid Archetype ~ Lion Shaman.MODABILITY:Special Ability|AUTOMATIC|Druid Wild Shape|Druid Wild Shape Progression|Druid Wild Shape TimesABILITY:Special Ability|AUTOMATIC|Wild Shape|PRECLASS:1,Druid=6ABILITY:Special Ability|AUTOMATIC|Shaman Druid Wild Shape|Shaman Druid Wild Shape Progression|Shaman Druid Wild Shape TimesABILITY:Special Ability|AUTOMATIC|Shaman Wild Shape|PRECLASS:1,Druid=6BONUS:VAR|DruidWildShape|-2BONUS:VAR|ShamanDruidWildShape|2BONUS:VAR|ShamanDruidWildShape|classlevel("Druid")-CATEGORY=Archetype|Druid Archetype ~ Serpent Shaman.MODABILITY:Special Ability|AUTOMATIC|Druid Wild Shape|Druid Wild Shape Progression|Druid Wild Shape TimesABILITY:Special Ability|AUTOMATIC|Wild Shape|PRECLASS:1,Druid=6ABILITY:Special Ability|AUTOMATIC|Shaman Druid Wild Shape|Shaman Druid Wild Shape Progression|Shaman Druid Wild Shape TimesABILITY:Special Ability|AUTOMATIC|Shaman Wild Shape|PRECLASS:1,Druid=6BONUS:VAR|DruidWildShape|-2BONUS:VAR|ShamanDruidWildShape|2BONUS:VAR|ShamanDruidWildShape|classlevel("Druid")-CATEGORY=Archetype|Druid Archetype ~ Wolf Shaman.MODABILITY:Special Ability|AUTOMATIC|Druid Wild Shape|Druid Wild Shape Progression|Druid Wild Shape TimesABILITY:Special Ability|AUTOMATIC|Wild Shape|PRECLASS:1,Druid=6ABILITY:Special Ability|AUTOMATIC|Shaman Druid Wild Shape|Shaman Druid Wild Shape Progression|Shaman Druid Wild Shape TimesABILITY:Special Ability|AUTOMATIC|Shaman Wild Shape|PRECLASS:1,Druid=6BONUS:VAR|DruidWildShape|-2BONUS:VAR|ShamanDruidWildShape|2BONUS:VAR|ShamanDruidWildShape|classlevel("Druid")+CATEGORY=Archetype|Druid Archetype ~ Bear Shaman.MODABILITY:Special Ability|AUTOMATIC|Druid Wild Shape|Druid Wild Shape Progression|Druid Wild Shape Times|Wild Shape|Shaman Druid Wild Shape|Shaman Druid Wild Shape Progression|Shaman Druid Wild Shape Times|Shaman Wild Shape|PRECLASS:1,Druid=6BONUS:VAR|DruidWildShape|-2BONUS:VAR|ShamanDruidWildShape|2BONUS:VAR|ShamanDruidWildShape|classlevel("Druid")+CATEGORY=Archetype|Druid Archetype ~ Eagle Shaman.MODABILITY:Special Ability|AUTOMATIC|Druid Wild Shape|Druid Wild Shape Progression|Druid Wild Shape Times|Wild Shape|Shaman Druid Wild Shape|Shaman Druid Wild Shape Progression|Shaman Druid Wild Shape Times|Shaman Wild Shape|PRECLASS:1,Druid=6BONUS:VAR|DruidWildShape|-2BONUS:VAR|ShamanDruidWildShape|2BONUS:VAR|ShamanDruidWildShape|classlevel("Druid")+CATEGORY=Archetype|Druid Archetype ~ Lion Shaman.MODABILITY:Special Ability|AUTOMATIC|Druid Wild Shape|Druid Wild Shape Progression|Druid Wild Shape Times|Wild Shape|Shaman Druid Wild Shape|Shaman Druid Wild Shape Progression|Shaman Druid Wild Shape Times|Shaman Wild Shape|PRECLASS:1,Druid=6BONUS:VAR|DruidWildShape|-2BONUS:VAR|ShamanDruidWildShape|2BONUS:VAR|ShamanDruidWildShape|classlevel("Druid")+CATEGORY=Archetype|Druid Archetype ~ Serpent Shaman.MODABILITY:Special Ability|AUTOMATIC|Druid Wild Shape|Druid Wild Shape Progression|Druid Wild Shape Times|Wild Shape|Shaman Druid Wild Shape|Shaman Druid Wild Shape Progression|Shaman Druid Wild Shape Times|Shaman Wild Shape|PRECLASS:1,Druid=6BONUS:VAR|DruidWildShape|-2BONUS:VAR|ShamanDruidWildShape|2BONUS:VAR|ShamanDruidWildShape|classlevel("Druid")+CATEGORY=Archetype|Druid Archetype ~ Wolf Shaman.MODABILITY:Special Ability|AUTOMATIC|Druid Wild Shape|Druid Wild Shape Progression|Druid Wild Shape Times|Wild Shape|Shaman Druid Wild Shape|Shaman Druid Wild Shape Progression|Shaman Druid Wild Shape Times|Shaman Wild Shape|PRECLASS:1,Druid=6BONUS:VAR|DruidWildShape|-2BONUS:VAR|ShamanDruidWildShape|2BONUS:VAR|ShamanDruidWildShape|classlevel("Druid") # Shaman Wild ShapeCATEGORY:Special AbilityTYPE:SpecialQuality.Supernatural.DruidWildshapeDEFINE:ShamanWildShapeTimes|0DEFINE:ShamanWildShapeDuration|0DEFINE:ShamanWildShapeProgression|0DESC:You can change shape %1 time / day for up to %2 hours|ShamanWildShapeTimes|ShamanWildShapeDuration|PREVAREQ:ShamanWildShapeProgression,1DESC:You can change shape %1 times / day for up to %2 hours|ShamanWildShapeTimes|ShamanWildShapeDuration|PREMULT:2,[PREVARGTEQ:ShamanWildShapeProgression,2],[PREVARLT:ShamanWildShapeProgression,9]DESC:You can change shape at will for up to %1 hours|ShamanWildShapeDuration|PREVARGTEQ:ShamanWildShapeProgression,9SOURCEPAGE:p.51 Modified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_class.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_class.lst2014-02-08 05:01:29 UTC (rev 23164)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_class.lst2014-02-08 05:24:02 UTC (rev 23165)@@ -386,7 +386,7 @@ ###Block: Wild Shape # Ability NameCategory of AbilityTypeDefineDescriptionAbilitySource Page-Wild ShapeCATEGORY:Special AbilityTYPE:DruidClassAbility.SpecialQuality.SupernaturalDEFINE:WildShapeTimes|0DEFINE:WildShapeDuration|0DEFINE:WildShapeProgression|0DESC:You can change shape %1 time / day for up to %2 hours|WildShapeTimes|WildShapeDuration|PREVAREQ:WildShapeProgression,1DESC:You can change shape %1 times / day for up to %2 hours|WildShapeTimes|WildShapeDuration|PREMULT:2,[PREVARGTEQ:WildShapeProgression,2],[PREVARLT:WildShapeProgression,9]DESC:You can change shape at will for up to %1 hours|WildShapeDuration|PREVARGTEQ:WildShapeProgression,9ABILITY:Special Ability|AUTOMATIC|Druid Wild Shape Progression|Druid Wild Shape Times|!PREABILITY:1,CATEGORY=Archetype,TYPE.DruidWildShapeSOURCEPAGE:p.51+Wild ShapeCATEGORY:Special AbilityTYPE:DruidClassAbility.SpecialQuality.SupernaturalDEFINE:WildShapeTimes|0DEFINE:WildShapeDuration|0DEFINE:WildShapeProgression|0DESC:You can change shape %1 time / day for up to %2 hours|WildShapeTimes|WildShapeDuration|PREVAREQ:WildShapeProgression,1DESC:You can change shape %1 times / day for up to %2 hours|WildShapeTimes|WildShapeDuration|PREMULT:2,[PREVARGTEQ:WildShapeProgression,2],[PREVARLT:WildShapeProgression,9]DESC:You can change shape at will for up to %1 hours|WildShapeDuration|PREVARGTEQ:WildShapeProgression,9ABILITY:Special Ability|AUTOMATIC|Druid Wild Shape Progression|Druid Wild Shape TimesSOURCEPAGE:p.51 ###Block: Wild Shape Size and Type Progression MODS # Ability NameDescriptionModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst2014-02-08 05:01:29 UTC (rev 23164)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst2014-02-08 05:24:02 UTC (rev 23165)@@ -541,11 +541,17 @@ ###Block: Druid Archetype --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- # Ability NameUnique KeyCategory of AbilityTypeRequired ClassMultiple RequirementsDescriptionAbilityCostSource PageAspects-Ape ShamanKEY:Druid Archetype ~ Ape ShamanCATEGORY:ArchetypeTYPE:Archetype.DruidArchetype.DruidThousandFaces.DruidVenomImmunity.DruidNatureBondPRECLASS:1,Druid=1PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Ape Shaman],[!PREABILITY:1,CATEGORY=Archetype,TYPE.DruidThousandFaces,TYPE.DruidVenomImmunity,TYPE.DruidNatureBond]DESC:A shaman with this totem calls upon the mighty ape, a peaceful but powerful simian whose strength is beyond compare. An ape shaman is a friendly protector of the forest, but will crush those enemies who rouse her anger.ABILITY:Special Ability|AUTOMATIC|Nature Bond ~ Ape Shaman|PRECLASS:1,Druid=1ABILITY:Special Ability|AUTOMATIC|Wild Empathy ~ Ape Shaman|PRECLASS:1,Druid=1ABILITY:Special Ability|AUTOMATIC|Totem Transformation ~ Ape Shaman|PRECLASS:1,Druid=2ABILITY:Special Ability|AUTOMATIC|Totemic Summons ~ Ape Shaman|PRECLASS:1,Druid=5ABILITY:Special Ability|AUTOMATIC|Wild Shape ~ Ape Shaman|PRECLASS:1,Druid=6COST:0SOURCEPAGE:p.42ASPECT:Archetype Base Class|Druid+Ape ShamanKEY:Druid Archetype ~ Ape ShamanCATEGORY:ArchetypeTYPE:Archetype.DruidArchetype.DruidThousandFaces.DruidVenomImmunity.DruidNatureBondPRECLASS:1,Druid=1PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Ape Shaman],[!PREABILITY:1,CATEGORY=Archetype,TYPE.DruidThousandFaces,TYPE.DruidVenomImmunity,TYPE.DruidNatureBond]DESC:A shaman with this totem calls upon the mighty ape, a peaceful but powerful simian whose strength is beyond compare. An ape shaman is a friendly protector of the forest, but will crush those enemies who rouse her anger.ABILITY:Special Ability|AUTOMATIC|Nature Bond ~ Ape Shaman|PRECLASS:1,Druid=1ABILITY:Special Ability|AUTOMATIC|Wild Empathy ~ Ape Shaman|PRECLASS:1,Druid=1ABILITY:Special Ability|AUTOMATIC|Totem Transformation ~ Ape Shaman|PRECLASS:1,Druid=2ABILITY:Special Ability|AUTOMATIC|Totemic Summons ~ Ape Shaman|PRECLASS:1,Druid=5ABILITY:Special Ability|AUTOMATIC|Wild Shape ~ Ape Shaman|PRECLASS:1,Druid=6ABILITY:Special Ability|AUTOMATIC|Bonus Feat ~ Ape Shamann|PRECLASS:1,Druid=9COST:0SOURCEPAGE:p.42ASPECT:Archetype Base Class|Druid Bat ShamanKEY:Druid Archetype ~ Bat ShamanCATEGORY:ArchetypeTYPE:Archetype.DruidArchetype.DruidThousandFaces.DruidVenomImmunity.DruidNatureBondPRECLASS:1,Druid=1PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Bat Shaman],[!PREABILITY:1,CATEGORY=Archetype,TYPE.DruidVenomImmunity,TYPE.DruidThousandFaces,TYPE.DruidNatureBond]DESC:The bat shaman's totem is the agile bat, flitting and turning with incredible speed through even the most convoluted mazes. Her enemies do not know when she will appear, and when she does, she strikes fast and hard before disappearing into the night.ABILITY:Special Ability|AUTOMATIC|Nature Bond ~ Bat Shaman|PRECLASS:1,Druid=1ABILITY:Special Ability|AUTOMATIC|Wild Empathy ~ Bat Shaman|PRECLASS:1,Druid=1ABILITY:Special Ability|AUTOMATIC|Totem Transformation ~ Bat Shaman|PRECLASS:1,Druid=2ABILITY:Special Ability|AUTOMATIC|Totemic Summons ~ Bat Shaman|PRECLASS:1,Druid=5ABILITY:Special Ability|AUTOMATIC|Wild Shape ~ Bat Shaman|PRECLASS:1,Druid=6ABILITY:Special Ability|AUTOMATIC|Bonus Feat ~ Bat Shaman|PRECLASS:1,Druid=9COST:0SOURCEPAGE:p.42ASPECT:Archetype Base Class|Druid Boar ShamanKEY:Druid Archetype ~ Boar ShamanCATEGORY:ArchetypeTYPE:Archetype.DruidArchetype.DruidThousandFaces.DruidVenomImmunity.DruidNatureBondPRECLASS:1,Druid=1PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Boar Shaman],[!PREABILITY:1,CATEGORY=Archetype,TYPE.DruidVenomImmunity,TYPE.DruidThousandFaces,TYPE.DruidNatureBond]DESC:A boar shaman chooses the stolid and ferocious boar as her totem. Content to be left alone, she becomes one of the most dangerous creatures of the wild when provoked.ABILITY:Special Ability|AUTOMATIC|Nature Bond ~ Boar Shaman|PRECLASS:1,Druid=1ABILITY:Special Ability|AUTOMATIC|Wild Empathy ~ Boar Shaman|PRECLASS:1,Druid=1ABILITY:Special Ability|AUTOMATIC|Totem Transformation ~ Boar Shaman|PRECLASS:1,Druid=2ABILITY:Special Ability|AUTOMATIC|Totemic Summons ~ Boar Shaman|PRECLASS:1,Druid=5ABILITY:Special Ability|AUTOMATIC|Wild Shape ~ Boar Shaman|PRECLASS:1,Druid=6ABILITY:Special Ability|AUTOMATIC|Bonus Feat ~ Boar Shaman|PRECLASS:1,Druid=9COST:0SOURCEPAGE:p.43ASPECT:Archetype Base Class|Druid World WalkerKEY:Druid Archetype ~ WORLD WALKERCATEGORY:ArchetypeTYPE:Archetype.DruidArchetype.DruidTracklessStep.DruidResistNaturesLure.DruidVenomImmunity.DruidTimelessBodyPRECLASS:1,Druid=1PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ World Walker],[!PREABILITY:1,CATEGORY=Archetype,TYPE.DruidTracklessStep,TYPE.DruidResistNaturesLure,TYPE.DruidVenomImmunity,TYPE.DruidTimelessBody]DESC:While all druids traverse the wilderness with ease, the world walkers take it upon themselves to travel the entire world. Some act as messengers and scouts for druidic circles, while others have a seemingly unquenchable wanderlust; each new land provides new mysteries to discover and new wisdom to be gained from mastering those mysteries.ABILITY:Special Ability|AUTOMATIC|Favored Terrain ~ WORLD WALKER|PRECLASS:1,Druid=3ABILITY:Special Ability|AUTOMATIC|Path of Trees ~ WORLD WALKER|PRECLASS:1,Druid=9COST:0SOURCEPAGE:p.43ASPECT:Archetype Base Class|Druid +###Block: Wildshape fix+CATEGORY=Archetype|Druid Archetype ~ Ape Shaman.MODABILITY:Special Ability|AUTOMATIC|Druid Wild Shape|Druid Wild Shape Progression|Druid Wild Shape Times|Wild Shape|Shaman Druid Wild Shape|Shaman Druid Wild Shape Progression|Shaman Druid Wild Shape Times|Shaman Wild Shape|PRECLASS:1,Druid=6BONUS:VAR|DruidWildShape|-2BONUS:VAR|ShamanDruidWildShape|2BONUS:VAR|ShamanDruidWildShape|classlevel("Druid")+CATEGORY=Archetype|Druid Archetype ~ Bat Shaman.MODABILITY:Special Ability|AUTOMATIC|Druid Wild Shape|Druid Wild Shape Progression|Druid Wild Shape Times|Wild Shape|Shaman Druid Wild Shape|Shaman Druid Wild Shape Progression|Shaman Druid Wild Shape Times|Shaman Wild Shape|PRECLASS:1,Druid=6BONUS:VAR|DruidWildShape|-2BONUS:VAR|ShamanDruidWildShape|2BONUS:VAR|ShamanDruidWildShape|classlevel("Druid")+CATEGORY=Archetype|Druid Archetype ~ Boar Shaman.MODABILITY:Special Ability|AUTOMATIC|Druid Wild Shape|Druid Wild Shape Progression|Druid Wild Shape Times|Wild Shape|Shaman Druid Wild Shape|Shaman Druid Wild Shape Progression|Shaman Druid Wild Shape Times|Shaman Wild Shape|PRECLASS:1,Druid=6BONUS:VAR|DruidWildShape|-2BONUS:VAR|ShamanDruidWildShape|2BONUS:VAR|ShamanDruidWildShape|classlevel("Druid")++ ###Block: Druid Archetype Abilities --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- #Ape Shaman # Ability NameUnique KeyCategory of AbilityTypeDefineDescriptionAbilityBonus to Ability PoolModify VARAllow FollowerAllowed CompanionsSource Page@@ -553,7 +559,8 @@ Wild EmpathyKEY:Wild Empathy ~ Ape ShamanCATEGORY:Special AbilityTYPE:Extraordinary.ArchetypeAbility.SpecialQualityDESC:An ape shaman can use wild empathy with apes and other primates as a full-round action with a +4 bonus.SOURCEPAGE:p.42 Totem TransformationKEY:Totem Transformation ~ Ape ShamanCATEGORY:Special AbilityTYPE:Supernatural.ArchetypeAbility.SpecialQualityDESC:At 2nd level, an ape shaman may adopt an aspect of the ape while retaining her normal form. The druid gains one of the following sets of bonuses and abilities - movement (climb speed 20 ft., +4 racial bonus on Climb checks), senses (low-light vision, scent), natural weapons (2 slams [1d6 for a Medium shaman], +2 on combat maneuver checks to grapple), or toughness (+2 natural armor bonus to AC, Endurance feat). While using totem transformation, the ape shaman may speak normally and can cast speak with animals (primates only) at will. Using this ability is a standard action at 2nd level, a move action at 7th level, and a swift action at 12th level. The ape shaman can use this ability for a number of minutes per day equal to her druid level. These minutes do not need to be consecutive, but they must be used in 1-minute increments. This is a polymorph effect and cannot be used while the druid is using another polymorph effect, such as wild shape.SOURCEPAGE:p.42 Totemic SummonsKEY:Totemic Summons ~ Ape ShamanCATEGORY:Special AbilityTYPE:Supernatural.ArchetypeAbility.SpecialQualityDESC:At 5th level, an ape shaman may cast summon nature's ally as a standard action when summoning primates, and these summoned creatures gain temporary hit points equal to her druid level. She can apply the young template to any primate to reduce the level of the summoning spell required by one. She can also increase the level of summoning required by one in order to apply either the advanced or the giant template, or increase it by two to apply both the advanced and giant templates. This ability replaces a thousand faces.SOURCEPAGE:p.42-Wild ShapeKEY:Wild Shape ~ Ape ShamanCATEGORY:Special AbilityTYPE:Supernatural.ArchetypeAbility.SpecialQualityDESC:At 6th level, an ape shaman's wild shape ability functions at her druid level -2. If she takes on the form of an ape, she instead uses her druid level +2. Bonus Feat - At 9th level and every four levels thereafter, an ape shaman gains one of the following bonus feats: Diehard, Endurance, Great Fortitude, Improved Bull Rush, and Toughness. She must meet the prerequisites for these bonus feats. This ability replaces venom immunity.SOURCEPAGE:p.42+Wild ShapeKEY:Wild Shape ~ Ape ShamanCATEGORY:Special AbilityTYPE:Supernatural.ArchetypeAbility.SpecialQualityDESC:At 6th level, an ape shaman's wild shape ability functions at her druid level -2. If she takes on the form of an ape, she instead uses her druid level +2.SOURCEPAGE:p.42+Bonus FeatKEY:Bonus Feat ~ Ape ShamanCATEGORY:Special AbilityTYPE:ArchetypeAbility.SpecialQualityBONUS:ABILITYPOOL|Ape Shaman Feat|(DruidLvl-5)/4DESC:At 9th level and every four levels thereafter, an ape shaman gains one of the following bonus feats: Diehard, Endurance, Great Fortitude, Improved Bull Rush, and Toughness. She must meet the prerequisites for these bonus feats. This ability replaces venom immunity.SOURCEPAGE:p.42 # CATEGORY=Special Ability|Nature's Bond ~ Animal Companion.MODABILITY:Special Ability|AUTOMATIC|Animal Companion ~ Ape Shaman|PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Ape Shaman CATEGORY=Special Ability|Nature's Bond ~ Druid Domain.MODABILITY:Special Ability|AUTOMATIC|Druid Domain ~ Ape Shaman|PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Ape ShamanModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilitycategories.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilitycategories.lst2014-02-08 05:01:29 UTC (rev 23164)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilitycategories.lst2014-02-08 05:24:02 UTC (rev 23165)@@ -58,6 +58,7 @@ +ABILITYCATEGORY:Ape Shaman FeatVISIBLE:QUALIFYEDITABLE:YESEDITPOOL:NOFRACTIONALPOOL:NOCATEGORY:FEATABILITYLIST:Diehard|Endurance|Great Fortitude|Improved Bull Rush|ToughnessDISPLAYLOCATION:Feats ABILITYCATEGORY:Bat Shaman FeatVISIBLE:QUALIFYEDITABLE:YESEDITPOOL:NOFRACTIONALPOOL:NOCATEGORY:FEATABILITYLIST:Acrobatic|Agile Maneuvers|Improved Initiative|Lightning Reflexes|Skill Focus (Perception)DISPLAYLOCATION:Feats ABILITYCATEGORY:Boar Shaman FeatVISIBLE:QUALIFYEDITABLE:YESEDITPOOL:NOFRACTIONALPOOL:NOCATEGORY:FEATABILITYLIST:Bleeding Critical|Blind-Fight|Diehard|Improved OverrunDISPLAYLOCATION:FeatsModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_magic/um_abilities_class.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_magic/um_abilities_class.lst2014-02-08 05:01:29 UTC (rev 23164)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_magic/um_abilities_class.lst2014-02-08 05:24:02 UTC (rev 23165)@@ -950,11 +950,13 @@ ###Block: Archetype Wild Shape modifications # Ability NameAbilityModify VAR-CATEGORY=Archetype|Druid Archetype ~ Dragon Shaman.MODABILITY:Special Ability|AUTOMATIC|Druid Wild Shape|Druid Wild Shape Progression|Druid Wild Shape TimesABILITY:Special Ability|AUTOMATIC|Wild Shape|PRECLASS:1,Druid=6ABILITY:Special Ability|AUTOMATIC|Shaman Druid Wild Shape|Shaman Druid Wild Shape Progression|Shaman Druid Wild Shape TimesABILITY:Special Ability|AUTOMATIC|Shaman Wild Shape|PRECLASS:1,Druid=6BONUS:VAR|DruidWildShape|-4BONUS:VAR|ShamanDruidWildShape|classlevel("Druid")-CATEGORY=Archetype|Druid Archetype ~ Saurian Shaman.MODABILITY:Special Ability|AUTOMATIC|Druid Wild Shape|Druid Wild Shape Progression|Druid Wild Shape TimesABILITY:Special Ability|AUTOMATIC|Wild Shape|PRECLASS:1,Druid=6ABILITY:Special Ability|AUTOMATIC|Shaman Druid Wild Shape|Shaman Druid Wild Shape Progression|Shaman Druid Wild Shape TimesABILITY:Special Ability|AUTOMATIC|Shaman Wild Shape|PRECLASS:1,Druid=6BONUS:VAR|DruidWildShape|-2BONUS:VAR|ShamanDruidWildShape|2BONUS:VAR|ShamanDruidWildShape|classlevel("Druid")-CATEGORY=Archetype|Druid Archetype ~ Shark Shaman.MODABILITY:Special Ability|AUTOMATIC|Druid Wild Shape|Druid Wild Shape Progression|Druid Wild Shape TimesABILITY:Special Ability|AUTOMATIC|Wild Shape|PRECLASS:1,Druid=6ABILITY:Special Ability|AUTOMATIC|Shaman Druid Wild Shape|Shaman Druid Wild Shape Progression|Shaman Druid Wild Shape TimesABILITY:Special Ability|AUTOMATIC|Shaman Wild Shape|PRECLASS:1,Druid=6BONUS:VAR|DruidWildShape|-2BONUS:VAR|ShamanDruidWildShape|2BONUS:VAR|ShamanDruidWildShape|classlevel("Druid")+CATEGORY=Archetype|Druid Archetype ~ Dragon Shaman.MODABILITY:Special Ability|AUTOMATIC|Druid Wild Shape|Druid Wild Shape Progression|Druid Wild Shape Times|Wild Shape|Shaman Druid Wild Shape|Shaman Druid Wild Shape Progression|Shaman Druid Wild Shape Times|Shaman Wild Shape|PRECLASS:1,Druid=6BONUS:VAR|DruidWildShape|-4BONUS:VAR|ShamanDruidWildShape|classlevel("Druid")+CATEGORY=Archetype|Druid Archetype ~ Saurian Shaman.MODABILITY:Special Ability|AUTOMATIC|Druid Wild Shape|Druid Wild Shape Progression|Druid Wild Shape Times|Wild Shape|Shaman Druid Wild Shape|Shaman Druid Wild Shape Progression|Shaman Druid Wild Shape Times|Shaman Wild Shape|PRECLASS:1,Druid=6BONUS:VAR|DruidWildShape|-2BONUS:VAR|ShamanDruidWildShape|2BONUS:VAR|ShamanDruidWildShape|classlevel("Druid")+CATEGORY=Archetype|Druid Archetype ~ Shark Shaman.MODABILITY:Special Ability|AUTOMATIC|Druid Wild Shape|Druid Wild Shape Progression|Druid Wild Shape Times|Wild Shape|Shaman Druid Wild Shape|Shaman Druid Wild Shape Progression|Shaman Druid Wild Shape Times|Shaman Wild Shape|PRECLASS:1,Druid=6BONUS:VAR|DruidWildShape|-2BONUS:VAR|ShamanDruidWildShape|2BONUS:VAR|ShamanDruidWildShape|classlevel("Druid") ++ ###Block: Dragon Shaman archetype abilities # Ability NameUnique KeyCategory of AbilityTypeDefineDescriptionAbilityBonus to Ability PoolModify VARAllow FollowerAllowed CompanionsSource Page Nature's BondKEY:Nature's Bond ~ Dragon ShamanCATEGORY:Special AbilityTYPE:ArchetypeDruid.SpecialQuality.NaturesBondAnimalCompanion.NaturesBondDruidDomainDEFINE:DruidAnimalTerrainDomainNotAllowed|1DESC:If you choose an animal companion, you must select a crocodile (see page 54 of the Core Rulebook) or monitor lizard (see page 194 of the Bestiary). If you choose a domain, you must choose from the Air, Animal, Destruction, Earth, Fire, War, and Water domains.BONUS:VAR|DruidAirAllowed,DruidAnimalAllowed,DruidDestructionAllowed,DruidEarthAllowed,DruidFireAllowed,DruidWarAllowed|1SOURCEPAGE:p.37This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site.

[pcgen-commit-svn] SF.net SVN: pcgen:[23241]Trunk/pcgen/data/pathfinder/paizo/ roleplaying_game

From: <ama...@us...> - 2014-02-16 05:45:09

Revision: 23241 http://sourceforge.net/p/pcgen/code/23241Author: amaitlandDate: 2014-02-16 05:45:04 +0000 (Sun, 16 Feb 2014)Log Message:-----------Remove non-B3 Races back to ARG.Modified Paths:-------------- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_race.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilitycategories.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_races.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary_3/b3_abilities_race.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary_3/b3_abilitycategories.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary_3/b3_races.lstModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_race.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_race.lst2014-02-16 04:55:32 UTC (rev 23240)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_race.lst2014-02-16 05:45:04 UTC (rev 23241)@@ -186,7 +186,20 @@ # Ability NameCategory of AbilityTypeStackable?Multiple?ChooseAutomatically Gained Feat Focused Study FeatCATEGORY:Special AbilityTYPE:FocusedStudyFeatSTACK:NOMULT:YESCHOOSE:SKILL|TYPE=Charisma|TYPE=Dexterity|TYPE=Intelligence|TYPE=Strength|TYPE=WisdomAUTO:FEAT|Skill Focus(%CHOICE) +#Default Traits ~ Changeling+Default Traits ~ ChangelingCATEGORY:Internal+CATEGORY=Internal|Default Traits ~ Changeling.MODABILITY:Changeling Racial Trait|AUTOMATIC|Darkvision ~ Changeling|!PREABILITY:1,CATEGORY=Special Ability,TYPE.ChangelingDarkvision+CATEGORY=Internal|Default Traits ~ Changeling.MODABILITY:Changeling Racial Trait|AUTOMATIC|Hag Racial Trait ~ Changeling|!PREABILITY:1,CATEGORY=Special Ability,TYPE.ChangelingHagRacialTrait+CATEGORY=Internal|Default Traits ~ Changeling.MODABILITY:Changeling Racial Trait|AUTOMATIC|Claws ~ Changeling|!PREABILITY:1,CATEGORY=Special Ability,TYPE.ChangelingClaws+CATEGORY=Internal|Default Traits ~ Changeling.MODABILITY:Changeling Racial Trait|AUTOMATIC|Natural Armor ~ Changeling|!PREABILITY:1,CATEGORY=Special Ability,TYPE.ChangelingNaturalArmor +###Block: Default Changeling Abilities (POOL=4)+# Ability NameUnique KeyCategory of AbilityTypeMultiple RequirementsDescriptionAbilityBonus to Ability PoolCombat bonusSource PageNatural Attacks+DarkvisionKEY:Darkvision ~ ChangelingCATEGORY:Special AbilityTYPE:ChangelingRacialTrait.ChangelingRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Darkvision ~ Changeling],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.ChangelingDarkvision]DESC:Changelings can see in the dark up to 60 feet.SOURCEPAGE:p.184+Hag Racial TraitKEY:Hag Racial Trait ~ ChangelingCATEGORY:Special AbilityTYPE:RacialTraits.SpecialQuality.Extraordinary.ChangelingRacialTrait.ChangelingRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Hag Racial Trait ~ Changeling],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.ChangelingHagRacialTrait]DESC:Changelings inherits a trait from her mother.BONUS:ABILITYPOOL|Hag Racial Trait|1SOURCEPAGE:p.184+ClawsKEY:Claws ~ ChangelingCATEGORY:Special AbilityTYPE:RacialTraits.SpecialQuality.SpellLike.ChangelingRacialTrait.ChangelingRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Claws ~ Changeling],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.ChangelingClaws]DESC:Changelings get two claw attacks.SOURCEPAGE:p.184NATURALATTACKS:Claw,Weapon.Natural.Weapon Group Natural.Melee.Finesseable,*2,1d4+Natural ArmorKEY:Natural Armor ~ ChangelingCATEGORY:Special AbilityTYPE:RacialTraits.SpecialQuality.Extraordinary.ChangelingRacialTrait.ChangelingRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Natural Armor ~ Changeling],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.ChangelingNaturalArmor]DESC:Changelings have a +1 natural armor bonus.BONUS:COMBAT|AC|1|TYPE=NaturalArmorSOURCEPAGE:p.184+ ###Block: Alternate Changeling Abilities # COMMENT: All alternate abilities in the ARG can be done with Hag Racial Trait choices below. @@ -212,6 +225,22 @@ Deep MagicKEY:Deep Magic ~ DuergarCATEGORY:Special AbilityTYPE:DuergarRacialTrait.DuergarSLAInvisibility.DuergarSLAEnlargePersonPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Deep Magic ~ Duergar],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.DuergarSLAInvisibility,TYPE.DuergarSLAEnlargePerson]DESC:Duergar spellcasters labor long to overcome the inborn spell resistance held by so many of their underground foes. Duergar with this racial trait receive a +2 racial bonus on caster level checks made to overcome spell resistance and a +2 racial bonus on dispel checks. This racial trait replaces the enlarge person and invisibility spell-like abilities.COST:0SOURCEPAGE:p.186 +#Default Traits ~ Gillman+Default Traits ~ GillmanCATEGORY:Internal+CATEGORY=Internal|Default Traits ~ Gillman.MODABILITY:Gillman Racial Trait|AUTOMATIC|Swim Speed ~ Gillman|!PREABILITY:1,CATEGORY=Special Ability,TYPE.GillmanSwimSpeed+CATEGORY=Internal|Default Traits ~ Gillman.MODABILITY:Gillman Racial Trait|AUTOMATIC|Aquatic ~ Gillman|!PREABILITY:1,CATEGORY=Special Ability,TYPE.GillmanAquatic+CATEGORY=Internal|Default Traits ~ Gillman.MODABILITY:Gillman Racial Trait|AUTOMATIC|Enchantment Resistance ~ Gillman|!PREABILITY:1,CATEGORY=Special Ability,TYPE.GillmanEnchantmentResistance+CATEGORY=Internal|Default Traits ~ Gillman.MODABILITY:Gillman Racial Trait|AUTOMATIC|Amphibious ~ Gillman|!PREABILITY:1,CATEGORY=Special Ability,TYPE.GillmanAmphibious+CATEGORY=Internal|Default Traits ~ Gillman.MODABILITY:Gillman Racial Trait|AUTOMATIC|Water Dependent ~ Gillman|!PREABILITY:1,CATEGORY=Special Ability,TYPE.GillmanWaterDependent++###Block: Default Gillman Abilities (POOL=5)+# Ability NameUnique KeyCategory of AbilityTypeMultiple RequirementsDescriptionTemplateMoveAbilitySource Page+AquaticKEY:Aquatic ~ GillmanCATEGORY:Special AbilityTYPE:RacialTraits.SpecialQuality.Extraordinary.GillmanRacialTrait.GillmanRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Aquatic ~ Gillman],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.GillmanAquatic]DESC:Gillmen are humanoids with the aquatic subtype.TEMPLATE:AquaticSOURCEPAGE:p.188+Swim SpeedKEY:Swim Speed ~ GillmanCATEGORY:Special AbilityTYPE:RacialTraits.SpecialQuality.Extraordinary.GillmanRacialTrait.GillmanRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Swim Speed ~ Gillman],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.GillmanSwimSpeed]DESC:Gillmen have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.MOVE:Swim,30SOURCEPAGE:p.188+AmphibiousKEY:Amphibious ~ GillmanCATEGORY:Special AbilityTYPE:RacialTraits.SpecialQuality.Extraordinary.GillmanRacialTrait.GillmanRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Amphibious ~ Gillman],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.GillmanAmphibious]DESC:Gillmen can breathe both water and air.SOURCEPAGE:p.188+Enchantment ResistanceKEY:Enchantment Resistance ~ GillmanCATEGORY:Special AbilityTYPE:RacialTraits.SpecialQuality.Extraordinary.GillmanRacialTrait.GillmanRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Enchantment Resistance ~ Gillman],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.GillmanEnchantmentResistance]DESC:Gillmen gain a +2 racial saving throw bonus against non-aboleth enchantment spells and effects, but take a -2 penalty on such saving throws against aboleth sources.SOURCEPAGE:p.188+Water DependentKEY:Water Dependent ~ GillmanCATEGORY:Special AbilityTYPE:RacialTraits.SpecialQuality.Extraordinary.GillmanRacialTrait.GillmanRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Water Dependent ~ Gillman],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.GillmanWaterDependent]DESC:Gillmen who spend more than 1 day without fully submerging in water risk death within 4d6 hours.SOURCEPAGE:p.188+ ###Block: Alternate Gillman Abilities # Ability NameUnique KeyCategory of AbilityTypeMultiple RequirementsDescriptionTemplateAbilityCostSource Page RiverfolkKEY:Riverfolk ~ GillmanCATEGORY:Special AbilityTYPE:RacialTraits.SpecialQuality.Extraordinary.GillmanRacialTrait.GillmanWaterDependentPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Riverfolk ~ Gillman],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.GillmanWaterDependent]DESC:You lose water dependent, and gain vulnerability to fire.ABILITY:Special Ability|AUTOMATIC|Vulnerability to FireCOST:0SOURCEPAGE:p.188@@ -238,7 +267,53 @@ StrongtailKEY:Strongtail ~ MerfolkCATEGORY:Special AbilityTYPE:RacialTraits.SpecialQuality.MerfolkRacialTraitDESC:You have a base land speed of 15 feet, but a swim speed of 30 feet.BONUS:MOVEADD|TYPE.Walk|10BONUS:MOVEADD|TYPE.Swim|-20COST:0SOURCEPAGE:p.194 +###Block: Default Kitsune Abilities (POOL=5)+# Ability NameUnique KeyCategory of AbilityTypeMultiple RequirementsDefineInnate SpellsDescriptionAbilityBonus to DCBonus to skillSource PageNatural Attacks+Low-Light VisionKEY:Low-Light Vision ~ KitsuneCATEGORY:Special AbilityTYPE:KitsuneRacialTrait.KitsuneRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Low-Light Vision ~ Kitsune],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.KitsuneLowLightVision]DESC:Kitsune can see twice as far as humans in conditions of dim light.SOURCEPAGE:p.192+Change ShapeKEY:Change Shape ~ KitsuneCATEGORY:Special AbilityTYPE:RacialTraits.SpecialQuality.Supernatural.KitsuneRacialTrait.KitsuneRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Change Shape ~ Kitsune],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.KitsuneChangeShape]DESC:Kitsune can assume the appearance of a specific single human form of the same sex.SOURCEPAGE:p.192+AgileKEY:Agile ~ KitsuneCATEGORY:Special AbilityTYPE:RacialTraits.SpecialQuality.Extraordinary.KitsuneRacialTrait.KitsuneRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Agile ~ Kitsune],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.KitsuneAgile]DESC:Kitsunes get a +2 racial bonus on Acrobatics checks.BONUS:SKILL|Acrobatics|2|TYPE=RacialSOURCEPAGE:p.192+Kitsune MagicKEY:Kitsune Magic ~ KitsuneCATEGORY:Special AbilityTYPE:RacialTraits.SpecialQuality.Extraordinary.KitsuneRacialTrait.KitsuneRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Kitsune Magic ~ Kitsune],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.KitsuneMagic]DEFINE:KitsuneSLATimes|3SPELLS:Innate|TIMES=KitsuneSLATimes|CASTERLEVEL=TL|Dancing Lights|PRESTAT:1,CHA=11DESC:Kitsune add +1 to the DC of any enchantment spells they cast.BONUS:DC|SCHOOL.Enchantment|1SOURCEPAGE:p.192+Natural WeaponsKEY:Natural Weapons ~ KitsuneCATEGORY:Special AbilityTYPE:RacialTraits.SpecialQuality.Extraordinary.KitsuneRacialTrait.KitsuneRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Natural Weapons ~ Kitsune],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.KitsuneNaturalWeapons]DEFINE:KitsuneSLATimes|3SPELLS:Innate|TIMES=KitsuneSLATimes|CASTERLEVEL=TL|Dancing Lights|PRESTAT:1,CHA=11DESC:Kitsune have a bite attack in their natural form.SOURCEPAGE:p.192NATURALATTACKS:Bite,Weapon.Natural.Weapon Group Natural.Melee.Piercing,*1,1d4 ++#Default Traits ~ Kitsune+Default Traits ~ KitsuneCATEGORY:Internal+CATEGORY=Internal|Default Traits ~ Kitsune.MODABILITY:Kitsune Racial Trait|AUTOMATIC|Low-Light Vision ~ Kitsune|!PREABILITY:1,CATEGORY=Special Ability,TYPE.KitsuneLow-Light Vision+CATEGORY=Internal|Default Traits ~ Kitsune.MODABILITY:Kitsune Racial Trait|AUTOMATIC|Change Shape ~ Kitsune|!PREABILITY:1,CATEGORY=Special Ability,TYPE.KitsuneChangeShape+CATEGORY=Internal|Default Traits ~ Kitsune.MODABILITY:Kitsune Racial Trait|AUTOMATIC|Agile ~ Kitsune|!PREABILITY:1,CATEGORY=Special Ability,TYPE.KitsuneAgile+CATEGORY=Internal|Default Traits ~ Kitsune.MODABILITY:Kitsune Racial Trait|AUTOMATIC|Kitsune Magic ~ Kitsune|!PREABILITY:1,CATEGORY=Special Ability,TYPE.KitsuneMagic+CATEGORY=Internal|Default Traits ~ Kitsune.MODABILITY:Kitsune Racial Trait|AUTOMATIC|Natural Weapons ~ Kitsune|!PREABILITY:1,CATEGORY=Special Ability,TYPE.KitsuneNaturalWeapons+###Block: Default Nagaji Abilities (POOL=4)+# Ability NameUnique KeyCategory of AbilityTypeMultiple RequirementsDescriptionAbilityCombat bonusBonus to skillSource Page+Low-Light VisionKEY:Low-Light Vision ~ NagajiCATEGORY:Special AbilityTYPE:NagajiRacialTrait.NagajiRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Low-Light Vision ~ Nagaji],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.NagajiLowLightVision]DESC:Nagaji can see twice as far as humans in conditions of dim light.SOURCEPAGE:p.196+Armored ScalesKEY:Armored Scales ~ NagajiCATEGORY:Special AbilityTYPE:RacialTraits.SpecialQuality.Extraordinary.NagajiRacialTrait.NagajiRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Armored Scales ~ Nagaji],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.NagajiArmoredScales]DESC:Nagaji have a +1 natural armor bonus.BONUS:COMBAT|AC|1|TYPE=NaturalArmorSOURCEPAGE:p.196+ResistantKEY:Resistant ~ NagajiCATEGORY:Special AbilityTYPE:NagajiRacialTrait.NagajiRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Resistant ~ Nagaji],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.NagajiResistant]DESC:Nagaji receive a +2 racial saving throw bonus against mind-affecting effects and poison.SOURCEPAGE:p.196+# COMMENT: Create/use specialty skill.+Serpent's SenseKEY:Serpent's Sense ~ NagajiCATEGORY:Special AbilityTYPE:RacialTraits.SpecialQuality.Extraordinary.NagajiRacialTrait.NagajiRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Serpent's Sense ~ Nagaji],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.NagajiSerpentsSense]DESC:Nagaji receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks.BONUS:SKILL|Perception|2|TYPE=RacialSOURCEPAGE:p.196+++#Default Traits ~ Nagaji+Default Traits ~ NagajiCATEGORY:Internal+CATEGORY=Internal|Default Traits ~ Nagaji.MODABILITY:Nagaji Racial Trait|AUTOMATIC|Low-Light Vision ~ Nagaji|!PREABILITY:1,CATEGORY=Special Ability,TYPE.NagajiLowLightVision+CATEGORY=Internal|Default Traits ~ Nagaji.MODABILITY:Nagaji Racial Trait|AUTOMATIC|Resistant ~ Nagaji|!PREABILITY:1,CATEGORY=Special Ability,TYPE.NagajiResistant+CATEGORY=Internal|Default Traits ~ Nagaji.MODABILITY:Nagaji Racial Trait|AUTOMATIC|Armored Scales ~ Nagaji|!PREABILITY:1,CATEGORY=Special Ability,TYPE.NagajiArmoredScales+CATEGORY=Internal|Default Traits ~ Nagaji.MODABILITY:Nagaji Racial Trait|AUTOMATIC|Serpent's Sense ~ Nagaji|!PREABILITY:1,CATEGORY=Special Ability,TYPE.NagajiSerpentsSense++###Block: Default Samsaran Abilities (POOL=4)+# Ability NameUnique KeyCategory of AbilityTypeMultiple RequirementsDescriptionAbilitySource Page+Low-Light VisionKEY:Low-Light Vision ~ SamsaranCATEGORY:Special AbilityTYPE:SamsaranRacialTrait.SamsaranRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Low-Light Vision ~ Samsaran],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.SamsaranLowLightVision]DESC:Samsarans can see twice as far as humans in conditions of dim light.SOURCEPAGE:p.198+LifeboundKEY:Lifebound ~ SamsaranCATEGORY:Special AbilityTYPE:SamsaranRacialTrait.SamsaranRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Lifebound ~ Samsaran],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.SamsaranLifebound]DESC:Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.SOURCEPAGE:p.198+Samsaran MagicKEY:Samsaran Magic ~ SamsaranCATEGORY:Special AbilityTYPE:SamsaranRacialTrait.SamsaranRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Samsaran Magic ~ Samsaran],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.SamsaranMagic]DESC:Samsarans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day-comprehend languages, deathwatch, and stabilize. The caster level for these effects is equal to the samsaran's level.SOURCEPAGE:p.198+Shards of the PastKEY:Shards of the Past ~ SamsaranCATEGORY:Special AbilityTYPE:SamsaranRacialTrait.SamsaranRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Shards of the Past ~ Samsaran],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.SamsaranShardsOfThePast]DESC:A samsaran's past lives grant her bonuses on two particular skills. A samsaran chooses two skills-she gains a +2 racial bonus on both of these skills, and they are treated as class skills regardless of what class she actually takes.SOURCEPAGE:p.198+++#Default Traits ~ Samsaran+Default Traits ~ SamsaranCATEGORY:Internal+CATEGORY=Internal|Default Traits ~ Samsaran.MODABILITY:Samsaran Racial Trait|AUTOMATIC|Low-Light Vision ~ Samsaran|!PREABILITY:1,CATEGORY=Special Ability,TYPE.SamsaranLowLightVision+CATEGORY=Internal|Default Traits ~ Samsaran.MODABILITY:Samsaran Racial Trait|AUTOMATIC|Lifebound ~ Samsaran|!PREABILITY:1,CATEGORY=Special Ability,TYPE.SamsaranLifebound+CATEGORY=Internal|Default Traits ~ Samsaran.MODABILITY:Samsaran Racial Trait|AUTOMATIC|Samsaran Magic ~ Samsaran|!PREABILITY:1,CATEGORY=Special Ability,TYPE.SamsaranMagic+CATEGORY=Internal|Default Traits ~ Samsaran.MODABILITY:Samsaran Racial Trait|AUTOMATIC|Shards of the Past ~ Samsaran|!PREABILITY:1,CATEGORY=Special Ability,TYPE.SamsaranShardsOfThePast+ ###Block: Alternate Nagaji Abilities # Ability NameUnique KeyCategory of AbilityTypeMultiple RequirementsDescriptionCostSource Page Hypnotic GazeKEY:Hypnotic Gaze ~ NagajiCATEGORY:Special AbilityTYPE:NagajiRacialTrait.NagajiSerpentsSensePREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Hypnotic Gaze ~ Nagaji],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.NagajiSerpentsSense]DESC:The nagaji's gaze is so intense it stops others in their tracks. Once per day, it can attempt to hypnotize a single target, as per the spell hypnotism (caster level equal to the nagaji's Hit Dice). The DC of this effect is equal to 11 + the nagaji's Charisma modifier. The effects of the hypnotic gaze only last a single round. This racial trait replaces serpent's sense.COST:0SOURCEPAGE:p.196@@ -265,7 +340,23 @@ Knowledge (Religion)KEY:Shards Knowledge ReligionCATEGORY:Special AbilityTYPE:ShardsOfPastKnowledgeBONUS:SKILL|Knowledge (Religion)|2|TYPE=RacialCSKILL:Knowledge (Religion) +###Block: Default Strix Abilities (POOL=5)+# Ability NameUnique KeyCategory of AbilityTypeMultiple RequirementsDescriptionAbilitySource Page+Low-Light VisionKEY:Low-Light Vision ~ StrixCATEGORY:Special AbilityTYPE:StrixRacialTrait.StrixRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Low-Light Vision ~ Strix],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.StrixLowLightVision]DESC:Strix can see twice as far as humans in conditions of dim light.SOURCEPAGE:p.200+DarkvisionKEY:Darkvision ~ StrixCATEGORY:Special AbilityTYPE:StrixRacialTrait.StrixRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Darkvision ~ Strix],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.StrixDarkvision]DESC:Strix can see in the dark up to 60 feet.SOURCEPAGE:p.200+HatredKEY:Hatred ~ StrixCATEGORY:Special AbilityTYPE:RacialTraits.SpecialQuality.Extraordinary.StrixRacialTrait.StrixRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Hatred ~ Strix],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.StrixHatred]DESC:Strix have a +1 racial bonus on attack rolls against humans.SOURCEPAGE:p.200+# COMMENT: Make/use specialty skills.+NocturnalKEY:Nocturnal ~ StrixCATEGORY:Special AbilityTYPE:RacialTraits.SpecialQuality.Extraordinary.StrixRacialTrait.StrixRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Nocturnal ~ Strix],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.StrixNocturnal]DESC:Strix gain a +2 racial bonus on Perception and Stealth checks in dim light or darkness.SOURCEPAGE:p.200+SuspiciousKEY:Suspicious ~ StrixCATEGORY:Special AbilityTYPE:RacialTraits.SpecialQuality.Extraordinary.StrixRacialTrait.StrixRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Suspicious ~ Strix],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.StrixSuspicious]DESC:Strix gain a +2 racial bonus on saving throws against illusion spells and effects.SOURCEPAGE:p.200 +#Default Traits ~ Strix+Default Traits ~ StrixCATEGORY:Internal+CATEGORY=Internal|Default Traits ~ Strix.MODABILITY:Strix Racial Trait|AUTOMATIC|Low-Light Vision ~ Strix|!PREABILITY:1,CATEGORY=Special Ability,TYPE.StrixLowLightVision+CATEGORY=Internal|Default Traits ~ Strix.MODABILITY:Strix Racial Trait|AUTOMATIC|Darkvision ~ Strix|!PREABILITY:1,CATEGORY=Special Ability,TYPE.StrixDarkvision+CATEGORY=Internal|Default Traits ~ Strix.MODABILITY:Strix Racial Trait|AUTOMATIC|Hatred ~ Strix|!PREABILITY:1,CATEGORY=Special Ability,TYPE.StrixHatred+CATEGORY=Internal|Default Traits ~ Strix.MODABILITY:Strix Racial Trait|AUTOMATIC|Nocturnal ~ Strix|!PREABILITY:1,CATEGORY=Special Ability,TYPE.StrixNocturnal+CATEGORY=Internal|Default Traits ~ Strix.MODABILITY:Strix Racial Trait|AUTOMATIC|Suspicious ~ Strix|!PREABILITY:1,CATEGORY=Special Ability,TYPE.StrixSuspicious+ ###Block: Alternate Strix Abilities # Ability NameUnique KeyCategory of AbilityTypeMultiple RequirementsDescriptionSave checks bonusAdd to base moveBonus to skillModify VARClass SkillCostSource Page DayguardKEY:Dayguard ~ StrixCATEGORY:Special AbilityTYPE:RacialTraits.SpecialQuality.StrixRacialTrait.StrixNocturnalPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Dayguard ~ Strix],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.StrixNocturnal]DESC:You gain a +2 racial bonus on Perception checks, and Perception is a class skill.BONUS:SKILL|Perception|2|TYPE=RacialCSKILL:PerceptionCOST:0SOURCEPAGE:p.200@@ -307,7 +398,28 @@ # Ability NameUnique KeyCategory of AbilityTypeStackable?Multiple?ChooseBonus to skill Choose Perform SkillKEY:Choose Perform Skill ~ VishkanyaCATEGORY:Special AbilityTYPE:VishkanyaPerformSkillSTACK:NOMULT:YESCHOOSE:SKILL|Perform%BONUS:SKILL|%CHOICE|2|TYPE=Racial +###Block: Default Wayang Abilities (POOL=5)+# Ability NameUnique KeyCategory of AbilityTypeMultiple RequirementsDescriptionBonus to skillSource Page+DarkvisionKEY:Darkvision ~ WayangCATEGORY:Special AbilityTYPE:WayangRacialTrait.WayangRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Darkvision ~ Wayang],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.WayangDarkvision]DESC:Wayangs can see in the dark up to 60 feet.SOURCEPAGE:p.210+Light and DarkKEY:Light and Dark ~ WayangCATEGORY:Special AbilityTYPE:WayangRacialTrait.WayangRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Light and Dark ~ Wayang],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.WayangLightAndDark]DESC:Once per day as an immediate action, a wayang can treat positive and negative energy effects as if she were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.SOURCEPAGE:p.210+LurkerKEY:Lurker ~ WayangCATEGORY:Special AbilityTYPE:RacialTraits.SpecialQuality.Extraordinary.WayangRacialTrait.WayangRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Lurker ~ Wayang],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.WayangLurker]DESC:Wayang have a +2 racial bonus on Perception and Stealth checks.BONUS:SKILL|Perception,Stealth|2|TYPE=RacialSOURCEPAGE:p.210+Shadow MagicKEY:Shadow Magic ~ WayangCATEGORY:Special AbilityTYPE:WayangRacialTrait.WayangRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Shadow Magic ~ Wayang],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.WayangShadowMagic]DESC:Wayangs add +1 to the DC of any saving throws against spells of the shadow subschool that they cast. Wayangs with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day-ghost sound, pass without trace, and ventriloquism. The caster level for these effects is equal to the wayang's level. The DC for these spells is equal to 10 + the spell's level + the wayang's Charisma modifier.SOURCEPAGE:p.210+Shadow ResistanceKEY:Shadow Resistance ~ WayangCATEGORY:Special AbilityTYPE:WayangRacialTrait.WayangRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Shadow Resistance ~ Wayang],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.WayangShadowResistance]DESC:Wayangs get a +2 racial bonus on saving throws against spells of the shadow subschool.SOURCEPAGE:p.210 +###Block: Set up Wayang default abilities+# Ability NameCategory of AbilityAbility++#Default Traits ~ Wayang+# Ability NameUnique KeyCategory of AbilityTypeMinimum SizeDefineDefine a StatInnate SpellsDescriptionStackable?Multiple?ChooseSelectionsTemplateMoveVirtual FeatAbilityBonus to Ability PoolCombat bonusDamage reductionMisc bonusAdd to base moveCaster level bonusAdjust PC SizeBonus to skillStat bonusModify VARWeapon prof. bonusVisionSpell Res.Damage ReductionCostApply KitSource PageNatural AttacksAspects+Default Traits ~ WayangCATEGORY:Internal+CATEGORY=Internal|Default Traits ~ Wayang.MODABILITY:Wayang Racial Trait|AUTOMATIC|Darkvision ~ Wayang|!PREABILITY:1,CATEGORY=Special Ability,TYPE.WayangDarkvision+CATEGORY=Internal|Default Traits ~ Wayang.MODABILITY:Wayang Racial Trait|AUTOMATIC|Light and Dark ~ Wayang|!PREABILITY:1,CATEGORY=Special Ability,TYPE.WayangLightAndDark+CATEGORY=Internal|Default Traits ~ Wayang.MODABILITY:Wayang Racial Trait|AUTOMATIC|Lurker ~ Wayang|!PREABILITY:1,CATEGORY=Special Ability,TYPE.WayangLurker+CATEGORY=Internal|Default Traits ~ Wayang.MODABILITY:Wayang Racial Trait|AUTOMATIC|Shadow Magic ~ Wayang|!PREABILITY:1,CATEGORY=Special Ability,TYPE.WayangShadowMagic+CATEGORY=Internal|Default Traits ~ Wayang.MODABILITY:Wayang Racial Trait|AUTOMATIC|Shadow Resistance ~ Wayang|!PREABILITY:1,CATEGORY=Special Ability,TYPE.WayangShadowResistance+++ ###Block: Alternate Wayang Abilities # Ability NameUnique KeyCategory of AbilityTypeMultiple RequirementsDescriptionCostSource Page Dissolution's ChildKEY:Dissolutions Child ~ WayangCATEGORY:Special AbilityTYPE:WayangRacialTrait.WayangShadowMagicPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Dissolution's Child ~ Wayang],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.WayangShadowMagic]DESC:Once per day, you may change your appearance to look as if you were little more than a 4-foot-tall area of shadow. Your physical form still exists and you are not incorporeal-only your appearance changes. This works like invisibility, except it only lasts 1 round per level (maximum 5 rounds). This is a supernatural ability. This racial trait replaces shadow magic.COST:0SOURCEPAGE:p.210Modified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilitycategories.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilitycategories.lst2014-02-16 04:55:32 UTC (rev 23240)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilitycategories.lst2014-02-16 05:45:04 UTC (rev 23241)@@ -64,5 +64,16 @@ ABILITYCATEGORY:Elven Arcana Spell ChoiceVISIBLE:QUALIFYEDITABLE:YESEDITPOOL:NOFRACTIONALPOOL:NOCATEGORY:Special AbilityTYPE:ElvenArcanaSpellChoicePLURAL:Elven Arcana Spell ChoicesDISPLAYLOCATION:Class Abilities ABILITYCATEGORY:Reincarnated Oracle RevelationVISIBLE:QUALIFYEDITABLE:YESEDITPOOL:NOFRACTIONALPOOL:NOCATEGORY:Special AbilityTYPE:ReincarnatedOracleRevelationPLURAL:Reincarnated Oracle RevelationsDISPLAYLOCATION:Class Abilities +###Block:+ABILITYCATEGORY:Changeling Racial TraitVISIBLE:QUALIFYEDITABLE:YESEDITPOOL:NOFRACTIONALPOOL:NOCATEGORY:Special AbilityTYPE:ChangelingRacialTraitPLURAL:Changeling Racial TraitsDISPLAYLOCATION:Racial Abilities+ABILITYCATEGORY:Gillman Racial TraitVISIBLE:QUALIFYEDITABLE:YESEDITPOOL:NOFRACTIONALPOOL:NOCATEGORY:Special AbilityTYPE:GillmanRacialTraitPLURAL:Gillman Racial TraitsDISPLAYLOCATION:Racial Abilities+ABILITYCATEGORY:Kitsune Racial TraitVISIBLE:QUALIFYEDITABLE:YESEDITPOOL:NOFRACTIONALPOOL:NOCATEGORY:Special AbilityTYPE:KitsuneRacialTraitPLURAL:Kitsune Racial TraitsDISPLAYLOCATION:Racial Abilities+ABILITYCATEGORY:Nagaji Racial TraitVISIBLE:QUALIFYEDITABLE:YESEDITPOOL:NOFRACTIONALPOOL:NOCATEGORY:Special AbilityTYPE:NagajiRacialTraitPLURAL:Nagaji Racial TraitsDISPLAYLOCATION:Racial Abilities+ABILITYCATEGORY:Samsaran Racial TraitVISIBLE:QUALIFYEDITABLE:YESEDITPOOL:NOFRACTIONALPOOL:NOCATEGORY:Special AbilityTYPE:SamsaranRacialTraitPLURAL:Samsaran Racial TraitsDISPLAYLOCATION:Racial Abilities+ABILITYCATEGORY:Strix Racial TraitVISIBLE:QUALIFYEDITABLE:YESEDITPOOL:NOFRACTIONALPOOL:NOCATEGORY:Special AbilityTYPE:StrixRacialTraitPLURAL:Strix Racial TraitsDISPLAYLOCATION:Racial Abilities+ABILITYCATEGORY:Wayang Racial TraitVISIBLE:QUALIFYEDITABLE:YESEDITPOOL:NOFRACTIONALPOOL:NOCATEGORY:Special AbilityTYPE:WayangRacialTraitPLURAL:Wayang Racial TraitsDISPLAYLOCATION:Racial Abilities+++ # End #Modified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_races.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_races.lst2014-02-16 04:55:32 UTC (rev 23240)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_races.lst2014-02-16 05:45:04 UTC (rev 23241)@@ -2,6 +2,17 @@ SOURCELONG:Advanced Race GuideSOURCESHORT:ARGSOURCEWEB:http://paizo.com/products/btpy8rv2?Pathfinder-Roleplaying-Game-Advanced-Race-GuideSOURCEDATE:2012-06 # ORIGINAL ENTRY: none # ORIGINAL ENTRY DATE: none+ChangelingSTARTFEATS:1SIZE:MMOVE:Walk,30FACE:5REACH:5PREGENDER:FLANGBONUS:Aklo,Draconic,Dwarven,Elven,Giant,Gnoll,Goblin,OrcBONUS:STAT|WIS,CHA|2BONUS:STAT|CON|-2AUTO:LANG|CommonABILITY:Internal|AUTOMATIC|Default Traits ~ ChangelingRACETYPE:HumanoidRACESUBTYPE:ChangelingTYPE:Base.PC.UncommonCR:1/2SOURCEPAGE:p.184BONUS:LANGUAGES|NUMBER|1+GillmanSTARTFEATS:1SIZE:MMOVE:Walk,30FACE:5REACH:5LANGBONUS:Aklo,Aquan,Draconic,ElvenBONUS:STAT|CON,CHA|2BONUS:STAT|WIS|-2AUTO:LANG|Common|AbolethABILITY:Internal|AUTOMATIC|Default Traits ~ GillmanRACETYPE:HumanoidTYPE:Base.PC.UncommonCR:1/2SOURCEPAGE:p.188+# COMMENT: Bonus languages include "any human language".+KitsuneSTARTFEATS:1SIZE:MMOVE:Walk,30FACE:5REACH:5LANGBONUS:Aklo,Celestial,Elven,Gnome,TenguBONUS:STAT|DEX,CHA|2BONUS:STAT|STR|-2AUTO:LANG|Common|SylvanABILITY:Internal|AUTOMATIC|Default Traits ~ KitsuneRACETYPE:HumanoidRACESUBTYPE:Kitsune|ShapechangerTYPE:Base.PC.UncommonCR:1/2SOURCEPAGE:p.192+NagajiSTARTFEATS:1SIZE:MMOVE:Walk,30FACE:5REACH:5LANGBONUS:Abyssal,Aklo,Celestial,Draconic,Giant,Infernal,SylvanBONUS:STAT|STR,CHA|2BONUS:STAT|INT|-2AUTO:LANG|Common|DraconicABILITY:Internal|AUTOMATIC|Default Traits ~ NagajiRACETYPE:HumanoidRACESUBTYPE:ReptilianTYPE:Base.PC.UncommonCR:1/2SOURCEPAGE:p.196+# COMMENT: Bonus languages include "any human language".+# COMMENT: Bonus languages include Nagaji; not even the Nagaji speak Nagaji. Removed from list until further clarification.+#SamsaranSTARTFEATS:1SIZE:MMOVE:Walk,30FACE:5REACH:5LANGBONUS:Abyssal,Aquan,Auran,Celestial,Draconic,Giant,Ignan,Infernal,Tengu,TerranBONUS:STAT|WIS,CHA|2AUTO:LANG|Common|SamsaranABILITY:Internal|AUTOMATIC|Default Traits ~ SamsaranRACETYPE:HumanoidRACESUBTYPE:SamsaranTYPE:Base.PC.UncommonCR:1/2SOURCEPAGE:p.198+StrixSTARTFEATS:1SIZE:MMOVE:Walk,30,Fly,60FACE:5REACH:5LANGBONUS:Auran,Common,Draconic,Giant,Gnome,Goblin,InfernalBONUS:STAT|DEX|2BONUS:STAT|CHA|-2AUTO:LANG|StrixABILITY:Internal|AUTOMATIC|Default Traits ~ StrixABILITY:Special Ability|AUTOMATIC|Flight ManeuverabilityDEFINE:Maneuverability|3RACETYPE:HumanoidRACESUBTYPE:StrixTYPE:Base.PC.UncommonCR:1/2SOURCEPAGE:p.200+# COMMENT: Bonus languages include Nagaji; not even the Nagaji speak Nagaji. Removed from list until further clarification.+WayangSTARTFEATS:1SIZE:SMOVE:Walk,20FACE:5REACH:5LANGBONUS:Abyssal,Aklo,Draconic,Goblin,Infernal,Samsaran,TenguBONUS:STAT|DEX,INT|2BONUS:STAT|WIS|-2AUTO:LANG|Common|WayangABILITY:Internal|AUTOMATIC|Default Traits ~ WayangRACETYPE:HumanoidRACESUBTYPE:WayangTYPE:Base.PC.UncommonCR:1/2SOURCEPAGE:p.210 # Race NameStarting FeatsSizeMoveFace/SpaceReachRequired GenderBonus LanguagesStat bonusAutomatically Gained LanguageAbilityDefineMain Race TypeRace SubtypeTypeChallenge RatingSource PageMore languageSORTKEY #ChangelingSTARTFEATS:1SIZE:MMOVE:Walk,30FACE:5REACH:5PREGENDER:FLANGBONUS:Aklo,Draconic,Dwarven,Elven,Giant,Gnoll,Goblin,OrcBONUS:STAT|WIS,CHA|2BONUS:STAT|CON|-2AUTO:LANG|CommonRACETYPE:HumanoidRACESUBTYPE:ChangelingTYPE:Base.PC.UncommonCR:1/2SOURCEPAGE:p.184BONUS:LANGUAGES|NUMBER|1SORTKEY:a_base_pcModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary_3/b3_abilities_race.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary_3/b3_abilities_race.lst2014-02-16 04:55:32 UTC (rev 23240)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary_3/b3_abilities_race.lst2014-02-16 05:45:04 UTC (rev 23241)@@ -43,103 +43,12 @@ CATEGORY=Internal|Default Traits ~ Ratfolk.MODABILITY:Ratfolk Racial Trait|AUTOMATIC|Swarming ~ Ratfolk|!PREABILITY:1,CATEGORY=Special Ability,TYPE.RatfolkSwarming CATEGORY=Internal|Default Traits ~ Ratfolk.MODABILITY:Ratfolk Racial Trait|AUTOMATIC|Tinker ~ Ratfolk|!PREABILITY:1,CATEGORY=Special Ability,TYPE.RatfolkTinker -###Block: Default Changeling Abilities (POOL=4)-# Ability NameUnique KeyCategory of AbilityTypeMultiple RequirementsDescriptionAbilityBonus to Ability PoolCombat bonusSource PageNatural Attacks-DarkvisionKEY:Darkvision ~ ChangelingCATEGORY:Special AbilityTYPE:ChangelingRacialTrait.ChangelingRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Darkvision ~ Changeling],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.ChangelingDarkvision]DESC:Changelings can see in the dark up to 60 feet.SOURCEPAGE:p.184-Hag Racial TraitKEY:Hag Racial Trait ~ ChangelingCATEGORY:Special AbilityTYPE:RacialTraits.SpecialQuality.Extraordinary.ChangelingRacialTrait.ChangelingRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Hag Racial Trait ~ Changeling],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.ChangelingHagRacialTrait]DESC:Changelings inherits a trait from her mother.BONUS:ABILITYPOOL|Hag Racial Trait|1SOURCEPAGE:p.184-ClawsKEY:Claws ~ ChangelingCATEGORY:Special AbilityTYPE:RacialTraits.SpecialQuality.SpellLike.ChangelingRacialTrait.ChangelingRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Claws ~ Changeling],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.ChangelingClaws]DESC:Changelings get two claw attacks.SOURCEPAGE:p.184NATURALATTACKS:Claw,Weapon.Natural.Weapon Group Natural.Melee.Finesseable,*2,1d4-Natural ArmorKEY:Natural Armor ~ ChangelingCATEGORY:Special AbilityTYPE:RacialTraits.SpecialQuality.Extraordinary.ChangelingRacialTrait.ChangelingRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Natural Armor ~ Changeling],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.ChangelingNaturalArmor]DESC:Changelings have a +1 natural armor bonus.BONUS:COMBAT|AC|1|TYPE=NaturalArmorSOURCEPAGE:p.184 -#Default Traits ~ Changeling-Default Traits ~ ChangelingCATEGORY:Internal-CATEGORY=Internal|Default Traits ~ Changeling.MODABILITY:Changeling Racial Trait|AUTOMATIC|Darkvision ~ Changeling|!PREABILITY:1,CATEGORY=Special Ability,TYPE.ChangelingDarkvision-CATEGORY=Internal|Default Traits ~ Changeling.MODABILITY:Changeling Racial Trait|AUTOMATIC|Hag Racial Trait ~ Changeling|!PREABILITY:1,CATEGORY=Special Ability,TYPE.ChangelingHagRacialTrait-CATEGORY=Internal|Default Traits ~ Changeling.MODABILITY:Changeling Racial Trait|AUTOMATIC|Claws ~ Changeling|!PREABILITY:1,CATEGORY=Special Ability,TYPE.ChangelingClaws-CATEGORY=Internal|Default Traits ~ Changeling.MODABILITY:Changeling Racial Trait|AUTOMATIC|Natural Armor ~ Changeling|!PREABILITY:1,CATEGORY=Special Ability,TYPE.ChangelingNaturalArmor -###Block: Default Gillman Abilities (POOL=5)-# Ability NameUnique KeyCategory of AbilityTypeMultiple RequirementsDescriptionTemplateMoveAbilitySource Page-AquaticKEY:Aquatic ~ GillmanCATEGORY:Special AbilityTYPE:RacialTraits.SpecialQuality.Extraordinary.GillmanRacialTrait.GillmanRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Aquatic ~ Gillman],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.GillmanAquatic]DESC:Gillmen are humanoids with the aquatic subtype.TEMPLATE:AquaticSOURCEPAGE:p.188-Swim SpeedKEY:Swim Speed ~ GillmanCATEGORY:Special AbilityTYPE:RacialTraits.SpecialQuality.Extraordinary.GillmanRacialTrait.GillmanRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Swim Speed ~ Gillman],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.GillmanSwimSpeed]DESC:Gillmen have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.MOVE:Swim,30SOURCEPAGE:p.188-AmphibiousKEY:Amphibious ~ GillmanCATEGORY:Special AbilityTYPE:RacialTraits.SpecialQuality.Extraordinary.GillmanRacialTrait.GillmanRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Amphibious ~ Gillman],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.GillmanAmphibious]DESC:Gillmen can breathe both water and air.SOURCEPAGE:p.188-Enchantment ResistanceKEY:Enchantment Resistance ~ GillmanCATEGORY:Special AbilityTYPE:RacialTraits.SpecialQuality.Extraordinary.GillmanRacialTrait.GillmanRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Enchantment Resistance ~ Gillman],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.GillmanEnchantmentResistance]DESC:Gillmen gain a +2 racial saving throw bonus against non-aboleth enchantment spells and effects, but take a -2 penalty on such saving throws against aboleth sources.SOURCEPAGE:p.188-Water DependentKEY:Water Dependent ~ GillmanCATEGORY:Special AbilityTYPE:RacialTraits.SpecialQuality.Extraordinary.GillmanRacialTrait.GillmanRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Water Dependent ~ Gillman],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.GillmanWaterDependent]DESC:Gillmen who spend more than 1 day without fully submerging in water risk death within 4d6 hours.SOURCEPAGE:p.188 -#Default Traits ~ Gillman-Default Traits ~ GillmanCATEGORY:Internal-CATEGORY=Internal|Default Traits ~ Gillman.MODABILITY:Gillman Racial Trait|AUTOMATIC|Swim Speed ~ Gillman|!PREABILITY:1,CATEGORY=Special Ability,TYPE.GillmanSwimSpeed-CATEGORY=Internal|Default Traits ~ Gillman.MODABILITY:Gillman Racial Trait|AUTOMATIC|Aquatic ~ Gillman|!PREABILITY:1,CATEGORY=Special Ability,TYPE.GillmanAquatic-CATEGORY=Internal|Default Traits ~ Gillman.MODABILITY:Gillman Racial Trait|AUTOMATIC|Enchantment Resistance ~ Gillman|!PREABILITY:1,CATEGORY=Special Ability,TYPE.GillmanEnchantmentResistance-CATEGORY=Internal|Default Traits ~ Gillman.MODABILITY:Gillman Racial Trait|AUTOMATIC|Amphibious ~ Gillman|!PREABILITY:1,CATEGORY=Special Ability,TYPE.GillmanAmphibious-CATEGORY=Internal|Default Traits ~ Gillman.MODABILITY:Gillman Racial Trait|AUTOMATIC|Water Dependent ~ Gillman|!PREABILITY:1,CATEGORY=Special Ability,TYPE.GillmanWaterDependent -###Block: Default Kitsune Abilities (POOL=5)-# Ability NameUnique KeyCategory of AbilityTypeMultiple RequirementsDefineInnate SpellsDescriptionAbilityBonus to DCBonus to skillSource PageNatural Attacks-Low-Light VisionKEY:Low-Light Vision ~ KitsuneCATEGORY:Special AbilityTYPE:KitsuneRacialTrait.KitsuneRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Low-Light Vision ~ Kitsune],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.KitsuneLowLightVision]DESC:Kitsune can see twice as far as humans in conditions of dim light.SOURCEPAGE:p.192-Change ShapeKEY:Change Shape ~ KitsuneCATEGORY:Special AbilityTYPE:RacialTraits.SpecialQuality.Supernatural.KitsuneRacialTrait.KitsuneRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Change Shape ~ Kitsune],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.KitsuneChangeShape]DESC:Kitsune can assume the appearance of a specific single human form of the same sex.SOURCEPAGE:p.192-AgileKEY:Agile ~ KitsuneCATEGORY:Special AbilityTYPE:RacialTraits.SpecialQuality.Extraordinary.KitsuneRacialTrait.KitsuneRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Agile ~ Kitsune],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.KitsuneAgile]DESC:Kitsunes get a +2 racial bonus on Acrobatics checks.BONUS:SKILL|Acrobatics|2|TYPE=RacialSOURCEPAGE:p.192-Kitsune MagicKEY:Kitsune Magic ~ KitsuneCATEGORY:Special AbilityTYPE:RacialTraits.SpecialQuality.Extraordinary.KitsuneRacialTrait.KitsuneRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Kitsune Magic ~ Kitsune],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.KitsuneMagic]DEFINE:KitsuneSLATimes|3SPELLS:Innate|TIMES=KitsuneSLATimes|CASTERLEVEL=TL|Dancing Lights|PRESTAT:1,CHA=11DESC:Kitsune add +1 to the DC of any enchantment spells they cast.BONUS:DC|SCHOOL.Enchantment|1SOURCEPAGE:p.192-Natural WeaponsKEY:Natural Weapons ~ KitsuneCATEGORY:Special AbilityTYPE:RacialTraits.SpecialQuality.Extraordinary.KitsuneRacialTrait.KitsuneRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Natural Weapons ~ Kitsune],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.KitsuneNaturalWeapons]DEFINE:KitsuneSLATimes|3SPELLS:Innate|TIMES=KitsuneSLATimes|CASTERLEVEL=TL|Dancing Lights|PRESTAT:1,CHA=11DESC:Kitsune have a bite attack in their natural form.SOURCEPAGE:p.192NATURALATTACKS:Bite,Weapon.Natural.Weapon Group Natural.Melee.Piercing,*1,1d4---#Default Traits ~ Kitsune-Default Traits ~ KitsuneCATEGORY:Internal-CATEGORY=Internal|Default Traits ~ Kitsune.MODABILITY:Kitsune Racial Trait|AUTOMATIC|Low-Light Vision ~ Kitsune|!PREABILITY:1,CATEGORY=Special Ability,TYPE.KitsuneLow-Light Vision-CATEGORY=Internal|Default Traits ~ Kitsune.MODABILITY:Kitsune Racial Trait|AUTOMATIC|Change Shape ~ Kitsune|!PREABILITY:1,CATEGORY=Special Ability,TYPE.KitsuneChangeShape-CATEGORY=Internal|Default Traits ~ Kitsune.MODABILITY:Kitsune Racial Trait|AUTOMATIC|Agile ~ Kitsune|!PREABILITY:1,CATEGORY=Special Ability,TYPE.KitsuneAgile-CATEGORY=Internal|Default Traits ~ Kitsune.MODABILITY:Kitsune Racial Trait|AUTOMATIC|Kitsune Magic ~ Kitsune|!PREABILITY:1,CATEGORY=Special Ability,TYPE.KitsuneMagic-CATEGORY=Internal|Default Traits ~ Kitsune.MODABILITY:Kitsune Racial Trait|AUTOMATIC|Natural Weapons ~ Kitsune|!PREABILITY:1,CATEGORY=Special Ability,TYPE.KitsuneNaturalWeapons--###Block: Default Nagaji Abilities (POOL=4)-# Ability NameUnique KeyCategory of AbilityTypeMultiple RequirementsDescriptionAbilityCombat bonusBonus to skillSource Page-Low-Light VisionKEY:Low-Light Vision ~ NagajiCATEGORY:Special AbilityTYPE:NagajiRacialTrait.NagajiRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Low-Light Vision ~ Nagaji],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.NagajiLowLightVision]DESC:Nagaji can see twice as far as humans in conditions of dim light.SOURCEPAGE:p.196-Armored ScalesKEY:Armored Scales ~ NagajiCATEGORY:Special AbilityTYPE:RacialTraits.SpecialQuality.Extraordinary.NagajiRacialTrait.NagajiRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Armored Scales ~ Nagaji],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.NagajiArmoredScales]DESC:Nagaji have a +1 natural armor bonus.BONUS:COMBAT|AC|1|TYPE=NaturalArmorSOURCEPAGE:p.196-ResistantKEY:Resistant ~ NagajiCATEGORY:Special AbilityTYPE:NagajiRacialTrait.NagajiRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Resistant ~ Nagaji],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.NagajiResistant]DESC:Nagaji receive a +2 racial saving throw bonus against mind-affecting effects and poison.SOURCEPAGE:p.196-# COMMENT: Create/use specialty skill.-Serpent's SenseKEY:Serpent's Sense ~ NagajiCATEGORY:Special AbilityTYPE:RacialTraits.SpecialQuality.Extraordinary.NagajiRacialTrait.NagajiRacialDefaultPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Serpent's Sense ~ Nagaji],[!PREABILITY:1,... [truncated message content]

[pcgen-commit-svn] SF.net SVN: pcgen:[23244]Trunk/pcgen/data/pathfinder/paizo/ roleplaying_game

From: <evi...@us...> - 2014-02-16 10:14:03

Revision: 23244 http://sourceforge.net/p/pcgen/code/23244Author: evilmynexDate: 2014-02-16 10:13:59 +0000 (Sun, 16 Feb 2014)Log Message:-----------Correcting/Adding TYPE information in kits.Updated Bestiary 1 pcc to point to corrected file name.Modified Paths:-------------- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_kits.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_kits_companion.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary/bestiary.pcc Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_kits.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_kits.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_equipment/ue_kits.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_magic/um_kits.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_magic/um_kits_companion.lstModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_kits.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_kits.lst2014-02-16 10:12:22 UTC (rev 23243)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_kits.lst2014-02-16 10:13:59 UTC (rev 23244)@@ -3,7 +3,7 @@ # Original Entry by: W. Robert 'Mynex' Reed III -STARTPACK:Classes Starting Gold ~ APGVISIBLE:QUALIFYAPPLY:INSTANTPREMULT:2,[PREPCLEVEL:MIN=1,MAX=1],[PRECLASS:1,Summoner=1,Alchemist=1,Oracle=1,Witch=1,Inquisitor=1,Cavalier=1]+STARTPACK:Classes Starting Gold ~ APGTYPE:Starting.GoldVISIBLE:QUALIFYAPPLY:INSTANTPREMULT:2,[PREPCLEVEL:MIN=1,MAX=1],[PRECLASS:1,Summoner=1,Alchemist=1,Oracle=1,Witch=1,Inquisitor=1,Cavalier=1] TEMPLATE:Starting Gold ~ APG STARTPACK:Starting Gold APG ~ RandomVISIBLE:NOAPPLY:INSTANT@@ -29,5 +29,5 @@ GEAR:Formula BookLOCATION:Carried -STARTPACK:Rich ParentsTYPE:StartingKitVISIBLE:NO+STARTPACK:Rich ParentsTYPE:Character TraitVISIBLE:NO FUNDS:gpQTY:900Modified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_kits_companion.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_kits_companion.lst2014-02-16 10:12:22 UTC (rev 23243)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_kits_companion.lst2014-02-16 10:13:59 UTC (rev 23244)@@ -4,7 +4,7 @@ # ORIGINAL ENTRY DATE: 05/26/13 # new familiar kits-STARTPACK:Familiar ~ ParrotTYPE:CompanionVISIBLE:NO+STARTPACK:Familiar ~ ParrotTYPE:FamiliarVISIBLE:NO STAT:DEX=11|STR=10|CON=10|INT=10|WIS=11|CHA=11 #STARTPACK:Familiar ~ CacodaemonTYPE:CompanionVISIBLE:NO@@ -30,21 +30,21 @@ STAT:STR=15|DEX=10|CON=12|INT=2|WIS=12|CHA=7 ###Block: Shaitan Binder Eidolon Kits-STARTPACK:Shaitan Binder Eidolon (Quadruped)TYPE:CompanionVISIBLE:QUALIFYPREMULT:1,[!PRERACE:1,%],[PRERACE:1,Shaitan Binder Eidolon (Quadruped)]+STARTPACK:Shaitan Binder Eidolon (Quadruped)TYPE:CompanionVISIBLE:NOPREMULT:1,[!PRERACE:1,%],[PRERACE:1,Shaitan Binder Eidolon (Quadruped)] RACE:Shaitan Binder Eidolon (Quadruped)!PRERACE:1,% STAT:STR=10|DEX=10|CON=11|INT=11|WIS=10|CHA=11 ABILITY:CATEGORY=Eidolon Quadruped Evolution|Evolution_Legs ABILITY:CATEGORY=Eidolon Quadruped Evolution|Evolution_Legs ABILITY:CATEGORY=Eidolon Quadruped Evolution|Evolution_Bite -STARTPACK:Shaitan Binder Eidolon (Biped)TYPE:CompanionVISIBLE:QUALIFYPREMULT:1,[!PRERACE:1,%],[PRERACE:1,Shaitan Binder Eidolon (Biped)]+STARTPACK:Shaitan Binder Eidolon (Biped)TYPE:CompanionVISIBLE:NOPREMULT:1,[!PRERACE:1,%],[PRERACE:1,Shaitan Binder Eidolon (Biped)] RACE:Shaitan Binder Eidolon (Biped)!PRERACE:1,% STAT:STR=10|DEX=10|CON=11|INT=11|WIS=10|CHA=11 ABILITY:CATEGORY=Eidolon Biped Evolution|Evolution_Arms ABILITY:CATEGORY=Eidolon Biped Evolution|Evolution_Legs ABILITY:CATEGORY=Eidolon Biped Evolution|Evolution_Clawed_Hands -STARTPACK:Shaitan Binder Eidolon (Serpentine)TYPE:CompanionVISIBLE:QUALIFYPREMULT:1,[!PRERACE:1,%],[PRERACE:1,Shaitan Binder Eidolon (Serpentine)]+STARTPACK:Shaitan Binder Eidolon (Serpentine)TYPE:CompanionVISIBLE:NOPREMULT:1,[!PRERACE:1,%],[PRERACE:1,Shaitan Binder Eidolon (Serpentine)] RACE:Shaitan Binder Eidolon (Serpentine)!PRERACE:1,% STAT:STR=10|DEX=10|CON=11|INT=11|WIS=10|CHA=11 ABILITY:CATEGORY=Eidolon Serpentine Evolution|Evolution_BiteModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary/bestiary.pcc===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary/bestiary.pcc2014-02-16 10:12:22 UTC (rev 23243)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary/bestiary.pcc2014-02-16 10:13:59 UTC (rev 23244)@@ -68,5 +68,5 @@ #MOVE TO CORE_ESSENTIALS ABILITY:b1_abilities_companion.lst-KIT:b1_kits_races_companion.lst+KIT:b1_kits_companion.lst RACE:b1_races_companion.lstModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_kits.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_kits.lst2014-02-16 10:12:22 UTC (rev 23243)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_kits.lst2014-02-16 10:13:59 UTC (rev 23244)@@ -14,11 +14,11 @@ GEAR:Spellbook (Wizard's/Blank)LOCATION:Carried ### Starting Clothing-STARTPACK:Free Clothing at 1st LevelVISIBLE:QUALIFYAPPLY:INSTANTPREMULT:2,[PREPCLEVEL:MIN=1,MAX=1],[PRECHARACTERTYPE:1,PC,NPC]TOTALCOST:0+STARTPACK:Free Clothing at 1st LevelTYPE:Starting.ClothingVISIBLE:QUALIFYAPPLY:INSTANTPREMULT:2,[PREPCLEVEL:MIN=1,MAX=1],[PRECHARACTERTYPE:1,PC,NPC]TOTALCOST:0 GEAR:TYPE=Clothing.StartingSIZE:PCLOCATION:Equipped ### Starting Gold-STARTPACK:Classes Starting Gold ~ CRBVISIBLE:QUALIFYAPPLY:INSTANTPREMULT:2,[PREPCLEVEL:MIN=1,MAX=1],[PRECLASS:1,Monk=1,Druid=1,Sorcerer=1,Wizard=1,Bard=1,Barbarian=1,Cleric=1,Rogue=1,Fighter=1,Paladin=1,Ranger=1]+STARTPACK:Classes Starting Gold ~ CRBTYPE:Starting.GoldVISIBLE:QUALIFYAPPLY:INSTANTPREMULT:2,[PREPCLEVEL:MIN=1,MAX=1],[PRECLASS:1,Monk=1,Druid=1,Sorcerer=1,Wizard=1,Bard=1,Barbarian=1,Cleric=1,Rogue=1,Fighter=1,Paladin=1,Ranger=1] TEMPLATE:Starting Gold ~ CRB STARTPACK:Starting Gold CRB ~ RandomVISIBLE:NOAPPLY:INSTANT@@ -45,7 +45,7 @@ ### PC Wealth Kits-STARTPACK:Wealth by PC LevelVISIBLE:QUALIFYAPPLY:INSTANTPREMULT:2,[PREPCLEVEL:MIN=2,MAX=20],[PRECHARACTERTYPE:1,PC]+STARTPACK:Wealth by PC LevelTYPE:PC.WealthVISIBLE:QUALIFYAPPLY:INSTANTPREMULT:2,[PREPCLEVEL:MIN=2,MAX=20],[PRECHARACTERTYPE:1,PC] TEMPLATE:Wealth by PC Level STARTPACK:PC Level 2VISIBLE:NOAPPLY:INSTANT@@ -88,7 +88,7 @@ FUNDS:gpQTY:880000 ### NPC Wealth Kits-STARTPACK:Wealth by NPC LevelVISIBLE:QUALIFYAPPLY:INSTANTPREMULT:2,[PREPCLEVEL:MIN=1,MAX=20],[PRECHARACTERTYPE:1,NPC]+STARTPACK:Wealth by NPC LevelTYPE:NPC.WealthVISIBLE:QUALIFYAPPLY:INSTANTPREMULT:2,[PREPCLEVEL:MIN=1,MAX=20],[PRECHARACTERTYPE:1,NPC] TEMPLATE:Wealth by NPC Level STARTPACK:Basic Level 1VISIBLE:NOAPPLY:INSTANTModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_kits.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_kits.lst2014-02-16 10:12:22 UTC (rev 23243)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_kits.lst2014-02-16 10:13:59 UTC (rev 23244)@@ -4,7 +4,7 @@ #Starting Gold-STARTPACK:Classes Starting Gold ~ UCVISIBLE:QUALIFYAPPLY:INSTANTPREMULT:2,[PREPCLEVEL:MIN=1,MAX=1],[PRECLASS:1,Samuri=1,Ninja=1,Gunslinger=1]+STARTPACK:Classes Starting Gold ~ UCTYPE:Starting.GoldVISIBLE:QUALIFYAPPLY:INSTANTPREMULT:2,[PREPCLEVEL:MIN=1,MAX=1],[PRECLASS:1,Samuri=1,Ninja=1,Gunslinger=1] TEMPLATE:Starting Gold ~ UC STARTPACK:Starting Gold UC ~ RandomVISIBLE:NOAPPLY:INSTANTModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_equipment/ue_kits.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_equipment/ue_kits.lst2014-02-16 10:12:22 UTC (rev 23243)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_equipment/ue_kits.lst2014-02-16 10:13:59 UTC (rev 23244)@@ -1,7 +1,7 @@ # CVS $Revision: $ $Author: $ -- Sat Nov 23 14:46:39 2013 -- reformated by prettylst.pl v1.50 (build 22134) SOURCELONG:Ultimate EquipmentSOURCESHORT:UESOURCEWEB:http://paizo.com/products/btpy8tmc?Pathfinder-Roleplaying-Game-Ultimate-EquipmentSOURCEDATE:2012-08 -STARTPACK:Alchemist's KitAPPLY:INSTANTTOTALCOST:40+STARTPACK:Alchemist's KitTYPE:Adventuring KitAPPLY:INSTANTTOTALCOST:40 GEAR:Alchemy Crafting KitQTY:1SIZE:PC GEAR:BackpackQTY:1SIZE:PCLOCATION:Carried GEAR:BedrollQTY:1SIZE:PCLOCATION:Backpack@@ -17,7 +17,7 @@ GEAR:Rations (Trail/Per Day)QTY:5SIZE:PCLOCATION:Backpack GEAR:WaterskinQTY:1SIZE:PCLOCATION:Backpack -STARTPACK:Barbarian's KitAPPLY:INSTANTTOTALCOST:9+STARTPACK:Barbarian's KitTYPE:Adventuring KitAPPLY:INSTANTTOTALCOST:9 GEAR:BackpackQTY:1SIZE:PCLOCATION:Carried GEAR:Pouch (Belt)QTY:1SIZE:PCLOCATION:Equipped GEAR:BlanketQTY:1SIZE:PCLOCATION:Backpack@@ -29,7 +29,7 @@ GEAR:Rations (Trail/Per Day)QTY:5SIZE:PCLOCATION:Backpack GEAR:WaterskinQTY:1SIZE:PCLOCATION:Backpack -STARTPACK:Bard's KitAPPLY:INSTANTTOTALCOST:41+STARTPACK:Bard's KitTYPE:Adventuring KitAPPLY:INSTANTTOTALCOST:41 GEAR:BackpackQTY:1SIZE:PCLOCATION:Carried GEAR:BedrollQTY:1SIZE:PCLOCATION:Backpack GEAR:Pouch (Belt)QTY:1SIZE:PCLOCATION:Equipped@@ -68,7 +68,7 @@ GEAR:Musical Instrument (Recorder)QTY:1SIZE:PCLOCATION:CarriedOPTION:14 GEAR:Musical Instrument (Trumpet)QTY:1SIZE:PCLOCATION:CarriedOPTION:15 -STARTPACK:Cavalier's KitAPPLY:INSTANTTOTALCOST:23+STARTPACK:Cavalier's KitTYPE:Adventuring KitAPPLY:INSTANTTOTALCOST:23 GEAR:Feed (Per Day)QTY:5SIZE:PC GEAR:BackpackQTY:1SIZE:PCLOCATION:Carried GEAR:BedrollQTY:1SIZE:PCLOCATION:Backpack@@ -85,7 +85,7 @@ GEAR:Rations (Trail/Per Day)QTY:5SIZE:PCLOCATION:Backpack GEAR:WaterskinQTY:1SIZE:PCLOCATION:Backpack -STARTPACK:Cleric's KitAPPLY:INSTANTTOTALCOST:16+STARTPACK:Cleric's KitTYPE:Adventuring KitAPPLY:INSTANTTOTALCOST:16 GEAR:BackpackQTY:1SIZE:PCLOCATION:Carried GEAR:BedrollQTY:1SIZE:PCLOCATION:Backpack GEAR:Pouch (Belt)QTY:1SIZE:PCLOCATION:Equipped@@ -102,7 +102,7 @@ GEAR:WaterskinQTY:1SIZE:PCLOCATION:Backpack GEAR:Holy Symbol (Wooden)QTY:1SIZE:PCLOCATION:Carried -STARTPACK:Druid's KitAPPLY:INSTANTTOTALCOST:14+STARTPACK:Druid's KitTYPE:Adventuring KitAPPLY:INSTANTTOTALCOST:14 GEAR:Feed (Per Day)QTY:5SIZE:PC GEAR:BackpackQTY:1SIZE:PCLOCATION:Carried GEAR:Pouch (Belt)QTY:1SIZE:PCLOCATION:Equipped@@ -118,7 +118,7 @@ GEAR:Rations (Trail/Per Day)QTY:5SIZE:PCLOCATION:Backpack GEAR:WaterskinQTY:1SIZE:PCLOCATION:Backpack -STARTPACK:Fighter's KitAPPLY:INSTANTTOTALCOST:9+STARTPACK:Fighter's KitTYPE:Adventuring KitAPPLY:INSTANTTOTALCOST:9 GEAR:BackpackQTY:1SIZE:PCLOCATION:Carried GEAR:BedrollQTY:1SIZE:PCLOCATION:Backpack GEAR:Pouch (Belt)QTY:1SIZE:PCLOCATION:Equipped@@ -131,7 +131,7 @@ GEAR:Rations (Trail/Per Day)QTY:5SIZE:PCLOCATION:Backpack GEAR:WaterskinQTY:1SIZE:PCLOCATION:Backpack -STARTPACK:Gunslinger's KitAPPLY:INSTANTTOTALCOST:26+STARTPACK:Gunslinger's KitTYPE:Adventuring KitAPPLY:INSTANTTOTALCOST:26 GEAR:BackpackQTY:1SIZE:PCLOCATION:Carried GEAR:BedrollQTY:1SIZE:PCLOCATION:Backpack GEAR:Pouch (Belt)QTY:1SIZE:PCLOCATION:Equipped@@ -145,7 +145,7 @@ GEAR:Rations (Trail/Per Day)QTY:5SIZE:PCLOCATION:Backpack GEAR:WaterskinQTY:1SIZE:PCLOCATION:Backpack -STARTPACK:Inquisitor's KitAPPLY:INSTANTTOTALCOST:30+STARTPACK:Inquisitor's KitTYPE:Adventuring KitAPPLY:INSTANTTOTALCOST:30 GEAR:BackpackQTY:1SIZE:PCLOCATION:Carried GEAR:BedrollQTY:1SIZE:PCLOCATION:Backpack GEAR:Pouch (Belt)QTY:1SIZE:PCLOCATION:Equipped@@ -163,7 +163,7 @@ GEAR:WaterskinQTY:1SIZE:PCLOCATION:Backpack GEAR:Holy Symbol (Wooden)QTY:1SIZE:PCLOCATION:Carried -STARTPACK:Magus' KitAPPLY:INSTANTTOTALCOST:22+STARTPACK:Magus' KitTYPE:Adventuring KitAPPLY:INSTANTTOTALCOST:22 GEAR:BackpackQTY:1SIZE:PCLOCATION:Carried GEAR:BedrollQTY:1SIZE:PCLOCATION:Backpack GEAR:Pouch (Belt)QTY:1SIZE:PCLOCATION:Equipped@@ -179,7 +179,7 @@ GEAR:Rations (Trail/Per Day)QTY:5SIZE:PCLOCATION:Backpack GEAR:WaterskinQTY:1SIZE:PCLOCATION:Backpack -STARTPACK:Monk's KitAPPLY:INSTANTTOTALCOST:8+STARTPACK:Monk's KitTYPE:Adventuring KitAPPLY:INSTANTTOTALCOST:8 GEAR:BackpackQTY:1SIZE:PCLOCATION:Carried GEAR:Pouch (Belt)QTY:1SIZE:PCLOCATION:Equipped GEAR:BlanketQTY:1SIZE:PCLOCATION:Backpack@@ -189,7 +189,7 @@ GEAR:Rations (Trail/Per Day)QTY:5SIZE:PCLOCATION:Backpack GEAR:WaterskinQTY:1SIZE:PCLOCATION:Backpack -STARTPACK:Oracle's KitAPPLY:INSTANTTOTALCOST:9+STARTPACK:Oracle's KitTYPE:Adventuring KitAPPLY:INSTANTTOTALCOST:9 GEAR:BackpackQTY:1SIZE:PCLOCATION:Carried GEAR:BedrollQTY:1SIZE:PCLOCATION:Backpack GEAR:Pouch (Belt)QTY:1SIZE:PCLOCATION:Equipped@@ -203,7 +203,7 @@ GEAR:Rations (Trail/Per Day)QTY:5SIZE:PCLOCATION:Backpack GEAR:WaterskinQTY:1SIZE:PCLOCATION:Backpack -STARTPACK:Paladin's KitAPPLY:INSTANTTOTALCOST:11+STARTPACK:Paladin's KitTYPE:Adventuring KitAPPLY:INSTANTTOTALCOST:11 GEAR:BackpackQTY:1SIZE:PCLOCATION:Carried GEAR:BedrollQTY:1SIZE:PCLOCATION:Backpack GEAR:Pouch (Belt)QTY:1SIZE:PCLOCATION:Equipped@@ -218,7 +218,7 @@ GEAR:WaterskinQTY:1SIZE:PCLOCATION:Backpack GEAR:Holy Symbol (Wooden)QTY:1SIZE:PCLOCATION:Carried -STARTPACK:Ranger's KitAPPLY:INSTANTTOTALCOST:9+STARTPACK:Ranger's KitTYPE:Adventuring KitAPPLY:INSTANTTOTALCOST:9 GEAR:BackpackQTY:1SIZE:PCLOCATION:Carried GEAR:BedrollQTY:1SIZE:PCLOCATION:Backpack GEAR:Pouch (Belt)QTY:1SIZE:PCLOCATION:Equipped@@ -231,7 +231,7 @@ GEAR:Rations (Trail/Per Day)QTY:5SIZE:PCLOCATION:Backpack GEAR:WaterskinQTY:1SIZE:PCLOCATION:Backpack -STARTPACK:Rogue's KitAPPLY:INSTANTTOTALCOST:50+STARTPACK:Rogue's KitTYPE:Adventuring KitAPPLY:INSTANTTOTALCOST:50 GEAR:BackpackQTY:1SIZE:PCLOCATION:Carried GEAR:BedrollQTY:1SIZE:PCLOCATION:Backpack GEAR:Pouch (Belt)QTY:1SIZE:PCLOCATION:Equipped@@ -250,7 +250,7 @@ GEAR:Rations (Trail/Per Day)QTY:5SIZE:PCLOCATION:Backpack GEAR:WaterskinQTY:1SIZE:PCLOCATION:Backpack -STARTPACK:Sorceror's KitAPPLY:INSTANTTOTALCOST:8+STARTPACK:Sorceror's KitTYPE:Adventuring KitAPPLY:INSTANTTOTALCOST:8 GEAR:BackpackQTY:1SIZE:PCLOCATION:Carried GEAR:BedrollQTY:1SIZE:PCLOCATION:Backpack GEAR:Pouch (Belt)QTY:1SIZE:PCLOCATION:Equipped@@ -262,7 +262,7 @@ GEAR:Rations (Trail/Per Day)QTY:5SIZE:PCLOCATION:Backpack GEAR:WaterskinQTY:1SIZE:PCLOCATION:Backpack -STARTPACK:Witch's KitAPPLY:INSTANTTOTALCOST:21+STARTPACK:Witch's KitTYPE:Adventuring KitAPPLY:INSTANTTOTALCOST:21 GEAR:BackpackQTY:1SIZE:PCLOCATION:Carried GEAR:BedrollQTY:1SIZE:PCLOCATION:Backpack GEAR:Pouch (Belt)QTY:1SIZE:PCLOCATION:Equipped@@ -279,7 +279,7 @@ GEAR:Rations (Trail/Per Day)QTY:5SIZE:PCLOCATION:Backpack GEAR:WaterskinQTY:1SIZE:PCLOCATION:Backpack -STARTPACK:Wizard's KitAPPLY:INSTANTTOTALCOST:21+STARTPACK:Wizard's KitTYPE:Adventuring KitAPPLY:INSTANTTOTALCOST:21 GEAR:BackpackQTY:1SIZE:PCLOCATION:Carried GEAR:BedrollQTY:1SIZE:PCLOCATION:Backpack GEAR:Pouch (Belt)QTY:1SIZE:PCLOCATION:Equipped@@ -295,7 +295,7 @@ GEAR:Rations (Trail/Per Day)QTY:5SIZE:PCLOCATION:Backpack GEAR:WaterskinQTY:1SIZE:PCLOCATION:Backpack -STARTPACK:Campsite KitAPPLY:INSTANTTOTALCOST:12+STARTPACK:Campsite KitTYPE:Adventuring KitAPPLY:INSTANTTOTALCOST:12 GEAR:BedrollQTY:4SIZE:PC GEAR:BlanketQTY:4SIZE:PC GEAR:Firewood (Per Day)QTY:1SIZE:PC@@ -305,7 +305,7 @@ GEAR:Cooking KitQTY:1SIZE:PC GEAR:Rations (Trail/Per Day)QTY:8SIZE:PC -STARTPACK:Chronicler's KitAPPLY:INSTANTTOTALCOST:40+STARTPACK:Chronicler's KitTYPE:Adventuring KitAPPLY:INSTANTTOTALCOST:40 GEAR:Case (Map or Scroll)QTY:1SIZE:PCLOCATION:Carried GEAR:Ink (1 oz Vial)QTY:2SIZE:PCLOCATION:Backpack GEAR:InkpenQTY:2SIZE:PCLOCATION:Backpack@@ -313,7 +313,7 @@ GEAR:JournalQTY:2SIZE:PCLOCATION:Backpack GEAR:PowderQTY:2SIZE:PCLOCATION:Backpack -STARTPACK:Dragonslayer's Kit (Fire)APPLY:INSTANTTOTALCOST:485+STARTPACK:Dragonslayer's Kit (Fire)TYPE:Adventuring KitAPPLY:INSTANTTOTALCOST:485 GEAR:BackpackQTY:1SIZE:PCLOCATION:Carried GEAR:Potion of Cure Moderate WoundsQTY:1SIZE:PCLOCATION:Backpack GEAR:Oil of Bless WeaponQTY:1SIZE:PCLOCATION:Backpack@@ -323,7 +323,7 @@ GEAR:SunrodQTY:1SIZE:PCLOCATION:Backpack GEAR:Alchemist's Fire (Flask)QTY:5SIZE:PCLOCATION:Backpack -STARTPACK:Dragonslayer's Kit (Acid)APPLY:INSTANTTOTALCOST:485+STARTPACK:Dragonslayer's Kit (Acid)TYPE:Adventuring KitAPPLY:INSTANTTOTALCOST:485 GEAR:BackpackQTY:1SIZE:PCLOCATION:Carried GEAR:Potion of Cure Moderate WoundsQTY:1SIZE:PCLOCATION:Backpack GEAR:Oil of Bless WeaponQTY:1SIZE:PCLOCATION:Backpack@@ -333,7 +333,7 @@ GEAR:SunrodQTY:1SIZE:PCLOCATION:Backpack GEAR:Acid (Flask)QTY:5SIZE:PCLOCATION:Backpack -STARTPACK:Dungeoneering Kit (Common)APPLY:INSTANTTOTALCOST:15+STARTPACK:Dungeoneering Kit (Common)TYPE:Adventuring KitAPPLY:INSTANTTOTALCOST:15 GEAR:CandleQTY:2SIZE:PCLOCATION:Backpack GEAR:Chalk (1 Piece)QTY:1SIZE:PCLOCATION:Backpack GEAR:HammerQTY:1SIZE:PCLOCATION:Backpack@@ -345,7 +345,7 @@ GEAR:TorchQTY:2SIZE:PCLOCATION:Backpack GEAR:TindertwigQTY:4SIZE:PCLOCATION:Backpack -STARTPACK:Dungeoneering Kit (Deluxe)APPLY:INSTANTTOTALCOST:130+STARTPACK:Dungeoneering Kit (Deluxe)TYPE:Adventuring KitAPPLY:INSTANTTOTALCOST:130 GEAR:CandleQTY:2SIZE:PCLOCATION:Backpack GEAR:Chalk (1 Piece)QTY:1SIZE:PCLOCATION:Backpack GEAR:HammerQTY:1SIZE:PCLOCATION:Backpack@@ -356,7 +356,7 @@ GEAR:TindertwigQTY:4SIZE:PCLOCATION:Backpack GEAR:Everburning TorchQTY:1SIZE:PCLOCATION:Backpack -STARTPACK:Pathfinder's KitAPPLY:INSTANTTOTALCOST:12+STARTPACK:Pathfinder's KitTYPE:Adventuring KitAPPLY:INSTANTTOTALCOST:12 GEAR:BackpackQTY:1SIZE:PCLOCATION:Carried GEAR:BedrollQTY:1SIZE:PCLOCATION:Backpack GEAR:Pouch (Belt)QTY:1SIZE:PCLOCATION:Equipped@@ -371,21 +371,21 @@ GEAR:WaterskinQTY:1SIZE:PCLOCATION:Backpack GEAR:WhetstoneQTY:1SIZE:PCLOCATION:Backpack -STARTPACK:Riding Kit (Common)APPLY:INSTANTTOTALCOST:16+STARTPACK:Riding Kit (Common)TYPE:Adventuring KitAPPLY:INSTANTTOTALCOST:16 GEAR:Bit and BridleQTY:1SIZE:PC GEAR:Saddle (Riding)QTY:1SIZE:PC GEAR:BlanketQTY:1SIZE:PC GEAR:SaddlebagsQTY:1SIZE:PC GEAR:Feed (Per Day)QTY:2 -STARTPACK:Riding Kit (Exotic)APPLY:INSTANTTOTALCOST:36+STARTPACK:Riding Kit (Exotic)TYPE:Adventuring KitAPPLY:INSTANTTOTALCOST:36 GEAR:Bit and BridleQTY:1SIZE:PC GEAR:Saddle (Exotic/Riding)QTY:1SIZE:PC GEAR:BlanketQTY:1SIZE:PC GEAR:SaddlebagsQTY:1SIZE:PC GEAR:Feed (Per Day)QTY:2 -STARTPACK:Spelunker's KitAPPLY:INSTANTTOTALCOST:17+STARTPACK:Spelunker's KitTYPE:Adventuring KitAPPLY:INSTANTTOTALCOST:17 GEAR:Lantern (Hooded)QTY:1LOCATION:Carried GEAR:Oil (1 Pint Flask)QTY:4LOCATION:Backpack GEAR:HammerQTY:1LOCATION:Backpack@@ -394,14 +394,14 @@ GEAR:Grappling HookQTY:1LOCATION:Backpack GEAR:Climber's KitQTY:1SIZE:PCLOCATION:Carried -STARTPACK:Troll Slayer's KitAPPLY:INSTANTTOTALCOST:30+STARTPACK:Troll Slayer's KitTYPE:Adventuring KitAPPLY:INSTANTTOTALCOST:30 GEAR:Alchemist's Fire (Flask)QTY:1LOCATION:Backpack GEAR:Acid (Flask)QTY:1LOCATION:Backpack GEAR:TorchQTY:10LOCATION:Carried GEAR:TindertwigQTY:1LOCATION:Backpack GEAR:Oil (1 Pint Flask)QTY:5LOCATION:Backpack -STARTPACK:Undead Slayer's KitAPPLY:INSTANTTOTALCOST:402+STARTPACK:Undead Slayer's KitTYPE:Adventuring KitAPPLY:INSTANTTOTALCOST:402 GEAR:Holy Symbol (Wooden)QTY:1LOCATION:Carried GEAR:Garlic (per lb)QTY:1LOCATION:Backpack GEAR:HammerQTY:1LOCATION:BackpackModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_magic/um_kits.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_magic/um_kits.lst2014-02-16 10:12:22 UTC (rev 23243)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_magic/um_kits.lst2014-02-16 10:13:59 UTC (rev 23244)@@ -4,7 +4,7 @@ # ORIGINAL ENTRY DATE: 3 September 2012 -STARTPACK:Classes Starting Gold ~ UMVISIBLE:QUALIFYAPPLY:INSTANTPREMULT:2,[PREPCLEVEL:MIN=1,MAX=1],[PRECLASS:1,Magus=1]+STARTPACK:Classes Starting Gold ~ UMTYPE:Starting.GoldVISIBLE:QUALIFYAPPLY:INSTANTPREMULT:2,[PREPCLEVEL:MIN=1,MAX=1],[PRECLASS:1,Magus=1] TEMPLATE:Starting Gold ~ UM STARTPACK:Starting Gold UM ~ RandomVISIBLE:NOAPPLY:INSTANTModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_magic/um_kits_companion.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_magic/um_kits_companion.lst2014-02-16 10:12:22 UTC (rev 23243)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_magic/um_kits_companion.lst2014-02-16 10:13:59 UTC (rev 23244)@@ -50,72 +50,72 @@ ###Block: Familiar kits # COMMENT: Do vermin familiars get a feat? -STARTPACK:Familiar ~ Blue-Ringed OctopusTYPE:CompanionVISIBLE:NO+STARTPACK:Familiar ~ Blue-Ringed OctopusTYPE:Improved FamiliarVISIBLE:NO ALIGN:TN STAT:STR=10|DEX=11|CON=10|INT=10|WIS=11|CHA=11 SKILL:StealthRANK:1 FEAT:Weapon Finesse -STARTPACK:Familiar ~ Donkey RatTYPE:CompanionVISIBLE:NO+STARTPACK:Familiar ~ Donkey RatTYPE:Improved FamiliarVISIBLE:NO ALIGN:TN STAT:STR=10|DEX=11|CON=11|INT=10|WIS=11|CHA=10 SKILL:StealthRANK:1 FEAT:Skill Focus (Perception) -STARTPACK:Familiar ~ Fox UMTYPE:CompanionVISIBLE:NO+STARTPACK:Familiar ~ Fox UMTYPE:FamiliarVISIBLE:NO ALIGN:TN STAT:STR=11|DEX=11|CON=11|INT=10|WIS=10|CHA=10 SKILL:StealthRANK:1 FEAT:Skill Focus (Perception) -STARTPACK:Familiar ~ GoatTYPE:CompanionVISIBLE:NO+STARTPACK:Familiar ~ GoatTYPE:FamiliarVISIBLE:NO ALIGN:TN STAT:STR=10|DEX=11|CON=11|INT=10|WIS=11|CHA=10 SKILL:StealthRANK:1 FEAT:Nimble Moves -STARTPACK:Familiar ~ Greensting ScorpionTYPE:CompanionVISIBLE:NO+STARTPACK:Familiar ~ Greensting ScorpionTYPE:FamiliarVISIBLE:NO ALIGN:TN STAT:STR=10|DEX=11|CON=11|INT=10|WIS=11|CHA=10 SKILL:StealthRANK:1 -STARTPACK:Familiar ~ HedgehogTYPE:CompanionVISIBLE:NO+STARTPACK:Familiar ~ HedgehogTYPE:FamiliarVISIBLE:NO ALIGN:TN STAT:STR=10|DEX=10|CON=10|INT=10|WIS=10|CHA=11 SKILL:StealthRANK:1 FEAT:Athletic -STARTPACK:Familiar ~ House CentipedeTYPE:CompanionVISIBLE:NO+STARTPACK:Familiar ~ House CentipedeTYPE:FamiliarVISIBLE:NO ALIGN:TN STAT:STR=10|DEX=11|CON=10|INT=10|WIS=10|CHA=10 SKILL:StealthRANK:1 -STARTPACK:Familiar ~ King CrabTYPE:CompanionVISIBLE:NO+STARTPACK:Familiar ~ King CrabTYPE:FamiliarVISIBLE:NO ALIGN:TN STAT:STR=11|DEX=11|CON=10|INT=10|WIS=10|CHA=10 SKILL:StealthRANK:1 -STARTPACK:Familiar ~ PigTYPE:CompanionVISIBLE:NO+STARTPACK:Familiar ~ PigTYPE:FamiliarVISIBLE:NO ALIGN:TN STAT:STR=11|DEX=10|CON=11|INT=10|WIS=11|CHA=10 SKILL:PerceptionRANK:1 FEAT:Great Fortitude -STARTPACK:Familiar ~ Scarlet SpiderTYPE:CompanionVISIBLE:NO+STARTPACK:Familiar ~ Scarlet SpiderTYPE:FamiliarVISIBLE:NO ALIGN:TN STAT:STR=11|DEX=11|CON=10|INT=10|WIS=10|CHA=10 SKILL:StealthRANK:1 -STARTPACK:Familiar ~ ThrushTYPE:CompanionVISIBLE:NO+STARTPACK:Familiar ~ ThrushTYPE:FamiliarVISIBLE:NO ALIGN:TN STAT:STR=10|DEX=11|CON=10|INT=10|WIS=11|CHA=10 SKILL:FlyRANK:1 FEAT:Skill Focus (Perception) -STARTPACK:Thrush Familiar LanguageTYPE:CompanionVISIBLE:NO+STARTPACK:Thrush Familiar LanguageTYPE:FamiliarVISIBLE:NO TEMPLATE:Thrush Familiar Language -STARTPACK:Familiar ~ TurtleTYPE:CompanionVISIBLE:NO+STARTPACK:Familiar ~ TurtleTYPE:FamiliarVISIBLE:NO ALIGN:TN STAT:STR=11|DEX=10|CON=10|INT=10|WIS=10|CHA=11 SKILL:SwimRANK:1@@ -123,5 +123,5 @@ ###Block: Not a companion kit; a kit for use with monk vows-STARTPACK:Add Vow Placeholder+STARTPACK:Add Vow PlaceholderVISIBLE:NO ABILITY:CATEGORY=Vow|Vow PlaceholderThis was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site.

[pcgen-commit-svn] SF.net SVN: pcgen:[23281]Trunk/pcgen/data/pathfinder/paizo/ roleplaying_game

From: <ama...@us...> - 2014-02-17 22:38:50

Revision: 23281 http://sourceforge.net/p/pcgen/code/23281Author: amaitlandDate: 2014-02-17 22:38:45 +0000 (Mon, 17 Feb 2014)Log Message:-----------Fix Bug: DATA-1649 [Ultimate Equipment] Adaptive not workingModified Paths:-------------- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_equipmods.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_equipment/ue_equipmods.lstModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_equipmods.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_equipmods.lst2014-02-17 22:15:59 UTC (rev 23280)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_equipmods.lst2014-02-17 22:38:45 UTC (rev 23281)@@ -29,7 +29,7 @@ ###Block: Strength Bow # Modifier NameUnique KeyNaming OptionTypeCostVisibleSource PageRequired TypeModify the item costWeapon prop. bonusSpecial PropertyChooseApply to both heads-Strength RatingKEY:BOWSTRNAMEOPT:NONAMETYPE:Bow.CompositeCOST:0VISIBLE:QUALIFYSOURCEPAGE:p.147PRETYPE:2,Composite,BowBONUS:ITEMCOST|TYPE.SHORTBOW|75*%CHOICE|PREVARGT:%CHOICE,0BONUS:ITEMCOST|TYPE.LONGBOW|100*%CHOICE|PREVARGT:%CHOICE,0BONUS:WEAPON|TOHIT|-2|PREVARGT:%CHOICE,STRBONUS:WEAPON|DAMAGE|MIN(%CHOICE,STR)SPROP:Strength bonus to damageCHOOSE:NUMBER|MIN=1|MAX=100|TITLE=Strength ratingASSIGNTOALL:YES+Strength RatingKEY:BOWSTRNAMEOPT:NONAMETYPE:Bow.CompositeCOST:0VISIBLE:QUALIFYSOURCEPAGE:p.147PRETYPE:2,Composite,BowBONUS:ITEMCOST|TYPE.SHORTBOW|75*%CHOICE|PREVARGT:%CHOICE,0BONUS:ITEMCOST|TYPE.LONGBOW|100*%CHOICE|PREVARGT:%CHOICE,0BONUS:WEAPON|TOHIT|-2|PREVARGT:%CHOICE,STRBONUS:WEAPON|DAMAGE|MIN(%CHOICE,STR)SPROP:Strength bonus to damageCHOOSE:NUMBER|MIN=1|MAX=100|TITLE=Strength ratingASSIGNTOALL:YESITYPE:StrengthRating ###Block: Weapon Special Properties # Modifier NameUnique KeyNaming OptionTypeCostVisibleType grantedSource PageSpecial PropertyModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_equipment/ue_equipmods.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_equipment/ue_equipmods.lst2014-02-17 22:15:59 UTC (rev 23280)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_equipment/ue_equipmods.lst2014-02-17 22:38:45 UTC (rev 23281)@@ -129,14 +129,12 @@ WILD_A.MODSOURCEPAGE:p.123 WILD_S.MODSOURCEPAGE:p.123 -- ###BLOCK: Weapons # Modifier NameUnique KeyNaming OptionTypePlusCostVisibleType grantedSource PageRequired TypeProhibited TypeModify the item costSpecial Property ScatterKEY:FIREARM_SCATTERNAMEOPT:NOTHINGTYPE:FirearmSPROP:A weapon with the scatter weapon quality can shoot two different types of ammunition. It can fire normal bullets that target one creature, or it can make a scattering shot, attacking all creatures within a cone. Cannons with the scatter weapon quality only fire grapeshot, unless their descriptions state otherwise. When a scatter weapon attacks all creatures within a cone, it makes a separate attack roll against each creature within the cone. Each attack roll takes a -2 penalty, and its attack damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not foil a scatter attack. If any of the attack rolls threaten a critical, confirm the critical for that attack roll alone. A firearm that makes a scatter shot misfires only if all of the attack rolls made misfire. If a scatter weapon explodes on a misfire, it deals triple its damage to all creatures within the misfire radius. SawbackKEY:SWORD_SAWBACKTYPE:Weapon.BladeVISIBLE:QUALIFYSOURCEPAGE:p.71BONUS:ITEMCOST|TYPE=Weapon|5SPROP:This is a modification to any light or heavy blade rather than a unique weapon type. The saw blade on the back of the sword lets you use it to perform crude carpentry. FragileKEY:FRAGILENAMEOPT:NOTHINGTYPE:SpecialWeaponQualitiesCOST:0VISIBLE:NOITYPE:FragileSOURCEPAGE:146SPROP:Fragile weapons and armor cannot take the beating that sturdier weapons can. A fragile weapon gains the broken condition if the wielder rolls a natural 1 on an attack roll with the weapon. If a fragile weapon is already broken, the roll of a natural 1 destroys it instead. Armor with the fragile quality falls apart when hit with heavy blows. If an attacker hits a creature wearing fragile armor with an attack roll of a natural 20 and confirms the critical hit (even if the creature is immune to critical hits), the armor gains the broken condition. If already broken, the armor is destroyed instead. Fragile armor is not broken or destroyed by critical threats that are not generated by natural 20s, so if a creature wielding a weapon with a 19-20 or 18-20 critical range scores a critical hit on the wearer of this armor with a roll of less than a natural 20, that critical hit has no chance to break or destroy the armor. Masterwork and magical fragile weapons and armor lack these flaws unless otherwise noted in the item description or the special material description-AdaptiveKEY:ADAPTIVETYPE:Weapon.Bow.CompositeCOST:1000VISIBLE:QUALIFYSOURCEPAGE:p.134PRETYPE:3,Enhancement,Bow,CompositeSPROP:The wielder can fire the bow with a lesser Strength bonus (and cause less damage) if desired.+AdaptiveKEY:ADAPTIVETYPE:Weapon.Bow.CompositeCOST:1000VISIBLE:QUALIFYSOURCEPAGE:p.134PRETYPE:3,Enhancement,Bow,CompositeSPROP:The wielder can fire the bow with a lesser Strength bonus (and cause less damage) if desired.BONUS:WEAPON|TOHIT|+2|PREMULT:2,[PRETYPE:1,StrengthRating],[PREVARGT:%CHOICE,STR]BONUS:WEAPON|DAMAGE|-1*MIN(%CHOICE,STR)|PRETYPE:1,StrengthRatingBONUS:WEAPON|DAMAGE|STRCHOOSE:NUMBER|MIN=1|MAX=20|TITLE=Adaptive AdvancingKEY:ADVANCINGTYPE:Weapon.MeleePLUS:2VISIBLE:QUALIFYSOURCEPAGE:p.134PRETYPE:3,Enhancement,Weapon,MeleeSPROP:Once per round, when the wielder damages a creature in melee with an advancing weapon, she can take a 5-foot step as a swift action after the attack but before the end of her turn. AnchoringKEY:ANCHORINGTYPE:Weapon.Melee.RangedPLUS:2VISIBLE:QUALIFYSOURCEPAGE:p.135PRETYPE:1,EnhancementPRETYPE:2,Weapon,Melee,RangedSPROP:An anchoring weapon pins a target in place and prevents it from moving. As a swift action, the weapon can be fixed in place in a point in space, functioning as an immovable rod. BenevolentKEY:BENEVOLENTTYPE:Weapon.MeleePLUS:1VISIBLE:QUALIFYSOURCEPAGE:p.136PRETYPE:3,Enhancement,Weapon,MeleeSPROP:Increases the aid another bonus by the enhancement bonus of the weapon.This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site.

[pcgen-commit-svn] SF.net SVN: pcgen:[23297]Trunk/pcgen/data/pathfinder/paizo/ roleplaying_game

From: <ama...@us...> - 2014-02-18 18:57:39

Revision: 23297 http://sourceforge.net/p/pcgen/code/23297Author: amaitlandDate: 2014-02-18 18:57:30 +0000 (Tue, 18 Feb 2014)Log Message:-----------Fix Bug: DATA-1649 [Ultimate Equipment] Adaptive not workingModified Paths:-------------- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_equipmods.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_equipment/ue_equipmods.lstModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_equipmods.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_equipmods.lst2014-02-18 18:38:32 UTC (rev 23296)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_equipmods.lst2014-02-18 18:57:30 UTC (rev 23297)@@ -29,7 +29,7 @@ ###Block: Strength Bow # Modifier NameUnique KeyNaming OptionTypeCostVisibleSource PageRequired TypeModify the item costWeapon prop. bonusSpecial PropertyChooseApply to both heads-Strength RatingKEY:BOWSTRNAMEOPT:NONAMETYPE:Bow.CompositeCOST:0VISIBLE:QUALIFYSOURCEPAGE:p.147PRETYPE:2,Composite,BowBONUS:ITEMCOST|TYPE.SHORTBOW|75*%CHOICE|PREVARGT:%CHOICE,0BONUS:ITEMCOST|TYPE.LONGBOW|100*%CHOICE|PREVARGT:%CHOICE,0BONUS:WEAPON|TOHIT|-2|PREVARGT:%CHOICE,STRBONUS:WEAPON|DAMAGE|MIN(%CHOICE,STR)SPROP:Strength bonus to damageCHOOSE:NUMBER|MIN=1|MAX=100|TITLE=Strength ratingASSIGNTOALL:YESITYPE:StrengthRating+Strength RatingKEY:BOWSTRNAMEOPT:NONAMETYPE:Bow.CompositeCOST:0VISIBLE:QUALIFYSOURCEPAGE:p.147PRETYPE:2,Composite,BowBONUS:ITEMCOST|TYPE.SHORTBOW|75*%CHOICE|PREVARGT:%CHOICE,0BONUS:ITEMCOST|TYPE.LONGBOW|100*%CHOICE|PREVARGT:%CHOICE,0BONUS:WEAPON|TOHIT|-2|PREVARGT:%CHOICE,STRBONUS:WEAPON|DAMAGE|MIN(%CHOICE,STR)|TYPE=StrengthSPROP:Strength bonus to damageCHOOSE:NUMBER|MIN=1|MAX=100|TITLE=Strength ratingASSIGNTOALL:YESITYPE:StrengthRating ###Block: Weapon Special Properties # Modifier NameUnique KeyNaming OptionTypeCostVisibleType grantedSource PageSpecial PropertyModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_equipment/ue_equipmods.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_equipment/ue_equipmods.lst2014-02-18 18:38:32 UTC (rev 23296)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_equipment/ue_equipmods.lst2014-02-18 18:57:30 UTC (rev 23297)@@ -134,7 +134,7 @@ ScatterKEY:FIREARM_SCATTERNAMEOPT:NOTHINGTYPE:FirearmSPROP:A weapon with the scatter weapon quality can shoot two different types of ammunition. It can fire normal bullets that target one creature, or it can make a scattering shot, attacking all creatures within a cone. Cannons with the scatter weapon quality only fire grapeshot, unless their descriptions state otherwise. When a scatter weapon attacks all creatures within a cone, it makes a separate attack roll against each creature within the cone. Each attack roll takes a -2 penalty, and its attack damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not foil a scatter attack. If any of the attack rolls threaten a critical, confirm the critical for that attack roll alone. A firearm that makes a scatter shot misfires only if all of the attack rolls made misfire. If a scatter weapon explodes on a misfire, it deals triple its damage to all creatures within the misfire radius. SawbackKEY:SWORD_SAWBACKTYPE:Weapon.BladeVISIBLE:QUALIFYSOURCEPAGE:p.71BONUS:ITEMCOST|TYPE=Weapon|5SPROP:This is a modification to any light or heavy blade rather than a unique weapon type. The saw blade on the back of the sword lets you use it to perform crude carpentry. FragileKEY:FRAGILENAMEOPT:NOTHINGTYPE:SpecialWeaponQualitiesCOST:0VISIBLE:NOITYPE:FragileSOURCEPAGE:146SPROP:Fragile weapons and armor cannot take the beating that sturdier weapons can. A fragile weapon gains the broken condition if the wielder rolls a natural 1 on an attack roll with the weapon. If a fragile weapon is already broken, the roll of a natural 1 destroys it instead. Armor with the fragile quality falls apart when hit with heavy blows. If an attacker hits a creature wearing fragile armor with an attack roll of a natural 20 and confirms the critical hit (even if the creature is immune to critical hits), the armor gains the broken condition. If already broken, the armor is destroyed instead. Fragile armor is not broken or destroyed by critical threats that are not generated by natural 20s, so if a creature wielding a weapon with a 19-20 or 18-20 critical range scores a critical hit on the wearer of this armor with a roll of less than a natural 20, that critical hit has no chance to break or destroy the armor. Masterwork and magical fragile weapons and armor lack these flaws unless otherwise noted in the item description or the special material description-AdaptiveKEY:ADAPTIVETYPE:Weapon.Bow.CompositeCOST:1000VISIBLE:QUALIFYSOURCEPAGE:p.134PRETYPE:3,Enhancement,Bow,CompositeSPROP:The wielder can fire the bow with a lesser Strength bonus (and cause less damage) if desired.BONUS:WEAPON|TOHIT|+2|PREMULT:2,[PRETYPE:1,StrengthRating],[PREVARGT:%CHOICE,STR]BONUS:WEAPON|DAMAGE|-1*MIN(%CHOICE,STR)|PRETYPE:1,StrengthRatingBONUS:WEAPON|DAMAGE|STRCHOOSE:NUMBER|MIN=1|MAX=20|TITLE=Adaptive+AdaptiveKEY:ADAPTIVETYPE:Weapon.Bow.CompositeCOST:1000VISIBLE:QUALIFYSOURCEPAGE:p.134PRETYPE:3,Enhancement,Bow,CompositeSPROP:The wielder can fire the bow with a lesser Strength bonus (and cause less damage) if desired.BONUS:WEAPON|DAMAGE|STR|TYPE=Strength AdvancingKEY:ADVANCINGTYPE:Weapon.MeleePLUS:2VISIBLE:QUALIFYSOURCEPAGE:p.134PRETYPE:3,Enhancement,Weapon,MeleeSPROP:Once per round, when the wielder damages a creature in melee with an advancing weapon, she can take a 5-foot step as a swift action after the attack but before the end of her turn. AnchoringKEY:ANCHORINGTYPE:Weapon.Melee.RangedPLUS:2VISIBLE:QUALIFYSOURCEPAGE:p.135PRETYPE:1,EnhancementPRETYPE:2,Weapon,Melee,RangedSPROP:An anchoring weapon pins a target in place and prevents it from moving. As a swift action, the weapon can be fixed in place in a point in space, functioning as an immovable rod. BenevolentKEY:BENEVOLENTTYPE:Weapon.MeleePLUS:1VISIBLE:QUALIFYSOURCEPAGE:p.136PRETYPE:3,Enhancement,Weapon,MeleeSPROP:Increases the aid another bonus by the enhancement bonus of the weapon.This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site.

[pcgen-commit-svn] SF.net SVN: pcgen:[23497]Trunk/pcgen/data/pathfinder/paizo/ roleplaying_game

From: <ama...@us...> - 2014-03-17 21:03:03

Revision: 23497 http://sourceforge.net/p/pcgen/code/23497Author: amaitlandDate: 2014-03-17 21:02:59 +0000 (Mon, 17 Mar 2014)Log Message:-----------Poison Resistance TYPE clean up.Modified Paths:-------------- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_class.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_magic/um_abilities_class.lstModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_class.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_class.lst2014-03-17 20:21:25 UTC (rev 23496)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_class.lst2014-03-17 21:02:59 UTC (rev 23497)@@ -674,7 +674,7 @@ Staggering ShotKEY:Staggering Shot ~ Gulch GunnerCATEGORY:Special AbilityTYPE:ArchetypeAbility.SpecialQuality.ExtraordinaryDESC:When the gulch gunner hits an adjacent target with a ranged firearm attack, the target must also make a Fortitude save (DC %1) or be staggered for 1d4 rounds.|10+GunslingerLvl/2+WISSOURCEPAGE:p.152 Belly ShotKEY:Belly Shot ~ Gulch GunnerCATEGORY:Special AbilityTYPE:ArchetypeAbility.SpecialQuality.ExtraordinaryDESC:A gulch gunner can press her firearm directly against a vulnerable location of an adjacent target, dealing additional damage. When the gulch gunner successfully hits an adjacent target with a ranged firearm attack, she deals +%1d6 points of damage. Creatures immune to precision damage, critical hits, or sneak attacks do not take this additional damage.|1+(GunslingerLvl-9)/4SOURCEPAGE:p.152 -Plague BringerKEY:Alchemist Archetype ~ Plague BringerCATEGORY:ArchetypeTYPE:Archetype.AlchemistArchetype.AlchemistMutagen.AlchemistPoisonResistance2.AlchemistPoisonResistance4.AlchemistPoisonResistance6.AlchemistPoisonImmunityPRECLASS:1,Alchemist=1PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Alchemist Archetype ~ Plague Bringer],[!PREABILITY:1,CATEGORY=Archetype,TYPE.AlchemistMutagen,TYPE.AlchemistPoisonResistance2,TYPE.AlchemistPoisonResistance4,TYPE.AlchemistPoisonResistance6,TYPE.AlchemistPoisonImmunity]PRERACE:1,RatfolkDESC:The plague bringer sees disease as the ultimate weapon, and has worked tirelessly to master new diseases and disease-delivery systems. A plague bringer feels no more remorse at unleashing his armaments on his enemies than an archer does when firing an arrow in the heat of battle. Disease is a tool, and the plague bringer is its master. A plague bringer has the following class features.ABILITY:Special Ability|AUTOMATIC|Plague Vial ~ Plague Bringer|PRECLASS:1,Alchemist=1ABILITY:Special Ability|AUTOMATIC|Disease Resistance ~ Plague Bringer|!PRECLASS:1,Alchemist=10|PRECLASS:1,Alchemist=2ABILITY:Special Ability|AUTOMATIC|Disease Immunity ~ Plague Bringer|PRECLASS:1,Alchemist=10ABILITY:Special Ability|AUTOMATIC|Discoveries ~ Plague Bringer|PRECLASS:1,Alchemist=1COST:0SOURCEPAGE:p.153ASPECT:Archetype Base Class|Alchemist+Plague BringerKEY:Alchemist Archetype ~ Plague BringerCATEGORY:ArchetypeTYPE:Archetype.AlchemistArchetype.AlchemistMutagen.AlchemistPoisonResistance.AlchemistPoisonResistance2.AlchemistPoisonResistance4.AlchemistPoisonResistance6.AlchemistPoisonImmunityPRECLASS:1,Alchemist=1PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Alchemist Archetype ~ Plague Bringer],[!PREABILITY:1,CATEGORY=Archetype,TYPE.AlchemistMutagen,TYPE.AlchemistPoisonResistance,TYPE.AlchemistPoisonResistance2,TYPE.AlchemistPoisonResistance4,TYPE.AlchemistPoisonResistance6,TYPE.AlchemistPoisonImmunity]PRERACE:1,RatfolkDESC:The plague bringer sees disease as the ultimate weapon, and has worked tirelessly to master new diseases and disease-delivery systems. A plague bringer feels no more remorse at unleashing his armaments on his enemies than an archer does when firing an arrow in the heat of battle. Disease is a tool, and the plague bringer is its master. A plague bringer has the following class features.ABILITY:Special Ability|AUTOMATIC|Plague Vial ~ Plague Bringer|PRECLASS:1,Alchemist=1ABILITY:Special Ability|AUTOMATIC|Disease Resistance ~ Plague Bringer|!PRECLASS:1,Alchemist=10|PRECLASS:1,Alchemist=2ABILITY:Special Ability|AUTOMATIC|Disease Immunity ~ Plague Bringer|PRECLASS:1,Alchemist=10ABILITY:Special Ability|AUTOMATIC|Discoveries ~ Plague Bringer|PRECLASS:1,Alchemist=1COST:0SOURCEPAGE:p.153ASPECT:Archetype Base Class|Alchemist # Plague VialKEY:Plague Vial ~ Plague BringerCATEGORY:Special AbilityTYPE:ArchetypeAbility.SpecialQuality.SupernaturalDESC:A plague bringer can create a plague vial, an alchemically grown and concentrated disease sample. It takes 1 hour to prepare a plague vial, and once prepared, the vial remains potent until used. A plague bringer can only maintain 1 plague vial at a time-if he prepares a second vial, any existing plague vial becomes inert. A plague vial that is not in a plague bringer's possession becomes inert until a plague bringer picks it up again. It's a standard action to drink a plague vial. Upon being imbibed, the plague vial infects the plague bringer's blood, sweat, tears, and other bodily fluids for %10 minutes. Any creature that harms him with melee attacks (except with reach weapons) must make a Fortitude save (DC %2) or become sickened for %1 rounds. The plague bringer is immune to the effect of his own plague vial, but not that of another's plague vial. The effects of multiple plague vials do not stack. As a standard action, the plague bringer can infect a weapon with this sickness (typically by licking it or wiping his blood or pus on it). The disease on the weapon works like a poisoned weapon, except the source is a disease instead of a poison (so a dwarf 's resistance to poison does not apply). Anyone other than a plague bringer (including another alchemist) who drinks a plague vial must make a saving throw against the vial's DC or become nauseated for 1 hour. Unless he learns how to brew a mutagen by taking the mutagen discovery (see Ultimate Magic), he can never benefit from a mutagen and reacts to it as if he were a non-alchemist. At any particular time, a plague bringer can only be under the effect of either a plague vial or a mutagen (not both); drinking another immediately ends the effects of any ongoing plague vial or mutagen. All limitations to mutagens apply to plague vials as if they were the same substance. The infuse mutagen discovery and persistent mutagen class ability apply to plague vials. The sticky poison discovery applies to a weapon infected with a plague vial. The plague vial is a disease effect.|AlchemistLvl|10+AlchemistLvl/2+IntSOURCEPAGE:p.153 Disease ResistanceKEY:Disease Resistance ~ Plague BringerCATEGORY:Special AbilityTYPE:ArchetypeAbility.SpecialQuality.ExtraordinaryDESC:The plague bringer gains a +%1 bonus on all saving throws against disease.|(1+(AlchemistLvl-2)/3)*2SOURCEPAGE:p.153Modified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst2014-03-17 20:21:25 UTC (rev 23496)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst2014-03-17 21:02:59 UTC (rev 23497)@@ -217,7 +217,7 @@ ###Block: Alchemist Archetypes ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ # Ability NameUnique KeyCategory of AbilityTypeRequired ClassMultiple RequirementsDescriptionAbilityCostSource PageAspects-BeastmorphKEY:Alchemist Archetype ~ BEASTMORPHCATEGORY:ArchetypeTYPE:Archetype.AlchemistArchetype.AlchemistSwiftAlchemy.AlchemistPoisonResistance.AlchemistPoisonResistance4.AlchemistPoisonResistance6.AlchemistPoisonImmunity.AlchemistPersistentMutagenPRECLASS:1,Alchemist=1PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Alchemist Archetype ~ BEASTMORPH],[!PREABILITY:1,CATEGORY=Archetype,TYPE.AlchemistSwiftAlchemy,TYPE.AlchemistPoisonResistance,TYPE.AlchemistPoisonResistance4,TYPE.AlchemistPoisonResistance6,TYPE.AlchemistPoisonImmunity,TYPE.AlchemistPersistentMutagen]DESC:Beastmorphs study the anatomy of monsters, learning how they achieve their strange powers. They use their knowledge to duplicate these abilities, but at the cost of taking on inhuman shapes when they use mutagens.ABILITY:Special Ability|AUTOMATIC|Beastform Mutagen ~ Alchemist|PRECLASS:1,Alchemist=3ABILITY:Special Ability|AUTOMATIC|Improved Beastform Mutagen ~ Alchemist|PRECLASS:1,Alchemist=6ABILITY:Special Ability|AUTOMATIC|Greater Beastform Mutagen ~ Alchemist|PRECLASS:1,Alchemist=10ABILITY:Special Ability|AUTOMATIC|Grand Beastform Mutagen ~ Alchemist|PRECLASS:1,Alchemist=14ABILITY:Special Ability|AUTOMATIC|Discoveries ~ AlchemistCOST:0SOURCEPAGE:p.24ASPECT:Archetype Base Class|Alchemist+BeastmorphKEY:Alchemist Archetype ~ BEASTMORPHCATEGORY:ArchetypeTYPE:Archetype.AlchemistArchetype.AlchemistSwiftAlchemy.AlchemistPoisonResistance.AlchemistPoisonResistance2.AlchemistPoisonResistance4.AlchemistPoisonResistance6.AlchemistPoisonImmunity.AlchemistPersistentMutagenPRECLASS:1,Alchemist=1PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Alchemist Archetype ~ BEASTMORPH],[!PREABILITY:1,CATEGORY=Archetype,TYPE.AlchemistSwiftAlchemy,TYPE.AlchemistPoisonResistance,TYPE.AlchemistPoisonResistance2,TYPE.AlchemistPoisonResistance4,TYPE.AlchemistPoisonResistance6,TYPE.AlchemistPoisonImmunity,TYPE.AlchemistPersistentMutagen]DESC:Beastmorphs study the anatomy of monsters, learning how they achieve their strange powers. They use their knowledge to duplicate these abilities, but at the cost of taking on inhuman shapes when they use mutagens.ABILITY:Special Ability|AUTOMATIC|Beastform Mutagen ~ Alchemist|PRECLASS:1,Alchemist=3ABILITY:Special Ability|AUTOMATIC|Improved Beastform Mutagen ~ Alchemist|PRECLASS:1,Alchemist=6ABILITY:Special Ability|AUTOMATIC|Greater Beastform Mutagen ~ Alchemist|PRECLASS:1,Alchemist=10ABILITY:Special Ability|AUTOMATIC|Grand Beastform Mutagen ~ Alchemist|PRECLASS:1,Alchemist=14ABILITY:Special Ability|AUTOMATIC|Discoveries ~ AlchemistCOST:0SOURCEPAGE:p.24ASPECT:Archetype Base Class|Alchemist RagechemistKEY:Alchemist Archetype ~ RAGECHEMISTCATEGORY:ArchetypeTYPE:Archetype.AlchemistArchetype.AlchemistPoisonUse.AlchemistSwiftPoisoning.AlchemistPoisonImmunityPRECLASS:1,Alchemist=1PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Alchemist Archetype ~ RAGECHEMIST],[!PREABILITY:1,CATEGORY=Archetype,TYPE.AlchemistPoisonUse,TYPE.AlchemistSwiftPoisoning,TYPE.AlchemistPoisonImmunity]DESC:Some alchemists create mutagens that tap into a primal anger that fuels their physical transformation. These alchemists have little control over their altered selves.ABILITY:Special Ability|AUTOMATIC|Rage Mutagen ~ RAGECHEMIST|PRECLASS:1,Alchemist=2ABILITY:Special Ability|AUTOMATIC|Sturdy Rage ~ RAGECHEMIST|PRECLASS:1,Alchemist=6ABILITY:Special Ability|AUTOMATIC|Lumbering Rage ~ RAGECHEMIST|PRECLASS:1,Alchemist=10ABILITY:Special Ability|AUTOMATIC|Discoveries ~ RAGECHEMISTCOST:0SOURCEPAGE:p.25ASPECT:Archetype Base Class|Alchemist ###Block: Alchemist Archetype Abilities --------------------------------------------------Modified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_magic/um_abilities_class.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_magic/um_abilities_class.lst2014-03-17 20:21:25 UTC (rev 23496)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_magic/um_abilities_class.lst2014-03-17 21:02:59 UTC (rev 23497)@@ -13,7 +13,14 @@ ###Block: Magus class features # Ability NameUnique KeyCategory of AbilityTypeVisibleDefineDescriptionTemplateAbilityBonus to Ability PoolMisc bonusModify VARSource PageAspects Magus Free SpellbookCATEGORY:InternalTEMPLATE:Magus Spellbook-Armor ProficiencyKEY:Armor Proficiency ~ MagusCATEGORY:Special AbilityTYPE:MagusClassAbility.SpecialQuality.ExtraordinaryDEFINE:MagusArmorProficiencyLVL|0DESC:You can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.|PREVARGTEQ:MagusArmorProficiencyLVL,1|PREVARLT:MagusArmorProficiencyLVL,7DESC:You can cast magus spells while wearing light or medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.|PREVARGTEQ:MagusArmorProficiencyLVL,7|PREVARLT:MagusArmorProficiencyLVL,13DESC:You can cast magus spells while wearing light, medium, or heavy armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.|PREVARGTEQ:MagusArmorProficiencyLVL,13BONUS:MISC|SPELLFAILURE|-SPELLFAILURE|PREMULT:2,[PREVAREQ:MagusLVL,TL],[PREMULT:1,[PREMULT:3,[PREVARGTEQ:MagusArmorProficiencyLVL,1],[PREVARLT:MagusArmorProficiencyLVL,7],[!PREEQUIP:1,TYPE=Armor.Medium,TYPE=Armor.Heavy,TYPE=Shield,Buckler]],[PREMULT:3,[PREVARGTEQ:MagusArmorProficiencyLVL,7],[PREVARLT:MagusArmorProficiencyLVL,13],[!PREEQUIP:1,TYPE=Armor.Heavy,TYPE=Shield,Buckler]],[PREMULT:2,[PREVARGTEQ:MagusArmorProficiencyLVL,13],[!PREEQUIP:1,TYPE=Shield,Buckler]]]SOURCEPAGE:p.9,12,13+Armor ProficiencyKEY:Armor Proficiency ~ MagusCATEGORY:Special AbilityTYPE:MagusClassAbility.SpecialQuality.ExtraordinaryDEFINE:MagusArmorProficiencyLVL|0DESC:You can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.|PREVARGTEQ:MagusArmorProficiencyLVL,1|PREVARLT:MagusArmorProficiencyLVL,7DESC:You can cast magus spells while wearing light or medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.|PREVARGTEQ:MagusArmorProficiencyLVL,7|PREVARLT:MagusArmorProficiencyLVL,13DESC:You can cast magus spells while wearing light, medium, or heavy armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.|PREVARGTEQ:MagusArmorProficiencyLVL,13ABILITY:Internal|AUTOMATIC|Magus Spellfailure Tracker|PREVAREQ:MagusLVL,TL+#+Magus Spellfailure TrackerCATEGORY:InternalABILITY:Internal|AUTOMATIC|Magus Light Armor|PREEQUIP:2,TYPE=Armor,TYPE=Light|!PREEQUIP:1,TYPE=Shield,BucklerABILITY:Internal|AUTOMATIC|Magus Medium Armor|PREEQUIP:2,TYPE=Armor,TYPE=Medium|!PREEQUIP:1,TYPE=Shield,Buckler|PREVARGTEQ:MagusArmorProficiencyLVL,7ABILITY:Internal|AUTOMATIC|Magus Heavy Armor|PREEQUIP:2,TYPE=Armor,TYPE=Heavy|!PREEQUIP:1,TYPE=Shield,Buckler|PREVARGTEQ:MagusArmorProficiencyLVL,13+Magus Light ArmorCATEGORY:InternalBONUS:MISC|SPELLFAILURE|-25+Magus Medium ArmorCATEGORY:InternalBONUS:MISC|SPELLFAILURE|-TL+Magus Heavy ArmorCATEGORY:InternalBONUS:MISC|SPELLFAILURE|-55+#|PREMULT:2,[PREVAREQ:MagusLVL,TL],[PREMULT:1,[PREMULT:3,[PREVARGTEQ:MagusArmorProficiencyLVL,1],[PREVARLT:MagusArmorProficiencyLVL,7],[!PREEQUIP:1,TYPE=Armor.Medium,TYPE=Armor.Heavy,TYPE=Shield,Buckler]],[PREMULT:3,[PREVARGTEQ:MagusArmorProficiencyLVL,7],+#[PREVARLT:MagusArmorProficiencyLVL,13],[!PREEQUIP:1,TYPE=Armor.Heavy,TYPE=Shield,Buckler]],[PREMULT:2,[PREVARGTEQ:MagusArmorProficiencyLVL,13],[!PREEQUIP:1,TYPE=Shield,Buckler]]]SOURCEPAGE:p.9,12,13 Arcane PoolKEY:Arcane Pool ~ MagusCATEGORY:Special AbilityTYPE:MagusClassAbility.SpecialQuality.Supernatural.Magus Arcane PoolDEFINE:MagusArcanePoolLVL|0DEFINE:MagusArcanePool|0DEFINE:MagusArcanePoolBonus|0DESC:You have a reservoir of mystical arcane energy that you draw upon to fuel your powers and enhance your weapon. This arcane pool has %1 points. The pool refreshes once per day when you prepare your spells. You can expend 1 point from your arcane pool as a swift action to grant any weapon you are holding a +%2 enhancement bonus for 1 minute. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.|MagusArcanePool|MagusArcanePoolBonusDESC:These bonuses can be also used to add any of the following weapon properties: Dancing, Flaming, Flaming Burst, Frost, Icy Burst, Keen, Shock, Shocking Burst, Speed, or Vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time you use this ability. These bonuses do not function if the weapon is wielded by anyone other than you. You can only enhance one weapon in this way at one time. If you use this ability again, the first use immediately ends.|PREVARGTEQ:MagusArcanePoolLVL,5BONUS:VAR|MagusArcanePool|max(floor(MagusArcanePoolLVL/2),1)+INTBONUS:VAR|MagusArcanePoolBonus|min(1+((MagusArcanePoolLVL-1)/4),5)SOURCEPAGE:p.9ASPECT:CheckCount|%1|MagusArcanePoolASPECT:CheckType|Uses per DayASPECT:Ability Benefit|(%1/day)|MagusArcanePool CantripsKEY:Cantrips ~ MagusCATEGORY:Special AbilityTYPE:MagusClassAbility.SpecialQualityDESC:You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.SOURCEPAGE:p.10 Spell CombatKEY:Spell Combat ~ MagusCATEGORY:Special AbilityTYPE:MagusClassAbility.Internal.ClassAbilityVISIBLE:NOABILITY:Special Ability|AUTOMATIC|Spell Combat Output|!PREABILITY:1,CATEGORY=Special Ability,Improved Spell Combat ~ Magus,Greater Spell Combat ~ Magus,True Magus ~ MagusThis was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site.

[pcgen-commit-svn] SF.net SVN: pcgen:[23553]Trunk/pcgen/data/pathfinder/paizo/ roleplaying_game

From: <ama...@us...> - 2014-03-28 19:51:47

Revision: 23553 http://sourceforge.net/p/pcgen/code/23553Author: amaitlandDate: 2014-03-28 19:51:40 +0000 (Fri, 28 Mar 2014)Log Message:-----------DATA-1696Lucerne / Lucern Hammer (APG/UE)Modified Paths:-------------- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_equip_arms_armor.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_profs_weapon.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_equipment/ue_equip_arms_armor.lstModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_equip_arms_armor.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_equip_arms_armor.lst2014-03-28 19:46:39 UTC (rev 23552)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_equip_arms_armor.lst2014-03-28 19:51:40 UTC (rev 23553)@@ -66,7 +66,7 @@ Bec de CorbinPROFICIENCY:WEAPON|Bec de corbinTYPE:Weapon.Melee.TwoHanded.Martial.Reach.Standard.Bludgeoning.Piercing.PolearmCOST:15WT:12CRITMULT:x3CRITRANGE:1DAMAGE:1d10EQMOD:BRACE.WOODWIELD:TwoHandedSIZE:MSOURCEPAGE:p.177 BillPROFICIENCY:WEAPON|BillTYPE:Weapon.Melee.TwoHanded.Martial.Reach.Standard.Slashing.PolearmCOST:11WT:11CRITMULT:x3CRITRANGE:1DAMAGE:1d8EQMOD:BRACE.DISARM.WOODWIELD:TwoHandedSIZE:MSOURCEPAGE:p.177 Glaive-GuisarmePROFICIENCY:WEAPON|Glaive-GuisarmeTYPE:Weapon.Melee.TwoHanded.Martial.Reach.Standard.Slashing.PolearmCOST:12WT:10CRITMULT:x3CRITRANGE:1DAMAGE:1d10EQMOD:BRACE.WOODWIELD:TwoHandedSIZE:MSOURCEPAGE:p.177-Lucern HammerPROFICIENCY:WEAPON|Lucern HammerTYPE:Weapon.Melee.TwoHanded.Martial.Reach.Standard.Bludgeoning.Piercing.PolearmCOST:15WT:12CRITMULT:x2CRITRANGE:1DAMAGE:1d12EQMOD:BRACE.WOODWIELD:TwoHandedSIZE:MSOURCEPAGE:p.177+Lucerne HammerPROFICIENCY:WEAPON|Lucern HammerTYPE:Weapon.Melee.TwoHanded.Martial.Reach.Standard.Bludgeoning.Piercing.PolearmCOST:15WT:12CRITMULT:x2CRITRANGE:1DAMAGE:1d12EQMOD:BRACE.WOODWIELD:TwoHandedSIZE:MSOURCEPAGE:p.177 Dagger (Swordbreaker)OUTPUTNAME:Swordbreaker DaggerPROFICIENCY:WEAPON|Dagger (Swordbreaker)TYPE:Weapon.Melee.Light.Finesseable.Exotic.Standard.Dagger.TenguCOST:10WT:3CRITMULT:x2CRITRANGE:1DAMAGE:1d4EQMOD:DISARM.STEELWIELD:LightSIZE:MSOURCEPAGE:p.177 FalcataPROFICIENCY:WEAPON|FalcataTYPE:Weapon.Melee.OneHanded.Exotic.Standard.Slashing.HeavyBlade.TenguCOST:18WT:4CRITMULT:x3CRITRANGE:2DAMAGE:1d8EQMOD:STEELWIELD:OneHandedSIZE:MSOURCEPAGE:p.177 KhopeshPROFICIENCY:WEAPON|KhopeshTYPE:Weapon.Melee.OneHanded.Exotic.Standard.Slashing.HeavyBlade.TenguCOST:20WT:8CRITMULT:x2CRITRANGE:2DAMAGE:1d8EQMOD:STEEL.TRIPWIELD:OneHandedSIZE:MSOURCEPAGE:p.177Modified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_profs_weapon.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_profs_weapon.lst2014-03-28 19:46:39 UTC (rev 23552)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_profs_weapon.lst2014-03-28 19:51:40 UTC (rev 23553)@@ -26,7 +26,7 @@ Bec de CorbinTYPE:Martial.Melee.Bludgeoning.Piercing.MeleeBludgeoning.MeleePiercing.Hammer.TwoHanded.Polearm BillTYPE:Martial.Melee.Slashing.MeleeSlashing.Axe.TwoHanded.Polearm Glaive-GuisarmeTYPE:Martial.Melee.Slashing.MeleeSlashing.Axe.TwoHanded.Polearm-Lucern HammerTYPE:Martial.Melee.Bludgeoning.Piercing.MeleeBludgeoning.MeleePiercing.Hammer.TwoHanded.Polearm+Lucerne HammerTYPE:Martial.Melee.Bludgeoning.Piercing.MeleeBludgeoning.MeleePiercing.Hammer.TwoHanded.Polearm # --ranged #LongbowTYPE:Martial.Ranged.Piercing.RangedPiercing.BowHANDS:2@@ -67,7 +67,7 @@ Bec De Corbin.MODTYPE:Polearm Bill.MODTYPE:Polearm Glaive-Guisarme.MODTYPE:Polearm-Lucern Hammer.MODTYPE:Polearm+Lucerne Hammer.MODTYPE:Polearm Mancatcher.MODTYPE:Polearm Boomerang.MODTYPE:Thrown Lasso.MODTYPE:ThrownModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_equipment/ue_equip_arms_armor.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_equipment/ue_equip_arms_armor.lst2014-03-28 19:46:39 UTC (rev 23552)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_equipment/ue_equip_arms_armor.lst2014-03-28 19:51:40 UTC (rev 23553)@@ -339,7 +339,7 @@ Earth BreakerPROFICIENCY:WEAPON|Earth BreakerTYPE:Weapon.Melee.TwoHanded.Martial.Bludgeoning.HammerCOST:40WT:14CRITMULT:x3CRITRANGE:1DAMAGE:2d6EQMOD:STEELWIELD:TwoHandedSIZE:MSOURCEPAGE:p.27 Hooked LancePROFICIENCY:WEAPON|Hooked LanceTYPE:Weapon.EasternWeapon.Eastern.Melee.TwoHanded.Martial.Piercing.Monk.SpearCOST:3WT:10CRITMULT:x4CRITRANGE:1DAMAGE:1d8EQMOD:STEELWIELD:TwoHandedSIZE:MSOURCEPAGE:p.29 HorsechopperPROFICIENCY:WEAPON|HorsechopperTYPE:Weapon.Melee.TwoHanded.Martial.Piercing.Slashing.PolearmCOST:10WT:12CRITMULT:x3CRITRANGE:1DAMAGE:1d10EQMOD:STEELWIELD:TwoHandedSIZE:MSOURCEPAGE:p.30-Lucerne HammerPROFICIENCY:WEAPON|Lucerne HammerTYPE:Weapon.Melee.TwoHanded.Martial.Bludgeoning.Piercing.PolearmCOST:15WT:12CRITMULT:x2CRITRANGE:1DAMAGE:1d12EQMOD:STEELWIELD:TwoHandedSIZE:MSOURCEPAGE:p.32+Lucerne HammerPROFICIENCY:WEAPON|Lucerne HammerTYPE:Weapon.Melee.TwoHanded.Martial.Bludgeoning.Piercing.Reach.PolearmCOST:15WT:12CRITMULT:x2CRITRANGE:1DAMAGE:1d12EQMOD:STEEL.BRACEWIELD:TwoHandedSIZE:MSOURCEPAGE:p.32 MattockPROFICIENCY:WEAPON|MattockTYPE:Weapon.Melee.TwoHanded.Martial.PiercingCOST:12WT:12CRITMULT:x4CRITRANGE:1DAMAGE:2d4EQMOD:STEELWIELD:TwoHandedSIZE:MSOURCEPAGE:p.32 Monk's SpadePROFICIENCY:WEAPON|Monk's SpadeTYPE:Weapon.EasternWeapon.Eastern.Melee.TwoHanded.Martial.Bludgeoning.Slashing.Double.Monk.PolearmALTTYPE:Weapon.Melee.Exotic.Piercing.SlashingCOST:20WT:12CRITMULT:x2CRITRANGE:1ALTCRITMULT:x2ALTCRITRANGE:1DAMAGE:1d6ALTDAMAGE:1d6EQMOD:STEELWIELD:TwoHandedSIZE:MSOURCEPAGE:p.33 NaginataPROFICIENCY:WEAPON|NaginataTYPE:Weapon.EasternWeapon.Eastern.Melee.TwoHanded.Martial.Slashing.Monk.Polearm.ReachCOST:35WT:9CRITMULT:x4CRITRANGE:1DAMAGE:1d8EQMOD:STEELWIELD:TwoHandedREACHMULT:2SIZE:MSOURCEPAGE:p.33This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site.

[pcgen-commit-svn] SF.net SVN: pcgen:[23572]Trunk/pcgen/data/pathfinder/paizo/ roleplaying_game

From: <ama...@us...> - 2014-04-01 02:12:49

Revision: 23572 http://sourceforge.net/p/pcgen/code/23572Author: amaitlandDate: 2014-04-01 02:12:44 +0000 (Tue, 01 Apr 2014)Log Message:-----------Clean up Eidolon PRExxx and Abilities. Remove unnecessary Ability.Modified Paths:-------------- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_abilities_class.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_feats.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_class.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_race.lstModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_abilities_class.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_abilities_class.lst2014-04-01 01:59:03 UTC (rev 23571)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_abilities_class.lst2014-04-01 02:12:44 UTC (rev 23572)@@ -637,7 +637,7 @@ CantripsKEY:Cantrips ~ SummonerCATEGORY:Special AbilityTYPE:SummonerClassAbility.SpecialQualityDESC:You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again. #Summon MonsterKEY:Summon Monster ~ SummonerCATEGORY:Special AbilityTYPE:SummonerClassAbility.SpecialQuality.SpellLikeDEFINE:SpecialMountLVL|0DEFINE:SMTimes|0DEFINE:SMDuration|0DESC:You can cast Summon Monster %1 as a spell-like ability %2 times per day as a standard action and the creatures remain for %3 minutes (instead of %3 rounds). Drawing upon this ability uses up the same power you use to call your eidolon. As a result, you can only use this ability when your eidolon is not summoned.|SpecialMountLVL|SMTimes|SMDurationBONUS:VAR|SMDuration|classlevel("Summoner")BONUS:VAR|SpecialMountLVL|min(9,(classlevel("Summoner")+1)/2)BONUS:VAR|SMTimes|CHA+3ASPECT:CheckCount|%1|SMTimesASPECT:CheckType|Uses per day Summon MonsterKEY:Summon Monster ~ SummonerCATEGORY:Special AbilityTYPE:SummonerClassAbility.SpecialQuality.SpellLikeDEFINE:SummonMonsterLvl|0DEFINE:SummonMonsterTimes|0DEFINE:SummonMonsterDuration|0DESC:You can cast Summon Monster %1 as a spell-like ability %2 times per day as a standard action and the creatures remain for %3 minutes (instead of %3 rounds). Drawing upon this ability uses up the same power you use to call your eidolon. As a result, you can only use this ability when your eidolon is not summoned.|SummonMonsterLvl|SummonMonsterTimes|SummonMonsterDurationBONUS:VAR|SummonMonsterDuration|classlevel("Summoner")BONUS:VAR|SummonMonsterLvl|min(9,(classlevel("Summoner")+1)/2)BONUS:VAR|SummonMonsterTimes|CHA+3ASPECT:CheckCount|%1|SummonMonsterTimesASPECT:CheckType|Uses per day-EidolonKEY:Eidolon ~ SummonerCATEGORY:Special AbilityTYPE:SummonerClassAbility.SpecialQuality.ExtraordinaryDEFINE:EidolonLVL|0DESC:You possess the ability to summon a powerful outsider called an eidolon. You always summon an aspect of the same creature. Your eidolon has your alignment and can speak all of your languages. Your eidolon is treated as a summoned creature, except that it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its Constitution score. In addition, due to its tie to you, your eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. You can summon your eidolon in a ritual that takes 1 minute to perform. When summoned in this way, your eidolon's hit points are unchanged from the last time it was summoned. The only exception to this is if your eidolon was slain, in which case it returns with half its normal hit points. Your eidolon remains until dismissed (a standard action). If your eidolon is sent back to its home plane due to damage, it cannot be summoned again until the following day. Your eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally.ABILITY:Special Ability|AUTOMATIC|EidolonBONUS:VAR|EidolonLVL|classlevel("Summoner")FOLLOWERS:Eidolon|1COMPANIONLIST:Eidolon|RACETYPE=Eidolon+EidolonKEY:Eidolon ~ SummonerCATEGORY:Special AbilityTYPE:SummonerClassAbility.SpecialQuality.Extraordinary.EidolonDEFINE:EidolonLVL|0DESC:You possess the ability to summon a powerful outsider called an eidolon. You always summon an aspect of the same creature. Your eidolon has your alignment and can speak all of your languages. Your eidolon is treated as a summoned creature, except that it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its Constitution score. In addition, due to its tie to you, your eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. You can summon your eidolon in a ritual that takes 1 minute to perform. When summoned in this way, your eidolon's hit points are unchanged from the last time it was summoned. The only exception to this is if your eidolon was slain, in which case it returns with half its normal hit points. Your eidolon remains until dismissed (a standard action). If your eidolon is sent back to its home plane due to damage, it cannot be summoned again until the following day. Your eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally.BONUS:VAR|EidolonLVL|classlevel("Summoner")FOLLOWERS:Eidolon|1COMPANIONLIST:Eidolon|RACETYPE=Eidolon Life LinkKEY:Life Link ~ SummonerCATEGORY:Special AbilityTYPE:SummonerClassAbility.SpecialQuality.SupernaturalDESC:A close bond is formed with your eidolon. Whenever your eidolon takes enough damage to send it back to its home plane, you can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to your eidolon. This can prevent your eidolon from being sent back to its home plane. In addition, you and your eidolon must remain within 100 feet of one another for your eidolon to remain at full strength. If your eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%%. If your eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%%. If your eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when your eidolon gets closer to you, but its maximum hit point total does return to normal. Bond SensesKEY:Bond Senses ~ SummonerCATEGORY:Special AbilityTYPE:SummonerClassAbility.SpecialQuality.SupernaturalDEFINE:BondSensesRounds|0DESC:As a standard action, share the senses of your eidolon, hearing, seeing, smelling, tasting, and touching everything your eidolon does. You can use this ability %1 rounds per day. There is no range to this effect, but your eidolon and you must be on the same plane. You can end this effect as a free action.|BondSensesRoundsBONUS:VAR|BondSensesRounds|classlevel("Summoner") Shield AllyKEY:Shield Ally ~ SummonerCATEGORY:Special AbilityTYPE:SummonerClassAbility.SpecialQuality.ExtraordinaryDESC:Whenever you are within your eidolon's reach, you receive a +2 shield bonus to your Armor Class and a +2 circ*mstance bonus on your saving throws. This bonus does not apply if your eidolon is grappled, helpless, paralyzed, stunned, or unconscious.@@ -651,8 +651,6 @@ Twin EidolonKEY:Twin Eidolon ~ SummonerCATEGORY:Special AbilityTYPE:SummonerClassAbility.SpecialQuality.SupernaturalDEFINE:TwinEidolonMinutes|0DESC:As a standard action, you can assume the shape of your eidolon, copying all of its evolutions, form, and abilities. Your Strength, Dexterity, and Constitution scores change to match the base scores of your eidolon. You can choose to have any gear that you carry become absorbed by your new form, as with spells from the polymorph subschool. Items with continuous effects continue to function while absorbed in this way. You lose your natural attacks and all racial traits (except bonus feats, skills, and languages) in favor of the abilities granted by your eidolon's evolutions. You retain all of your class features. You can keep this form for %1 minutes per day. This duration does not need to be consecutive, but it must be spent in 1-minute increments. You can end this effect as a free action.|TwinEidolonMinutesBONUS:VAR|TwinEidolonMinutes|classlevel("Summoner") GateKEY:Gate ~ SummonerCATEGORY:Special AbilityTYPE:SummonerClassAbility.SpecialQuality.SpellLikeDESC:You may cast Gate with your Summon Monster spell-like ability. -EidolonKEY:EidolonCATEGORY:Special AbilityTYPE:Hidden.EidolonBase.Eidolon- # Aspect evolution divertion Aspect ~ 0 pointsCATEGORY:Special AbilityTYPE:Internal.SummonerAspectDESC:Divert 0 points from your eidolon's evolution pool and add no evolutions to yourself. Aspect ~ 1 pointCATEGORY:Special AbilityTYPE:Internal.SummonerAspectDESC:Divert 1 point from your eidolon's evolution pool to add 1 evolution to yourself.BONUS:VAR|EidolonAspect|1BONUS:ABILITYPOOL|Eidolon Evolution|1Modified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_feats.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_feats.lst2014-04-01 01:59:03 UTC (rev 23571)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_feats.lst2014-04-01 02:12:44 UTC (rev 23572)@@ -181,7 +181,7 @@ Stone SenseTYPE:GeneralPREFEAT:1,Improved StonecunningPRESKILL:1,Perception=10DESC:You can feel movement in the very earth and stones around you.VISION:Tremorsense (10')SOURCEPAGE:p.170BENEFIT:You gain tremorsense to a range of 10 feet. Stone SingerTYPE:GeneralPREABILITY:1,CATEGORY=Special Ability,Bardic PerformancePRERACE:1,RACESUBTYPE=DwarfPRESTAT:1,CHA=13DESC:Your songs are in accordance with the ways and lands of your people.SOURCEPAGE:p.171BENEFIT:When you use bardic performance with audible components underground, the range or area of your chosen performance is doubled, and you can affect deaf creatures if they possess tremorsense and are in your new range. In addition, the DC for saving throws against your bardic performance is increased by +2 for creatures of the earth subtype, regardless of where the performance occurs. Stunning AssaultTYPE:CombatPREATT:16PREFEAT:1,Power AttackPRESTAT:1,STR=13DESC:You powerful but imprecise attacks can stun your enemies.SOURCEPAGE:p.171BENEFIT:You can choose to take a -5 penalty on all melee attack rolls and combat maneuver checks to stun targets you hit with your melee attacks for 1 round. A successful Fortitude save negates the effect. The DC of this save is 10 + your base attack bonus. You must choose to use this feat before making the attack roll, and its effects last until your next turn.-Summoner's CallTYPE:GeneralPREABILITY:1,CATEGORY=Special Ability,EidolonDESC:Whenever you summon your eidolon, it is more powerful for a brief period of time.SOURCEPAGE:p.171BENEFIT:Whenever you summon your eidolon, you may give it a +2 enhancement bonus to its Strength, Dexterity, or Constitution. This bonus lasts 10 minutes after the summoning ritual is complete.+Summoner's CallTYPE:GeneralPREABILITY:1,CATEGORY=Special Ability,TYPE.EidolonDESC:Whenever you summon your eidolon, it is more powerful for a brief period of time.SOURCEPAGE:p.171BENEFIT:Whenever you summon your eidolon, you may give it a +2 enhancement bonus to its Strength, Dexterity, or Constitution. This bonus lasts 10 minutes after the summoning ritual is complete. Sundering StrikeTYPE:CombatPREATT:9PREFEAT:1,Improved Sunder,Power AttackPRESTAT:1,STR=13DESC:Your critical hits can sunder your foes' weapons.SOURCEPAGE:p.171BENEFIT:Whenever you score a critical hit with a melee attack, you can sunder your opponent's weapon, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent's CMD, you may deal damage to your opponent's weapon as if from the sunder combat maneuver (roll normal damage to the weapon separately). This does not provoke an attack of opportunity. Swap PlacesTYPE:Combat.TeamworkDESC:You are skilled at changing places with your ally during a chaotic melee.SOURCEPAGE:p.172BENEFIT:Whenever you are adjacent to an ally who also has this feat, you can move into your ally's square as part of a normal movement (including a 5-foot step). At the same time, your ally moves into your previous space. Both you and your ally must be willing and able to move to take advantage of this feat. Your ally must be the same size as you to utilize this feat. Your ally does not provoke an attack of opportunity from this movement, but you provoke as normal. This movement does not count against your ally's movement on his next turn. Swift AidTYPE:CombatPREATT:6PREFEAT:1,Combat ExpertisePRESTAT:1,INT=13DESC:With a quick but harmless swipe, you can aid an ally's assault.SOURCEPAGE:p.172BENEFIT:As a swift action, you can attempt the aid another action, granting your ally either a +1 bonus on his next attack roll or a +1 bonus to his AC.Modified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_class.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_class.lst2014-04-01 01:59:03 UTC (rev 23571)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_class.lst2014-04-01 02:12:44 UTC (rev 23572)@@ -506,7 +506,7 @@ # Class SkillsKEY:Class Skills ~ Shadow CallerCATEGORY:Special AbilityTYPE:ArchetypeAbility.SpecialQualityDESC:The shadow caller adds Stealth to his list of class skills and removes Use Magic Device from his list of class skills.CSKILL:StealthCCSKILL:Use Magic DeviceSOURCEPAGE:p.110 Shadow SummoningKEY:Shadow Summoning ~ Shadow CallerCATEGORY:Special AbilityTYPE:ArchetypeAbility.SpecialQuality.SpellLikeDESC:When a shadow caller uses his summon monster ability or casts the summon monster spell, he typically summons creatures from the Shadow Plane or creatures closely associated with shadow. When a creature on the summon monster spell list indicates that it is summoned with either the celestial or the fiendish template based on the alignment of the caster, the creature summoned by the shadow caller has the shadow creature template instead. Furthermore, the summon monster lists are modified in the following ways (these changes also apply to using a higher-level summon spell to summon multiple creatures from a lower-level list). Summon Monster I: No changes. Summon Monster II: A shadow caller cannot summon Small elementals or lemures, but instead can summon zoogs. Summon Monster III: A shadow caller cannot summon dretches or lantern archons, but can summon augur kytons. Summon Monster IV: A shadow caller cannot summon Medium elementals, hell hounds, hound archons, or mephits, but can summon allips, gloomwings, and shadows. Summon Monster V: A shadow caller cannot summon babau, bearded devils, bralani azatas, Large elementals, salamanders, or xills, but can summon shadow mastiffs and shae. Summon Monster VI: A shadow caller cannot summon Huge elementals, erinyes, lillend azatas, or succubi, but can summon cloakers. Summon Monster VII: A shadow caller cannot summon bebiliths, bone devils, greater elementals, or vrocks, but can summon greater shadows. Summon Monster VIII: A shadow caller can only summon derghodaemons and young umbral dragons. Summon Monster IX: A shadow caller can only summon interlocutor kytons and nightwings.SOURCEPAGE:p.110-Shadow EidolonKEY:Shadow Eidolon ~ Shadow CallerCATEGORY:Special AbilityTYPE:ArchetypeAbility.SpecialQualityDESC:A shadow caller's eidolon is at once a thing of shadow called from the deep of the Shadow Plane and his own shadow; the two are inseparable. When his eidolon manifests, his shadow lengthens and finally detaches from him as a creature unto itself. For as long as the shadow caller's eidolon is manifested, he and the eidolon do not have distinct shadows, regardless of the presence or absence of light. This lack of a shadow replaces the magical symbol that identifies the summoner and his eidolon.SOURCEPAGE:p.111DEFINE:EidolonLVL|0ABILITY:Special Ability|AUTOMATIC|EidolonBONUS:VAR|EidolonLVL|classlevel("Summoner")FOLLOWERS:Eidolon|1COMPANIONLIST:Eidolon|RACETYPE=Eidolon+Shadow EidolonKEY:Shadow Eidolon ~ Shadow CallerCATEGORY:Special AbilityTYPE:ArchetypeAbility.SpecialQuality.EidolonDESC:A shadow caller's eidolon is at once a thing of shadow called from the deep of the Shadow Plane and his own shadow; the two are inseparable. When his eidolon manifests, his shadow lengthens and finally detaches from him as a creature unto itself. For as long as the shadow caller's eidolon is manifested, he and the eidolon do not have distinct shadows, regardless of the presence or absence of light. This lack of a shadow replaces the magical symbol that identifies the summoner and his eidolon.SOURCEPAGE:p.111DEFINE:EidolonLVL|0BONUS:VAR|EidolonLVL|classlevel("Summoner")FOLLOWERS:Eidolon|1COMPANIONLIST:Eidolon|RACETYPE=Eidolon #Goblin Feral GnasherKEY:Barbarian Archetype ~ Feral GnasherKEY:BarbarianCATEGORY:ArchetypeTYPE:Archetype.BarbarianArchetype.BarbarianWeaponProficiencies.BarbarianArmorProficiencies.BarbarianFastMovement.BarbarianTrapSense1.BarbarianTrapSense2.BarbarianTrapSense3.BarbarianTrapSense4.BarbarianImprovedUncannyDodgePRECLASS:1,Barbarian=1PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Barbarian Archetype ~ Feral Gnasher],[!PREABILITY:1,CATEGORY=Archetype,TYPE.BarbarianWeaponProficiencies,TYPE.BarbarianArmorProficiencies,TYPE.BarbarianFastMovement,TYPE.BarbarianTrapSense1,TYPE.BarbarianTrapSense2,TYPE.BarbarianTrapSense3,TYPE.BarbarianTrapSense4,TYPE.BarbarianImprovedUncannyDodge]PRERACE:1,GoblinDESC:Feral gnashers grow up in the wild, either raised by animals or scraping by on their own, and soon learn to fend for themselves. These barbarians often utilize pieced-together armor and fight with their sharp teeth and whatever improvised weapons are within reach.ABILITY:Special Ability|AUTOMATIC|Weapon and Armor Proficiency ~ Feral Gnasher|PRECLASS:1,Barbarian=1ABILITY:Special Ability|AUTOMATIC|Savage Bite ~ Feral Gnasher|PRECLASS:1,Barbarian=1ABILITY:Special Ability|AUTOMATIC|Impromptu Armament ~ Feral Gnasher|PRECLASS:1,Barbarian=2ABILITY:Special Ability|AUTOMATIC|Lockjaw ~ Feral Gnasher|PRECLASS:1,Barbarian=3ABILITY:Special Ability|AUTOMATIC|Improvised Weapon Mastery ~ Feral Gnasher|PRECLASS:1,Barbarian=5ABILITY:Special Ability|AUTOMATIC|Improved Lockjaw ~ Feral Gnasher|PRECLASS:1,Barbarian=6ABILITY:Special Ability|AUTOMATIC|Greater Lockjaw ~ Feral Gnasher|PRECLASS:1,Barbarian=9ABILITY:Special Ability|AUTOMATIC|Wicked Improvisation ~ Feral Gnasher|PRECLASS:1,Barbarian=12ABILITY:Special Ability|AUTOMATIC|Rage Powers ~ Feral Gnasher|PRECLASS:1,Barbarian=1COST:0SOURCEPAGE:p.116ASPECT:Archetype Base Class|Feral GnasherModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_race.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_race.lst2014-04-01 01:59:03 UTC (rev 23571)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_race.lst2014-04-01 02:12:44 UTC (rev 23572)@@ -33,7 +33,7 @@ CATEGORY=Internal|Elf Racial Trait Default.MODABILITY:Elf Racial Trait|AUTOMATIC|Elven Immunities ~ Elf|!PREABILITY:1,CATEGORY=Special Ability,TYPE.ElfImmunities CATEGORY=Internal|Elf Racial Trait Default.MODABILITY:Elf Racial Trait|AUTOMATIC|Elven Magic ~ Elf|!PREABILITY:1,CATEGORY=Special Ability,TYPE.ElfMagic CATEGORY=Internal|Elf Racial Trait Default.MODABILITY:Elf Racial Trait|AUTOMATIC|Weapon Familiarity ~ Elf|!PREABILITY:1,CATEGORY=Special Ability,TYPE.ElfWeaponFamiliarity-CATEGORY=Internal|Elf Racial Trait Default.MODABILITY:Elf Racial Trait|AUTOMATIC|Keen Senses ~ Elf|!PREABILITY:1,CATEGORY=Special Ability,TYPE.ElfSenses+CATEGORY=Internal|Elf Racial Trait Default.MODABILITY:Elf Racial Trait|AUTOMATIC|Keen Senses ~ Elf|!PREABILITY:1,CATEGORY=Special Ability,TYPE.ElfSenses,TYPE.ElfKeenSenses CATEGORY=Internal|Elf Racial Trait Default.MODABILITY:Elf Racial Trait|AUTOMATIC|Low-Light Vision ~ Elf|!PREABILITY:1,CATEGORY=Special Ability,TYPE.ElfRacialVision # CATEGORY=Internal|Gnome Racial Trait Default.MODABILITY:Gnome Racial Trait|AUTOMATIC|Defensive Training ~ Gnome|!PREABILITY:1,CATEGORY=Special Ability,TYPE.GnomeDefensiveTrainingThis was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site.

[pcgen-commit-svn] SF.net SVN: pcgen:[23585]Trunk/pcgen/data/pathfinder/paizo/ roleplaying_game

From: <ama...@us...> - 2014-04-05 05:29:54

Revision: 23585 http://sourceforge.net/p/pcgen/code/23585Author: amaitlandDate: 2014-04-05 05:29:04 +0000 (Sat, 05 Apr 2014)Log Message:-----------DATA-1709Bring Pathfinder up to speed (Project) First Pass (Tackles Items #1 and #2)Modified Paths:-------------- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_abilities.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_abilities_class.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_abilitycategories.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_class.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_essentials/ce_abilities.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_class.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilitycategories.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilitycategories.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_magic/um_abilities_class.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_magic/um_abilitycategories.lstModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_abilities.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_abilities.lst2014-04-05 05:11:37 UTC (rev 23584)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_abilities.lst2014-04-05 05:29:04 UTC (rev 23585)@@ -175,17 +175,17 @@ FireKEY:Elemental Fist ~ FireCATEGORY:InternalTYPE:ElementalFistChoice ###Block: Favored terrain for equipment-Favored Terrain (Cold)KEY:Favored Terrain Cold ~ EquipmentCATEGORY:Special AbilityVISIBLE:EXPORTTYPE:RangerClassAbility.SpecialQuality.Extraordinary.FavoredTerrainDEFINE:FavoredTerrainCold|0DESC:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked in cold terrain|FavoredTerrainColdMULT:NOSOURCEPAGE:p.65ASPECT:Ability Benefit|+%1|FavoredTerrainColdBENEFIT:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in cold terrain (ice, glaciers, snow, and tundra). Likewise, you get a +%1 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.|FavoredTerrainCold-Favored Terrain (Desert)KEY:Favored Terrain Desert ~ EquipmentCATEGORY:Special AbilityVISIBLE:EXPORTTYPE:RangerClassAbility.SpecialQuality.Extraordinary.FavoredTerrainDEFINE:FavoredTerrainDesert|0DESC:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked in desert terrain|FavoredTerrainDesertMULT:NOSOURCEPAGE:p.65ASPECT:Ability Benefit|+%1|FavoredTerrainDesertBENEFIT:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in desert terrain (sand and wastelands). Likewise, you get a +%1 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.|FavoredTerrainDesert-Favored Terrain (Forest)KEY:Favored Terrain Forest ~ EquipmentCATEGORY:Special AbilityVISIBLE:EXPORTTYPE:RangerClassAbility.SpecialQuality.Extraordinary.FavoredTerrainDEFINE:FavoredTerrainForest|0DESC:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked in forest terrain|FavoredTerrainForestMULT:NOSOURCEPAGE:p.65ASPECT:Ability Benefit|+%1|FavoredTerrainForestBENEFIT:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in forest terrain (coniferous and deciduous). Likewise, you get a +%1 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.|FavoredTerrainForest-Favored Terrain (Jungle)KEY:Favored Terrain Jungle ~ EquipmentCATEGORY:Special AbilityVISIBLE:EXPORTTYPE:RangerClassAbility.SpecialQuality.Extraordinary.FavoredTerrainDEFINE:FavoredTerrainJungle|0DESC:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked in jungle terrain|FavoredTerrainJungleMULT:NOSOURCEPAGE:p.65ASPECT:Ability Benefit|+%1|FavoredTerrainJungleBENEFIT:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in jungle terrain . Likewise, you get a +%1 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.|FavoredTerrainJungle-Favored Terrain (Mountain)KEY:Favored Terrain Mountain ~ EquipmentCATEGORY:Special AbilityVISIBLE:EXPORTTYPE:RangerClassAbility.SpecialQuality.Extraordinary.FavoredTerrainDEFINE:FavoredTerrainMountains|0DESC:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked in mountain terrain|FavoredTerrainMountainsMULT:NOSOURCEPAGE:p.65ASPECT:Ability Benefit|+%1|FavoredTerrainMountainsBENEFIT:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in mountain terrain (including hills). Likewise, you get a +%1 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.|FavoredTerrainMountains-Favored Terrain (Plains)KEY:Favored Terrain Plains ~ EquipmentCATEGORY:Special AbilityVISIBLE:EXPORTTYPE:RangerClassAbility.SpecialQuality.Extraordinary.FavoredTerrainDEFINE:FavoredTerrainPlains|0DESC:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked in plains terrain|FavoredTerrainPlainsMULT:NOSOURCEPAGE:p.65ASPECT:Ability Benefit|+%1|FavoredTerrainPlainsBENEFIT:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in plains terrain. Likewise, you get a +%1 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.|FavoredTerrainPlains-Favored Terrain (Plane)KEY:Favored Terrain Plane ~ EquipmentCATEGORY:Special AbilityVISIBLE:EXPORTTYPE:RangerClassAbility.SpecialQuality.Extraordinary.FavoredTerrainDEFINE:FavoredTerrainPlains|0DESC:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked on your chosen plane|FavoredTerrainPlainsMULT:NOSOURCEPAGE:p.65ASPECT:Ability Benefit|+%1|FavoredTerrainPlainsBENEFIT:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills on your chosen plane. Likewise, you get a +%1 bonus on initiative checks when on that plane. If you desire, you leave no trail on that plane and cannot be tracked.|FavoredTerrainPlanes-Favored Terrain (Swamp)KEY:Favored Terrain Swamp ~ EquipmentCATEGORY:Special AbilityVISIBLE:EXPORTTYPE:RangerClassAbility.SpecialQuality.Extraordinary.FavoredTerrainDEFINE:FavoredTerrainSwamp|0DESC:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked in swamp terrain|FavoredTerrainSwampMULT:NOSOURCEPAGE:p.65ASPECT:Ability Benefit|+%1|FavoredTerrainSwampBENEFIT:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in swamp terrain. Likewise, you get a +%1 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.|FavoredTerrainSwamp-Favored Terrain (Underground)KEY:Favored Terrain Underground ~ EquipmentCATEGORY:Special AbilityVISIBLE:EXPORTTYPE:RangerClassAbility.SpecialQuality.Extraordinary.FavoredTerrainDEFINE:FavoredTerrainUnderground|0DESC:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked in underground terrain|FavoredTerrainUndergroundMULT:NOSOURCEPAGE:p.65ASPECT:Ability Benefit|+%1|FavoredTerrainUndergroundBENEFIT:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in underground terrain (caves and dungeons). Likewise, you get a +%1 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.|FavoredTerrainUnderground-Favored Terrain (Urban)KEY:Favored Terrain Urban ~ EquipmentCATEGORY:Special AbilityVISIBLE:EXPORTTYPE:RangerClassAbility.SpecialQuality.Extraordinary.FavoredTerrainDEFINE:FavoredTerrainUrban|0DESC:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked in urban terrain|FavoredTerrainUrbanMULT:NOSOURCEPAGE:p.65ASPECT:Ability Benefit|+%1|FavoredTerrainUrbanBENEFIT:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in urban terrain (buildings, streets, and sewers). Likewise, you get a +%1 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.|FavoredTerrainUrban-Favored Terrain (Water)KEY:Favored Terrain Water ~ EquipmentCATEGORY:Special AbilityVISIBLE:EXPORTTYPE:RangerClassAbility.SpecialQuality.Extraordinary.FavoredTerrainDEFINE:FavoredTerrainWater|0DESC:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked above or below the water surface|FavoredTerrainWaterMULT:NOSOURCEPAGE:p.65ASPECT:Ability Benefit|+%1|FavoredTerrainWaterBENEFIT:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills above or below the water surface. Likewise, you get a +%1 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.|FavoredTerrainWater+Favored Terrain (Cold)KEY:Favored Terrain Cold ~ EquipmentCATEGORY:Special AbilityVISIBLE:EXPORTTYPE:RangerClassFeatures.SpecialQuality.Extraordinary.FavoredTerrainDEFINE:FavoredTerrainCold|0DESC:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked in cold terrain|FavoredTerrainColdMULT:NOSOURCEPAGE:p.65ASPECT:Ability Benefit|+%1|FavoredTerrainColdBENEFIT:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in cold terrain (ice, glaciers, snow, and tundra). Likewise, you get a +%1 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.|FavoredTerrainCold+Favored Terrain (Desert)KEY:Favored Terrain Desert ~ EquipmentCATEGORY:Special AbilityVISIBLE:EXPORTTYPE:RangerClassFeatures.SpecialQuality.Extraordinary.FavoredTerrainDEFINE:FavoredTerrainDesert|0DESC:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked in desert terrain|FavoredTerrainDesertMULT:NOSOURCEPAGE:p.65ASPECT:Ability Benefit|+%1|FavoredTerrainDesertBENEFIT:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in desert terrain (sand and wastelands). Likewise, you get a +%1 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.|FavoredTerrainDesert+Favored Terrain (Forest)KEY:Favored Terrain Forest ~ EquipmentCATEGORY:Special AbilityVISIBLE:EXPORTTYPE:RangerClassFeatures.SpecialQuality.Extraordinary.FavoredTerrainDEFINE:FavoredTerrainForest|0DESC:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked in forest terrain|FavoredTerrainForestMULT:NOSOURCEPAGE:p.65ASPECT:Ability Benefit|+%1|FavoredTerrainForestBENEFIT:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in forest terrain (coniferous and deciduous). Likewise, you get a +%1 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.|FavoredTerrainForest+Favored Terrain (Jungle)KEY:Favored Terrain Jungle ~ EquipmentCATEGORY:Special AbilityVISIBLE:EXPORTTYPE:RangerClassFeatures.SpecialQuality.Extraordinary.FavoredTerrainDEFINE:FavoredTerrainJungle|0DESC:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked in jungle terrain|FavoredTerrainJungleMULT:NOSOURCEPAGE:p.65ASPECT:Ability Benefit|+%1|FavoredTerrainJungleBENEFIT:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in jungle terrain . Likewise, you get a +%1 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.|FavoredTerrainJungle+Favored Terrain (Mountain)KEY:Favored Terrain Mountain ~ EquipmentCATEGORY:Special AbilityVISIBLE:EXPORTTYPE:RangerClassFeatures.SpecialQuality.Extraordinary.FavoredTerrainDEFINE:FavoredTerrainMountains|0DESC:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked in mountain terrain|FavoredTerrainMountainsMULT:NOSOURCEPAGE:p.65ASPECT:Ability Benefit|+%1|FavoredTerrainMountainsBENEFIT:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in mountain terrain (including hills). Likewise, you get a +%1 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.|FavoredTerrainMountains+Favored Terrain (Plains)KEY:Favored Terrain Plains ~ EquipmentCATEGORY:Special AbilityVISIBLE:EXPORTTYPE:RangerClassFeatures.SpecialQuality.Extraordinary.FavoredTerrainDEFINE:FavoredTerrainPlains|0DESC:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked in plains terrain|FavoredTerrainPlainsMULT:NOSOURCEPAGE:p.65ASPECT:Ability Benefit|+%1|FavoredTerrainPlainsBENEFIT:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in plains terrain. Likewise, you get a +%1 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.|FavoredTerrainPlains+Favored Terrain (Plane)KEY:Favored Terrain Plane ~ EquipmentCATEGORY:Special AbilityVISIBLE:EXPORTTYPE:RangerClassFeatures.SpecialQuality.Extraordinary.FavoredTerrainDEFINE:FavoredTerrainPlains|0DESC:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked on your chosen plane|FavoredTerrainPlainsMULT:NOSOURCEPAGE:p.65ASPECT:Ability Benefit|+%1|FavoredTerrainPlainsBENEFIT:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills on your chosen plane. Likewise, you get a +%1 bonus on initiative checks when on that plane. If you desire, you leave no trail on that plane and cannot be tracked.|FavoredTerrainPlanes+Favored Terrain (Swamp)KEY:Favored Terrain Swamp ~ EquipmentCATEGORY:Special AbilityVISIBLE:EXPORTTYPE:RangerClassFeatures.SpecialQuality.Extraordinary.FavoredTerrainDEFINE:FavoredTerrainSwamp|0DESC:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked in swamp terrain|FavoredTerrainSwampMULT:NOSOURCEPAGE:p.65ASPECT:Ability Benefit|+%1|FavoredTerrainSwampBENEFIT:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in swamp terrain. Likewise, you get a +%1 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.|FavoredTerrainSwamp+Favored Terrain (Underground)KEY:Favored Terrain Underground ~ EquipmentCATEGORY:Special AbilityVISIBLE:EXPORTTYPE:RangerClassFeatures.SpecialQuality.Extraordinary.FavoredTerrainDEFINE:FavoredTerrainUnderground|0DESC:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked in underground terrain|FavoredTerrainUndergroundMULT:NOSOURCEPAGE:p.65ASPECT:Ability Benefit|+%1|FavoredTerrainUndergroundBENEFIT:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in underground terrain (caves and dungeons). Likewise, you get a +%1 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.|FavoredTerrainUnderground+Favored Terrain (Urban)KEY:Favored Terrain Urban ~ EquipmentCATEGORY:Special AbilityVISIBLE:EXPORTTYPE:RangerClassFeatures.SpecialQuality.Extraordinary.FavoredTerrainDEFINE:FavoredTerrainUrban|0DESC:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked in urban terrain|FavoredTerrainUrbanMULT:NOSOURCEPAGE:p.65ASPECT:Ability Benefit|+%1|FavoredTerrainUrbanBENEFIT:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in urban terrain (buildings, streets, and sewers). Likewise, you get a +%1 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.|FavoredTerrainUrban+Favored Terrain (Water)KEY:Favored Terrain Water ~ EquipmentCATEGORY:Special AbilityVISIBLE:EXPORTTYPE:RangerClassFeatures.SpecialQuality.Extraordinary.FavoredTerrainDEFINE:FavoredTerrainWater|0DESC:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked above or below the water surface|FavoredTerrainWaterMULT:NOSOURCEPAGE:p.65ASPECT:Ability Benefit|+%1|FavoredTerrainWaterBENEFIT:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills above or below the water surface. Likewise, you get a +%1 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.|FavoredTerrainWater # # EOFModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_abilities_class.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_abilities_class.lst2014-04-05 05:11:37 UTC (rev 23584)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_abilities_class.lst2014-04-05 05:29:04 UTC (rev 23585)@@ -62,65 +62,65 @@ ###Block: Alchemist class features # Ability NameUnique KeyCategory of AbilityTypeVisibleDefineDescriptionTemplateAutomatically Added to InventoryAutomatically Gained FeatAbilityBonus to skillModify VARWeapon prof. bonusSource PageAspectsDescription of the BenefitsTemporary Bonus Free Formula BookCATEGORY:InternalTEMPLATE:Formula Book-AlchemyKEY:Alchemy ~ AlchemistCATEGORY:Special AbilityTYPE:AlchemistClassAbility.SpecialQuality.SupernaturalDEFINE:AlchemistAlchemyLVL|0DEFINE:AlchemistAlchemyBonus|0DESC:When using Craft (Alchemy) to create an alchemical item, you gains a +%1 competence bonus on the Craft (alchemy) check. In addition, you can use Craft (Alchemy) to identify potions as if using Detect Magic. He must hold the potion for 1 round to make such a check.|AlchemistAlchemyBonusBONUS:SKILL|Craft (Alchemy/Create item)|AlchemistAlchemyBonus|TYPE=CompetenceBONUS:VAR|AlchemistAlchemyBonus|AlchemistAlchemyLVLSOURCEPAGE:p.26+AlchemyKEY:Alchemy ~ AlchemistCATEGORY:Special AbilityTYPE:AlchemistClassFeatures.SpecialQuality.SupernaturalDEFINE:AlchemistAlchemyLVL|0DEFINE:AlchemistAlchemyBonus|0DESC:When using Craft (Alchemy) to create an alchemical item, you gains a +%1 competence bonus on the Craft (alchemy) check. In addition, you can use Craft (Alchemy) to identify potions as if using Detect Magic. He must hold the potion for 1 round to make such a check.|AlchemistAlchemyBonusBONUS:SKILL|Craft (Alchemy/Create item)|AlchemistAlchemyBonus|TYPE=CompetenceBONUS:VAR|AlchemistAlchemyBonus|AlchemistAlchemyLVLSOURCEPAGE:p.26 # COMMENT: Need to alter the Damage Bonus to INT.-BombKEY:Bomb ~ AlchemistCATEGORY:Special AbilityTYPE:AlchemistClassAbility.SpecialAttack.Supernatural.ChecklistDEFINE:AlchemistBombLVL|0DEFINE:AlchemistBombTimes|0DEFINE:AlchemistBombDiceSize|6DEFINE:AlchemistBombAdditionalDice|0DEFINE:AlchemistBombDamageBonus|INTDEFINE:AlchemistBombSplashDamage|1+AlchemistBombAdditionalDice+AlchemistBombDamageBonusDEFINE:AlchemistBombDC|0DESC:You can use %1 bombs each day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d%2+%3 points of fire damage. Your bombs also inflict an additional %4d%2 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (%5). Those caught in the splash damage can attempt a DC %6 Reflex save for half damage.|AlchemistBombTimes|AlchemistBombDiceSize|AlchemistBombDamageBonus|AlchemistBombAdditionalDice|AlchemistBombSplashDamage|AlchemistBombDCAUTO:EQUIP|BombABILITY:Natural Attack|AUTOMATIC|BombBONUS:VAR|AlchemistBombDC|10+(AlchemistBombLVL/2)+INTBONUS:VAR|AlchemistBombTimes|AlchemistBombLVL+INTBONUS:VAR|AlchemistBombAdditionalDice|(AlchemistBombLVL-1)/2BONUS:WEAPONPROF=Bomb|DAMAGE|AlchemistBombDamageBonus|TYPE=ClassSOURCEPAGE:p.27ASPECT:CheckCount|%1|AlchemistBombTimesASPECT:CheckType|Uses per DayBENEFIT:You are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that you can hurl at your enemies. You can use %1 bombs each day. Bombs are unstable, and if not used in the round they are created, they degrade and become inert - their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, you must use a small vial containing an ounce of liquid catalyst - you can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day - once created, a catalyst vial remains usable for years. Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d%2+%3 points of fire damage. Your bombs also inflict an additional %4d%2 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (%5). Those caught in the splash damage can attempt a DC %6 Reflex save for half damage.|AlchemistBombTimes|AlchemistBombDiceSize|AlchemistBombDamageBonus|AlchemistBombAdditionalDice|AlchemistBombSplashDamage|AlchemistBombDC-Brew PotionKEY:Brew Potion ~ AlchemistCATEGORY:Special AbilityTYPE:AlchemistClassAbility.SpecialQuality.ExtraordinaryDESC:You receive Brew Potion as a bonus feat. You can brew potions of any formulae you know (up to 3rd level), using your alchemist level as caster level. The spell must be one that can be made into a potion. You do not need to meet the prerequisites for this feat.AUTO:FEAT|Brew PotionSOURCEPAGE:p.27-MutagenKEY:Mutagen ~ AlchemistCATEGORY:Special AbilityTYPE:AlchemistClassAbility.SpecialQuality.SupernaturalDEFINE:AlchemistMutagenLVL|0DEFINE:AlchemistMutagenDuration|0DEFINE:AlchemistMutagenDC|0DESC:You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for %1 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC %2 Fortitude save or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the "stolen" mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.|AlchemistMutagenDuration|AlchemistMutagenDCABILITY:Special Ability|AUTOMATIC|Mutagen Constitution ~ Alchemist|Mutagen Dexterity ~ Alchemist|Mutagen Strength ~ AlchemistBONUS:VAR|AlchemistMutagenDuration|AlchemistMutagenLVL*10BONUS:VAR|AlchemistMutagenDC|10+(AlchemistMutagenLVL/2)+INTSOURCEPAGE:p.27-Mutagen StrengthKEY:Mutagen Strength ~ AlchemistCATEGORY:Special AbilityTYPE:AlchemistClassAbility.InternalVISIBLE:NOTEMPBONUS:PC|COMBAT|AC|2|TYPE=NaturalArmorTEMPBONUS:PC|STAT|STR|4|TYPE=AlchemicalTEMPBONUS:PC|STAT|INT|-2-Mutagen DexterityKEY:Mutagen Dexterity ~ AlchemistCATEGORY:Special AbilityTYPE:AlchemistClassAbility.InternalVISIBLE:NOTEMPBONUS:PC|COMBAT|AC|2|TYPE=NaturalArmorTEMPBONUS:PC|STAT|DEX|4|TYPE=AlchemicalTEMPBONUS:PC|STAT|WIS|-2-Mutagen ConstitutionKEY:Mutagen Constitution ~ AlchemistCATEGORY:Special AbilityTYPE:AlchemistClassAbility.InternalVISIBLE:NOTEMPBONUS:PC|COMBAT|AC|2|TYPE=NaturalArmorTEMPBONUS:PC|STAT|CON|4|TYPE=AlchemicalTEMPBONUS:PC|STAT|CHA|-2+BombKEY:Bomb ~ AlchemistCATEGORY:Special AbilityTYPE:AlchemistClassFeatures.SpecialAttack.Supernatural.ChecklistDEFINE:AlchemistBombLVL|0DEFINE:AlchemistBombTimes|0DEFINE:AlchemistBombDiceSize|6DEFINE:AlchemistBombAdditionalDice|0DEFINE:AlchemistBombDamageBonus|INTDEFINE:AlchemistBombSplashDamage|1+AlchemistBombAdditionalDice+AlchemistBombDamageBonusDEFINE:AlchemistBombDC|0DESC:You can use %1 bombs each day. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d%2+%3 points of fire damage. Your bombs also inflict an additional %4d%2 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (%5). Those caught in the splash damage can attempt a DC %6 Reflex save for half damage.|AlchemistBombTimes|AlchemistBombDiceSize|AlchemistBombDamageBonus|AlchemistBombAdditionalDice|AlchemistBombSplashDamage|AlchemistBombDCAUTO:EQUIP|BombABILITY:Natural Attack|AUTOMATIC|BombBONUS:VAR|AlchemistBombDC|10+(AlchemistBombLVL/2)+INTBONUS:VAR|AlchemistBombTimes|AlchemistBombLVL+INTBONUS:VAR|AlchemistBombAdditionalDice|(AlchemistBombLVL-1)/2BONUS:WEAPONPROF=Bomb|DAMAGE|AlchemistBombDamageBonus|TYPE=ClassSOURCEPAGE:p.27ASPECT:CheckCount|%1|AlchemistBombTimesASPECT:CheckType|Uses per DayBENEFIT:You are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that you can hurl at your enemies. You can use %1 bombs each day. Bombs are unstable, and if not used in the round they are created, they degrade and become inert - their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, you must use a small vial containing an ounce of liquid catalyst - you can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day - once created, a catalyst vial remains usable for years. Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, your bomb inflicts 1d%2+%3 points of fire damage. Your bombs also inflict an additional %4d%2 points of fire damage that is not multiplied on a critical hit or by using feats such as Vital Strike. Splash damage from an your bomb is always equal to the bomb's minimum damage (%5). Those caught in the splash damage can attempt a DC %6 Reflex save for half damage.|AlchemistBombTimes|AlchemistBombDiceSize|AlchemistBombDamageBonus|AlchemistBombAdditionalDice|AlchemistBombSplashDamage|AlchemistBombDC+Brew PotionKEY:Brew Potion ~ AlchemistCATEGORY:Special AbilityTYPE:AlchemistClassFeatures.SpecialQuality.ExtraordinaryDESC:You receive Brew Potion as a bonus feat. You can brew potions of any formulae you know (up to 3rd level), using your alchemist level as caster level. The spell must be one that can be made into a potion. You do not need to meet the prerequisites for this feat.AUTO:FEAT|Brew PotionSOURCEPAGE:p.27+MutagenKEY:Mutagen ~ AlchemistCATEGORY:Special AbilityTYPE:AlchemistClassFeatures.SpecialQuality.SupernaturalDEFINE:AlchemistMutagenLVL|0DEFINE:AlchemistMutagenDuration|0DEFINE:AlchemistMutagenDC|0DESC:You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for %1 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC %2 Fortitude save or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the "stolen" mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.|AlchemistMutagenDuration|AlchemistMutagenDCABILITY:Special Ability|AUTOMATIC|Mutagen Constitution ~ Alchemist|Mutagen Dexterity ~ Alchemist|Mutagen Strength ~ AlchemistBONUS:VAR|AlchemistMutagenDuration|AlchemistMutagenLVL*10BONUS:VAR|AlchemistMutagenDC|10+(AlchemistMutagenLVL/2)+INTSOURCEPAGE:p.27+Mutagen StrengthKEY:Mutagen Strength ~ AlchemistCATEGORY:Special AbilityTYPE:AlchemistClassFeatures.InternalVISIBLE:NOTEMPBONUS:PC|COMBAT|AC|2|TYPE=NaturalArmorTEMPBONUS:PC|STAT|STR|4|TYPE=AlchemicalTEMPBONUS:PC|STAT|INT|-2+Mutagen DexterityKEY:Mutagen Dexterity ~ AlchemistCATEGORY:Special AbilityTYPE:AlchemistClassFeatures.InternalVISIBLE:NOTEMPBONUS:PC|COMBAT|AC|2|TYPE=NaturalArmorTEMPBONUS:PC|STAT|DEX|4|TYPE=AlchemicalTEMPBONUS:PC|STAT|WIS|-2+Mutagen ConstitutionKEY:Mutagen Constitution ~ AlchemistCATEGORY:Special AbilityTYPE:AlchemistClassFeatures.InternalVISIBLE:NOTEMPBONUS:PC|COMBAT|AC|2|TYPE=NaturalArmorTEMPBONUS:PC|STAT|CON|4|TYPE=AlchemicalTEMPBONUS:PC|STAT|CHA|-2 -Throw AnythingKEY:Throw Anything ~ AlchemistCATEGORY:Special AbilityTYPE:AlchemistClassAbility.SpecialAttack.ExtraordinaryDESC:You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.AUTO:FEAT|Throw AnythingBONUS:WEAPONPROF=TYPE.Splash|DAMAGE|INT|TYPE=ClassSOURCEPAGE:p.27-Poison ResistanceKEY:Poison Resistance ~ AlchemistCATEGORY:Special AbilityTYPE:AlchemistClassAbility.SpecialQuality.ExtraordinaryDEFINE:AlchemistPoisonResistanceBonus|0DEFINE:AlchemistPoisonLVL|0DESC:You gain a +%1 bonus on all saving throws against poison.|AlchemistPoisonResistanceBonus|PREVARLT:AlchemistPoisonLVL,4DESC:You are completely immune to poison.|PREVAREQ:AlchemistPoisonLVL,4BONUS:VAR|AlchemistPoisonResistanceBonus|2|PREVARGTEQ:AlchemistPoisonLVL,1BONUS:VAR|AlchemistPoisonResistanceBonus|2|PREVARGTEQ:AlchemistPoisonLVL,2BONUS:VAR|AlchemistPoisonResistanceBonus|2|PREVARGTEQ:AlchemistPoisonLVL,3SOURCEPAGE:p.31ASPECT:SaveBonus|+%1 vs. poison|AlchemistPoisonResistanceBonus|PREVARLT:AlchemistPoisonLVL,4DEFINE:AlchemistPoisonLVL|0BONUS:VAR|AlchemistPoisonLVL|1|PREVARGTEQ:AlchemistLVL,2|!PREABILITY:1,CATEGORY=Archetype,TYPE.AlchemistPoisonResistance2BONUS:VAR|AlchemistPoisonLVL|1|PREVARGTEQ:AlchemistLVL,5|!PREABILITY:1,CATEGORY=Archetype,TYPE.AlchemistPoisonResistance4BONUS:VAR|AlchemistPoisonLVL|1|PREVARGTEQ:AlchemistLVL,8|!PREABILITY:1,CATEGORY=Archetype,TYPE.AlchemistPoisonResistance6BONUS:VAR|AlchemistPoisonLVL|1|PREVARGTEQ:AlchemistLVL,10|!PREABILITY:1,CATEGORY=Archetype,TYPE.AlchemistPoisonImmunityABILITY:Special Ability|AUTOMATIC|Immunity to Poison|PREVAREQ:AlchemistPoisonLVL,4-Poison UseKEY:Poison Use ~ AlchemistCATEGORY:Special AbilityTYPE:AlchemistClassAbility.SpecialQuality.ExtraordinaryDESC:You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a weapon.SOURCEPAGE:p.31-Swift AlchemyKEY:Swift Alchemy ~ AlchemistCATEGORY:Special AbilityTYPE:AlchemistClassAbility.SpecialQuality.ExtraordinaryDESC:You can create alchemical items with astounding speed. It takes you half the normal amount of time to create alchemical items, and you can apply poison to a weapon as a move action.SOURCEPAGE:p.31-Swift PoisoningKEY:Swift Poisoning ~ AlchemistCATEGORY:Special AbilityTYPE:AlchemistClassAbility.SpecialQuality.ExtraordinaryDESC:You can apply a dose of poison to a weapon as a swift action.SOURCEPAGE:p.31-Persistent MutagenKEY:Persistent Mutagen ~ AlchemistCATEGORY:Special AbilityTYPE:AlchemistClassAbility.SpecialQuality.SupernaturalDEFINE:AlchemistPersistentMutagenLVL|0DEFINE:AlchemistPersistentMutagenDuration|0DESC:The effects of your mutagens last for %1 hours.|AlchemistPersistentMutagenDurationBONUS:VAR|AlchemistPersistentMutagenDuration|AlchemistPersistentMutagenLVLSOURCEPAGE:p.31-Instant AlchemyKEY:Instant Alchemy ~ AlchemistCATEGORY:Special AbilityTYPE:AlchemistClassAbility.SpecialQuality.ExtraordinaryDESC:You can create alchemical items with almost supernatural speed. You can create any alchemical item as a full-round action if you succeed at the Craft (Alchemy) check and have the appropriate resources at hand to fund the creation. You can apply poison to a weapon as an immediate action.+Throw AnythingKEY:Throw Anything ~ AlchemistCATEGORY:Special AbilityTYPE:AlchemistClassFeatures.SpecialAttack.ExtraordinaryDESC:You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.AUTO:FEAT|Throw AnythingBONUS:WEAPONPROF=TYPE.Splash|DAMAGE|INT|TYPE=ClassSOURCEPAGE:p.27+Poison ResistanceKEY:Poison Resistance ~ AlchemistCATEGORY:Special AbilityTYPE:AlchemistClassFeatures.SpecialQuality.ExtraordinaryDEFINE:AlchemistPoisonResistanceBonus|0DEFINE:AlchemistPoisonLVL|0DESC:You gain a +%1 bonus on all saving throws against poison.|AlchemistPoisonResistanceBonus|PREVARLT:AlchemistPoisonLVL,4DESC:You are completely immune to poison.|PREVAREQ:AlchemistPoisonLVL,4BONUS:VAR|AlchemistPoisonResistanceBonus|2|PREVARGTEQ:AlchemistPoisonLVL,1BONUS:VAR|AlchemistPoisonResistanceBonus|2|PREVARGTEQ:AlchemistPoisonLVL,2BONUS:VAR|AlchemistPoisonResistanceBonus|2|PREVARGTEQ:AlchemistPoisonLVL,3SOURCEPAGE:p.31ASPECT:SaveBonus|+%1 vs. poison|AlchemistPoisonResistanceBonus|PREVARLT:AlchemistPoisonLVL,4DEFINE:AlchemistPoisonLVL|0BONUS:VAR|AlchemistPoisonLVL|1|PREVARGTEQ:AlchemistLVL,2|!PREABILITY:1,CATEGORY=Archetype,TYPE.AlchemistPoisonResistance2BONUS:VAR|AlchemistPoisonLVL|1|PREVARGTEQ:AlchemistLVL,5|!PREABILITY:1,CATEGORY=Archetype,TYPE.AlchemistPoisonResistance4BONUS:VAR|AlchemistPoisonLVL|1|PREVARGTEQ:AlchemistLVL,8|!PREABILITY:1,CATEGORY=Archetype,TYPE.AlchemistPoisonResistance6BONUS:VAR|AlchemistPoisonLVL|1|PREVARGTEQ:AlchemistLVL,10|!PREABILITY:1,CATEGORY=Archetype,TYPE.AlchemistPoisonImmunityABILITY:Special Ability|AUTOMATIC|Immunity to Poison|PREVAREQ:AlchemistPoisonLVL,4+Poison UseKEY:Poison Use ~ AlchemistCATEGORY:Special AbilityTYPE:AlchemistClassFeatures.SpecialQuality.ExtraordinaryDESC:You are trained in the use of poison and cannot accidentally poison yourself when applying poison to a weapon.SOURCEPAGE:p.31+Swift AlchemyKEY:Swift Alchemy ~ AlchemistCATEGORY:Special AbilityTYPE:AlchemistClassFeatures.SpecialQuality.ExtraordinaryDESC:You can create alchemical items with astounding speed. It takes you half the normal amount of time to create alchemical items, and you can apply poison to a weapon as a move action.SOURCEPAGE:p.31+Swift PoisoningKEY:Swift Poisoning ~ AlchemistCATEGORY:Special AbilityTYPE:AlchemistClassFeatures.SpecialQuality.ExtraordinaryDESC:You can apply a dose of poison to a weapon as a swift action.SOURCEPAGE:p.31+Persistent MutagenKEY:Persistent Mutagen ~ AlchemistCATEGORY:Special AbilityTYPE:AlchemistClassFeatures.SpecialQuality.SupernaturalDEFINE:AlchemistPersistentMutagenLVL|0DEFINE:AlchemistPersistentMutagenDuration|0DESC:The effects of your mutagens last for %1 hours.|AlchemistPersistentMutagenDurationBONUS:VAR|AlchemistPersistentMutagenDuration|AlchemistPersistentMutagenLVLSOURCEPAGE:p.31+Instant AlchemyKEY:Instant Alchemy ~ AlchemistCATEGORY:Special AbilityTYPE:AlchemistClassFeatures.SpecialQuality.ExtraordinaryDESC:You can create alchemical items with almost supernatural speed. You can create any alchemical item as a full-round action if you succeed at the Craft (Alchemy) check and have the appropriate resources at hand to fund the creation. You can apply poison to a weapon as an immediate action. # Bomb Attack Output-BombCATEGORY:Natural AttackTYPE:AlchemistClassAbility.NaturalAttackDEFINE:BombDamageDice|0DEFINE:BombDamageSize|0DEFINE:BombDamageBonus|0DEFINE:BombAttackBonus|0DEFINE:BombThreatRange|0DEFINE:BombRange|0DEFINE:BombCritMult|2DESC:[+%1d6 bonus damage, included in total damage]|AlchemistBombAdditionalDice|PREVARGT:AlchemistBombAdditionalDice,0BONUS:VAR|BombDamageDice|1BONUS:VAR|BombDamageSize|6BONUS:VAR|BombDamageBonus|INTBONUS:VAR|BombThreatRange|20BONUS:VAR|BombRange|20BONUS:VAR|BombAttackBonus|BAB+DEX+SIZEMODASPECT:NaturalAttackName|BombASPECT:NaturalAttackToHit|%1|BombAttackBonusASPECT:NaturalAttackDamage|%1d%2+%3|BombDamageDice+AlchemistBombAdditionalDice|BombDamageSize|BombDamageBonusASPECT:NaturalAttackReach|%1|BombRangeASPECT:NaturalAttackRange|%1|BombRangeASPECT:NaturalAttackType|FireASPECT:NaturalAttackThreatRange|%1|BombThreatRangeASPECT:NaturalAttackCritMult|/ x%1|BombCritMult+BombCATEGORY:Natural AttackTYPE:AlchemistClassFeatures.NaturalAttackDEFINE:BombDamageDice|0DEFINE:BombDamageSize|0DEFINE:BombDamageBonus|0DEFINE:BombAttackBonus|0DEFINE:BombThreatRange|0DEFINE:BombRange|0DEFINE:BombCritMult|2DESC:[+%1d6 bonus damage, included in total damage]|AlchemistBombAdditionalDice|PREVARGT:AlchemistBombAdditionalDice,0BONUS:VAR|BombDamageDice|1BONUS:VAR|BombDamageSize|6BONUS:VAR|BombDamageBonus|INTBONUS:VAR|BombThreatRange|20BONUS:VAR|BombRange|20BONUS:VAR|BombAttackBonus|BAB+DEX+SIZEMODASPECT:NaturalAttackName|BombASPECT:NaturalAttackToHit|%1|BombAttackBonusASPECT:NaturalAttackDamage|%1d%2+%3|BombDamageDice+AlchemistBombAdditionalDice|BombDamageSize|BombDamageBonusASPECT:NaturalAttackReach|%1|BombRangeASPECT:NaturalAttackRange|%1|BombRangeASPECT:NaturalAttackType|FireASPECT:NaturalAttackThreatRange|%1|BombThreatRangeASPECT:NaturalAttackCritMult|/ x%1|BombCritMult # CATEGORY=Natural Attack|Bomb.MODBONUS:VAR|BombAttackBonus|1|PREFEAT:1,Weapon Focus (Bomb)BONUS:VAR|BombAttackBonus|1|PREFEAT:1,Greater Weapon Focus (Bomb)BONUS:VAR|BombAttackBonus|1|PREFEAT:1,Throw Anything #For Special Attack Notes, you may either use DESC:x, or ASPECT:NaturalAttackNotes|x ASPECT would be used for just one note, DESC can take PRExxx and would be ideal if your attack can be given other things, such as level based increases. ###Block: Alchemist discovery class features internal abilities # Ability NameUnique KeyCategory of AbilityTypeVisibleDefineBonus to Ability PoolModify VARSource Page-DiscoveryKEY:Discovery ~ AlchemistCATEGORY:Special AbilityTYPE:AlchemistClassAbility.Internal.ClassAbilityVISIBLE:NODEFINE:AlchemistDiscoveryLVL|0DEFINE:AlchemistDiscoveryDC|0BONUS:ABILITYPOOL|Alchemist Discovery|AlchemistDiscoveryLVL/2BONUS:VAR|AlchemistDiscoveryDC|10+(AlchemistDiscoveryLVL/2)+INTSOURCEPAGE:p.27-Grand DiscoveryKEY:Grand Discovery ~ AlchemistCATEGORY:Special AbilityTYPE:AlchemistClassAbility.Internal.ClassAbilityVISIBLE:NOBONUS:ABILITYPOOL|Alchemist Grand Discovery|1BONUS:ABILITYPOOL|Alchemist Discovery|2SOURCEPAGE:p.31+DiscoveryKEY:Discovery ~ AlchemistCATEGORY:Special AbilityTYPE:AlchemistClassFeatures.Internal.ClassFeaturesVISIBLE:NODEFINE:AlchemistDiscoveryLVL|0DEFINE:AlchemistDiscoveryDC|0BONUS:ABILITYPOOL|Alchemist Discovery|AlchemistDiscoveryLVL/2BONUS:VAR|AlchemistDiscoveryDC|10+(AlchemistDiscoveryLVL/2)+INTSOURCEPAGE:p.27+Grand DiscoveryKEY:Grand Discovery ~ AlchemistCATEGORY:Special AbilityTYPE:AlchemistClassFeatures.Internal.ClassFeaturesVISIBLE:NOBONUS:ABILITYPOOL|Alchemist Grand Discovery|1BONUS:ABILITYPOOL|Alchemist Discovery|2SOURCEPAGE:p.31 ###Block: Alchemist discoveries # Ability NameUnique KeyCategory of AbilityTypeRequired AbilityVar. Min. ValueDescription-Acid Bomb*KEY:Discovery ~ Acid BombCATEGORY:Special AbilityTYPE:AlchemistClassAbility.SpecialAttack.AlchemistDiscoveryDESC:When the alchemist creates a bomb, he can choose to have it inflict acid damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.-Combine ExtractsKEY:Discovery ~ Combine ExtractsCATEGORY:Special AbilityTYPE:AlchemistClassAbility.SpecialQuality.AlchemistDiscoveryPREVARGTEQ:AlchemistLVL,8DESC:When the alchemist creates an extract, he can place two formulae into one extract. When the extract is consumed, both formulae take effect. This extract has a level two levels higher than the highest-level formulae placed in the extract.-Concentrate PoisonKEY:Discovery ~ Concentrate PoisonCATEGORY:Special AbilityTYPE:AlchemistClassAbility.SpecialAttack.AlchemistDiscoveryDESC:The alchemist can combine two doses of the same poison to increase their effects. This requires two doses of the poison and 1 minute of concentration. When completed, the alchemist has one dose of poison. The poison's frequency is extended by 50%% and the save DC increases by +2. This poison must be used within 1 hour of its creation or it is ruined.-Concussive Bomb*KEY:Discovery ~ Concussive BombCATEGORY:Special AbilityTYPE:AlchemistClassAbility.SpecialAttack.AlchemistDiscoveryPREVARGTEQ:AlchemistLVL,6DESC:When the alchemist creates a bomb, he can choose to have it inflict sonic damage. Concussive bombs deal 1d4 points of sonic damage, plus 1d4 points of sonic damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a concussive bomb are deafened for 1 minute unless they succeed at a Fortitude save.-Delayed BombKEY:Discovery ~ Delayed BombCATEGORY:Special AbilityTYPE:AlchemistClassAbility.SpecialAttack.AlchemistDiscoveryPREVARGTEQ:AlchemistLVL,8DESC:The alchemist can place a bomb so that it explodes a number of rounds after the alchemist ceases contact with the bomb. This delay can be any number of rounds as chosen by the alchemist, up to a number of rounds equal to his level. If at any point the alchemist reclaims possession of the delayed bomb, he can end the timer and prevent the bomb's detonation. A delayed bomb detonates immediately if any other creature attempts to touch or move it, or if the bomb's contents are removed from the vial (such as if the vial breaks). The bomb deals damage as if it scored a direct hit to any creature in the square with the bomb when it detonates, and splash damage to all adjacent creatures as normal. An alchemist cannot have more than one delayed bomb at one time. If he creates another delayed bomb, the previous bomb becomes inert. Dispel magic can neutralize a delayed bomb, as can a successful Disable Device check (DC equals 10 + the alchemist's level + the alchemist's Intelligence modifier).-DilutionKEY:Discovery ~ DilutionCATEGORY:Special AbilityTYPE:AlchemistClassAbility.SpecialQuality.AlchemistDiscoveryPREVARGTEQ:Alch... [truncated message content]

[pcgen-commit-svn] SF.net SVN: pcgen:[23601]Trunk/pcgen/data/pathfinder/paizo/ roleplaying_game

From: <ama...@us...> - 2014-04-06 05:04:56

Revision: 23601 http://sourceforge.net/p/pcgen/code/23601Author: amaitlandDate: 2014-04-06 05:04:49 +0000 (Sun, 06 Apr 2014)Log Message:-----------DATA-1709Bring Pathfinder up to speed (Project) APG Archetypes now enabledRage Powers KEY updateModified Paths:-------------- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_abilities_class.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_class.lstModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_abilities_class.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_abilities_class.lst2014-04-06 00:01:53 UTC (rev 23600)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_abilities_class.lst2014-04-06 05:04:49 UTC (rev 23601)@@ -1219,55 +1219,55 @@ ###Block: Barbarian rage powers # Rage Powers - The following new rage powers can be taken by any barbarian that meets the prerequisites. Totem rage powers grant powers in a theme. A barbarian cannot select from more than one group of totem rage powers. For example, a barbarian that selects a beast totem rage power cannot later chose to gain any of the spirit totem rage powers.-# Ability NameUnique KeyOutput NameCategory of AbilityTypeRequired AbilityVar. Min. ValueDescriptionSource Page-Beast TotemKEY:Beast Totem ~ BarbarianCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.SupernaturalPREABILITY:1,CATEGORY=Special Ability,Beast Totem Lesser ~ BarbarianPREVARGTEQ:RagePowersLVL,6DESC:While raging, the barbarian gains a +1 natural armor bonus. This bonus increases by +1 for every four levels the barbarian has attained. A barbarian must have the lesser beast totem rage power to select this rage power.SOURCEPAGE:p.74-Beast Totem (Greater)KEY:Beast Totem Greater ~ BarbarianOUTPUTNAME:Beast Totem, GreaterCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.SupernaturalPREABILITY:1,CATEGORY=Special Ability,Beast Totem ~ BarbarianPREVARGTEQ:RagePowersLVL,10DESC:While raging, the barbarian gains the pounce special ability, allowing her to make a full attack at the end of a charge. In addition, the damage from her claws increases to 1d8 (1d6 if Small) and the claws deal x3 damage on a critical hit. A barbarian must have the beast totem rage power to select this rage power.SOURCEPAGE:p.74-Beast Totem (Lesser)KEY:Beast Totem Lesser ~ BarbarianOUTPUTNAME:Beast Totem, LesserCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.SupernaturalDESC:While raging, the barbarian gains two claw attacks. These attacks are considered primary attacks and are made at the barbarian's full base attack bonus. The claws deal 1d6 points of slashing damage (1d4 if Small) plus the barbarian's Strength modifier.SOURCEPAGE:p.74-Boasting TauntKEY:Boasting Taunt ~ BarbarianCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryDESC:While raging, the barbarian can incite a creature to attack her by making an Intimidate check to demoralize. If the check succeeds, the target is also shaken as long as the barbarian is visible and raging or until it makes a melee attack against the barbarian. The barbarian receives a +2 circ*mstance bonus on this check for every alcoholic drink she has consumed during this rage. This is a language-dependent mind-affecting effect, and it relies on audible components. The barbarian must be at least 6th level to select this power.SOURCEPAGE:p.74-BrawlerKEY:Brawler ~ BarbarianCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttackDESC:While raging, the barbarian is treated as if she has Improved Unarmed Strike. If she already has the feat, her unarmed strikes deal 1d6 points of damage (1d4 if she is Small).SOURCEPAGE:p.74-Brawler (Greater)KEY:Brawler_Greater ~ BarbarianOUTPUTNAME:Brawler, GreaterCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttackPREABILITY:1,CATEGORY=Special Ability,Brawler ~ BarbarianDESC:While raging, the barbarian is treated as if she has Two-Weapon Fighting when making unarmed strike attacks.SOURCEPAGE:p.74-Chaos TotemKEY:Chaos Totem ~ BarbarianCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.SupernaturalPREABILITY:1,CATEGORY=Special Ability,Chaos Totem Lesser ~ BarbarianPREVARGTEQ:RagePowersLVL,6DESC:While raging, the barbarian's form becomes infused with chaos. She gains a +4 bonus on Escape Artist checks and has a 25%% chance to ignore extra damage from critical hits and sneak attacks.SOURCEPAGE:p.74-Chaos Totem (Greater)KEY:Chaos Totem Greater ~ BarbarianOUTPUTNAME:Chaos Totem, GreaterCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.SupernaturalPREABILITY:1,CATEGORY=Special Ability,Chaos Totem ~ BarbarianPREVARGTEQ:RagePowersLVL,10DESC:While raging, the barbarian gains DR/lawful equal to 1/2 her barbarian level. Her weapons and natural weapons are considered chaotic for the purpose of overcoming damage reduction.SOURCEPAGE:p.74-Chaos Totem (Lesser)KEY:Chaos Totem Lesser ~ BarbarianOUTPUTNAME:Chaos Totem, LesserCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.SupernaturalDESC:While raging, the barbarian gains a +1 deflection bonus to AC against the attacks of lawful creatures and a +1 resistance bonus on saving throws against confusion, insanity, polymorph, and effects with the lawful descriptor. This bonus increases by +1 for each chaos totem rage power she possesses.SOURCEPAGE:p.74-Come and Get MeKEY:Come and Get Me ~ BarbarianCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryPREVARGTEQ:RagePowersLVL,12DESC:While raging, as a free action the barbarian may leave herself open to attack while preparing devastating counterattacks. Enemies gain a +4 bonus on attack and damage rolls against the barbarian until the beginning of her next turn, but every attack against the barbarian provokes an attack of opportunity from her, which is resolved prior to resolving each enemy attack.SOURCEPAGE:p.74-DisruptiveKEY:Disruptive ~ BarbarianCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttackPREVARGTEQ:RagePowersLVL,8DESC:When raging, the barbarian gains Disruptive as a bonus feat. The barbarian must have the superstition* rage power to select this rage power.SOURCEPAGE:p.74-Elemental RageKEY:Elemental Rage ~ BarbarianCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.SupernaturalPREABILITY:1,CATEGORY=Special Ability,Elemental Rage Lesser ~ BarbarianPREVARGTEQ:RagePowersLVL,8DESC:While raging, all of the barbarian's melee attacks deal an additional 1d6 points of energy damage (acid, cold, electricity, or fire). The type is chosen when the barbarian begins her rage.SOURCEPAGE:p.74-Elemental Rage (Greater)KEY:Elemental Rage Greater ~ BarbarianOUTPUTNAME:Elemental Rage, GreaterCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.SupernaturalPREABILITY:1,CATEGORY=Special Ability,Elemental Rage ~ BarbarianPREVARGTEQ:RagePowersLVL,12DESC:While raging, all of the barbarian's critical hits made with melee weapons deal an additional 1d10 points of energy damage (2d10 if the weapon deals W3 damage on a critical hit, 3d10 if the weapon deals W4 on a critical hit). The type of this damage is the same as the type chosen for the elemental rage power.SOURCEPAGE:p.74-Elemental Rage (Lesser)KEY:Elemental Rage Lesser ~ BarbarianOUTPUTNAME:Elemental Rage, LesserCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.SupernaturalPREVARGTEQ:RagePowersLVL,4DESC:As a swift action, the barbarian can cause her melee attacks to deal an additional 1d6 points of energy damage (acid, cold, electricity, or fire) for 1 round.SOURCEPAGE:p.75-Energy AbsorptionKEY:Energy Absorption ~ BarbarianCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.SupernaturalPREABILITY:1,CATEGORY=Special Ability,Energy Resistance Greater ~ BarbarianPREVARGTEQ:RagePowersLVL,12DESC:While raging, the barbarian can absorb energy from a single attack of her chosen energy type once per rage. She does not make a saving throw against the effect but takes no damage from it, instead gaining 1 temporary hit point per 3 points of damage the attack would have inflicted. These temporary hit points last until the end of the barbarian's rage.SOURCEPAGE:p.75-Energy EruptionKEY:Energy Eruption ~ BarbarianCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.SupernaturalPREABILITY:1,CATEGORY=Special Ability,Energy Absorption ~ BarbarianPREVARGTEQ:RagePowersLVL,16DESC:While raging, the barbarian can absorb energy from a single attack and unleash it upon her enemies once per rage. She does not make a saving throw against the effect but takes no damage from it. At any point during the remainder of her rage she can unleash the stored energy as a breath weapon in either a 60-foot line or 30-foot cone. The breath weapon inflicts damage equal to the damage from the attack absorbed by the barbarian, but creatures within the area may make a Reflex save (DC 10 + 1/2 the barbarian's level + the barbarian's Constitution modifier) for half damage even if the original effect did not allow a save.SOURCEPAGE:p.75-Energy ResistanceKEY:Energy Resistance ~ BarbarianCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryDESC:While raging, the barbarian gains resistance to one energy type (acid, cold, electricity, fire, or sonic) equal to 1/2 her barbarian level (minimum 1). The energy type is chosen when this rage power is selected and it cannot be changed. This rage power can be selected more than once. Its effects do not stack. Each time is applies to a different energy type.SOURCEPAGE:p.75-Energy Resistance (Greater)KEY:Energy Resistance Greater ~ BarbarianOUTPUTNAME:Energy Resistance, GreaterCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryPREABILITY:1,CATEGORY=Special Ability,Energy Resistance ~ BarbarianPREVARGTEQ:RagePowersLVL,8DESC:Once per rage, a barbarian can reduce damage by half from a single attack against which she has energy resistance (halve the damage, then apply resistance).SOURCEPAGE:p.75-Ferocious MountKEY:Ferocious Mount ~ BarbarianCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryDESC:While raging and mounted, the barbarian's mount also gains the benefits of rage (including greater rage and mighty rage) as long as the barbarian is mounted or adjacent to it. While her mount is raging in this way, she must spend one additional round of rage per round. She can elect not to pay this cost, in which case her mount does not rage.SOURCEPAGE:p.75-Ferocious Mount (Greater)KEY:Ferocious Mount Greater ~ BarbarianOUTPUTNAME:Ferocious Mount, GreaterCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryPREABILITY:1,CATEGORY=Special Ability,Ferocious Mount ~ BarbarianPREVARGTEQ:RagePowersLVL,8DESC:While raging and mounted, the barbarian's mount gains the benefits of any rage powers that are constant in effect when the barbarian is raging. It does not gain the benefit of any rage powers that require actions to activate, even if they are free actions.SOURCEPAGE:p.75-Ferocious TrampleKEY:Ferocious Trample ~ BarbarianCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryPREABILITY:1,CATEGORY=Special Ability,Ferocious Mount ~ BarbarianPREVARGTEQ:RagePowersLVL,8DESC:While raging and mounted, the barbarian's mount gains the trample special attack (Pathfinder RPG Bestiary 305). This attack inflicts 1d8 points of damage for a Medium mount, 2d6 for a Large mount, or 2d8 for a Huge mount, plus 1-1/2 times the mount's Strength modifier. A successful Reflex save (DC 10 + 1/2 the barbarian's level + the mount's Strength modifier) halves this damage. Creatures in the mount's path or that threaten squares it passes through may make attacks of opportunity against either the barbarian or the mount, but not both.SOURCEPAGE:p.75-Ferocious Trample (Greater)KEY:Ferocious Trample Greater ~ BarbarianOUTPUTNAME:Ferocious Trample, GreaterCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryPREABILITY:1,CATEGORY=Special Ability,Ferocious Trample ~ BarbarianPREVARGTEQ:RagePowersLVL,12DESC:A barbarian's mount can affect creatures up to its own size with its ferocious trample. In addition, it can make an overrun combat maneuver check as a free action against a creature that fails its Reflex save (or chooses not to save in order to take an attack of opportunity) against its trample.SOURCEPAGE:p.75-Fiend TotemKEY:Fiend Totem ~ BarbarianCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.SupernaturalPREABILITY:1,CATEGORY=Special Ability,Fiend Totem Lesser ~ BarbarianPREVARGTEQ:RagePowersLVL,6DESC:While raging, the barbarian sprouts dozens of wicked barbs from her body. Anyone striking the barbarian with a melee weapon, an unarmed strike, or a natural weapon takes 1d6 points of piercing damage.SOURCEPAGE:p.75-Fiend Totem (Greater)KEY:Fiend Totem Greater ~ BarbarianOUTPUTNAME:Fiend Totem, GreaterCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.SupernaturalPREABILITY:1,CATEGORY=Special Ability,Fiend Totem ~ BarbarianPREVARGTEQ:RagePowersLVL,10DESC:While raging, the barbarian is surrounded by an aura of menace. Good creatures adjacent to the barbarian are shaken and take 2d6 points of slashing damage at the beginning of the barbarian's turn as dozens of small cuts open across their flesh. Neutral creatures that are adjacent to the barbarian are shaken, but do not take any damage. Evil creatures are unaffected.SOURCEPAGE:p.75-Fiend Totem (Lesser)KEY:Fiend Totem Lesser ~ BarbarianOUTPUTNAME:Fiend Totem, LesserCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.SupernaturalDESC:While raging, the barbarian grows a pair of large horns, gaining a gore attack. This attack is a primary attack (unless she is also attacking with weapons, in which case it is a secondary attack) and is made at the barbarian's full base attack bonus (-5 if it is a secondary attack). The gore attack deals 1d8 points of piercing damage (1d6 if Small) plus the barbarian's Strength modifier (1/2 if it is a secondary attack).SOURCEPAGE:p.75-Flesh WoundKEY:Flesh Wound ~ BarbarianCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryPREVARGTEQ:RagePowersLVL,10DESC:Once per rage, the barbarian can try to avoid serious harm from an attack. The barbarian must make a Fortitude save with a DC equal to the damage that would be dealt by the attack. The barbarian's armor check penalty applies on this saving throw. If the save succeeds, the barbarian takes half damage from the attack and the damage is nonlethal. The barbarian must elect to use this ability after the attack roll is made, but before the damage is rolled.SOURCEPAGE:p.76-Good for What Ails YouKEY:Good for What Ails You ~ BarbarianCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryDESC:While raging, the barbarian who takes a drink of alcohol may attempt a new saving throw against one of the following conditions that may be affecting her: blinded, confused, dazzled, deafened, exhausted, fatigued, frightened, nauseated, panicked, shaken, or sickened. If she succeeds at the save, the effect is suppressed for the duration of the rage. She also may attempt a new saving throw if poisoned; a successful save counts against those required for a cure, but a failed save has no ill effect.SOURCEPAGE:p.76-Ground BreakerKEY:Ground Breaker ~ BarbarianCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryPREVARGTEQ:RagePowersLVL,6DESC:Once per rage, the barbarian can attack the floor around her as a standard action. This attack automatically hits and deals damage normally. If the barbarian manages to deal more damage than the floor's hardness, the space she occupies and all of the squares adjacent to her become difficult terrain. Creatures in these squares, except the barbarian, must make a DC 15 Reflex save or be knocked prone.SOURCEPAGE:p.76-Guarded LifeKEY:Guarded Life ~ BarbarianCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryDESC:While raging, if the barbarian is reduced below 0 hit points, 1 hit point of lethal damage per barbarian level is converted to nonlethal damage. If the barbarian is at negative hit points due to lethal damage, she immediately stabilizes.SOURCEPAGE:p.76-HurlingKEY:Hurling ~ BarbarianCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryPREABILITY:1,CATEGORY=Special Ability,Hurling Lesser ~ BarbarianPREVARGTEQ:RagePowersLVL,8DESC:As lesser hurling, but the barbarian can increase the range increment to 20 feet or increase the size of a hurled object by one size category.SOURCEPAGE:p.76-Hurling (Greater)KEY:Hurling Greater ~ BarbarianOUTPUTNAME:Hurling, GreaterCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryPREABILITY:1,CATEGORY=Special Ability,Hurling ~ BarbarianPREVARGTEQ:RagePowersLVL,12DESC:As hurling, but the barbarian can increase the range increment to 30 feet or increase the size of a hurled object by two size categories.SOURCEPAGE:p.76-Hurling (Lesser)KEY:Hurling Lesser ~ BarbarianOUTPUTNAME:Hurling, LesserCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryDESC:As a full-round action while raging, the barbarian can lift and hurl an object up to one size category smaller than herself with both hands or two size categories smaller with one hand as an improvised weapon with a range increment of 10 feet. This inflicts damage as a falling object (Core Rulebook 443) plus the barbarian's Strength bonus. This damage is halved if the object is not made of stone, metal, or similar material. This is a ranged touch attack, and the target may attempt a Reflex save (DC 10 + 1/2 the barbarian's level + the barbarian's Strength modifier) for half damage. The barbarian may apply Power Attack to this attack as a one- or two-handed weapon, as appropriate.SOURCEPAGE:p.76-Hurling ChargeKEY:Hurling Charge ~ BarbarianCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryPREABILITY:1,CATEGORY=Special Ability,Hurling Lesser ~ BarbarianPREVARGTEQ:RagePowersLVL,6DESC:While raging and making a charge attack, the barbarian may draw and throw a hurled weapon during her charge, gaining the normal +2 attack roll bonus on the thrown weapon attack as well as on the melee attack at the end of the charge. The barbarian must move at least 10 feet before using a thrown weapon and at least 10 additional feet before making a melee attack at the end of her charge. The barbarian must have a thrown weapon in hand or have one hand free at the beginning of her charge.SOURCEPAGE:p.76-Inspire FerocityKEY:Inspire Ferocity ~ BarbarianCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryPREABILITY:1,CATEGORY=Special Ability,Reckless Abandon ~ BarbarianDESC:While raging, the barbarian can use a move action to impart her reckless abandon modifier to all willing allies within 30 feet for a number of rounds equal to her Charisma modifier (minimum 1).SOURCEPAGE:p.76-KnockdownKEY:Knockdown ~ BarbarianCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryDESC:Once per rage, the barbarian can make a trip attack against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian's Strength modifier and is knocked prone. This does not provoke an attack of opportunity.SOURCEPAGE:p.76-Liquid CourageKEY:Liquid Courage ~ BarbarianCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryDESC:While raging, the barbarian increases her morale bonus on saving throws against mind-affecting effects by +1 for each alcoholic drink she consumes during her rage, to a maximum of +1 increase per four barbarian levels.SOURCEPAGE:p.76-Overbearing AdvanceKEY:Overbearing Advance ~ BarbarianCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryDESC:While raging, the barbarian inflicts damage equal to her Strength bonus whenever she succeeds at an overrun combat maneuver.SOURCEPAGE:p.76-Overbearing OnslaughtKEY:Overbearing Onslaught ~ BarbarianCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryPREABILITY:1,CATEGORY=Special Ability,Overbearing Advance ~ BarbarianPREVARGTEQ:RagePowersLVL,6DESC:While raging, the barbarian may overrun more than one target per round, with a -2 penalty on her CMB for each overrun check after the first.SOURCEPAGE:p.76-Reckless AbandonKEY:Reckless Abandon ~ BarbarianCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryDESC:While raging, the barbarian can take a -1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by -1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.SOURCEPAGE:p.76-Roaring DrunkKEY:Roaring Drunk ~ BarbarianCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryDESC:While raging, the barbarian gains a +1 morale bonus on Intimidate checks and to the save DC of any fear effects she creates for each alcoholic drink she has consumed during her rage, to a maximum of +1 per four barbarian levels.SOURCEPAGE:p.76-SmasherKEY:Smasher ~ BarbarianCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryDESC:Once per rage, whenever the barbarian makes an attack against an unattended object or a sunder combat maneuver, she can ignore the object's hardness. This ability must be used before the attack roll or sunder check is made.SOURCEPAGE:p.76-SpellbreakerKEY:Spellbreaker ~ BarbarianCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttackPREABILITY:1,CATEGORY=Special Ability,Disruptive ~ BarbarianPREVARGTEQ:RagePowersLVL,12DESC:When raging, the barbarian gains Spellbreaker as a bonus feat.SOURCEPAGE:p.76-Spirit SteedKEY:Spirit Steed ~ BarbarianCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.SupernaturalPREABILITY:1,CATEGORY=Special Ability,Ferocious Mount ~ BarbarianPREVARGTEQ:RagePowersLVL,6DESC:While raging and mounted, the barbarian's mount gains DR/magic equal to 1/2 the barbarian's level. The mount's natural weapons count as magical for the purpose of overcoming damage reduction.SOURCEPAGE:p.77-Spirit TotemKEY:Spirit Totem ~ BarbarianCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.SupernaturalPREABILITY:1,CATEGORY=Special Ability,Spirit Totem Lesser ~ BarbarianPREVARGTEQ:RagePowersLVL,6DESC:While raging, the spirits that surround the barbarian make it difficult for her enemies to see her. The spirits grant the barbarian a 20%% miss chance against ranged attacks and melee attacks made by creatures that are not adjacent to the barbarian (typically due to reach).SOURCEPAGE:p.77-Spirit Totem (Greater)KEY:Spirit Totem Greater ~ BarbarianOUTPUTNAME:Spirit Totem, GreaterCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.SupernaturalPREABILITY:1,CATEGORY=Special Ability,Spirit Totem ~ BarbarianPREVARGTEQ:RagePowersLVL,10DESC:While raging, the spirits that surround the barbarian become dangerous to any enemy adjacent to the barbarian. Living enemies adjacent to the barbarian at the start of her turn take 1d8 points of negative energy damage. In addition, the spirit wisps can now attack foes that are up to 15 feet away from the barbarian and the slam attack deals 1d6 points of negative energy damage.SOURCEPAGE:p.77-Spirit Totem (Lesser)KEY:Spirit Totem Lesser ~ BarbarianOUTPUTNAME:Spirit Totem, LesserCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.SupernaturalDESC:While raging, the barbarian is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the barbarian. This slam attack is made using the barbarian's full base attack bonus, plus the barbarian's Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the barbarian's Charisma modifier.SOURCEPAGE:p.77-Staggering DrunkKEY:Staggering Drunk ~ BarbarianCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryDESC:While raging, a barbarian gains a +1 dodge bonus to AC against attacks of opportunity for each alcoholic drink she has consumed during her rage, to a maximum of +1 per four barbarian levels.SOURCEPAGE:p.77-Witch HunterKEY:Witch Hunter ~ BarbarianCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryPREABILITY:1,CATEGORY=Special Ability,Superstition ~ Rage PowerDESC:While raging, the barbarian gains a +1 bonus on damage rolls against creatures possessing spells or spell-like abilities. This damage bonus increases by +1 for every four levels the barbarian has obtained.SOURCEPAGE:p.77+# Ability NameUnique KeyCategory of AbilityTypeRequired AbilityVar. Min. ValueDescriptionSource Page+Beast TotemKEY:Rage Power ~ Beast TotemCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.SupernaturalPREABILITY:1,CATEGORY=Special Ability,Rage Power ~ Beast Totem (Lesser)PREVARGTEQ:RagePowersLVL,6DESC:While raging, the barbarian gains a +1 natural armor bonus. This bonus increases by +1 for every four levels the barbarian has attained. A barbarian must have the lesser beast totem rage power to select this rage power.SOURCEPAGE:p.74+Beast Totem, GreaterKEY:Rage Power ~ Beast Totem (Greater)CATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.SupernaturalPREABILITY:1,CATEGORY=Special Ability,Rage Power ~ Beast TotemPREVARGTEQ:RagePowersLVL,10DESC:While raging, the barbarian gains the pounce special ability, allowing her to make a full attack at the end of a charge. In addition, the damage from her claws increases to 1d8 (1d6 if Small) and the claws deal x3 damage on a critical hit. A barbarian must have the beast totem rage power to select this rage power.SOURCEPAGE:p.74+Beast Totem, LesserKEY:Rage Power ~ Beast Totem (Lesser)CATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.SupernaturalDESC:While raging, the barbarian gains two claw attacks. These attacks are considered primary attacks and are made at the barbarian's full base attack bonus. The claws deal 1d6 points of slashing damage (1d4 if Small) plus the barbarian's Strength modifier.SOURCEPAGE:p.74+Boasting TauntKEY:Rage Power ~ Boasting TauntCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryDESC:While raging, the barbarian can incite a creature to attack her by making an Intimidate check to demoralize. If the check succeeds, the target is also shaken as long as the barbarian is visible and raging or until it makes a melee attack against the barbarian. The barbarian receives a +2 circ*mstance bonus on this check for every alcoholic drink she has consumed during this rage. This is a language-dependent mind-affecting effect, and it relies on audible components. The barbarian must be at least 6th level to select this power.SOURCEPAGE:p.74+BrawlerKEY:Rage Power ~ BrawlerCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttackDESC:While raging, the barbarian is treated as if she has Improved Unarmed Strike. If she already has the feat, her unarmed strikes deal 1d6 points of damage (1d4 if she is Small).SOURCEPAGE:p.74+Brawler, GreaterKEY:Rage Power ~ Brawler (Greater)CATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttackPREABILITY:1,CATEGORY=Special Ability,Rage Power ~ BrawlerDESC:While raging, the barbarian is treated as if she has Two-Weapon Fighting when making unarmed strike attacks.SOURCEPAGE:p.74+Chaos TotemKEY:Rage Power ~ Chaos TotemCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.SupernaturalPREABILITY:1,CATEGORY=Special Ability,Rage Power ~ Chaos Totem (Lesser)PREVARGTEQ:RagePowersLVL,6DESC:While raging, the barbarian's form becomes infused with chaos. She gains a +4 bonus on Escape Artist checks and has a 25%% chance to ignore extra damage from critical hits and sneak attacks.SOURCEPAGE:p.74+Chaos Totem, GreaterKEY:Rage Power ~ Chaos Totem (Greater)CATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.SupernaturalPREABILITY:1,CATEGORY=Special Ability,Rage Power ~ Chaos TotemPREVARGTEQ:RagePowersLVL,10DESC:While raging, the barbarian gains DR/lawful equal to 1/2 her barbarian level. Her weapons and natural weapons are considered chaotic for the purpose of overcoming damage reduction.SOURCEPAGE:p.74+Chaos Totem, LesserKEY:Rage Power ~ Chaos Totem (Lesser)CATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.SupernaturalDESC:While raging, the barbarian gains a +1 deflection bonus to AC against the attacks of lawful creatures and a +1 resistance bonus on saving throws against confusion, insanity, polymorph, and effects with the lawful descriptor. This bonus increases by +1 for each chaos totem rage power she possesses.SOURCEPAGE:p.74+Come and Get MeKEY:Rage Power ~ Come and Get MeCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryPREVARGTEQ:RagePowersLVL,12DESC:While raging, as a free action the barbarian may leave herself open to attack while preparing devastating counterattacks. Enemies gain a +4 bonus on attack and damage rolls against the barbarian until the beginning of her next turn, but every attack against the barbarian provokes an attack of opportunity from her, which is resolved prior to resolving each enemy attack.SOURCEPAGE:p.74+DisruptiveKEY:Rage Power ~ DisruptiveCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttackPREVARGTEQ:RagePowersLVL,8DESC:When raging, the barbarian gains Disruptive as a bonus feat. The barbarian must have the superstition* rage power to select this rage power.SOURCEPAGE:p.74+Elemental RageKEY:Rage Power ~ Elemental RageCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.SupernaturalPREABILITY:1,CATEGORY=Special Ability,Rage Power ~ Elemental Rage (Lesser)PREVARGTEQ:RagePowersLVL,8DESC:While raging, all of the barbarian's melee attacks deal an additional 1d6 points of energy damage (acid, cold, electricity, or fire). The type is chosen when the barbarian begins her rage.SOURCEPAGE:p.74+Elemental Rage, GreaterKEY:Rage Power ~ Elemental Rage (Greater)CATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.SupernaturalPREABILITY:1,CATEGORY=Special Ability,Rage Power ~ Elemental RagePREVARGTEQ:RagePowersLVL,12DESC:While raging, all of the barbarian's critical hits made with melee weapons deal an additional 1d10 points of energy damage (2d10 if the weapon deals W3 damage on a critical hit, 3d10 if the weapon deals W4 on a critical hit). The type of this damage is the same as the type chosen for the elemental rage power.SOURCEPAGE:p.74+Elemental Rage, LesserKEY:Rage Power ~ Elemental Rage (Lesser)CATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.SupernaturalPREVARGTEQ:RagePowersLVL,4DESC:As a swift action, the barbarian can cause her melee attacks to deal an additional 1d6 points of energy damage (acid, cold, electricity, or fire) for 1 round.SOURCEPAGE:p.75+Energy AbsorptionKEY:Rage Power ~ Energy AbsorptionCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.SupernaturalPREABILITY:1,CATEGORY=Special Ability,Rage Power ~ Energy Resistance (Greater)PREVARGTEQ:RagePowersLVL,12DESC:While raging, the barbarian can absorb energy from a single attack of her chosen energy type once per rage. She does not make a saving throw against the effect but takes no damage from it, instead gaining 1 temporary hit point per 3 points of damage the attack would have inflicted. These temporary hit points last until the end of the barbarian's rage.SOURCEPAGE:p.75+Energy EruptionKEY:Rage Power ~ Energy EruptionCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.SupernaturalPREABILITY:1,CATEGORY=Special Ability,Rage Power ~ Energy AbsorptionPREVARGTEQ:RagePowersLVL,16DESC:While raging, the barbarian can absorb energy from a single attack and unleash it upon her enemies once per rage. She does not make a saving throw against the effect but takes no damage from it. At any point during the remainder of her rage she can unleash the stored energy as a breath weapon in either a 60-foot line or 30-foot cone. The breath weapon inflicts damage equal to the damage from the attack absorbed by the barbarian, but creatures within the area may make a Reflex save (DC 10 + 1/2 the barbarian's level + the barbarian's Constitution modifier) for half damage even if the original effect did not allow a save.SOURCEPAGE:p.75+Energy ResistanceKEY:Rage Power ~ Energy ResistanceCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryDESC:While raging, the barbarian gains resistance to one energy type (acid, cold, electricity, fire, or sonic) equal to 1/2 her barbarian level (minimum 1). The energy type is chosen when this rage power is selected and it cannot be changed. This rage power can be selected more than once. Its effects do not stack. Each time is applies to a different energy type.SOURCEPAGE:p.75+Energy Resistance, GreaterKEY:Rage Power ~ Energy Resistance (Greater)CATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryPREABILITY:1,CATEGORY=Special Ability,Rage Power ~ Energy ResistancePREVARGTEQ:RagePowersLVL,8DESC:Once per rage, a barbarian can reduce damage by half from a single attack against which she has energy resistance (halve the damage, then apply resistance).SOURCEPAGE:p.75+Ferocious MountKEY:Rage Power ~ Ferocious MountCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryDESC:While raging and mounted, the barbarian's mount also gains the benefits of rage (including greater rage and mighty rage) as long as the barbarian is mounted or adjacent to it. While her mount is raging in this way, she must spend one additional round of rage per round. She can elect not to pay this cost, in which case her mount does not rage.SOURCEPAGE:p.75+Ferocious Mount, GreaterKEY:Rage Power ~ Ferocious Mount (Greater)CATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryPREABILITY:1,CATEGORY=Special Ability,Rage Power ~ Ferocious MountPREVARGTEQ:RagePowersLVL,8DESC:While raging and mounted, the barbarian's mount gains the benefits of any rage powers that are constant in effect when the barbarian is raging. It does not gain the benefit of any rage powers that require actions to activate, even if they are free actions.SOURCEPAGE:p.75+Ferocious TrampleKEY:Rage Power ~ Ferocious TrampleCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryPREABILITY:1,CATEGORY=Special Ability,Rage Power ~ Ferocious MountPREVARGTEQ:RagePowersLVL,8DESC:While raging and mounted, the barbarian's mount gains the trample special attack (Pathfinder RPG Bestiary 305). This attack inflicts 1d8 points of damage for a Medium mount, 2d6 for a Large mount, or 2d8 for a Huge mount, plus 1-1/2 times the mount's Strength modifier. A successful Reflex save (DC 10 + 1/2 the barbarian's level + the mount's Strength modifier) halves this damage. Creatures in the mount's path or that threaten squares it passes through may make attacks of opportunity against either the barbarian or the mount, but not both.SOURCEPAGE:p.75+Ferocious Trample, GreaterKEY:Rage Power ~ Ferocious Trample (Greater)CATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryPREABILITY:1,CATEGORY=Special Ability,Rage Power ~ Ferocious TramplePREVARGTEQ:RagePowersLVL,12DESC:A barbarian's mount can affect creatures up to its own size with its ferocious trample. In addition, it can make an overrun combat maneuver check as a free action against a creature that fails its Reflex save (or chooses not to save in order to take an attack of opportunity) against its trample.SOURCEPAGE:p.75+Fiend TotemKEY:Rage Power ~ Fiend TotemCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.SupernaturalPREABILITY:1,CATEGORY=Special Ability,Rage Power ~ Fiend Totem (Lesser)PREVARGTEQ:RagePowersLVL,6DESC:While raging, the barbarian sprouts dozens of wicked barbs from her body. Anyone striking the barbarian with a melee weapon, an unarmed strike, or a natural weapon takes 1d6 points of piercing damage.SOURCEPAGE:p.75+Fiend Totem, GreaterKEY:Rage Power ~ Fiend Totem (Greater)CATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.SupernaturalPREABILITY:1,CATEGORY=Special Ability,Rage Power ~ Fiend TotemPREVARGTEQ:RagePowersLVL,10DESC:While raging, the barbarian is surrounded by an aura of menace. Good creatures adjacent to the barbarian are shaken and take 2d6 points of slashing damage at the beginning of the barbarian's turn as dozens of small cuts open across their flesh. Neutral creatures that are adjacent to the barbarian are shaken, but do not take any damage. Evil creatures are unaffected.SOURCEPAGE:p.75+Fiend Totem, LesserKEY:Rage Power ~ Fiend Totem (Lesser)CATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.SupernaturalDESC:While raging, the barbarian grows a pair of large horns, gaining a gore attack. This attack is a primary attack (unless she is also attacking with weapons, in which case it is a secondary attack) and is made at the barbarian's full base attack bonus (-5 if it is a secondary attack). The gore attack deals 1d8 points of piercing damage (1d6 if Small) plus the barbarian's Strength modifier (1/2 if it is a secondary attack).SOURCEPAGE:p.75+Flesh WoundKEY:Rage Power ~ Flesh WoundCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryPREVARGTEQ:RagePowersLVL,10DESC:Once per rage, the barbarian can try to avoid serious harm from an attack. The barbarian must make a Fortitude save with a DC equal to the damage that would be dealt by the attack. The barbarian's armor check penalty applies on this saving throw. If the save succeeds, the barbarian takes half damage from the attack and the damage is nonlethal. The barbarian must elect to use this ability after the attack roll is made, but before the damage is rolled.SOURCEPAGE:p.76+Good for What Ails YouKEY:Rage Power ~ Good for What Ails YouCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryDESC:While raging, the barbarian who takes a drink of alcohol may attempt a new saving throw against one of the following conditions that may be affecting her: blinded, confused, dazzled, deafened, exhausted, fatigued, frightened, nauseated, panicked, shaken, or sickened. If she succeeds at the save, the effect is suppressed for the duration of the rage. She also may attempt a new saving throw if poisoned; a successful save counts against those required for a cure, but a failed save has no ill effect.SOURCEPAGE:p.76+Ground BreakerKEY:Rage Power ~ Ground BreakerCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryPREVARGTEQ:RagePowersLVL,6DESC:Once per rage, the barbarian can attack the floor around her as a standard action. This attack automatically hits and deals damage normally. If the barbarian manages to deal more damage than the floor's hardness, the space she occupies and all of the squares adjacent to her become difficult terrain. Creatures in these squares, except the barbarian, must make a DC 15 Reflex save or be knocked prone.SOURCEPAGE:p.76+Guarded LifeKEY:Rage Power ~ Guarded LifeCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryDESC:While raging, if the barbarian is reduced below 0 hit points, 1 hit point of lethal damage per barbarian level is converted to nonlethal damage. If the barbarian is at negative hit points due to lethal damage, she immediately stabilizes.SOURCEPAGE:p.76+HurlingKEY:Rage Power ~ HurlingCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryPREABILITY:1,CATEGORY=Special Ability,Rage Power ~ Hurling (Lesser)PREVARGTEQ:RagePowersLVL,8DESC:As lesser hurling, but the barbarian can increase the range increment to 20 feet or increase the size of a hurled object by one size category.SOURCEPAGE:p.76+Hurling, GreaterKEY:Rage Power ~ Hurling (Greater)CATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryPREABILITY:1,CATEGORY=Special Ability,Rage Power ~ HurlingPREVARGTEQ:RagePowersLVL,12DESC:As hurling, but the barbarian can increase the range increment to 30 feet or increase the size of a hurled object by two size categories.SOURCEPAGE:p.76+Hurling, LesserKEY:Rage Power ~ Hurling (Lesser)CATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryDESC:As a full-round action while raging, the barbarian can lift and hurl an object up to one size category smaller than herself with both hands or two size categories smaller with one hand as an improvised weapon with a range increment of 10 feet. This inflicts damage as a falling object (Core Rulebook 443) plus the barbarian's Strength bonus. This damage is halved if the object is not made of stone, metal, or similar material. This is a ranged touch attack, and the target may attempt a Reflex save (DC 10 + 1/2 the barbarian's level + the barbarian's Strength modifier) for half damage. The barbarian may apply Power Attack to this attack as a one- or two-handed weapon, as appropriate.SOURCEPAGE:p.76+Hurling ChargeKEY:Rage Power ~ Hurling ChargeCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryPREABILITY:1,CATEGORY=Special Ability,Rage Power ~ Hurling (Lesser)PREVARGTEQ:RagePowersLVL,6DESC:While raging and making a charge attack, the barbarian may draw and throw a hurled weapon during her charge, gaining the normal +2 attack roll bonus on the thrown weapon attack as well as on the melee attack at the end of the charge. The barbarian must move at least 10 feet before using a thrown weapon and at least 10 additional feet before making a melee attack at the end of her charge. The barbarian must have a thrown weapon in hand or have one hand free at the beginning of her charge.SOURCEPAGE:p.76+Inspire FerocityKEY:Rage Power ~ Inspire FerocityCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryPREABILITY:1,CATEGORY=Special Ability,Rage Power ~ Reckless AbandonDESC:While raging, the barbarian can use a move action to impart her reckless abandon modifier to all willing allies within 30 feet for a number of rounds equal to her Charisma modifier (minimum 1).SOURCEPAGE:p.76+KnockdownKEY:Rage Power ~ KnockdownCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryDESC:Once per rage, the barbarian can make a trip attack against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian's Strength modifier and is knocked prone. This does not provoke an attack of opportunity.SOURCEPAGE:p.76+Liquid CourageKEY:Rage Power ~ Liquid CourageCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryDESC:While raging, the barbarian increases her morale bonus on saving throws against mind-affecting effects by +1 for each alcoholic drink she consumes during her rage, to a maximum of +1 increase per four barbarian levels.SOURCEPAGE:p.76+Overbearing AdvanceKEY:Rage Power ~ Overbearing AdvanceCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryDESC:While raging, the barbarian inflicts damage equal to her Strength bonus whenever she succeeds at an overrun combat maneuver.SOURCEPAGE:p.76+Overbearing OnslaughtKEY:Rage Power ~ Overbearing OnslaughtCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryPREABILITY:1,CATEGORY=Special Ability,Rage Power ~ Overbearing AdvancePREVARGTEQ:RagePowersLVL,6DESC:While raging, the barbarian may overrun more than one target per round, with a -2 penalty on her CMB for each overrun check after the first.SOURCEPAGE:p.76+Reckless AbandonKEY:Rage Power ~ Reckless AbandonCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryDESC:While raging, the barbarian can take a -1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by -1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.SOURCEPAGE:p.76+Roaring DrunkKEY:Rage Power ~ Roaring DrunkCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryDESC:While raging, the barbarian gains a +1 morale bonus on Intimidate checks and to the save DC of any fear effects she creates for each alcoholic drink she has consumed during her rage, to a maximum of +1 per four barbarian levels.SOURCEPAGE:p.76+SmasherKEY:Rage Power ~ SmasherCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryDESC:Once per rage, whenever the barbarian makes an attack against an unattended object or a sunder combat maneuver, she can ignore the object's hardness. This ability must be used before the attack roll or sunder check is made.SOURCEPAGE:p.76+SpellbreakerKEY:Rage Power ~ SpellbreakerCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttackPREABILITY:1,CATEGORY=Special Ability,Rage Power ~ DisruptivePREVARGTEQ:RagePowersLVL,12DESC:When raging, the barbarian gains Spellbreaker as a bonus feat.SOURCEPAGE:p.76+Spirit SteedKEY:Rage Power ~ Spirit SteedCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.SupernaturalPREABILITY:1,CATEGORY=Special Ability,Rage Power ~ Ferocious MountPREVARGTEQ:RagePowersLVL,6DESC:While raging and mounted, the barbarian's mount gains DR/magic equal to 1/2 the barbarian's level. The mount's natural weapons count as magical for the purpose of overcoming damage reduction.SOURCEPAGE:p.77+Spirit TotemKEY:Rage Power ~ Spirit TotemCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.SupernaturalPREABILITY:1,CATEGORY=Special Ability,Rage Power ~ Spirit Totem (Lesser)PREVARGTEQ:RagePowersLVL,6DESC:While raging, the spirits that surround the barbarian make it difficult for her enemies to see her. The spirits grant the barbarian a 20%% miss chance against ranged attacks and melee attacks made by creatures that are not adjacent to the barbarian (typically due to reach).SOURCEPAGE:p.77+Spirit Totem, GreaterKEY:Rage Power ~ Spirit Totem (Greater)CATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.SupernaturalPREABILITY:1,CATEGORY=Special Ability,Rage Power ~ Spirit TotemPREVARGTEQ:RagePowersLVL,10DESC:While raging, the spirits that surround the barbarian become dangerous to any enemy adjacent to the barbarian. Living enemies adjacent to the barbarian at the start of her turn take 1d8 points of negative energy damage. In addition, the spirit wisps can now attack foes that are up to 15 feet away from the barbarian and the slam attack deals 1d6 points of negative energy damage.SOURCEPAGE:p.77+Spirit Totem, LesserKEY:Rage Power ~ Spirit Totem (Lesser)CATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.SupernaturalDESC:While raging, the barbarian is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the barbarian. This slam attack is made using the barbarian's full base attack bonus, plus the barbarian's Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the barbarian's Charisma modifier.SOURCEPAGE:p.77+Staggering DrunkKEY:Rage Power ~ Staggering DrunkCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryDESC:While raging, a barbarian gains a +1 dodge bonus to AC against attacks of opportunity for each alcoholic drink she has consumed during her rage, to a maximum of +1 per four barbarian levels.SOURCEPAGE:p.77+Witch HunterKEY:Rage Power ~ Witch HunterCATEGORY:Special AbilityTYPE:ClassFeatures.BarbarianClassFeatures.RagePower.SpecialAttack.ExtraordinaryPREABILITY:1,CATEGORY=Special Ability,Rage Power ~ Superstition ~ Rage PowerDESC:While raging, the barbarian gains a +1 bonus on damage rolls against creatures possessing spells or spell-like abilities. This damage bonus increases by +1 for every four levels the barbarian has obtained.SOURCEPAGE:p.77 ###Block: Barbarian archetypes # IMPLEMENT:<CLASS>CF<AbilityName>@@ -1334,15 +1334,15 @@ ###Block: Bard archetypes # Ability NameUnique KeyCategory of AbilityTypeRequired ClassMultiple RequirementsDescriptionAbilityCostSource PageAspects-Arcane DuelistKEY:Bard Archetype ~ Arcane DuelistCATEGORY:ArchetypeTYPE:Archetype.BardArchetype.BardBardicKnowledge.BardCountersong.BardSuggestion.BardMassSuggestion.BardVersatilePerformance.BardWellVersed.BardLoreMaster.BardJackOfAllTradesPRECLASS:1,Bard=1PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Bard Archetype ~ Arcane Duelist],[!PREABILITY:1,CATEGORY=Archetype,TYPE.BardBardicKnowledge,TYPE.BardCountersong,TYPE.BardSuggestion,TYPE.BardMassSuggestion,TYPE.BardVersatilePerformance,TYPE.BardWellVersed,TYPE.BardLoreMaster,TYPE.BardJackOfAllTrades]DESC:A master of the martial applications of steel and spell, the spellsword blends both into a l... 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[pcgen-commit-svn] SF.net SVN: pcgen:[23607]Trunk/pcgen/data/pathfinder/paizo/ roleplaying_game

From: <ama...@us...> - 2014-04-06 06:12:37

Revision: 23607 http://sourceforge.net/p/pcgen/code/23607Author: amaitlandDate: 2014-04-06 06:12:31 +0000 (Sun, 06 Apr 2014)Log Message:-----------DATA-1709Bring Pathfinder up to speed (Project) Modified Paths:-------------- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_abilities_class.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_class.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_magic/um_abilities_class.lstModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_abilities_class.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_abilities_class.lst2014-04-06 06:00:32 UTC (rev 23606)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_abilities_class.lst2014-04-06 06:12:31 UTC (rev 23607)@@ -2789,9 +2789,9 @@ BolsterKEY:Wizard Undead School ~ BolsterCATEGORY:Special AbilityTYPE:WizardClassFeatures.SpecialQuality.SpellLikeDESC:As a standard action, you can touch an undead creature and infuse it with negative energy. It gains a + %1 profane bonus on all attack rolls and saving throws, as well as 1 temporary hit point per Hit Die and a +2 bonus to its turn resistance. These bonuses last for %2 rounds. The bonuses and temporary hit points are immediately dispelled if the creature is within the area of a consecrate spell. You can use this ability %3 times per day.|NecromancySchoolLVL/5+1|max(NecromancySchoolLVL/2,1)|INT+3SOURCEPAGE:p.147 # Removing Spellcasting ~ Ranger, Paladin & Bard-No SpellcastingKEY:No Spellcasting ~ RangerCATEGORY:Special AbilityTYPE:InternalBONUS:CASTERLEVEL|Ranger.RESET|0BONUS:SPELLCAST|CLASS=Ranger;LEVEL=1|-floor((WIS+3)/4)|PRECLASS:1,Ranger=4BONUS:SPELLCAST|CLASS=Ranger;LEVEL=1|-1|PRECLASS:1,Ranger=5BONUS:SPELLCAST|CLASS=Ranger;LEVEL=1|-1|PRECLASS:1,Ranger=9BONUS:SPELLCAST|CLASS=Ranger;LEVEL=1|-1|PRECLASS:1,Ranger=13BONUS:SPELLCAST|CLASS=Ranger;LEVEL=1|-1|PRECLASS:1,Ranger=17BONUS:SPELLCAST|CLASS=Ranger;LEVEL=2|-floor((WIS+2)/4)|PRECLASS:1,Ranger=7BONUS:SPELLCAST|CLASS=Ranger;LEVEL=2|-1|PRECLASS:1,Ranger=8BONUS:SPELLCAST|CLASS=Ranger;LEVEL=2|-1|PRECLASS:1,Ranger=12BONUS:SPELLCAST|CLASS=Ranger;LEVEL=2|-1|PRECLASS:1,Ranger=16BONUS:SPELLCAST|CLASS=Ranger;LEVEL=2|-1|PRECLASS:1,Ranger=20BONUS:SPELLCAST|CLASS=Ranger;LEVEL=3|-floor((WIS+1)/4)|PRECLASS:1,Ranger=10BONUS:SPELLCAST|CLASS=Ranger;LEVEL=3|-1|PRECLASS:1,Ranger=11BONUS:SPELLCAST|CLASS=Ranger;LEVEL=3|-1|PRECLASS:1,Ranger=15BONUS:SPELLCAST|CLASS=Ranger;LEVEL=3|-1|PRECLASS:1,Ranger=19BONUS:SPELLCAST|CLASS=Ranger;LEVEL=4|-floor(WIS/4)|PRECLASS:1,Ranger=13BONUS:SPELLCAST|CLASS=Ranger;LEVEL=4|-1|PRECLASS:1,Ranger=14BONUS:SPELLCAST|CLASS=Ranger;LEVEL=4|-1|PRECLASS:1,Ranger=18BONUS:SPELLCAST|CLASS=Ranger;LEVEL=4|-1|PRECLASS:1,Ranger=20-No SpellcastingKEY:No Spellcasting ~ PaladinCATEGORY:Special AbilityTYPE:InternalBONUS:CASTERLEVEL|Paladin.RESET|0BONUS:SPELLCAST|CLASS=Paladin;LEVEL=1|-floor((CHA+3)/4)|PRECLASS:1,Paladin=4BONUS:SPELLCAST|CLASS=Paladin;LEVEL=1|-1|PRECLASS:1,Paladin=5BONUS:SPELLCAST|CLASS=Paladin;LEVEL=1|-1|PRECLASS:1,Paladin=9BONUS:SPELLCAST|CLASS=Paladin;LEVEL=1|-1|PRECLASS:1,Paladin=13BONUS:SPELLCAST|CLASS=Paladin;LEVEL=1|-1|PRECLASS:1,Paladin=17BONUS:SPELLCAST|CLASS=Paladin;LEVEL=2|-floor((CHA+2)/4)|PRECLASS:1,Paladin=7BONUS:SPELLCAST|CLASS=Paladin;LEVEL=2|-1|PRECLASS:1,Paladin=8BONUS:SPELLCAST|CLASS=Paladin;LEVEL=2|-1|PRECLASS:1,Paladin=12BONUS:SPELLCAST|CLASS=Paladin;LEVEL=2|-1|PRECLASS:1,Paladin=16BONUS:SPELLCAST|CLASS=Paladin;LEVEL=2|-1|PRECLASS:1,Paladin=20BONUS:SPELLCAST|CLASS=Paladin;LEVEL=3|-floor((CHA+1)/4)|PRECLASS:1,Paladin=10BONUS:SPELLCAST|CLASS=Paladin;LEVEL=3|-1|PRECLASS:1,Paladin=11BONUS:SPELLCAST|CLASS=Paladin;LEVEL=3|-1|PRECLASS:1,Paladin=15BONUS:SPELLCAST|CLASS=Paladin;LEVEL=3|-1|PRECLASS:1,Paladin=19BONUS:SPELLCAST|CLASS=Paladin;LEVEL=4|-floor(CHA/4)|PRECLASS:1,Paladin=13BONUS:SPELLCAST|CLASS=Paladin;LEVEL=4|-1|PRECLASS:1,Paladin=14BONUS:SPELLCAST|CLASS=Paladin;LEVEL=4|-1|PRECLASS:1,Paladin=18BONUS:SPELLCAST|CLASS=Paladin;LEVEL=4|-1|PRECLASS:1,Paladin=20-No SpellcastingKEY:No Spellcasting ~ BardCATEGORY:Special AbilityTYPE:InternalBONUS:CASTERLEVEL|Bard.RESET|0BONUS:SPELLCAST|CLASS=Bard;LEVEL=1|-floor((CHA+3)/4)|PRECLASS:1,Bard=1BONUS:SPELLCAST|CLASS=Bard;LEVEL=1|-1|PRECLASS:1,Bard=1BONUS:SPELLCAST|CLASS=Bard;LEVEL=1|-1|PRECLASS:1,Bard=2BONUS:SPELLCAST|CLASS=Bard;LEVEL=1|-1|PRECLASS:1,Bard=3BONUS:SPELLCAST|CLASS=Bard;LEVEL=1|-1|PRECLASS:1,Bard=5BONUS:SPELLCAST|CLASS=Bard;LEVEL=1|-1|PRECLASS:1,Bard=9BONUS:SPELLCAST|CLASS=Bard;LEVEL=2|-floor((CHA+2)/4)|PRECLASS:1,Bard=4BONUS:SPELLCAST|CLASS=Bard;LEVEL=2|-1|PRECLASS:1,Bard=4BONUS:SPELLCAST|CLASS=Bard;LEVEL=2|-1|PRECLASS:1,Bard=5BONUS:SPELLCAST|CLASS=Bard;LEVEL=2|-1|PRECLASS:1,Bard=6BONUS:SPELLCAST|CLASS=Bard;LEVEL=2|-1|PRECLASS:1,Bard=8BONUS:SPELLCAST|CLASS=Bard;LEVEL=2|-1|PRECLASS:1,Bard=12BONUS:SPELLCAST|CLASS=Bard;LEVEL=3|-floor((CHA+1)/4)|PRECLASS:1,Bard=7BONUS:SPELLCAST|CLASS=Bard;LEVEL=3|-1|PRECLASS:1,Bard=7BONUS:SPELLCAST|CLASS=Bard;LEVEL=3|-1|PRECLASS:1,Bard=8BONUS:SPELLCAST|CLASS=Bard;LEVEL=3|-1|PRECLASS:1,Bard=9BONUS:SPELLCAST|CLASS=Bard;LEVEL=3|-1|PRECLASS:1,Bard=11BONUS:SPELLCAST|CLASS=Bard;LEVEL=3|-1|PRECLASS:1,Bard=15BONUS:SPELLCAST|CLASS=Bard;LEVEL=4|-floor(CHA/4)|PRECLASS:1,Bard=10BONUS:SPELLCAST|CLASS=Bard;LEVEL=4|-1|PRECLASS:1,Bard=10BONUS:SPELLCAST|CLASS=Bard;LEVEL=4|-1|PRECLASS:1,Bard=11BONUS:SPELLCAST|CLASS=Bard;LEVEL=4|-1|PRECLASS:1,Bard=12BONUS:SPELLCAST|CLASS=Bard;LEVEL=4|-1|PRECLASS:1,Bard=14BONUS:SPELLCAST|CLASS=Bard;LEVEL=4|-1|PRECLASS:1,Bard=18BONUS:SPELLCAST|CLASS=Bard;LEVEL=5|-floor(CHA-1/4)|PRECLASS:1,Bard=13BONUS:SPELLCAST|CLASS=Bard;LEVEL=5|-1|PRECLASS:1,Bard=13BONUS:SPELLCAST|CLASS=Bard;LEVEL=5|-1|PRECLASS:1,Bard=14BONUS:SPELLCAST|CLASS=Bard;LEVEL=5|-1|PRECLASS:1,Bard=15BONUS:SPELLCAST|CLASS=Bard;LEVEL=5|-1|PRECLASS:1,Bard=17BONUS:SPELLCAST|CLASS=Bard;LEVEL=5|-1|PRECLASS:1,Bard=19BONUS:SPELLCAST|CLASS=Bard;LEVEL=6|-floor(CHA/4)|PRECLASS:1,Bard=16BONUS:SPELLCAST|CLASS=Bard;LEVEL=6|-1|PRECLASS:1,Bard=16BONUS:SPELLCAST|CLASS=Bard;LEVEL=6|-1|PRECLASS:1,Bard=17BONUS:SPELLCAST|CLASS=Bard;LEVEL=6|-1|PRECLASS:1,Bard=18BONUS:SPELLCAST|CLASS=Bard;LEVEL=6|-1|PRECLASS:1,Bard=19BONUS:SPELLCAST|CLASS=Bard;LEVEL=6|-1|PRECLASS:1,Bard=20+No SpellcastingKEY:No Spellcasting ~ RangerCATEGORY:Special AbilityTYPE:Internal.RangerClassFeaturesBONUS:CASTERLEVEL|Ranger.RESET|0BONUS:SPELLCAST|CLASS=Ranger;LEVEL=1|-floor((WIS+3)/4)|PRECLASS:1,Ranger=4BONUS:SPELLCAST|CLASS=Ranger;LEVEL=1|-1|PRECLASS:1,Ranger=5BONUS:SPELLCAST|CLASS=Ranger;LEVEL=1|-1|PRECLASS:1,Ranger=9BONUS:SPELLCAST|CLASS=Ranger;LEVEL=1|-1|PRECLASS:1,Ranger=13BONUS:SPELLCAST|CLASS=Ranger;LEVEL=1|-1|PRECLASS:1,Ranger=17BONUS:SPELLCAST|CLASS=Ranger;LEVEL=2|-floor((WIS+2)/4)|PRECLASS:1,Ranger=7BONUS:SPELLCAST|CLASS=Ranger;LEVEL=2|-1|PRECLASS:1,Ranger=8BONUS:SPELLCAST|CLASS=Ranger;LEVEL=2|-1|PRECLASS:1,Ranger=12BONUS:SPELLCAST|CLASS=Ranger;LEVEL=2|-1|PRECLASS:1,Ranger=16BONUS:SPELLCAST|CLASS=Ranger;LEVEL=2|-1|PRECLASS:1,Ranger=20BONUS:SPELLCAST|CLASS=Ranger;LEVEL=3|-floor((WIS+1)/4)|PRECLASS:1,Ranger=10BONUS:SPELLCAST|CLASS=Ranger;LEVEL=3|-1|PRECLASS:1,Ranger=11BONUS:SPELLCAST|CLASS=Ranger;LEVEL=3|-1|PRECLASS:1,Ranger=15BONUS:SPELLCAST|CLASS=Ranger;LEVEL=3|-1|PRECLASS:1,Ranger=19BONUS:SPELLCAST|CLASS=Ranger;LEVEL=4|-floor(WIS/4)|PRECLASS:1,Ranger=13BONUS:SPELLCAST|CLASS=Ranger;LEVEL=4|-1|PRECLASS:1,Ranger=14BONUS:SPELLCAST|CLASS=Ranger;LEVEL=4|-1|PRECLASS:1,Ranger=18BONUS:SPELLCAST|CLASS=Ranger;LEVEL=4|-1|PRECLASS:1,Ranger=20+No SpellcastingKEY:No Spellcasting ~ PaladinCATEGORY:Special AbilityTYPE:Internal.PaladinClassFeaturesBONUS:CASTERLEVEL|Paladin.RESET|0BONUS:SPELLCAST|CLASS=Paladin;LEVEL=1|-floor((CHA+3)/4)|PRECLASS:1,Paladin=4BONUS:SPELLCAST|CLASS=Paladin;LEVEL=1|-1|PRECLASS:1,Paladin=5BONUS:SPELLCAST|CLASS=Paladin;LEVEL=1|-1|PRECLASS:1,Paladin=9BONUS:SPELLCAST|CLASS=Paladin;LEVEL=1|-1|PRECLASS:1,Paladin=13BONUS:SPELLCAST|CLASS=Paladin;LEVEL=1|-1|PRECLASS:1,Paladin=17BONUS:SPELLCAST|CLASS=Paladin;LEVEL=2|-floor((CHA+2)/4)|PRECLASS:1,Paladin=7BONUS:SPELLCAST|CLASS=Paladin;LEVEL=2|-1|PRECLASS:1,Paladin=8BONUS:SPELLCAST|CLASS=Paladin;LEVEL=2|-1|PRECLASS:1,Paladin=12BONUS:SPELLCAST|CLASS=Paladin;LEVEL=2|-1|PRECLASS:1,Paladin=16BONUS:SPELLCAST|CLASS=Paladin;LEVEL=2|-1|PRECLASS:1,Paladin=20BONUS:SPELLCAST|CLASS=Paladin;LEVEL=3|-floor((CHA+1)/4)|PRECLASS:1,Paladin=10BONUS:SPELLCAST|CLASS=Paladin;LEVEL=3|-1|PRECLASS:1,Paladin=11BONUS:SPELLCAST|CLASS=Paladin;LEVEL=3|-1|PRECLASS:1,Paladin=15BONUS:SPELLCAST|CLASS=Paladin;LEVEL=3|-1|PRECLASS:1,Paladin=19BONUS:SPELLCAST|CLASS=Paladin;LEVEL=4|-floor(CHA/4)|PRECLASS:1,Paladin=13BONUS:SPELLCAST|CLASS=Paladin;LEVEL=4|-1|PRECLASS:1,Paladin=14BONUS:SPELLCAST|CLASS=Paladin;LEVEL=4|-1|PRECLASS:1,Paladin=18BONUS:SPELLCAST|CLASS=Paladin;LEVEL=4|-1|PRECLASS:1,Paladin=20+No SpellcastingKEY:No Spellcasting ~ BardCATEGORY:Special AbilityTYPE:Internal.BardClassFeaturesBONUS:CASTERLEVEL|Bard.RESET|0BONUS:SPELLCAST|CLASS=Bard;LEVEL=1|-floor((CHA+3)/4)|PRECLASS:1,Bard=1BONUS:SPELLCAST|CLASS=Bard;LEVEL=1|-1|PRECLASS:1,Bard=1BONUS:SPELLCAST|CLASS=Bard;LEVEL=1|-1|PRECLASS:1,Bard=2BONUS:SPELLCAST|CLASS=Bard;LEVEL=1|-1|PRECLASS:1,Bard=3BONUS:SPELLCAST|CLASS=Bard;LEVEL=1|-1|PRECLASS:1,Bard=5BONUS:SPELLCAST|CLASS=Bard;LEVEL=1|-1|PRECLASS:1,Bard=9BONUS:SPELLCAST|CLASS=Bard;LEVEL=2|-floor((CHA+2)/4)|PRECLASS:1,Bard=4BONUS:SPELLCAST|CLASS=Bard;LEVEL=2|-1|PRECLASS:1,Bard=4BONUS:SPELLCAST|CLASS=Bard;LEVEL=2|-1|PRECLASS:1,Bard=5BONUS:SPELLCAST|CLASS=Bard;LEVEL=2|-1|PRECLASS:1,Bard=6BONUS:SPELLCAST|CLASS=Bard;LEVEL=2|-1|PRECLASS:1,Bard=8BONUS:SPELLCAST|CLASS=Bard;LEVEL=2|-1|PRECLASS:1,Bard=12BONUS:SPELLCAST|CLASS=Bard;LEVEL=3|-floor((CHA+1)/4)|PRECLASS:1,Bard=7BONUS:SPELLCAST|CLASS=Bard;LEVEL=3|-1|PRECLASS:1,Bard=7BONUS:SPELLCAST|CLASS=Bard;LEVEL=3|-1|PRECLASS:1,Bard=8BONUS:SPELLCAST|CLASS=Bard;LEVEL=3|-1|PRECLASS:1,Bard=9BONUS:SPELLCAST|CLASS=Bard;LEVEL=3|-1|PRECLASS:1,Bard=11BONUS:SPELLCAST|CLASS=Bard;LEVEL=3|-1|PRECLASS:1,Bard=15BONUS:SPELLCAST|CLASS=Bard;LEVEL=4|-floor(CHA/4)|PRECLASS:1,Bard=10BONUS:SPELLCAST|CLASS=Bard;LEVEL=4|-1|PRECLASS:1,Bard=10BONUS:SPELLCAST|CLASS=Bard;LEVEL=4|-1|PRECLASS:1,Bard=11BONUS:SPELLCAST|CLASS=Bard;LEVEL=4|-1|PRECLASS:1,Bard=12BONUS:SPELLCAST|CLASS=Bard;LEVEL=4|-1|PRECLASS:1,Bard=14BONUS:SPELLCAST|CLASS=Bard;LEVEL=4|-1|PRECLASS:1,Bard=18BONUS:SPELLCAST|CLASS=Bard;LEVEL=5|-floor(CHA-1/4)|PRECLASS:1,Bard=13BONUS:SPELLCAST|CLASS=Bard;LEVEL=5|-1|PRECLASS:1,Bard=13BONUS:SPELLCAST|CLASS=Bard;LEVEL=5|-1|PRECLASS:1,Bard=14BONUS:SPELLCAST|CLASS=Bard;LEVEL=5|-1|PRECLASS:1,Bard=15BONUS:SPELLCAST|CLASS=Bard;LEVEL=5|-1|PRECLASS:1,Bard=17BONUS:SPELLCAST|CLASS=Bard;LEVEL=5|-1|PRECLASS:1,Bard=19BONUS:SPELLCAST|CLASS=Bard;LEVEL=6|-floor(CHA/4)|PRECLASS:1,Bard=16BONUS:SPELLCAST|CLASS=Bard;LEVEL=6|-1|PRECLASS:1,Bard=16BONUS:SPELLCAST|CLASS=Bard;LEVEL=6|-1|PRECLASS:1,Bard=17BONUS:SPELLCAST|CLASS=Bard;LEVEL=6|-1|PRECLASS:1,Bard=18BONUS:SPELLCAST|CLASS=Bard;LEVEL=6|-1|PRECLASS:1,Bard=19BONUS:SPELLCAST|CLASS=Bard;LEVEL=6|-1|PRECLASS:1,Bard=20 Modified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_class.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_class.lst2014-04-06 06:00:32 UTC (rev 23606)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_class.lst2014-04-06 06:12:31 UTC (rev 23607)@@ -958,10 +958,10 @@ ###Block: Rogue Abilities ------------------------------------------------------------------------------------------------------------------------ # Ability NameCategory of AbilityTypeVisibleDefineDescriptionAbilityBonus to Ability PoolBonus to skillModify VARSource PageAspectsDescription of the Benefits-Sneak AttackCATEGORY:Special AbilityTYPE:RogueClassFeatures.SpecialAttack.Extraordinary.AttackOptionDEFINE:SneakAttackDieSize|0DEFINE:SneakAttackDice|0DEFINE:SneakAttackLVL|0DESC:If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. [%1d%2]|SneakAttackDice|SneakAttackDieSizeBONUS:VAR|SneakAttackDieSize|6SOURCEPAGE:p.68ASPECT:Ability Benefit|%1d%2|SneakAttackDice|SneakAttackDieSizeBENEFIT:If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals %1d%2 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.|SneakAttackDice|SneakAttackDieSize-Sneak Attack ~ RogueCATEGORY:Special AbilityTYPE:Internal.RogueClassFeaturesVISIBLE:NODEFINE:RogueSneakAttackLVL|0BONUS:VAR|SneakAttackDice|(RogueSneakAttackLVL+1)/2+Sneak AttackCATEGORY:Special AbilityTYPE:RogueClassFeatures.AlchemistClassFeatures.SpecialAttack.Extraordinary.AttackOptionDEFINE:SneakAttackDieSize|0DEFINE:SneakAttackDice|0DEFINE:SneakAttackLVL|0DESC:If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. [%1d%2]|SneakAttackDice|SneakAttackDieSizeBONUS:VAR|SneakAttackDieSize|6SOURCEPAGE:p.68ASPECT:Ability Benefit|%1d%2|SneakAttackDice|SneakAttackDieSizeBENEFIT:If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals %1d%2 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.|SneakAttackDice|SneakAttackDieSize+Sneak Attack ~ RogueCATEGORY:Special AbilityTYPE:Internal.RogueClassFeatures.AlchemistClassFeaturesVISIBLE:NODEFINE:RogueSneakAttackLVL|0BONUS:VAR|SneakAttackDice|(RogueSneakAttackLVL+1)/2 Rogue TalentsCATEGORY:Special AbilityTYPE:Internal.RogueClassFeaturesVISIBLE:NODEFINE:RogueTalentLVL|0BONUS:ABILITYPOOL|Rogue Talent|RogueTalentLVL/2-TrapfindingCATEGORY:Special AbilityTYPE:RogueClassFeatures.SpecialQuality.ExtraordinaryDEFINE:TrapfindingLVL|0DEFINE:TrapfindingBonus|0DESC:You add +%1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.|TrapfindingBonusBONUS:SKILL|Disable Device|TrapfindingBonusBONUS:SKILL|Perception (Trapfinding)|TrapfindingBonusBONUS:VAR|TrapfindingBonus|max(TrapfindingLVL/2,1)SOURCEPAGE:p.68+TrapfindingCATEGORY:Special AbilityTYPE:RogueClassFeatures.RangerClassFeatures.SpecialQuality.ExtraordinaryDEFINE:TrapfindingLVL|0DEFINE:TrapfindingBonus|0DESC:You add +%1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.|TrapfindingBonusBONUS:SKILL|Disable Device|TrapfindingBonusBONUS:SKILL|Perception (Trapfinding)|TrapfindingBonusBONUS:VAR|TrapfindingBonus|max(TrapfindingLVL/2,1)SOURCEPAGE:p.68 Trap Sense ~ RogueCATEGORY:Special AbilityTYPE:Internal.RogueClassFeaturesVISIBLE:NODEFINE:RogueTrapSenseLVL|0ABILITY:Special Ability|AUTOMATIC|Trap SenseBONUS:VAR|TrapSenseBonus|RogueTrapSenseLVL/3 Master StrikeCATEGORY:Special AbilityTYPE:RogueClassFeatures.SpecialAttack.Extraordinary.AttackOptionDEFINE:MasterStrikeDC|0DEFINE:MasterStrikeLVL|0DESC:You are incredibly deadly when dealing sneak attack damage.BONUS:VAR|MasterStrikeDC|10+(MasterStrikeLVL/2)+INTSOURCEPAGE:p.70BENEFIT:You are incredibly deadly when dealing sneak attack damage. Each time you deal sneak attack damage, you can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is %1. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to your master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.|MasterStrikeDC @@ -1538,7 +1538,7 @@ ###Block: Spellcasting Removal # Ability NameUnique KeyCategory of AbilityTypeBonus to spell cast/day-No CantripsKEY:No Cantrips ~ WizardCATEGORY:Special AbilityTYPE:InternalBONUS:SPELLCAST|CLASS=Wizard;LEVEL=0|-3|PRECLASS:1,Wizard=1BONUS:SPELLCAST|CLASS=Wizard;LEVEL=0|-1|PRECLASS:1,Wizard=2+No CantripsKEY:No Cantrips ~ WizardCATEGORY:Special AbilityTYPE:Internal.WizardClassFeaturesBONUS:SPELLCAST|CLASS=Wizard;LEVEL=0|-3|PRECLASS:1,Wizard=1BONUS:SPELLCAST|CLASS=Wizard;LEVEL=0|-1|PRECLASS:1,Wizard=2 ###Block: Weapon ProficienciesModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst2014-04-06 06:00:32 UTC (rev 23606)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst2014-04-06 06:12:31 UTC (rev 23607)@@ -111,58 +111,58 @@ Light StepsKEY:Light Steps ~ NinjaCATEGORY:Special AbilityTYPE:NinjaClassFeatures.ClassFeatures.Extraordinary.SpecialQualityDEFINE:LightStepsLVL|0DESC:At 6th level, a ninja learns to move while barely touching the surface underneath her. As a full-round action, she can move up to twice her speed, ignoring difficult terrain. While moving in this way, any surface will support her, no matter how much she weighs. This allows her to move across water, lava, or even the thinnest tree branches. She must end her move on a surface that can support her normally. She cannot move across air in this way, nor can she walk up walls or other vertical surfaces. When moving in this way, she does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does she need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the ninja ignores any mechanical traps that use a location-based trigger.SOURCEPAGE:p.16 Hidden MasterKEY:Hidden Master ~ NinjaCATEGORY:Special AbilityTYPE:NinjaClassFeatures.Supernatural.SpecialQuality.ClassFeaturesDESC:At 20th level, a ninja becomes a true master of her art. She can, as a standard action, cast greater invisibility on herself. While invisible in this way, she cannot be detected by any means, and not even invisibility purge, see invisibility, and true seeing can reveal her. She uses her ninja level as her caster level for this ability. Using this ability consumes 3 ki points from her ki pool. In addition, whenever the ninja deals sneak attack damage, she can sacrifice additional damage dice to apply a penalty to one ability score of the target equal to the number of dice sacrificed for 1 minute. This penalty does not stack with itself and cannot reduce an ability score below 1. Ki PoolKEY:Ki Pool ~ NinjaCATEGORY:Special AbilityTYPE:NinjaClassFeatures.Supernatural.SpecialQuality.ClassFeaturesDESC:At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja's ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows). By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.ABILITY:Internal|AUTOMATIC|Ki Pool TrackerASPECT:KiPoints|Ki pointsBENEFIT:A ninja with this ability has a pool of %1 ki points, supernatural energy she can use to accomplish amazing feats. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start.|KiPointsBENEFIT:At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).|PREVARGTEQ:NinjaLVL,10BENEFIT:By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.-#Trap SenseKEY:Trap Sense ~ NinjaCATEGORY:Special AbilityTYPE:SpecialQuality.ClassFeatures.VISIBLE:YESDEFINE:NinjaTrapSenseLVL|0BONUS:VAR|TrapSenseBonus|NinjaTrapSenseLVL/3+#Trap SenseKEY:Trap Sense ~ NinjaCATEGORY:Special AbilityTYPE:NinjaClassFeatures.SpecialQuality.ClassFeatures.VISIBLE:YESDEFINE:NinjaTrapSenseLVL|0BONUS:VAR|TrapSenseBonus|NinjaTrapSenseLVL/3 # Ninja Tricks-Acrobatic MasterKEY:Acrobatic Master ~ Ninja TrickCATEGORY:Special AbilityTYPE:SpecialAttack.Supernatural.NinjaTrickVISIBLE:YESDESC:As a swift action, a ninja with this trick can focus her ki to grant her a +20 bonus on one Acrobatics check of her choice made before the start of her next turn. Using this ability expends 1 ki point from her ki pool.-Bleeding AttackKEY:Bleeding Attack ~ Ninja TrickCATEGORY:Special AbilityTYPE:SpecialQuality.Extraordinary.NinjaTrick.AttackOptionVISIBLE:YESDESC:* A ninja with this trick can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the ninja's sneak attack. Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleed damage from this ability does not stack with itself. Bleed damage bypasses any DR the creature might possess.-Choking BombKEY:Choking Bomb ~ Ninja TrickCATEGORY:Special AbilityTYPE:SpecialQuality.Extraordinary.NinjaTrickPREABILITY:1,CATEGORY=Special Ability,Poison Bomb ~ Ninja TrickDESC:Whenever a ninja throws a smoke bomb, all living creatures in the resulting cloud must make a Fortitude save or become staggered by the choking black smoke for 1d4 rounds. The DC of this saving throw is equal to 10 + 1/2 the ninja's level + the ninja's Charisma modifier. The ninja can decide to create an ordinary smoke bomb or add poison to this smoke bomb as normal. The ninja must have the poison bomb ninja trick before selecting this trick.-Combat TrickKEY:Combat Trick ~ Ninja TrickCATEGORY:Special AbilityTYPE:SpecialQuality.NinjaTrickVISIBLE:YESDESC:You gain a bonus combat feat.BONUS:ABILITYPOOL|Combat Trick Feat|1-DarkvisionKEY:Darkvision ~ Ninja TrickCATEGORY:Special AbilityTYPE:SpecialQuality.Supernatural.NinjaTrickVISIBLE:YESDESC:This trick allows the ninja to use her ki to enhance her sight, granting darkvision out to a range of 60 feet. Using this trick is a standard action that costs 1 ki point. The enhanced senses last for 1 hour.-Deadly RangeKEY:Deadly Range ~ Ninja TrickCATEGORY:Special AbilityTYPE:SpecialQuality.Extraordinary.NinjaTrickVISIBLE:YESDESC:A ninja with this ninja trick increases the range at which she can deal sneak attack damage by 10 feet. A ninja can take this trick more than once. Its effects stack.STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|NinjaSneakAttackRange|10-Deflect ArrowsKEY:Deflect Arrows ~ Ninja TrickCATEGORY:Special AbilityTYPE:SpecialQuality.NinjaTrickVISIBLE:YESPREFEAT:1,Improved Unarmed StrikeDESC:A ninja who selects this ninja trick gains the Deflect Arrows feat as a bonus feat. The ninja must have the Improved Unarmed Strike combat feat before taking this trick.AUTO:FEAT|Deflect ArrowsVFEAT:Deflect Arrows-Fast StealthKEY:Fast Stealth ~ Ninja TrickCATEGORY:Special AbilityTYPE:SpecialQuality.Extraordinary.NinjaTrickVISIBLE:YESDESC:A ninja with this trick can move at full speed using the Stealth skill without penalty.-Feather FallKEY:Feather Fall ~ Ninja TrickCATEGORY:Special AbilityTYPE:SpecialQuality.Extraordinary.NinjaTrickVISIBLE:YESDESC:As an immediate action, the ninja can slow her descent as if using feather fall. This ability uses her ninja level as the caster level. Each use of this ability uses up 1 ki point.-Flurry of StarsKEY:Flurry of Stars ~ Ninja TrickCATEGORY:Special AbilityTYPE:SpecialQuality.Extraordinary.NinjaTrick.AttackOptionVISIBLE:YESDESC:A ninja with this ability can expend 1 ki point from her ki pool as a swift action before she makes a full-attack attack with shuriken. During that attack, she can throw two additional shuriken at her highest attack bonus, but all of her shuriken attacks are made at a -2 penalty, including the two extra attacks.TEMPBONUS:EQ|Weapon,Shuriken|WEAPON|ATTACKS|2TEMPBONUS:EQ|Weapon,Shuriken|WEAPON|TOHIT|-2-Forgotten TrickKEY:Forgotten Trick ~ Ninja TrickCATEGORY:Special AbilityTYPE:SpecialQuality.Extraordinary.NinjaTrickVISIBLE:YESDESC:A ninja with this ability can recall one trick taught to her by her ancient masters. When she uses this ability, she selects one ninja trick (not a master trick or rogue talent) that she does not know and can use that ninja trick for a number of rounds equal to her level. She must pay any ki costs associated with the trick as normal. Using this ability expends 2 ki point from her ki pool, plus the ki cost of the trick she chooses.-Hidden WeaponsKEY:Hidden Weapons ~ Ninja TrickCATEGORY:Special AbilityTYPE:SpecialQuality.Extraordinary.NinjaTrickVISIBLE:YESDESC:A ninja with this ability can easily conceal weapons on her body. The ninja adds her level on opposed Sleight of Hand checks made to conceal a weapon. In addition, she can draw hidden weapons as a move action, instead of as a standard action.-High JumperKEY:High Jumper ~ Ninja TrickCATEGORY:Special AbilityTYPE:SpecialQuality.Extraordinary.NinjaTrickVISIBLE:YESPREABILITY:1,CATEGORY=Special ABility,Acrobatic Master ~ Ninja TrickDESC:When a ninja with this trick makes a high jump, the DC for that jump is half the normal DC. The ninja must have the acrobatic master trick before taking this talent.-Ki BlockKEY:Ki Block ~ Ninja TrickCATEGORY:Special AbilityTYPE:SpecialQuality.Supernatural.NinjaTrickVISIBLE:YESDESC:* A ninja with this trick can prevent a creature from using its ki pool. Whenever the ninja deals sneak attack damage, the target must make a Will save or be unable to spend any points from its ki pool for a number of rounds equal to the ninja's Charisma modifier. The DC of this save is 10 + 1/2 the ninja's level + the ninja's Charisma modifier. The number of points in the target's ki pool is unaffected, and abilities that do not require the subject to spend ki still function.-Ki ChargeKEY:Ki Charge ~ Ninja TrickCATEGORY:Special AbilityTYPE:SpecialQuality.Supernatural.NinjaTrickVISIBLE:YESDESC:A ninja with this trick can invest a portion of her ki into a single thrown weapon, such as a shuriken, and throw it as a standard action. The thrown weapon explodes on impact in a 5-foot burst, dealing 1d6 points of fire damage plus 1d6 points of fire damage for every four levels of the ninja above 2nd, to a maximum 4d6 at 18th level. Creatures caught in the blast receive a Reflex save to halve the damage. The DC of this save is 10 + 1/2 the ninja's level + the ninja's Charisma modifier. If the thrown weapon hits a creature, that creature takes a −2 penalty on the saving throw. If the thrown weapon misses, treat it as a thrown splash weapon. Using this ability expends 1 ki point from her ki pool.BENEFIT:A ninja with this trick can invest a portion of her ki into a single thrown weapon, such as a shuriken, and throw it as a standard action. The thrown weapon explodes on impact in a 5-foot burst, dealing %1d6 points of fire damage. Creatures caught in the blast receive a Reflex save to halve the damage. The DC of this save is %2. If the thrown weapon hits a creature, that creature takes a −2 penalty on the saving throw. If the thrown weapon misses, treat it as a thrown splash weapon. Using this ability expends 1 ki point from her ki pool.|1+(NinjaLVL-2)/4|10+NinjaLVL/2+CHA-Poison BombKEY:Poison Bomb ~ Ninja TrickCATEGORY:Special AbilityTYPE:SpecialQuality.Extraordinary.NinjaTrickVISIBLE:YESPREABILITY:1,CATEGORY=Special ABility,Smoke Bomb ~ Ninja TrickDESC:Whenever the ninja throws a smoke bomb, she can decide to include 1 dose of any inhaled poison she possesses. This poison affects all creatures in the smoke and lasts as long as the smoke lasts. She must pay for the poison normally. The ninja must have the smoke bomb ninja trick before selecting this trick.-Pressure PointsKEY:Pressure Points ~ Ninja TrickCATEGORY:Special AbilityTYPE:SpecialQuality.Supernatural.NinjaTrickVISIBLE:YESDESC:* A ninja with this trick can strike at an opponent's vital pressure points, causing weakness and intense pain. Whenever the ninja deals sneak attack damage, she also deals 1 point of Strength or Dexterity damage, decided by the ninja. Unlike normal ability damage, this damage can be healed by a DC 15 Heal check. Each successful check heals 1 point of damage caused by this trick. A ninja with this trick receives a +10 insight bonus on this Heal check.-Rogue TalentKEY:Rogue Talent ~ Ninja TrickCATEGORY:Special AbilityTYPE:SpecialQuality.NinjaTrickVISIBLE:YESDESC:The ninja can select a rogue talent in place of a ninja trick. The ninja cannot select a rogue talent that has the same name as a ninja trick. The ninja can select this talent multiple times.STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:ABILITYPOOL|Rogue Talent|1-Shadow CloneKEY:Shadow Clone ~ Ninja TrickCATEGORY:Special AbilityTYPE:SpecialQuality.Supernatural.NinjaTrickVISIBLE:YESDESC:The ninja can create 1d4 shadowy duplicates of herself that conceal her true location. This ability functions as mirror image, using the ninja's level as her caster level. Using this ability is a standard action that uses up 1 ki point.-Slow MetabolismKEY:Slow Metabolism ~ Ninja TrickCATEGORY:Special AbilityTYPE:SpecialQuality.Extraordinary.NinjaTrickVISIBLE:YESDESC:The ninja has a slower-than-normal metabolism. She can hold her breath for twice as long as normal before needing to make Constitution checks (four times her Constitution score). In addition, whenever the ninja is poisoned, the time between saving throws (the poison's frequency) is doubled. Thus, a poison that has a frequency of 1/round for 6 rounds would instead be 1/2 rounds for 12 rounds.-Slow ReactionsKEY:Slow Reactions ~ Ninja TrickCATEGORY:Special AbilityTYPE:SpecialQuality.Extraordinary.NinjaTrickVISIBLE:YESDESC:* Opponents that are damaged by the ninja's sneak attack can't make attacks of opportunity for 1 round.-Smoke BombKEY:Smoke Bomb ~ Ninja TrickCATEGORY:Special AbilityTYPE:SpecialQuality.Extraordinary.NinjaTrickVISIBLE:YESDESC:This ability allows a ninja to throw a smoke bomb that creates a cloud of smoke with a 15-foot radius. This acts like the smoke from a smokestick. The ninja can center this smoke on herself, or throw the bomb as a ranged touch attack with a range of 20 feet. Using this ability is a standard action. Each use of this ability uses up 1 ki point.-Snatch ArrowsKEY:Snatch Arrows ~ Ninja TrickCATEGORY:Special AbilityTYPE:SpecialQuality.NinjaTrickVISIBLE:YESPREFEAT:2,Improved Unarmed Strike,Deflect Arrows featDESC:A ninja who selects this ninja trick gains the Snatch Arrows feat as a bonus feat. The ninja must have the Improved Unarmed Strike feat and the Deflect Arrows feat before taking this trick.-Style MasterKEY:Style Master ~ Ninja TrickCATEGORY:Special AbilityTYPE:SpecialQuality.NinjaTrickVISIBLE:YESDESC:A ninja who selects this ninja trick gains a style feat that she qualifies for as a bonus feat.-Sudden DisguiseKEY:Sudden Disguise ~ Ninja TrickCATEGORY:Special AbilityTYPE:SpecialQuality.Supernatural.NinjaTrickVISIBLE:YESDESC:As a swift action, a ninja can change her appearance for 1 minute per level. This ability functions as disguise self. Each use of this ability uses up 1 ki point.-Unarmed Combat TrainingKEY:Unarmed Combat Training ~ Ninja TrickCATEGORY:Special AbilityTYPE:SpecialQuality.NinjaTrickVISIBLE:YESDESC:A ninja who selects this ninja trick gains Improved Unarmed Strike as a bonus feat.-Undetected SabotageKEY:Undetected Sabotage ~ Ninja TrickCATEGORY:Special AbilityTYPE:SpecialQuality.Extraordinary.NinjaTrickVISIBLE:YESDESC:Whenever a ninja with this trick uses Disable Device to sabotage or disable a device, she can make a Stealth check with a bonus equal to her level. Anyone who inspects the device does not notice the sabotage and assumes the object works unless he beats the ninja's check with an opposed Perception skill check.-Vanishing TrickKEY:Vanishing Trick ~ Ninja TrickCATEGORY:Special AbilityTYPE:SpecialQuality.Supernatural.NinjaTrickVISIBLE:YESDESC:As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.BENEFIT:As a swift action, the ninja can disappear for %1 rounds. This ability functions as invisibility. Using this ability uses up 1 ki point.|NinjaTrickLVL-VentriloquismKEY:Ventriloquism ~ Ninja TrickCATEGORY:Special AbilityTYPE:SpecialQuality.Supernatural.NinjaTrickVISIBLE:YESDESC:As a swift action, the ninja can throw her voice as if using the spell ventriloquism. She can use this ability for 1 minute per ninja level. Each use of this ability uses up 1 ki point.-Wall ClimberKEY:Wall Climber ~ Ninja TrickCATEGORY:Special AbilityTYPE:SpecialQuality.Supernatural.NinjaTrickVISIBLE:YESDESC:A ninja with this ability gains a climb speed of 20 feet, but only on vertical surfaces. This ability cannot be used to scale perfectly smooth surfaces or to climb on the underside of horizontal surfaces.-Weapon TrainingKEY:Weapon Training ~ Ninja TrickCATEGORY:Special AbilityTYPE:SpecialQuality.NinjaTrickVISIBLE:YESDESC:You gain Weapon Focus as a bonus feat.BONUS:ABILITYPOOL|Weapon Training|1SOURCEPAGE:p.69+Acrobatic MasterKEY:Acrobatic Master ~ Ninja TrickCATEGORY:Special AbilityTYPE:NinjaClassFeatures.SpecialAttack.Supernatural.NinjaTrickVISIBLE:YESDESC:As a swift action, a ninja with this trick can focus her ki to grant her a +20 bonus on one Acrobatics check of her choice made before the start of her next turn. Using this ability expends 1 ki point from her ki pool.+Bleeding AttackKEY:Bleeding Attack ~ Ninja TrickCATEGORY:Special AbilityTYPE:NinjaClassFeatures.SpecialQuality.Extraordinary.NinjaTrick.AttackOptionVISIBLE:YESDESC:* A ninja with this trick can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the ninja's sneak attack. Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleed damage from this ability does not stack with itself. Bleed damage bypasses any DR the creature might possess.+Choking BombKEY:Choking Bomb ~ Ninja TrickCATEGORY:Special AbilityTYPE:NinjaClassFeatures.SpecialQuality.Extraordinary.NinjaTrickPREABILITY:1,CATEGORY=Special Ability,Poison Bomb ~ Ninja TrickDESC:Whenever a ninja throws a smoke bomb, all living creatures in the resulting cloud must make a Fortitude save or become staggered by the choking black smoke for 1d4 rounds. The DC of this saving throw is equal to 10 + 1/2 the ninja's level + the ninja's Charisma modifier. The ninja can decide to create an ordinary smoke bomb or add poison to this smoke bomb as normal. The ninja must have the poison bomb ninja trick before selecting this trick.+Combat TrickKEY:Combat Trick ~ Ninja TrickCATEGORY:Special AbilityTYPE:NinjaClassFeatures.SpecialQuality.NinjaTrickVISIBLE:YESDESC:You gain a bonus combat feat.BONUS:ABILITYPOOL|Combat Trick Feat|1+DarkvisionKEY:Darkvision ~ Ninja TrickCATEGORY:Special AbilityTYPE:NinjaClassFeatures.SpecialQuality.Supernatural.NinjaTrickVISIBLE:YESDESC:This trick allows the ninja to use her ki to enhance her sight, granting darkvision out to a range of 60 feet. Using this trick is a standard action that costs 1 ki point. The enhanced senses last for 1 hour.+Deadly RangeKEY:Deadly Range ~ Ninja TrickCATEGORY:Special AbilityTYPE:NinjaClassFeatures.SpecialQuality.Extraordinary.NinjaTrickVISIBLE:YESDESC:A ninja with this ninja trick increases the range at which she can deal sneak attack damage by 10 feet. A ninja can take this trick more than once. Its effects stack.STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|NinjaSneakAttackRange|10+Deflect ArrowsKEY:Deflect Arrows ~ Ninja TrickCATEGORY:Special AbilityTYPE:NinjaClassFeatures.SpecialQuality.NinjaTrickVISIBLE:YESPREFEAT:1,Improved Unarmed StrikeDESC:A ninja who selects this ninja trick gains the Deflect Arrows feat as a bonus feat. The ninja must have the Improved Unarmed Strike combat feat before taking this trick.AUTO:FEAT|Deflect ArrowsVFEAT:Deflect Arrows+Fast StealthKEY:Fast Stealth ~ Ninja TrickCATEGORY:Special AbilityTYPE:NinjaClassFeatures.SpecialQuality.Extraordinary.NinjaTrickVISIBLE:YESDESC:A ninja with this trick can move at full speed using the Stealth skill without penalty.+Feather FallKEY:Feather Fall ~ Ninja TrickCATEGORY:Special AbilityTYPE:NinjaClassFeatures.SpecialQuality.Extraordinary.NinjaTrickVISIBLE:YESDESC:As an immediate action, the ninja can slow her descent as if using feather fall. This ability uses her ninja level as the caster level. Each use of this ability uses up 1 ki point.+Flurry of StarsKEY:Flurry of Stars ~ Ninja TrickCATEGORY:Special AbilityTYPE:NinjaClassFeatures.SpecialQuality.Extraordinary.NinjaTrick.AttackOptionVISIBLE:YESDESC:A ninja with this ability can expend 1 ki point from her ki pool as a swift action before she makes a full-attack attack with shuriken. During that attack, she can throw two additional shuriken at her highest attack bonus, but all of her shuriken attacks are made at a -2 penalty, including the two extra attacks.TEMPBONUS:EQ|Weapon,Shuriken|WEAPON|ATTACKS|2TEMPBONUS:EQ|Weapon,Shuriken|WEAPON|TOHIT|-2+Forgotten TrickKEY:Forgotten Trick ~ Ninja TrickCATEGORY:Special AbilityTYPE:NinjaClassFeatures.SpecialQuality.Extraordinary.NinjaTrickVISIBLE:YESDESC:A ninja with this ability can recall one trick taught to her by her ancient masters. When she uses this ability, she selects one ninja trick (not a master trick or rogue talent) that she does not know and can use that ninja trick for a number of rounds equal to her level. She must pay any ki costs associated with the trick as normal. Using this ability expends 2 ki point from her ki pool, plus the ki cost of the trick she chooses.+Hidden WeaponsKEY:Hidden Weapons ~ Ninja TrickCATEGORY:Special AbilityTYPE:NinjaClassFeatures.SpecialQuality.Extraordinary.NinjaTrickVISIBLE:YESDESC:A ninja with this ability can easily conceal weapons on her body. The ninja adds her level on opposed Sleight of Hand checks made to conceal a weapon. In addition, she can draw hidden weapons as a move action, instead of as a standard action.+High JumperKEY:High Jumper ~ Ninja TrickCATEGORY:Special AbilityTYPE:NinjaClassFeatures.SpecialQuality.Extraordinary.NinjaTrickVISIBLE:YESPREABILITY:1,CATEGORY=Special ABility,Acrobatic Master ~ Ninja TrickDESC:When a ninja with this trick makes a high jump, the DC for that jump is half the normal DC. The ninja must have the acrobatic master trick before taking this talent.+Ki BlockKEY:Ki Block ~ Ninja TrickCATEGORY:Special AbilityTYPE:NinjaClassFeatures.SpecialQuality.Supernatural.NinjaTrickVISIBLE:YESDESC:* A ninja with this trick can prevent a creature from using its ki pool. Whenever the ninja deals sneak attack damage, the target must make a Will save or be unable to spend any points from its ki pool for a number of rounds equal to the ninja's Charisma modifier. The DC of this save is 10 + 1/2 the ninja's level + the ninja's Charisma modifier. The number of points in the target's ki pool is unaffected, and abilities that do not require the subject to spend ki still function.+Ki ChargeKEY:Ki Charge ~ Ninja TrickCATEGORY:Special AbilityTYPE:NinjaClassFeatures.SpecialQuality.Supernatural.NinjaTrickVISIBLE:YESDESC:A ninja with this trick can invest a portion of her ki into a single thrown weapon, such as a shuriken, and throw it as a standard action. The thrown weapon explodes on impact in a 5-foot burst, dealing 1d6 points of fire damage plus 1d6 points of fire damage for every four levels of the ninja above 2nd, to a maximum 4d6 at 18th level. Creatures caught in the blast receive a Reflex save to halve the damage. The DC of this save is 10 + 1/2 the ninja's level + the ninja's Charisma modifier. If the thrown weapon hits a creature, that creature takes a −2 penalty on the saving throw. If the thrown weapon misses, treat it as a thrown splash weapon. Using this ability expends 1 ki point from her ki pool.BENEFIT:A ninja with this trick can invest a portion of her ki into a single thrown weapon, such as a shuriken, and throw it as a standard action. The thrown weapon explodes on impact in a 5-foot burst, dealing %1d6 points of fire damage. Creatures caught in the blast receive a Reflex save to halve the damage. The DC of this save is %2. If the thrown weapon hits a creature, that creature takes a −2 penalty on the saving throw. If the thrown weapon misses, treat it as a thrown splash weapon. Using this ability expends 1 ki point from her ki pool.|1+(NinjaLVL-2)/4|10+NinjaLVL/2+CHA+Poison BombKEY:Poison Bomb ~ Ninja TrickCATEGORY:Special AbilityTYPE:NinjaClassFeatures.SpecialQuality.Extraordinary.NinjaTrickVISIBLE:YESPREABILITY:1,CATEGORY=Special ABility,Smoke Bomb ~ Ninja TrickDESC:Whenever the ninja throws a smoke bomb, she can decide to include 1 dose of any inhaled poison she possesses. This poison affects all creatures in the smoke and lasts as long as the smoke lasts. She must pay for the poison normally. The ninja must have the smoke bomb ninja trick before selecting this trick.+Pressure PointsKEY:Pressure Points ~ Ninja TrickCATEGORY:Special AbilityTYPE:NinjaClassFeatures.SpecialQuality.Supernatural.NinjaTrickVISIBLE:YESDESC:* A ninja with this trick can strike at an opponent's vital pressure points, causing weakness and intense pain. Whenever the ninja deals sneak attack damage, she also deals 1 point of Strength or Dexterity damage, decided by the ninja. Unlike normal ability damage, this damage can be healed by a DC 15 Heal check. Each successful check heals 1 point of damage caused by this trick. A ninja with this trick receives a +10 insight bonus on this Heal check.+Rogue TalentKEY:Rogue Talent ~ Ninja TrickCATEGORY:Special AbilityTYPE:NinjaClassFeatures.SpecialQuality.NinjaTrickVISIBLE:YESDESC:The ninja can select a rogue talent in place of a ninja trick. The ninja cannot select a rogue talent that has the same name as a ninja trick. The ninja can select this talent multiple times.STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:ABILITYPOOL|Rogue Talent|1+Shadow CloneKEY:Shadow Clone ~ Ninja TrickCATEGORY:Special AbilityTYPE:NinjaClassFeatures.SpecialQuality.Supernatural.NinjaTrickVISIBLE:YESDESC:The ninja can create 1d4 shadowy duplicates of herself that conceal her true location. This ability functions as mirror image, using the ninja's level as her caster level. Using this ability is a standard action that uses up 1 ki point.+Slow MetabolismKEY:Slow Metabolism ~ Ninja TrickCATEGORY:Special AbilityTYPE:NinjaClassFeatures.SpecialQuality.Extraordinary.NinjaTrickVISIBLE:YESDESC:The ninja has a slower-than-normal metabolism. She can hold her breath for twice as long as normal before needing to make Constitution checks (four times her Constitution score). In addition, whenever the ninja is poisoned, the time between saving throws (the poison's frequency) is doubled. Thus, a poison that has a frequency of 1/round for 6 rounds would instead be 1/2 rounds for 12 rounds.+Slow ReactionsKEY:Slow Reactions ~ Ninja TrickCATEGORY:Special AbilityTYPE:NinjaClassFeatures.SpecialQuality.Extraordinary.NinjaTrickVISIBLE:YESDESC:* Opponents that are damaged by the ninja's sneak attack can't make attacks of opportunity for 1 round.+Smoke BombKEY:Smoke Bomb ~ Ninja TrickCATEGORY:Special AbilityTYPE:NinjaClassFeatures.SpecialQuality.Extraordinary.NinjaTrickVISIBLE:YESDESC:This ability allows a ninja to throw a smoke bomb that creates ... [truncated message content]

[pcgen-commit-svn] SF.net SVN: pcgen:[23654]Trunk/pcgen/data/pathfinder/paizo/ roleplaying_game

From: <ama...@us...> - 2014-04-12 22:01:28

Revision: 23654 http://sourceforge.net/p/pcgen/code/23654Author: amaitlandDate: 2014-04-12 22:01:23 +0000 (Sat, 12 Apr 2014)Log Message:-----------NEWTAG-425SITUATION for Skill LST fileModified Paths:-------------- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_race.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_equip_magic_items.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_feats.lstModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_race.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_race.lst2014-04-12 21:49:54 UTC (rev 23653)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_race.lst2014-04-12 22:01:23 UTC (rev 23654)@@ -30,7 +30,7 @@ ###Block: Elf Racial Trait Abilities # Ability NameUnique KeyCategory of AbilityTypeVisibleMultiple RequirementsInnate SpellsDescriptionAbilityBonus to Ability PoolCombat bonusBonus to skillModify VARVisionCostSource PageAspects-Arcane FocusKEY:Elf ~ Arcane FocusCATEGORY:Special AbilityTYPE:RacialTraits.SpecialQuality.Extraordinary.ElfRacialTrait.ElfWeaponFamiliarityPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Elf ~ Arcane Focus],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.ElfWeaponFamiliarity]DESC:Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.BONUS:SKILL|Concentration (Cast Arcane Defensively)|2|TYPE=RacialCOST:0SOURCEPAGE:p.22+Arcane FocusKEY:Elf ~ Arcane FocusCATEGORY:Special AbilityTYPE:RacialTraits.SpecialQuality.Extraordinary.ElfRacialTrait.ElfWeaponFamiliarityPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Elf ~ Arcane Focus],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.ElfWeaponFamiliarity]DESC:Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.BONUS:SITUATION|SKILL=Concentration,Concentration (Cast Arcane Defensively)|2|TYPE=RacialCOST:0SOURCEPAGE:p.22 DarkvisionKEY:Elf ~ DarkvisionCATEGORY:Special AbilityTYPE:RacialTraits.SpecialQuality.Extraordinary.ElfRacialTrait.ElfRacialVisionPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Elf ~ Darkvision],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.ElfRacialVision]DESC:Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf 's ancestry, and can lead to persecution within the elf 's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell.VISION:.CLEAR.Low-Light VisionVISION:Darkvision (60')COST:0SOURCEPAGE:p.22ASPECT:Effect|Dazzled in bright light #Desert RunnerKEY:Elf ~ Desert RunnerCATEGORY:Special AbilityTYPE:RacialTraits.SpecialQuality.Extraordinary.ElfRacialTrait.ElfMagicPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Elf ~ Desert Runner],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.ElfMagic]DESC:Some elves thrive in the deepest deserts, forever roaming across burned and parched lands. Elves with this racial trait receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments.COST:0SOURCEPAGE:p.13ASPECT:SaveBonus|+4 racial bonus on Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments #DreamspeakerKEY:Elf ~ DreamspeakerCATEGORY:Special AbilityTYPE:RacialTraits.SpecialQuality.Extraordinary.ElfRacialTrait.ElfImmunitiesPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Elf ~ Dreamspeaker],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.ElfImmunities]SPELLS:Innate|TIMES=1|CASTERLEVEL=TL|Dream|PRESTAT:1,CHA=15DESC:A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to saving throw DCs for spells of the divination school and sleep effects they cast. In addition, elves with a Charisma of 15 or higher may use dream once per day as a spell-like ability.BONUS:DC|SCHOOL.Divination|1COST:0SOURCEPAGE:p.13Modified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_equip_magic_items.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_equip_magic_items.lst2014-04-12 21:49:54 UTC (rev 23653)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_equip_magic_items.lst2014-04-12 22:01:23 UTC (rev 23654)@@ -40,7 +40,7 @@ Fetish MaskTYPE:Magic.Wondrous.HeadgearCOST:0PREABILITY:1,CATEGORY=Archetype,Witch Archetype ~ Scarred Witch DoctorSOURCEPAGE:p.140BONUS:SKILL|Heal,Intimidate|2SPROP:A Scarred Witch Doctor forms a bond with a wooden mask. Figurine of Wondrous Power (Black Jade Raven)OUTPUTNAME:Figurine of Wondrous Power, [NAME]TYPE:Magic.WondrousCOST:9100WT:1SOURCEPAGE:p.166SPROP:Can be used up to 24 hours per week. After three transformations into its giant raven form (though not its smaller version), the statuette loses all magical properties. Gauntlets of Skill at ArmsTYPE:Magic.Wondrous.GloveCOST:30000WT:1SOURCEPAGE:p.28SPROP:The gloves enable the wearer to use any traditional elven weapon as if he were proficient in its use. If he uses such a weapon and is already proficient with it, he gains a +1 competence bonus on attack and damage rolls.AUTO:WEAPONPROF|Longbow|Longsword|Rapier|Shortbow|TYPE=Elven-Gloves of ElvenkindTYPE:Magic.Wondrous.GloveCOST:7500SOURCEPAGE:p.29BONUS:SITUATION|SKILL=Spellcraft,Spellcraft (Cast Defensively)|5|TYPE=CompetenceASPECT:SkillBonus|+5 Concentrate (Cast Defensively)SPROP:Grant a +5 competence bonus on Spellcraft checks and concentration checks made to cast a spell defensively.+Gloves of ElvenkindTYPE:Magic.Wondrous.GloveCOST:7500SOURCEPAGE:p.29BONUS:SITUATION|SKILL=Spellcraft,Spellcraft (Cast Defensively)|5|TYPE=CompetenceBONUS:SITUATION|SKILL=Concentrate,Concentrate (Cast Defensively)|5|TYPE=CompetenceSPROP:Grant a +5 competence bonus on Spellcraft checks and concentration checks made to cast a spell defensively. Halo of Inner CalmTYPE:Magic.Wondrous.HeadgearCOST:16000WT:1SOURCEPAGE:p.173BONUS:CHECKS|ALL|2|TYPE=Sacred|PRERACE:1,Tiefling|PREALIGN:LG,NG,CGSPROP:Grants the wearer a +4 resistance bonus on saving throws against all spells with the emotion descriptor. When worn by a tiefling of a good alignment, it provides spell resistance 13 against spells with the evil descriptor and a +2 sacred bonus on saving throws. Halo of MenaceTYPE:Magic.Wondrous.HeadgearCOST:84000WT:1SOURCEPAGE:p.89SPROP:Constantly radiates a 20-foot-radius aura from its wearer. Any hostile creature within the aura must succeed at a DC 20 Will save or take a -2 penalties on attack rolls, saving throws, and AC for the next 24 hours or until it hits the wearer with an attack or damages it with a spell, spell-like ability, or supernatural ability. Chaotic creatures take a -2 penalty on this saving throw. A creature that has resisted or broken the effect of the halo of menace cannot be affected by the same wearer's aura for 24 hours. The aura is a mind-affecting effect. Hobgoblin Battle Standard of DespairTYPE:Magic.Wondrous.Racial.HobgoblinCOST:50000WT:3SOURCEPAGE:p.125SPROP:A battle standard may be carried (on foot or mounted) or planted. In the latter case, the standard does not need a bearer, but if it is toppled or touched by an enemy, it loses its effectiveness until reclaimed and replanted by allies of its owner.Enemies are sickened while within 60 feet of the banner. Any enemy that sustains a critical hit while sickened because of the standard must succeed at a Will saving throw (DC 15) or become dazed for 1 round.Modified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_feats.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_feats.lst2014-04-12 21:49:54 UTC (rev 23653)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_feats.lst2014-04-12 22:01:23 UTC (rev 23654)@@ -277,7 +277,7 @@ Landing RollTYPE:CombatPREFEAT:2,Dodge,MobilityPRESTAT:1,DEX=13DESC:You have learned the technique of rolling safely away when an enemy trips you.SOURCEPAGE:p.107BENEFIT:If you are tripped, you can spend an immediate action to move 5 feet without provoking an attack of opportunity. This does not count as taking a 5-foot step. You fall prone after this movement. -Leaping Shot DeedTYPE:GritPREATT:4PREFEAT:2,Dodge,MobilityPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Grit ~ Gunslinger],[PREFEAT:1,Amateur Gunslinger]PRESTAT:1,DEX=13DESC:You leap through the air, guns blazing.BONUS:SKILL|Acrobatics (Jump)|2SOURCEPAGE:p.108BENEFIT:You gain a +2 bonus on Acrobatics checks made to jump. As a full-round action, you can move up to your speed and make firearm attacks at your highest base attack bonus with each loaded firearm you are wielding. You can make these attacks at any point during your movement, and if you are wielding two firearms, you can make the attacks at different points during the movement. At the end of this movement, you fall prone. This deed costs 1 grit point to perform.+Leaping Shot DeedTYPE:GritPREATT:4PREFEAT:2,Dodge,MobilityPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Grit ~ Gunslinger],[PREFEAT:1,Amateur Gunslinger]PRESTAT:1,DEX=13DESC:You leap through the air, guns blazing.BONUS:SITUATION|SKILL=Acrobatics,Acrobatics (Jump)|2SOURCEPAGE:p.108BENEFIT:You gain a +2 bonus on Acrobatics checks made to jump. As a full-round action, you can move up to your speed and make firearm attacks at your highest base attack bonus with each loaded firearm you are wielding. You can make these attacks at any point during your movement, and if you are wielding two firearms, you can make the attacks at different points during the movement. At the end of this movement, you fall prone. This deed costs 1 grit point to perform. Mantis StyleTYPE:Combat.StylePREFEAT:2,Improved Unarmed Strike,Stunning FistPRESKILL:1,Heal=3DESC:You have learned to target vital areas with crippling accuracy.BONUS:VAR|StunningFistAttack|1SOURCEPAGE:p.108BENEFIT:You gain one additional Stunning Fist attempt per day. While using this style, you gain a +2 bonus to the DC of effects you deliver with your Stunning Fist. This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site.

[pcgen-commit-svn] SF.net SVN: pcgen:[23688]Trunk/pcgen/data/pathfinder/paizo/ roleplaying_game

From: <ama...@us...> - 2014-04-14 18:22:54

Revision: 23688 http://sourceforge.net/p/pcgen/code/23688Author: amaitlandDate: 2014-04-14 18:22:51 +0000 (Mon, 14 Apr 2014)Log Message:-----------DATA-1720Boon Companion not working(Partial as we have a ton of other fixes with SKILL= becoming <SkillName>=)Modified Paths:-------------- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_class.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_magic/um_abilities.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_magic/um_abilities_class.lstModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_class.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_class.lst2014-04-14 03:14:43 UTC (rev 23687)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_class.lst2014-04-14 18:22:51 UTC (rev 23688)@@ -94,7 +94,7 @@ Powerful BlowKEY:Rage Power ~ Powerful BlowCATEGORY:Special AbilityTYPE:BarbarianClassFeatures.ClassFeatures.RagePower.SpecialAttack.ExtraordinaryDEFINE:PowerfulBlowDamageBonus|0DESC:You gain a +%1 bonus on a single damage roll.|PowerfulBlowDamageBonusBONUS:VAR|PowerfulBlowDamageBonus|1+RagePowersLVL/4SOURCEPAGE:p.33ASPECT:ChildAbility|RageBENEFIT:You gain a +%1 bonus on a single damage roll. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.|PowerfulBlowDamageBonus Quick ReflexesKEY:Rage Power ~ Quick ReflexesCATEGORY:Special AbilityTYPE:BarbarianClassFeatures.ClassFeatures.RagePower.SpecialQuality.ExtraordinaryDESC:While raging, you can make one additional attack of opportunity per round.SOURCEPAGE:p.33ASPECT:ChildAbility|Rage Raging ClimberKEY:Rage Power ~ Raging ClimberCATEGORY:Special AbilityTYPE:BarbarianClassFeatures.ClassFeatures.RagePower.SpecialQuality.ExtraordinaryDEFINE:RagingClimberBonus|0DESC:While raging you add a +%1 enhancement bonus to all Climb skill checks.|RagingClimberBonusBONUS:SKILL|Climb|RagingClimberBonus|PREVAREQ:Raging,1BONUS:VAR|RagingClimberBonus|RagePowersLVLSOURCEPAGE:p.33ASPECT:ChildAbility|Rage-Raging LeaperKEY:Rage Power ~ Raging LeaperCATEGORY:Special AbilityTYPE:BarbarianClassFeatures.ClassFeatures.RagePower.SpecialQuality.ExtraordinaryDEFINE:RagingLeaperBonus|0DESC:While raging you add a +%1 enhancement bonus to all Acrobatics skill checks made to jump.|RagingLeaperBonusBONUS:SITUATION|SKILL=Acrobatics,Jump|RagingLeaperBonus|PREVAREQ:Raging,1BONUS:VAR|RagingLeaperBonus|RagePowersLVLSOURCEPAGE:p.33ASPECT:ChildAbility|RageBENEFIT:While raging you add a +%1 enhancement bonus to all Acrobatics skill checks made to jump. When making a jump in this way, you are always considered to have a running start.|RagingLeaperBonus+Raging LeaperKEY:Rage Power ~ Raging LeaperCATEGORY:Special AbilityTYPE:BarbarianClassFeatures.ClassFeatures.RagePower.SpecialQuality.ExtraordinaryDEFINE:RagingLeaperBonus|0DESC:While raging you add a +%1 enhancement bonus to all Acrobatics skill checks made to jump.|RagingLeaperBonusBONUS:SITUATION|Acrobatics=Jump|RagingLeaperBonus|PREVAREQ:Raging,1BONUS:VAR|RagingLeaperBonus|RagePowersLVLSOURCEPAGE:p.33ASPECT:ChildAbility|RageBENEFIT:While raging you add a +%1 enhancement bonus to all Acrobatics skill checks made to jump. When making a jump in this way, you are always considered to have a running start.|RagingLeaperBonus Raging SwimmerKEY:Rage Power ~ Raging SwimmerCATEGORY:Special AbilityTYPE:BarbarianClassFeatures.ClassFeatures.RagePower.SpecialQuality.ExtraordinaryDEFINE:RagingSwimmerBonus|0DESC:While raging you add a +%1 enhancement bonus to all Swim skill checks.|RagingSwimmerBonusBONUS:SKILL|Swim|RagingSwimmerBonus|PREVAREQ:Raging,1BONUS:VAR|RagingSwimmerBonus|RagePowersLVLSOURCEPAGE:p.33ASPECT:ChildAbility|Rage Renewed VigorKEY:Rage Power ~ Renewed VigorCATEGORY:Special AbilityTYPE:BarbarianClassFeatures.ClassFeatures.RagePower.SpecialQuality.SupernaturalPREVARGTEQ:RagePowersPrereqLVL,4DEFINE:RenewedVigorDice|0DEFINE:RenewedVigorBonus|0DESC:As a standard action, you heal %1d8+%2 points of damage. This power is can only be used once per day and only while raging.|RenewedVigorDice|RenewedVigorBonusBONUS:VAR|RenewedVigorDice|min(5,max(1,RagePowersLVL/4))BONUS:VAR|RenewedVigorBonus|CONSOURCEPAGE:p.33ASPECT:ChildAbility|Rage Rolling DodgeKEY:Rage Power ~ Rolling DodgeCATEGORY:Special AbilityTYPE:BarbarianClassFeatures.ClassFeatures.RagePower.SpecialQuality.ExtraordinaryDEFINE:RollingDodgeACBonus|0DEFINE:RollingDodgeDuration|0DESC:You gain a +%1 dodge bonus to your Armor Class against ranged attacks for %2 round against ranged attacks.|RollingDodgeACBonus|RollingDodgeDurationBONUS:VAR|RollingDodgeACBonus|1+RagePowersLVL/6BONUS:VAR|RollingDodgeDuration|max(1,CON)SOURCEPAGE:p.33ASPECT:ChildAbility|RageBENEFIT:You gain a +%1 dodge bonus to your Armor Class against ranged attacks for %2 round against ranged attacks. Activating this ability is a move action that does not provoke attacks of opportunity.|RollingDodgeACBonus|RollingDodgeDuration@@ -253,7 +253,7 @@ Electricity ResistanceKEY:Electricity Resistance ~ Air DomainCATEGORY:Special AbilityTYPE:ClericClassFeatures.SpecialQuality.Extraordinary.DomainPowerVISIBLE:NODEFINE:ElectricityResistanceBonus|DomainAirResistanceBonusDEFINE:DomainAirResistanceBonus|0ABILITY:Special Ability|AUTOMATIC|Resistance to Electricity|PREVARGTEQ:DomainAirLVL,6ABILITY:Special Ability|AUTOMATIC|Immunity to Electricity|PREVARGTEQ:DomainAirLVL,20BONUS:VAR|DomainAirResistanceBonus|10|PREVARGTEQ:DomainAirLVL,6BONUS:VAR|DomainAirResistanceBonus|10|PREVARGTEQ:DomainAirLVL,12SOURCEPAGE:p.41 # Animal Domain Speak with AnimalsKEY:Speak with Animals ~ Animal DomainCATEGORY:Special AbilityTYPE:ClericClassFeatures.SpecialQuality.SpellLike.DomainPower.CommunicateDEFINE:SpeakWithAnimalsRounds|0DESC:You can Speak with Animals, as per the spell, for %1 rounds per day.|SpeakWithAnimalsRoundsBONUS:VAR|SpeakWithAnimalsRounds|3+DomainAnimalLVLSOURCEPAGE:p.41ASPECT:Ability Benefit|(%1 rounds/day)|SpeakWithAnimalsRoundsASPECT:CheckCount|%1|SpeakWithAnimalsRoundsASPECT:CheckType|Rounds per Day-Animal CompanionKEY:Animal Companion ~ Animal DomainCATEGORY:Special AbilityTYPE:ClericClassFeatures.SpecialQuality.Extraordinary.DomainPowerDEFINE:AnimalCompanionLVL|DomainAnimalLVL-3DESC:You gain the service of an animal companion.FOLLOWERS:Animal Companion|1COMPANIONLIST:Animal Companion|RACETYPE=CompanionSOURCEPAGE:p.41+Animal CompanionKEY:Animal Companion ~ Animal DomainCATEGORY:Special AbilityTYPE:ClericClassFeatures.SpecialQuality.Extraordinary.DomainPower.Animal CompanionDEFINE:AnimalCompanionMasterLVL|0BONUS:VAR|AnimalCompanionMasterLVL|DomainAnimalLVL-3DESC:You gain the service of an animal companion.FOLLOWERS:Animal Companion|1COMPANIONLIST:Animal Companion|RACETYPE=CompanionSOURCEPAGE:p.41 # Artifice Domain Artificer's TouchKEY:Artificer's Touch ~ Artifice DomainCATEGORY:Special AbilityTYPE:ClericClassFeatures.SpecialAttack.SpellLike.DomainPowerDESC:You can cast Mending at will to repair damaged objects.SOURCEPAGE:p.41ASPECT:Ability Benefit|(%1/day)|DomainArtificeTimesASPECT:CheckCount|%1|DomainArtificeTimesASPECT:CheckType|Uses per DayBENEFIT:You can cast Mending at will (CL %1) to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6+%2 points of damage. This attack bypasses up to %1 points of damage reduction and hardness. You can use this ability %3 times per day.|DomainArtificeLVL|DomainArtificeLVL/2|DomainArtificeTimes|PREVARGTEQ:DomainArtificeLVL,2BENEFIT:You can cast Mending at will (CL %1) to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage. This attack bypasses up to %1 points of damage reduction and hardness. You can use this ability %2 times per day.|DomainArtificeLVL|DomainArtificeTimes|PREVARLT:DomainArtificeLVL,2 Dancing WeaponsKEY:Dancing Weapons ~ Artifice DomainCATEGORY:Special AbilityTYPE:ClericClassFeatures.SpecialQuality.Supernatural.DomainPowerDEFINE:DancingWeaponTimes|0DESC:You can give a weapon toched the Dancing special weapon quality for 4 rounds. You can use this ability %1 times per day.|DancingWeaponTimesBONUS:VAR|DancingWeaponTimes|(DomainArtificeLVL-4)/4SOURCEPAGE:p.42ASPECT:Ability Benefit|(%1/day)|DancingWeaponTimesASPECT:CheckCount|%1|DancingWeaponTimesASPECT:CheckType|Uses per Day@@ -365,7 +365,7 @@ ###Block: Nature's Bond # Ability NameUnique KeyCategory of AbilityTypeVisibleRequired Var. valueDefineDescriptionAbilityBonus to Ability PoolModify VARAllow FollowerAllowed CompanionsClass SkillSource PageList of Class Spells by Level-Animal CompanionKEY:Nature's Bond ~ Animal CompanionCATEGORY:Special AbilityTYPE:DruidClassFeatures.SpecialQuality.Extraordinary.NatureBond.DruidAnimalCompanionDEFINE:AnimalCompanionLVL|0DEFINE:AnimalCompanionMasterLVL|0ABILITY:Internal|AUTOMATIC|Animal Companion ~ Base|!PREABILITY:1,CATEGORY=Special Ability,TYPE.NatureBondAnimalCompanion,TYPE.NaturesBondAnimalCompanionSOURCEPAGE:p.51+Animal CompanionKEY:Nature's Bond ~ Animal CompanionCATEGORY:Special AbilityTYPE:DruidClassFeatures.SpecialQuality.Extraordinary.NatureBond.DruidAnimalCompanion.Animal CompanionDEFINE:AnimalCompanionLVL|0DEFINE:AnimalCompanionMasterLVL|0ABILITY:Internal|AUTOMATIC|Animal Companion ~ Base|!PREABILITY:1,CATEGORY=Special Ability,TYPE.NatureBondAnimalCompanion,TYPE.NaturesBondAnimalCompanionSOURCEPAGE:p.51 Animal Companion ~ BaseCATEGORY:InternalDEFINE:AnimalCompanionGranted|1FOLLOWERS:Animal Companion|1COMPANIONLIST:Animal Companion|RACETYPE=Companion #COMMENT - Old List if needed. >>COMPANIONLIST:Animal Companion|Companion (Ape),Companion (Badger (Wolverine)),Companion (Bear),Companion (Bird (Eagle)),Companion (Bird (Hawk)),Companion (Bird (Owl)),Companion (Boar),Companion (Camel),Companion (Cat (Big (Lion))),Companion (Cat (Big (Tiger))),Companion (Cat (Small (Cheetah))),Companion (Cat (Small (Leopard))),Companion (Crocodile (Alligator)),Companion (Dinosaur (Deinonychus)),Companion (Dinosaur (Velociraptor)),Companion (Dog),Companion (Horse),Companion (Pony),Companion (Shark),Companion (Snake (Constrictor)),Companion (Snake (Viper)),Companion (Wolf) Druid DomainKEY:Nature's Bond ~ Druid DomainCATEGORY:Special AbilityTYPE:DruidClassFeatures.SpecialQuality.Extraordinary.NatureBond.DruidDomainVISIBLE:DISPLAYABILITY:Special Ability|AUTOMATIC|DomainsABILITY:Internal|AUTOMATIC|Druid Domain ~ Base|!PREABILITY:1,CATEGORY=Special Ability,TYPE.NatureBondDruidDomain,TYPE.NaturesBondDruidDomainBONUS:ABILITYPOOL|Druid Domain|1SOURCEPAGE:p.50@@ -646,7 +646,7 @@ Still MindCATEGORY:Special AbilityTYPE:MonkClassFeatures.SpecialQuality.Extraordinary.DefensiveDESC:You gain a +2 bonus on saving throws against enchantment spells and effects.SOURCEPAGE:p.59ASPECT:SaveBonus|+2 vs. enchantment spells and effects Ki PoolCATEGORY:Special AbilityTYPE:MonkClassFeatures.SpecialAttack.Supernatural.Ki.AttackOptionDESC:You have a pool of %1 ki points, supernatural energy he can use to accomplish amazing feats.|KiPointsABILITY:Internal|AUTOMATIC|Ki Pool TrackerSOURCEPAGE:p.59 Slow FallCATEGORY:Special AbilityTYPE:MonkClassFeatures.SpecialQuality.Extraordinary.ModifyMovementDEFINE:SlowFall|0DEFINE:SlowFallLVL|0DESC:You can use a nearby wall to slow your descent.BONUS:VAR|SlowFall|floor(SlowFallLVL/2)*10SOURCEPAGE:p.59-High JumpCATEGORY:Special AbilityTYPE:MonkClassFeatures.SpecialQuality.Extraordinary.ModifyMovementDEFINE:HighJumpLVL|0DEFINE:HighJumpBonus|0DESC:You can adds +%1 to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps.|HighJumpBonusBONUS:SITUATION|SKILL=Acrobatics,Jump|HighJumpBonusBONUS:VAR|HighJumpBonus|HighJumpLVLSOURCEPAGE:p.59BENEFIT:You can adds +%1 to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, you always count as having a running start when making jump checks using Acrobatics. By spending 1 point from your ki pool as a swift action, you gain a +20 bonus on Acrobatics checks made to jump for 1 round.|HighJumpBonus+High JumpCATEGORY:Special AbilityTYPE:MonkClassFeatures.SpecialQuality.Extraordinary.ModifyMovementDEFINE:HighJumpLVL|0DEFINE:HighJumpBonus|0DESC:You can adds +%1 to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps.|HighJumpBonusBONUS:SITUATION|Acrobatics=Jump|HighJumpBonusBONUS:VAR|HighJumpBonus|HighJumpLVLSOURCEPAGE:p.59BENEFIT:You can adds +%1 to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, you always count as having a running start when making jump checks using Acrobatics. By spending 1 point from your ki pool as a swift action, you gain a +20 bonus on Acrobatics checks made to jump for 1 round.|HighJumpBonus Purity of BodyCATEGORY:Special AbilityTYPE:MonkClassFeatures.SpecialQuality.ExtraordinaryDESC:You are immune to all diseases, including supernatural and magical diseases.ABILITY:Special Ability|AUTOMATIC|Immunity to DiseaseSOURCEPAGE:p.59 Wholeness of BodyCATEGORY:Special AbilityTYPE:MonkClassFeatures.SpecialQuality.Supernatural.KiDEFINE:WholenessOfBody|0DEFINE:WholenessOfBodyLVL|0DESC:You can heal your own wounds as a standard action. You can heal %1 hit points of damage by using 2 points from your ki pool.|WholenessOfBodyBONUS:VAR|WholenessOfBody|WholenessOfBodyLVLSOURCEPAGE:p.59 Diamond BodyCATEGORY:Special AbilityTYPE:MonkClassFeatures.SpecialQuality.SupernaturalDESC:You are immune to poisons of all kinds.ABILITY:Special Ability|AUTOMATIC|Immunity to PoisonSOURCEPAGE:p.59@@ -749,7 +749,7 @@ # Ability NameCategory of AbilityTypeVisibleRestricted AbilityDefineDescriptionAbilityBonus to Ability PoolModify VARAllow FollowerSource PageDescription of the Benefits Divine BondCATEGORY:Special AbilityTYPE:PaladinClassFeatures.Internal.ClassFeaturesVISIBLE:NODEFINE:DivineBondLVL|0DEFINE:DivineBondTimes|0BONUS:ABILITYPOOL|Divine Bond|1BONUS:VAR|DivineBondTimes|min((DivineBondLVL-1)/4,4) Celestial SpiritCATEGORY:Special AbilityTYPE:PaladinClassFeatures.SpecialQuality.SpellLike.DivineBond!PREABILITY:1,CATEGORY=Archetype,TYPE.PaladinBondedWeaponDEFINE:CelestialSpiritDuration|0DEFINE:CelestialSpiritBonus|0DESC:Your divine bond allows you to enhance your weapon as a standard action by calling upon the aid of a celestial spirit.BONUS:VAR|CelestialSpiritDuration|DivineBondLVLBONUS:VAR|CelestialSpiritBonus|min((1+((DivineBondLVL-5)/3)),6)SOURCEPAGE:p.63BENEFIT:Your divine bond allows you to enhance your weapon as a standard action by calling upon the aid of a celestial spirit for %1 minutes. When called, the spirit causes the weapon to shed light as a torch. This spirit grants the weapon a +%2 enhancement bonus. This bonus can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or it can be used to add any of the following weapon properties: defending, flaming, keen, merciful (+1), axiomatic, disruption, flaming burst, holy (+2), speed (+3), and brilliant energy (+4). Adding these properties consumes an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than you but resumes giving bonuses if returned to you. These bonuses apply to only one end of a double weapon. You can use this ability %3 times per day. If a weapon bonded with a celestial spirit is destroyed, you lose the use of this ability for 30 days, or until you gain a level, whichever comes first. During this 30-day period, you take a -1 penalty on attack and weapon damage rolls.|CelestialSpiritDuration|CelestialSpiritBonus|DivineBondTimes-Special MountCATEGORY:Special AbilityTYPE:PaladinClassFeatures.SpecialQuality.SpellLike.DivineBond!PREABILITY:1,CATEGORY=Archetype,TYPE.PaladinBondedMountDEFINE:SpecialMountLVL|0DEFINE:SpecialMountSpellLevel|0DEFINE:SpecialMountSR|0DESC:Your divine bond allows you to gain the service of an unusually intelligent, strong, and loyal steed to serve you in your crusade against evil.ABILITY:Special Mount Choice|AUTOMATIC|Standard Choices ~ Special Mount|!PREABILITY:1,CATEGORY=Internal,TYPE.SpecialMountAlternate|PREABILITY:1,CATEGORY=Special Ability,Special MountBONUS:VAR|SpecialMountLVL|DivineBondLVLBONUS:VAR|SpecialMountSpellLevel|DivineBondLVL/3BONUS:VAR|SpecialMountSR|DivineBondLVL+11FOLLOWERS:Special Mount|1SOURCEPAGE:p.63+Special MountCATEGORY:Special AbilityTYPE:PaladinClassFeatures.SpecialQuality.SpellLike.DivineBond.Special Mount!PREABILITY:1,CATEGORY=Archetype,TYPE.PaladinBondedMountDEFINE:SpecialMountLVL|0DEFINE:SpecialMountSpellLevel|0DEFINE:SpecialMountSR|0DESC:Your divine bond allows you to gain the service of an unusually intelligent, strong, and loyal steed to serve you in your crusade against evil.ABILITY:Special Mount Choice|AUTOMATIC|Standard Choices ~ Special Mount|!PREABILITY:1,CATEGORY=Internal,TYPE.SpecialMountAlternate|PREABILITY:1,CATEGORY=Special Ability,Special MountBONUS:VAR|SpecialMountLVL|DivineBondLVLBONUS:VAR|SpecialMountSpellLevel|DivineBondLVL/3BONUS:VAR|SpecialMountSR|DivineBondLVL+11FOLLOWERS:Special Mount|1SOURCEPAGE:p.63 ###Block: # Ability NameUnique KeyCategory of AbilityTypeAllowed CompanionsCost Standard ChoicesKEY:Standard Choices ~ Special MountCATEGORY:InternalTYPE:SpecialMountSelectionCOMPANIONLIST:Special Mount|Companion (Boar),Companion (Cat (Big (Lion))),Companion (Cat (Big (Tiger))),Companion (Dog),Companion (Horse),Companion (Pony),Companion (Shark),Companion (Wolf)@@ -792,13 +792,13 @@ Improved QuarryCATEGORY:Special AbilityTYPE:RangerClassFeatures.SpecialQuality.Extraordinary.AttackOptionDESC:You can, as a free action, denote one target within your line of sight as your quarry.SOURCEPAGE:p.67BENEFIT:You can, as a free action, denote one target within your line of sight as your quarry. Whenever you are following the tracks of your quarry, you can take 20 on Survival skill checks while moving at normal speed, without penalty. In addition, you receive a +4 insight bonus on attack rolls made against your quarry and all critical threats are automatically confirmed. You can have no more than one quarry at a time and the creature's type must correspond to one of your favored enemy types. You can end this effect at any time as a free action, but you cannot select a new quarry for 24 hours. If your quarry is killed, you can select a new quarry after waiting 10 minutes. Master HunterCATEGORY:Special AbilityTYPE:RangerClassFeatures.SpecialQuality.Extraordinary.AttackOptionDEFINE:MasterHunterLVL|0DEFINE:MasterHunterDC|0DESC:You can always move at full speed while using Survival to follow tracks without penalty.BONUS:VAR|MasterHunterDC|10+(MasterHunterLVL/2)+WISSOURCEPAGE:p.67BENEFIT:You can always move at full speed while using Survival to follow tracks without penalty. You can, as a standard action, make a single attack against a favored enemy at your full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die (DC %1). You can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. You can use this ability once per day against each favored enemy type you possess, but not against the same creature more than once in a 24-hour period.|MasterHunterDC -Track BonusCATEGORY:InternalTYPE:InternalDEFINE:TrackLVL|0DEFINE:TrackBonus|0BONUS:SITUATION|SKILL=Survival,Follow or identify tracks|TrackBonusBONUS:VAR|TrackBonus|max(TrackLVL/2,1)+Track BonusCATEGORY:InternalTYPE:InternalDEFINE:TrackLVL|0DEFINE:TrackBonus|0BONUS:SITUATION|Survival=Follow or identify tracks|TrackBonusBONUS:VAR|TrackBonus|max(TrackLVL/2,1) ###Block: Ranger Hunter's Bond # Ability NameUnique KeyCategory of AbilityTypeVisibleRestricted AbilityDefineDescriptionBonus to Ability PoolAllow FollowerAllowed CompanionsSource PageDescription of the Benefits Hunter's BondCATEGORY:Special AbilityTYPE:RangerClassFeatures.Internal.ClassFeaturesVISIBLE:NODEFINE:HuntersBondLVL|0BONUS:ABILITYPOOL|Hunter's Bond|1 Hunting CompanionsCATEGORY:Special AbilityTYPE:RangerClassFeatures.SpecialQuality.Extraordinary.HuntersBondDESC:You form a powerful band with your companions.SOURCEPAGE:p.66BENEFIT:You form a powerful band with your companions. You may spend a move action to grant half your favored enemy bonus against a single target to all allies within 30 feet who can see or hear you for %1 rounds. This bonus does not stack with any favored enemy bonuses possessed by your allies; they use whichever bonus is higher.|max(1,WIS)-Animal CompanionKEY:Companion ~ Hunter's BondCATEGORY:Special AbilityTYPE:RangerClassFeatures.SpecialQuality.Extraordinary.HuntersBond!PREABILITY:1,CATEGORY=Archetype,TYPE.RangerAnimalCompanionDEFINE:AnimalCompanionLVL|0DEFINE:AnimalCompanionMasterLVL|0DESC:You form a close bond with an animal companion.|!PREABILITY:1,CATEGORY=Archetype,TYPE.RangerAnimalCompanionDESC:This is not Allowed with the Archetype you selected.|PREABILITY:1,CATEGORY=Archetype,TYPE.RangerAnimalCompanionFOLLOWERS:Animal Companion|1COMPANIONLIST:Animal Companion|Companion (Badger (Wolverine)),Companion (Bird (Eagle)),Companion (Bird (Hawk)),Companion (Bird (Owl)),Companion (Camel),Companion (Cat (Small (Cheetah))),Companion (Cat (Small (Leopard))),Companion (Dire Rat),Companion (Dog),Companion (Horse),Companion (Pony),Companion (Shark),Companion (Snake (Constrictor)),Companion (Snake (Viper)),Companion (Wolf)|!PREABILITY:1,CATEGORY=Archetype,TYPE.RangerAnimalCompanionSOURCEPAGE:p.51+Animal CompanionKEY:Companion ~ Hunter's BondCATEGORY:Special AbilityTYPE:RangerClassFeatures.SpecialQuality.Extraordinary.HuntersBond.Animal Companion!PREABILITY:1,CATEGORY=Archetype,TYPE.RangerAnimalCompanionDEFINE:AnimalCompanionLVL|0DEFINE:AnimalCompanionMasterLVL|0DESC:You form a close bond with an animal companion.|!PREABILITY:1,CATEGORY=Archetype,TYPE.RangerAnimalCompanionDESC:This is not Allowed with the Archetype you selected.|PREABILITY:1,CATEGORY=Archetype,TYPE.RangerAnimalCompanionFOLLOWERS:Animal Companion|1COMPANIONLIST:Animal Companion|Companion (Badger (Wolverine)),Companion (Bird (Eagle)),Companion (Bird (Hawk)),Companion (Bird (Owl)),Companion (Camel),Companion (Cat (Small (Cheetah))),Companion (Cat (Small (Leopard))),Companion (Dire Rat),Companion (Dog),Companion (Horse),Companion (Pony),Companion (Shark),Companion (Snake (Constrictor)),Companion (Snake (Viper)),Companion (Wolf)|!PREABILITY:1,CATEGORY=Archetype,TYPE.RangerAnimalCompanionSOURCEPAGE:p.51 ###Block: Ranger Internals # Ability NameCategory of AbilityTypeVisibleDefineAbilityBonus to Ability PoolModify VARSource Page@@ -961,7 +961,7 @@ Sneak AttackCATEGORY:Special AbilityTYPE:RogueClassFeatures.AlchemistClassFeatures.SpecialAttack.Extraordinary.AttackOptionDEFINE:SneakAttackDieSize|0DEFINE:SneakAttackDice|0DEFINE:SneakAttackLVL|0DESC:If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. [%1d%2]|SneakAttackDice|SneakAttackDieSizeBONUS:VAR|SneakAttackDieSize|6SOURCEPAGE:p.68ASPECT:Ability Benefit|%1d%2|SneakAttackDice|SneakAttackDieSizeBENEFIT:If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals %1d%2 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.|SneakAttackDice|SneakAttackDieSize Sneak Attack ~ RogueCATEGORY:Special AbilityTYPE:Internal.RogueClassFeatures.AlchemistClassFeaturesVISIBLE:NODEFINE:RogueSneakAttackLVL|0BONUS:VAR|SneakAttackDice|(RogueSneakAttackLVL+1)/2 Rogue TalentsCATEGORY:Special AbilityTYPE:Internal.RogueClassFeaturesVISIBLE:NODEFINE:RogueTalentLVL|0BONUS:ABILITYPOOL|Rogue Talent|RogueTalentLVL/2-TrapfindingCATEGORY:Special AbilityTYPE:RogueClassFeatures.RangerClassFeatures.SpecialQuality.ExtraordinaryDEFINE:TrapfindingLVL|0DEFINE:TrapfindingBonus|0DESC:You add +%1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.|TrapfindingBonusBONUS:SKILL|Disable Device|TrapfindingBonusBONUS:SITUATION|SKILL=Perception,Trapfinding|TrapfindingBonusBONUS:VAR|TrapfindingBonus|max(TrapfindingLVL/2,1)SOURCEPAGE:p.68+TrapfindingCATEGORY:Special AbilityTYPE:RogueClassFeatures.RangerClassFeatures.SpecialQuality.ExtraordinaryDEFINE:TrapfindingLVL|0DEFINE:TrapfindingBonus|0DESC:You add +%1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.|TrapfindingBonusBONUS:SKILL|Disable Device|TrapfindingBonusBONUS:SITUATION|Perception=Trapfinding|TrapfindingBonusBONUS:VAR|TrapfindingBonus|max(TrapfindingLVL/2,1)SOURCEPAGE:p.68 Trap Sense ~ RogueCATEGORY:Special AbilityTYPE:Internal.RogueClassFeaturesVISIBLE:NODEFINE:RogueTrapSenseLVL|0ABILITY:Special Ability|AUTOMATIC|Trap SenseBONUS:VAR|TrapSenseBonus|RogueTrapSenseLVL/3 Master StrikeCATEGORY:Special AbilityTYPE:RogueClassFeatures.SpecialAttack.Extraordinary.AttackOptionDEFINE:MasterStrikeDC|0DEFINE:MasterStrikeLVL|0DESC:You are incredibly deadly when dealing sneak attack damage.BONUS:VAR|MasterStrikeDC|10+(MasterStrikeLVL/2)+INTSOURCEPAGE:p.70BENEFIT:You are incredibly deadly when dealing sneak attack damage. Each time you deal sneak attack damage, you can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is %1. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to your master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.|MasterStrikeDC Modified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_magic/um_abilities.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_magic/um_abilities.lst2014-04-14 03:14:43 UTC (rev 23687)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_magic/um_abilities.lst2014-04-14 18:22:51 UTC (rev 23688)@@ -197,7 +197,7 @@ Water BlastKEY:Eldritch Heritage ~ Water BlastCATEGORY:Special AbilityTYPE:SpecialAttack.SpellLikeDEFINE:WaterBlastDC|10+(EldritchHeritageLvl)/2+CHADEFINE:WaterBlastTimes|3+CHADESC:As a standard action, you can fire a bolt of water at a foe within 30 feet as a ranged touch attack. The foe is knocked prone, and at your option may be pushed 5 feet directly away from you. A reflex save (DC %1) negates this effect. You may use this ability %2/day.|WaterBlastDC|WaterBlastTimesSOURCEPAGE:p.72 Sylvan (Wildblooded Fey) BloodlineCATEGORY:Special AbilityTYPE:EldritchHeritageSelection!PREABILITY:1,CATEGORY=Special Ability,Bloodline ~ Sylvan (Wildblooded Fey) BloodlinePREFEAT:1,Skill Focus (Knowledge (Nature))ABILITY:Special Ability|AUTOMATIC|Eldritch Heritage ~ Animal Companion-Animal CompanionKEY:Eldritch Heritage ~ Animal CompanionCATEGORY:Special AbilityTYPE:SpecialQuality.ExtraordinaryDEFINE:AnimalCompanionMasterLVL|0DESC:You gain an animal companion. Your effective druid level for this ability is equal to %1.|AnimalCompanionLVLBONUS:VAR|AnimalCompanionMasterLVL|max(1,classlevel("Sorcerer")-3)FOLLOWERS:Animal Companion|1COMPANIONLIST:Animal Companion|RACETYPE=CompanionSOURCEPAGE:p.73+Animal CompanionKEY:Eldritch Heritage ~ Animal CompanionCATEGORY:Special AbilityTYPE:SpecialQuality.Extraordinary.Animal CompanionDEFINE:AnimalCompanionMasterLVL|0BONUS:VAR|AnimalCompanionMasterLVL|SorcererLVLDESC:You gain an animal companion. Your effective druid level for this ability is equal to %1.|AnimalCompanionLVLBONUS:VAR|AnimalCompanionMasterLVL|max(1,classlevel("Sorcerer")-3)FOLLOWERS:Animal Companion|1COMPANIONLIST:Animal Companion|RACETYPE=CompanionSOURCEPAGE:p.73 Umbral (Wildblooded Shadow) BloodlineCATEGORY:Special AbilityTYPE:EldritchHeritageSelection!PREABILITY:1,CATEGORY=Special Ability,Bloodline ~ Umbral (Wildblooded Shadow) BloodlinePREFEAT:1,Skill Focus (Stealth)ABILITY:Special Ability|AUTOMATIC|Eldritch Heritage ~ Cloak of Shadows Cloak of ShadowsKEY:Eldritch Heritage ~ Cloak of ShadowsCATEGORY:Special AbilityTYPE:SpecialQuality.SpellLikeDEFINE:CloakOfShadowsBonus|max(1,(EldritchHeritageLvl)/2)DEFINE:CloakOfShadowsDuration|max(1,(EldritchHeritageLvl)/2)DEFINE:CloakOfShadowsTimes|3+CHADESC:As a standard action, you can grant one target a cloak of shadows. This cloak gives the target a +%1 bonus on Stealth checks made in areas of dim or no light for %2 rounds. You may use this ability %3/day.|CloakOfShadowsBonus|CloakOfShadowsDuration|CloakOfShadowsTimesSOURCEPAGE:p.73Modified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_magic/um_abilities_class.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_magic/um_abilities_class.lst2014-04-14 03:14:43 UTC (rev 23687)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_magic/um_abilities_class.lst2014-04-14 18:22:51 UTC (rev 23688)@@ -978,7 +978,7 @@ CATEGORY=Special Ability|Nature's Bond ~ Animal Companion.MODABILITY:Special Ability|AUTOMATIC|Animal Companion ~ Dragon Shaman|PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Dragon Shaman CATEGORY=Special Ability|Nature's Bond ~ Druid Domain.MODABILITY:Special Ability|AUTOMATIC|Druid Domain ~ Dragon Shaman|PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Dragon Shaman -Animal CompanionKEY:Animal Companion ~ Dragon ShamanCATEGORY:Special AbilityTYPE:DruidClassFeatures.ArchetypeDruid.SpecialQualityDEFINE:DruidAnimalTerrainDomainNotAllowed|1DEFINE:AnimalCompanionMasterLVL|0DESC:If you choose an animal companion, you must select a crocodile (see page 54 of the Core Rulebook) or monitor lizard (see page 194 of the Bestiary). If you choose a domain, you must choose from the Air, Animal, Destruction, Earth, Fire, War, and Water domains.FOLLOWERS:Animal Companion|1COMPANIONLIST:Animal Companion|Companion (Crocodile (Alligator))SOURCEPAGE:p.37+Animal CompanionKEY:Animal Companion ~ Dragon ShamanCATEGORY:Special AbilityTYPE:DruidClassFeatures.ArchetypeDruid.SpecialQuality.Animal CompanionDEFINE:DruidAnimalTerrainDomainNotAllowed|1DEFINE:AnimalCompanionMasterLVL|0DESC:If you choose an animal companion, you must select a crocodile (see page 54 of the Core Rulebook) or monitor lizard (see page 194 of the Bestiary). If you choose a domain, you must choose from the Air, Animal, Destruction, Earth, Fire, War, and Water domains.FOLLOWERS:Animal Companion|1COMPANIONLIST:Animal Companion|Companion (Crocodile (Alligator))SOURCEPAGE:p.37 Druid DomainKEY:Druid Domain ~ Dragon ShamanCATEGORY:Special AbilityTYPE:DruidClassFeatures.ArchetypeDruid.SpecialQuality.DruidDomainDEFINE:DruidAnimalTerrainDomainNotAllowed|1DESC:If you choose an animal companion, you must select a crocodile (see page 54 of the Core Rulebook) or monitor lizard (see page 194 of the Bestiary). If you choose a domain, you must choose from the Air, Animal, Destruction, Earth, Fire, War, and Water domains.BONUS:VAR|DruidAirAllowed,DruidAnimalAllowed,DruidDestructionAllowed,DruidEarthAllowed,DruidFireAllowed,DruidWarAllowed|1SOURCEPAGE:p.37 ###Block: Menhir Savant@@ -1064,7 +1064,7 @@ CATEGORY=Special Ability|Nature's Bond ~ Animal Companion.MODABILITY:Special Ability|AUTOMATIC|Animal Companion ~ Saurian Shaman|PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Saurian Shaman CATEGORY=Special Ability|Nature's Bond ~ Druid Domain.MODABILITY:Special Ability|AUTOMATIC|Druid Domain ~ Saurian Shaman|PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Saurian Shaman -Animal CompanionKEY:Animal Companion ~ Saurian ShamanCATEGORY:Special AbilityTYPE:DruidClassFeatures.ArchetypeDruid.SpecialQualityDEFINE:DruidAnimalTerrainDomainNotAllowed|1DEFINE:AnimalCompanionMasterLVL|0DESC:If you choose an animal companion, you must select a dinosaur. If you choose a domain, you must choose from the Animal, Destruction, Fire, and War domains.FOLLOWERS:Animal Companion|1COMPANIONLIST:Animal Companion|RACESUBTYPE=AnimalCompanionDinosaurSOURCEPAGE:p.39+Animal CompanionKEY:Animal Companion ~ Saurian ShamanCATEGORY:Special AbilityTYPE:DruidClassFeatures.ArchetypeDruid.SpecialQuality.Animal CompanionDEFINE:DruidAnimalTerrainDomainNotAllowed|1DEFINE:AnimalCompanionMasterLVL|0DESC:If you choose an animal companion, you must select a dinosaur. If you choose a domain, you must choose from the Animal, Destruction, Fire, and War domains.FOLLOWERS:Animal Companion|1COMPANIONLIST:Animal Companion|RACESUBTYPE=AnimalCompanionDinosaurSOURCEPAGE:p.39 Druid DomainKEY:Druid Domain ~ Saurian ShamanCATEGORY:Special AbilityTYPE:DruidClassFeatures.ArchetypeDruid.SpecialQuality.DruidDomainDEFINE:DruidAnimalTerrainDomainNotAllowed|1DESC:If you choose an animal companion, you must select a dinosaur. If you choose a domain, you must choose from the Animal, Destruction, Fire, and War domains.BONUS:VAR|DruidAnimalAllowed,DruidDestructionAllowed,DruidFireAllowed,DruidWarAllowed|1|TYPE=DruidDomainSOURCEPAGE:p.39 ###Block: Shark Shaman archetype abilities@@ -1080,7 +1080,7 @@ CATEGORY=Special Ability|Nature's Bond ~ Animal Companion.MODABILITY:Special Ability|AUTOMATIC|Animal Companion ~ Shark Shaman|PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Shark Shaman CATEGORY=Special Ability|Nature's Bond ~ Druid Domain.MODABILITY:Special Ability|AUTOMATIC|Druid Domain ~ Shark Shaman|PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Shark Shaman -Animal CompanionKEY:Animal Companion ~ Shark ShamanCATEGORY:Special AbilityTYPE:DruidClassFeatures.ArchetypeDruid.SpecialQualityDEFINE:DruidAnimalTerrainDomainNotAllowed|1DEFINE:AnimalCompanionMasterLVL|0DESC:If you choose an animal companion, you must select a shark. If you choose a domain, you must choose from the Animal, Death, War, and Water domains.BONUS:VAR|DruidAnimalAllowed,DruidDeathAllowed,DruidWarAllowed,DruidWaterAllowed|1|TYPE=DruidDomainFOLLOWERS:Animal Companion|1COMPANIONLIST:Animal Companion|Companion (Shark)SOURCEPAGE:p.40+Animal CompanionKEY:Animal Companion ~ Shark ShamanCATEGORY:Special AbilityTYPE:DruidClassFeatures.ArchetypeDruid.SpecialQuality.Animal CompanionDEFINE:DruidAnimalTerrainDomainNotAllowed|1DEFINE:AnimalCompanionMasterLVL|0DESC:If you choose an animal companion, you must select a shark. If you choose a domain, you must choose from the Animal, Death, War, and Water domains.BONUS:VAR|DruidAnimalAllowed,DruidDeathAllowed,DruidWarAllowed,DruidWaterAllowed|1|TYPE=DruidDomainFOLLOWERS:Animal Companion|1COMPANIONLIST:Animal Companion|Companion (Shark)SOURCEPAGE:p.40 Druid DomainKEY:Druid Domain ~ Shark ShamanCATEGORY:Special AbilityTYPE:DruidClassFeatures.ArchetypeDruid.SpecialQuality.DruidDomainDEFINE:DruidAnimalTerrainDomainNotAllowed|1DESC:If you choose an animal companion, you must select a shark. If you choose a domain, you must choose from the Animal, Death, War, and Water domains.BONUS:VAR|DruidAnimalAllowed,DruidDeathAllowed,DruidWarAllowed,DruidWaterAllowed|1|TYPE=DruidDomainSOURCEPAGE:p.40 ###Block: Storm Druid@@ -1642,7 +1642,7 @@ Water BlastKEY:Seaborn Bloodline ~ Water BlastCATEGORY:Special AbilityTYPE:SpecialAttack.SpellLikeDEFINE:WaterBlastDC|10+classlevel("Sorcerer")/2+CHADEFINE:WaterBlastTimes|3+CHADESC:As a standard action, you can fire a bolt of water at a foe within 30 feet as a ranged touch attack. The foe is knocked prone, and at your option may be pushed 5 feet directly away from you. A reflex save (DC %1) negates this effect. You may use this ability %2/day.|WaterBlastDC|WaterBlastTimesSOURCEPAGE:p.72 #Block: Sylvan bloodline-Animal CompanionKEY:Sylvan Bloodline ~ Animal CompanionCATEGORY:Special AbilityTYPE:SpecialQuality.ExtraordinaryDEFINE:AnimalCompanionMasterLVL|0DESC:You gain an animal companion. Your effective druid level for this ability is equal to %1.|AnimalCompanionLVLBONUS:VAR|AnimalCompanionMasterLVL|max(1,classlevel("Sorcerer")-3)FOLLOWERS:Animal Companion|1COMPANIONLIST:Animal Companion|RACETYPE=CompanionSOURCEPAGE:p.73+Animal CompanionKEY:Sylvan Bloodline ~ Animal CompanionCATEGORY:Special AbilityTYPE:SpecialQuality.Extraordinary.Animal CompanionDEFINE:AnimalCompanionMasterLVL|0BONUS:VAR|AnimalCompanionMasterLVL|SorcererLVLDESC:You gain an animal companion. Your effective druid level for this ability is equal to %1.|AnimalCompanionLVLBONUS:VAR|AnimalCompanionMasterLVL|max(1,classlevel("Sorcerer")-3)FOLLOWERS:Animal Companion|1COMPANIONLIST:Animal Companion|RACETYPE=CompanionSOURCEPAGE:p.73 Fey WingsKEY:Sylvan Bloodline ~ Fey WingsCATEGORY:Special AbilityTYPE:SpecialQuality.SupernaturalDEFINE:FeyWingsDuration|classlevel("Sorcerer")DESC:You can grow insectlike wings from your back and become one size category smaller (as if you had used reduce person), gaining a fly speed of 60 feet with average maneuverability. You can maintain this form for %1 minutes. This duration does not need to be consecutive, but it must be used in 1-minute increments.|FeyWingsDurationSOURCEPAGE:p.73 #Block: Umbral bloodlineThis was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site.

[pcgen-commit-svn] SF.net SVN: pcgen:[23693]Trunk/pcgen/data/pathfinder/paizo/ roleplaying_game

From: <ama...@us...> - 2014-04-14 21:40:37

Revision: 23693 http://sourceforge.net/p/pcgen/code/23693Author: amaitlandDate: 2014-04-14 21:40:30 +0000 (Mon, 14 Apr 2014)Log Message:-----------DATA-1724Racial Heritage Feat doesn't interact with Scarred Witch Doctor ArchetypeModified Paths:-------------- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_feats.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_spells.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary_2/b2_templates.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_equip_arms_armor.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_feats.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_equipment/ue_equip_arms_armor.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_equipment/ue_equip_magic_items.lstModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_feats.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_feats.lst2014-04-14 21:22:42 UTC (rev 23692)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_feats.lst2014-04-14 21:40:30 UTC (rev 23693)@@ -255,51 +255,51 @@ # Feat NameTypeRequired AbilityRequired FeatRequired Non-Monster LvlRequired RaceDefineDescriptionStackable?Multiple?ChooseAbilityModify VARVisionSource PageDescription of the Benefits Dark SightTYPE:GeneralPREFEAT:1,Gloom SightPRERACE:1,Fetchling,RACESUBTYPE=FetchlingDESC:With further modification, your eyes can pierce the gloom of even magical darkness.SOURCEPAGE:p.111BENEFIT:You gain the ability to see up to 15 feet clearly in magical darkness, such as that created by the deeper darkness spell. # Is the qualification really Can't have Improved Dark Sight? ABILITY:Special Ability|AUTOMATIC|Light Sensitivity|PREFEAT:1,[Improved Dark Sight]-Gloom SightTYPE:GeneralPRERACE:1,FetchlingDESC:With a combination of strange shadow magic and chirurgery, your eyes are permanently modified to see farther in darkness.ABILITY:Special Ability|AUTOMATIC|Light SensitivityVISION:Darkvision (90')SOURCEPAGE:p.111BENEFIT:You gain darkvision 90 ft., but gain the light sensitivity weakness.-Gloom StrikeTYPE:CombatPREFEAT:1,Blind-FightPRERACE:1,FetchlingDESC:Few creatures are as accustomed to fighting in the shadows as you.SOURCEPAGE:p.111BENEFIT:When you are within an area of dim light or darkness, you gain a +1 bonus on attack rolls against enemies that are also within dim light or darkness.-Improved Dark SightTYPE:GeneralPREFEAT:2,Dark Sight,Gloom SightPRERACE:1,FetchlingDESC:With further modification, your eyes see clearly in not only normal darkness, but in magical darkness as well.ABILITY:Special Ability|AUTOMATIC|Light BlindnessSOURCEPAGE:p.112BENEFIT:You gain the see in darkness ability and lose the light sensitivity weakness, but gain the light blindness weakness.-Shadow GhostTYPE:GeneralPREABILITY:1,CATEGORY=Special Ability,Fetchling ~ Spell-Like AbilitiesPREPCLEVEL:MIN=9PRERACE:1,FetchlingDEFINE:ShadowWalkTimes|1DESC:You can move between the Shadow Plane and the Material Plane more often.STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|ShadowWalkTimes|1SOURCEPAGE:p.112BENEFIT:You gain the ability to use shadow walk %1 times each day. You may select this feat multiple times.|ShadowWalkTimes-Shadow WalkerTYPE:GeneralPREABILITY:1,CATEGORY=Special Ability,Fetchling ~ Spell-Like AbilitiesPREPCLEVEL:MIN=9PRERACE:1,FetchlingDESC:You can pierce the veil between the Shadow Plane and the Material Plane more often, and to greater effect.SOURCEPAGE:p.112BENEFIT:You can expend one use of your shadow walk spell-like ability to use dimension door as a spell-like ability. Your start and end locations for this ability must be in dim light or darkness.+Gloom SightTYPE:GeneralPRERACE:1,Fetchling,RACESUBTYPE=FetchlingDESC:With a combination of strange shadow magic and chirurgery, your eyes are permanently modified to see farther in darkness.ABILITY:Special Ability|AUTOMATIC|Light SensitivityVISION:Darkvision (90')SOURCEPAGE:p.111BENEFIT:You gain darkvision 90 ft., but gain the light sensitivity weakness.+Gloom StrikeTYPE:CombatPREFEAT:1,Blind-FightPRERACE:1,Fetchling,RACESUBTYPE=FetchlingDESC:Few creatures are as accustomed to fighting in the shadows as you.SOURCEPAGE:p.111BENEFIT:When you are within an area of dim light or darkness, you gain a +1 bonus on attack rolls against enemies that are also within dim light or darkness.+Improved Dark SightTYPE:GeneralPREFEAT:2,Dark Sight,Gloom SightPRERACE:1,Fetchling,RACESUBTYPE=FetchlingDESC:With further modification, your eyes see clearly in not only normal darkness, but in magical darkness as well.ABILITY:Special Ability|AUTOMATIC|Light BlindnessSOURCEPAGE:p.112BENEFIT:You gain the see in darkness ability and lose the light sensitivity weakness, but gain the light blindness weakness.+Shadow GhostTYPE:GeneralPREABILITY:1,CATEGORY=Special Ability,Fetchling ~ Spell-Like AbilitiesPREPCLEVEL:MIN=9PRERACE:1,Fetchling,RACESUBTYPE=FetchlingDEFINE:ShadowWalkTimes|1DESC:You can move between the Shadow Plane and the Material Plane more often.STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|ShadowWalkTimes|1SOURCEPAGE:p.112BENEFIT:You gain the ability to use shadow walk %1 times each day. You may select this feat multiple times.|ShadowWalkTimes+Shadow WalkerTYPE:GeneralPREABILITY:1,CATEGORY=Special Ability,Fetchling ~ Spell-Like AbilitiesPREPCLEVEL:MIN=9PRERACE:1,Fetchling,RACESUBTYPE=FetchlingDESC:You can pierce the veil between the Shadow Plane and the Material Plane more often, and to greater effect.SOURCEPAGE:p.112BENEFIT:You can expend one use of your shadow walk spell-like ability to use dimension door as a spell-like ability. Your start and end locations for this ability must be in dim light or darkness. ###Block: Goblin Feats # Feat NameTypeRequired FeatRequired LvlRequired RaceMaximum SizeRequired SkillDefineDescriptionAbilityWeapon prof. bonusSource PageDescription of the Benefits-Burn! Burn! Burn!TYPE:GeneralPRERACE:1,GoblinPRESKILL:1,Disable Device=1DESC:You take the goblin love of arson and fire play to a whole new level.SOURCEPAGE:p.118BENEFIT:You deal an extra 1d4 points of fire damage when you attack with fire from an alchemical or nonmagical source (such as with alchemical fire or torches) and gain a +4 competence bonus on Reflex saving throws made to avoid catching on fire or to put yourself out when on fire. Additional damage caused by this feat does not apply to magical attacks (such as an alchemist's bomb) or to splash damage.-Fire HandTYPE:CombatPRERACE:1,GoblinDESC:Born with a torch in your hand, you have a gift with anything that burns.SOURCEPAGE:p.118BENEFIT:You can wield a torch as a weapon without taking the nonproficient penalty and gain a +1 bonus on attack rolls with melee weapons that deal fire damage.-Fire TamerTYPE:GeneralPRERACE:1,GoblinDESC:You know your way around even magical fire.SOURCEPAGE:p.118BENEFIT:You gain a +2 bonus on saves against spells with the fire descriptor. Additionally, your scars mark you as a talented fire tamer, granting you a +2 circ*mstance bonus on Diplomacy and Intimidate checks when dealing with other goblins.-Flame HeartTYPE:GeneralPREFEAT:1,Fire TamerPRELEVEL:MIN=5PRERACE:1,GoblinDEFINE:FireResistanceBonus|5DESC:You have mastered fire magic and alchemy.ABILITY:Special Ability|AUTOMATIC|Resistance to FireSOURCEPAGE:p.118BENEFIT:You gain fire resistance 5. When casting spells with the fire descriptor or throwing alchemist bombs that deal fire damage, treat your caster level or alchemist level as if you were 1 level higher.-Goblin GunslingerTYPE:CombatPRERACE:1,GoblinDESC:You have learned how to fire the big guns.BONUS:WEAPONPROF=Firearms|PCSIZE|1SOURCEPAGE:p.118BENEFIT:You can wield Medium firearms without taking the penalty for an inappropriately sized weapon.-Tangle FeetTYPE:CombatPREFEAT:3,Dodge,Mobility,UnderfootPRERACE:1,GoblinPRESIZELTEQ:SDESC:Creatures who cross your path find themselves tripping over their own feet.SOURCEPAGE:p.118BENEFIT:When you successfully make an Acrobatics check to avoid provoking an attack of opportunity from a larger opponent when you move through its threatened area or its space, you can make that opponent lose its balance until the end of its next turn as a free action. While that creature's balance is lost, if it attempts to move, it must make a successful DC 15 Acrobatics check or fall prone, wasting the move action. You can only affect one creature with this effect each round.+Burn! Burn! Burn!TYPE:GeneralPRERACE:1,Goblin,RACESUBTYPE=GoblinPRESKILL:1,Disable Device=1DESC:You take the goblin love of arson and fire play to a whole new level.SOURCEPAGE:p.118BENEFIT:You deal an extra 1d4 points of fire damage when you attack with fire from an alchemical or nonmagical source (such as with alchemical fire or torches) and gain a +4 competence bonus on Reflex saving throws made to avoid catching on fire or to put yourself out when on fire. Additional damage caused by this feat does not apply to magical attacks (such as an alchemist's bomb) or to splash damage.+Fire HandTYPE:CombatPRERACE:1,Goblin,RACESUBTYPE=GoblinDESC:Born with a torch in your hand, you have a gift with anything that burns.SOURCEPAGE:p.118BENEFIT:You can wield a torch as a weapon without taking the nonproficient penalty and gain a +1 bonus on attack rolls with melee weapons that deal fire damage.+Fire TamerTYPE:GeneralPRERACE:1,Goblin,RACESUBTYPE=GoblinDESC:You know your way around even magical fire.SOURCEPAGE:p.118BENEFIT:You gain a +2 bonus on saves against spells with the fire descriptor. Additionally, your scars mark you as a talented fire tamer, granting you a +2 circ*mstance bonus on Diplomacy and Intimidate checks when dealing with other goblins.+Flame HeartTYPE:GeneralPREFEAT:1,Fire TamerPRELEVEL:MIN=5PRERACE:1,Goblin,RACESUBTYPE=GoblinDEFINE:FireResistanceBonus|5DESC:You have mastered fire magic and alchemy.ABILITY:Special Ability|AUTOMATIC|Resistance to FireSOURCEPAGE:p.118BENEFIT:You gain fire resistance 5. When casting spells with the fire descriptor or throwing alchemist bombs that deal fire damage, treat your caster level or alchemist level as if you were 1 level higher.+Goblin GunslingerTYPE:CombatPRERACE:1,Goblin,RACESUBTYPE=GoblinDESC:You have learned how to fire the big guns.BONUS:WEAPONPROF=Firearms|PCSIZE|1SOURCEPAGE:p.118BENEFIT:You can wield Medium firearms without taking the penalty for an inappropriately sized weapon.+Tangle FeetTYPE:CombatPREFEAT:3,Dodge,Mobility,UnderfootPRERACE:1,Goblin,RACESUBTYPE=GoblinPRESIZELTEQ:SDESC:Creatures who cross your path find themselves tripping over their own feet.SOURCEPAGE:p.118BENEFIT:When you successfully make an Acrobatics check to avoid provoking an attack of opportunity from a larger opponent when you move through its threatened area or its space, you can make that opponent lose its balance until the end of its next turn as a free action. While that creature's balance is lost, if it attempts to move, it must make a successful DC 15 Acrobatics check or fall prone, wasting the move action. You can only affect one creature with this effect each round. ###Block: Hobgoblin Feats # Feat NameTypeRequired AbilityReq. Att.Required FeatRequired RaceRequired SkillDescriptionSource PageDescription of the Benefits-Deafening ExplosionTYPE:GeneralPREABILITY:1,CATEGORY=Special Ability,BombPRERACE:1,HobgoblinDESC:Your bombs explode with deafening force.SOURCEPAGE:p.124BENEFIT:You may reduce your bomb damage by one die to give it the ability to deafen the creature struck by it. The bomb must deal fire, force, or sonic damage. If a creature takes a direct hit from your bomb, it must make a saving throw against the bomb's DC or be deafened for 1 minute. This deafening is in addition to any other effects the bomb would normally have.-Demoralizing LashTYPE:CombatPREATT:1PRERACE:1,HobgoblinPRESKILL:1,Intimidate=1DESC:You cow your enemies with the lash of a whip.SOURCEPAGE:p.124BENEFIT:To use this feat, you must use a whip (or another weapon in the flails fighter weapon group) to attack a foe demoralized by an Intimidate check. If the attack hits, you extend the duration the creature is shaken by 1 round. This feat has no effect on creatures whose shaken conditions are from sources other than Intimidate checks.-Focusing BlowTYPE:TeamworkPREFEAT:1,Hobgoblin DisciplinePRERACE:1,HobgoblinDESC:You and your allies work together to shake off mental effects.SOURCEPAGE:p.124BENEFIT:An ally who also has this feat can deal damage to you in order to break an ongoing mind-affecting effect that allows a saving throw. The ally must cause at least 5 points of damage to you with an attack, spell, or other ability. You then reroll your saving throw, with a +1 bonus for every 5 additional points of damage the attack caused. If your save is successful, the mind-affecting effect ends. Only damage actually dealt counts for purposes of this feat; nonlethal damage and damage reduced or eliminated by damage reduction, resistances, and so on does not qualify.-Hobgoblin DisciplineTYPE:GeneralPREATT:1PRERACE:1,HobgoblinDESC:The presence of other hobgoblins bolsters your resolve.SOURCEPAGE:p.124BENEFIT:While you are within 30 feet of at least two other hobgoblins, you gain a +1 morale bonus on saving throws.-TaskmasterTYPE:CombatPREFEAT:1,Demoralizing LashPRERACE:1,HobgoblinPRESKILL:1,Intimidate=5DESC:You intimidate weaker allies into reckless ferocity.SOURCEPAGE:p.124BENEFIT:As a standard action, you spur an ally, who must have fewer Hit Dice than yourself, to reckless effort. For 1 minute, the ally gains a +1 morale bonus on attack rolls, weapon damage rolls, and Will saves against mind-affecting effects. However, the ally also takes a -2 penalty to AC and on skill checks. To affect an unwilling ally, you must succeed at an Intimidate check with the same DC used to demoralize your ally. If you have 10 or more ranks in Intimidate, the morale bonus increases to +2.+Deafening ExplosionTYPE:GeneralPREABILITY:1,CATEGORY=Special Ability,BombPRERACE:1,Hobgoblin,RACESUBTYPE=HobgoblinDESC:Your bombs explode with deafening force.SOURCEPAGE:p.124BENEFIT:You may reduce your bomb damage by one die to give it the ability to deafen the creature struck by it. The bomb must deal fire, force, or sonic damage. If a creature takes a direct hit from your bomb, it must make a saving throw against the bomb's DC or be deafened for 1 minute. This deafening is in addition to any other effects the bomb would normally have.+Demoralizing LashTYPE:CombatPREATT:1PRERACE:1,Hobgoblin,RACESUBTYPE=HobgoblinPRESKILL:1,Intimidate=1DESC:You cow your enemies with the lash of a whip.SOURCEPAGE:p.124BENEFIT:To use this feat, you must use a whip (or another weapon in the flails fighter weapon group) to attack a foe demoralized by an Intimidate check. If the attack hits, you extend the duration the creature is shaken by 1 round. This feat has no effect on creatures whose shaken conditions are from sources other than Intimidate checks.+Focusing BlowTYPE:TeamworkPREFEAT:1,Hobgoblin DisciplinePRERACE:1,Hobgoblin,RACESUBTYPE=HobgoblinDESC:You and your allies work together to shake off mental effects.SOURCEPAGE:p.124BENEFIT:An ally who also has this feat can deal damage to you in order to break an ongoing mind-affecting effect that allows a saving throw. The ally must cause at least 5 points of damage to you with an attack, spell, or other ability. You then reroll your saving throw, with a +1 bonus for every 5 additional points of damage the attack caused. If your save is successful, the mind-affecting effect ends. Only damage actually dealt counts for purposes of this feat; nonlethal damage and damage reduced or eliminated by damage reduction, resistances, and so on does not qualify.+Hobgoblin DisciplineTYPE:GeneralPREATT:1PRERACE:1,Hobgoblin,RACESUBTYPE=HobgoblinDESC:The presence of other hobgoblins bolsters your resolve.SOURCEPAGE:p.124BENEFIT:While you are within 30 feet of at least two other hobgoblins, you gain a +1 morale bonus on saving throws.+TaskmasterTYPE:CombatPREFEAT:1,Demoralizing LashPRERACE:1,Hobgoblin,RACESUBTYPE=HobgoblinPRESKILL:1,Intimidate=5DESC:You intimidate weaker allies into reckless ferocity.SOURCEPAGE:p.124BENEFIT:As a standard action, you spur an ally, who must have fewer Hit Dice than yourself, to reckless effort. For 1 minute, the ally gains a +1 morale bonus on attack rolls, weapon damage rolls, and Will saves against mind-affecting effects. However, the ally also takes a -2 penalty to AC and on skill checks. To affect an unwilling ally, you must succeed at an Intimidate check with the same DC used to demoralize your ally. If you have 10 or more ranks in Intimidate, the morale bonus increases to +2. ###Block: Ifrit Feats # Feat NameTypeRequired FeatRequired LvlRequired RaceDescriptionSource PageDescription of the Benefits-Blazing AuraTYPE:CombatPREFEAT:2,Inner Flame,Scorching WeaponsPRELEVEL:MIN=13PRERACE:1,IfritDESC:An inferno rages inside you, causing your body to radiate intense heat.SOURCEPAGE:p.130BENEFIT:When you use Scorching Weapons, on your turn as a free action, you may create an aura of heat that lasts for 1 round. This aura deals 1d6 points of fire damage to any creature that begins its turn adjacent to you.-Blistering FeintTYPE:CombatPREFEAT:2,Combat Expertise,Improved FeintPRERACE:1,IfritDESC:Your foes flinch from the heat of your weapon, giving you an opportunity to slip past their defenses.SOURCEPAGE:p.130BENEFIT:You gain a +2 bonus on feint checks made while wielding a weapon that deals fire damage. Anytime you successfully feint a creature while using such a weapon, you may deal its fire damage to the enemy.-Elemental JauntTYPE:GeneralPRELEVEL:MIN=15PRERACE:1,Ifrit,Oread,Sylph,UndineDESC:The spirits of your ancestral home call to you, beckoning you to return.SOURCEPAGE:p.130BENEFIT:Once per day, you can cast plane shift as a spell-like ability with a caster level equal to your level to transport yourself and willing targets to an elemental plane that is appropriate to your race (ifrits to the Plane of Fire, oreads to the Plane of Earth, sylphs to the Plane of Air, and undines to the Plane of Water). While on that plane, you (but not anyone transported with you) are treated as though under the effect of the spell planar adaptation.-FiresightTYPE:GeneralPRERACE:1,IfritDESC:Fire no longer blinds you, and smoke conceals nothing from your gaze.SOURCEPAGE:p.130BENEFIT:You can see through fire and smoke without penalty, ignoring any cover or concealment bonuses from fire and smoke. This does not allow you to see anything you could not otherwise see (for example, invisible creatures are still invisible). You are immune to the dazzled condition.-Inner FlameTYPE:CombatPREFEAT:1,Scorching WeaponsPRELEVEL:MIN=7PRERACE:1,IfritDESC:Your body generates so much heat that your mere touch scorches your enemies.SOURCEPAGE:p.130BENEFIT:Your bonus on saves against fire attacks and spells with the fire descriptor or light descriptor increases to +4. When you use Scorching Weapons, the affected weapons deal an additional 1d6 points of fire damage instead of 1, and when you are grappling, you deal this damage to your grappling opponent on your turn.-Scorching WeaponsTYPE:CombatPRERACE:1,IfritDESC:Elemental fire stirs within your body, boiling your blood and rendering you resistant to flame.SOURCEPAGE:p.130BENEFIT:You gain a +2 bonus on saving throws against fire attacks and spells with the fire descriptor or light descriptor. As a swift action, you can make up to two held manufactured metallic weapons become red-hot for 1 round, dealing 1 additional point of fire damage with a successful hit. This does not stack with other effects that add fire damage to weapons, such as the flaming weapon special ability.+Blazing AuraTYPE:CombatPREFEAT:2,Inner Flame,Scorching WeaponsPRELEVEL:MIN=13PRERACE:1,Ifrit,RACESUBTYPE=IfritDESC:An inferno rages inside you, causing your body to radiate intense heat.SOURCEPAGE:p.130BENEFIT:When you use Scorching Weapons, on your turn as a free action, you may create an aura of heat that lasts for 1 round. This aura deals 1d6 points of fire damage to any creature that begins its turn adjacent to you.+Blistering FeintTYPE:CombatPREFEAT:2,Combat Expertise,Improved FeintPRERACE:1,Ifrit,RACESUBTYPE=IfritDESC:Your foes flinch from the heat of your weapon, giving you an opportunity to slip past their defenses.SOURCEPAGE:p.130BENEFIT:You gain a +2 bonus on feint checks made while wielding a weapon that deals fire damage. Anytime you successfully feint a creature while using such a weapon, you may deal its fire damage to the enemy.+Elemental JauntTYPE:GeneralPRELEVEL:MIN=15PRERACE:1,Ifrit,RACESUBTYPE=Ifrit,Oread,RACESUBTYPE=Oread,Sylph,RACESUBTYPE=Sylph,Undine,RACESUBTYPE=UndineDESC:The spirits of your ancestral home call to you, beckoning you to return.SOURCEPAGE:p.130BENEFIT:Once per day, you can cast plane shift as a spell-like ability with a caster level equal to your level to transport yourself and willing targets to an elemental plane that is appropriate to your race (ifrits to the Plane of Fire, oreads to the Plane of Earth, sylphs to the Plane of Air, and undines to the Plane of Water). While on that plane, you (but not anyone transported with you) are treated as though under the effect of the spell planar adaptation.+FiresightTYPE:GeneralPRERACE:1,Ifrit,RACESUBTYPE=IfritDESC:Fire no longer blinds you, and smoke conceals nothing from your gaze.SOURCEPAGE:p.130BENEFIT:You can see through fire and smoke without penalty, ignoring any cover or concealment bonuses from fire and smoke. This does not allow you to see anything you could not otherwise see (for example, invisible creatures are still invisible). You are immune to the dazzled condition.+Inner FlameTYPE:CombatPREFEAT:1,Scorching WeaponsPRELEVEL:MIN=7PRERACE:1,Ifrit,RACESUBTYPE=IfritDESC:Your body generates so much heat that your mere touch scorches your enemies.SOURCEPAGE:p.130BENEFIT:Your bonus on saves against fire attacks and spells with the fire descriptor or light descriptor increases to +4. When you use Scorching Weapons, the affected weapons deal an additional 1d6 points of fire damage instead of 1, and when you are grappling, you deal this damage to your grappling opponent on your turn.+Scorching WeaponsTYPE:CombatPRERACE:1,Ifrit,RACESUBTYPE=IfritDESC:Elemental fire stirs within your body, boiling your blood and rendering you resistant to flame.SOURCEPAGE:p.130BENEFIT:You gain a +2 bonus on saving throws against fire attacks and spells with the fire descriptor or light descriptor. As a swift action, you can make up to two held manufactured metallic weapons become red-hot for 1 round, dealing 1 additional point of fire damage with a successful hit. This does not stack with other effects that add fire damage to weapons, such as the flaming weapon special ability. ###Block: Kobold Feats # Feat NameTypeReq. Att.Required FeatRequired LvlRequired RaceRequired SkillDefineDescriptionMoveAutomatically Gained Weapon Prof.AbilityBonus to Ability PoolCombat bonusBonus to nb of slotsModify VARClass SkillSource PageNatural AttacksDescription of the Benefits-Draconic AspectTYPE:GeneralPRERACE:1,KoboldDESC:You possess some of the qualities of your dragon ancestors.BONUS:ABILITYPOOL|Special Ability|Kobold Dragon Scale Color|1|!PREABILITY:1,CATEGORY=Special Ability,Dragon-ScaledBONUS:COMBAT|AC|1|TYPE=NaturalArmor|PREABILITY:1,CATEGORY=Special Ability,Dragon-ScaledSOURCEPAGE:p.136BENEFIT:Your scales take on the color and some of the resistances of one of the chromatic dragons. Choose one of the following chromatic dragon types: black (acid), blue (electricity), green (acid), red (fire), or white (cold). Your scales take on the color of that dragon, and you gain resistance 5 to the dragon color's corresponding energy type. If you have the dragon-scaled racial trait, your scale color does not change and you gain a +1 natural armor bonus instead.-Draconic BreathTYPE:GeneralPREFEAT:1,Draconic AspectPRERACE:1,KoboldDEFINE:KoboldBreathWeaponSave|0DESC:You possess draconic defenses and a draconic breath weapon.ABILITY:Special Ability|AUTOMATIC|Kobold Dragon Breath ~ Acid Line|PREABILITY:1,CATEGORY=Special Ability,Dragon Scaled ~ BlackABILITY:Special Ability|AUTOMATIC|Kobold Dragon Breath ~ Electricity Line|PREABILITY:1,CATEGORY=Special Ability,Dragon Scaled ~ BlueABILITY:Special Ability|AUTOMATIC|Kobold Dragon Breath ~ Acid Cone|PREABILITY:1,CATEGORY=Special Ability,Dragon Scaled ~ GreenABILITY:Special Ability|AUTOMATIC|Kobold Dragon Breath ~ Fire Cone|PREABILITY:1,CATEGORY=Special Ability,Dragon Scaled ~ RedABILITY:Special Ability|AUTOMATIC|Kobold Dragon Breath ~ Cold Cone|PREABILITY:1,CATEGORY=Special Ability,Dragon Scaled ~ WhiteBONUS:VAR|KoboldBreathWeaponSave|10+TL+CON|!PREABILITY:1,CATEGORY=Special Ability,Kobold Sorcerer Bloodline,Draconic BloodlineBONUS:VAR|KoboldBreathWeaponSave|10+TL+CHA|PREABILITY:1,CATEGORY=Special Ability,Kobold Sorcerer Bloodline,Draconic BloodlineSOURCEPAGE:p.136BENEFIT:You gain a +2 bonus against sleep and paralysis effects. You gain a breath weapon that is determined by your scale coloration by either the Draconic Aspect feat or the dragon-scaled racial trait. Using a breath weapon is a standard action that does not provoke attacks of opportunity. You can use your breath weapon once per day. Creatures within the area of your breath weapon who succeed at a Reflex saving throw (DC %1) take only half damage.|KoboldBreathWeaponSave-Draconic GlideTYPE:GeneralPREFEAT:1,Draconic AspectPRERACE:1,KoboldDEFINE:GlidingBaseSpeed|5DESC:You possess draconic defenses and wings that allow you to glide.BONUS:VAR|GlidingBaseSpeed|25SOURCEPAGE:p.136BENEFIT:You gain a +2 bonus against sleep and paralysis effects. You grow a pair of wings that you can use to fall and glide at a safe pace. You can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, you may make an additional DC 15 Fly check to glide, moving %1 feet laterally for every 20 feet you fall.|GlidingBaseSpeed-Draconic ParagonTYPE:GeneralPREFEAT:1,Draconic Breath,Draconic GlidePREFEAT:1,Draconic AspectPRELEVEL:MIN=10PRERACE:1,KoboldDESC:You can shrug off sleep and paralysis effects as well as any dragon, and your draconic aspects improve.MOVE:Fly,20CSKILL:FlySOURCEPAGE:p.137BENEFIT:You gain an additional +2 bonus against sleep and paralysis effects. You can use your breath weapon twice per day and your breath weapon damage increases to 4d6 points of energy damage. Your wings from the Draconic Glide feat grow stronger, granting you a fly speed of 20 feet (average maneuverability).-Kobold AmbusherTYPE:CombatPRERACE:1,KoboldPRESKILL:1,Stealth=4DESC:You are adept at moving fast and staying hidden.SOURCEPAGE:p.137BENEFIT:You take no penalty on Stealth checks when you move up to your full speed. You can use the run or charge action and remain hidden, taking a -10 penalty on the check to do so.-Kobold SniperTYPE:CombatPRERACE:1,KoboldPRESKILL:1,Stealth=1DESC:You snipe quickly, making it harder for others to find the location of your attack.SOURCEPAGE:p.137BENEFIT:When you are sniping, you only take a -10 penalty on your Stealth checks to stay hidden.-Tail TerrorTYPE:CombatPREATT:1PRERACE:1,KoboldDESC:You have strengthened your tail enough to make slap attacks with it.AUTO:WEAPONPROF|TYPE=KoboldTailAttachmentBONUS:SLOTS|WEAPON|1|PREEQUIP:1,TYPE=KoboldTailAttachmentSOURCEPAGE:p.137NATURALATTACKS:Tail Slap,Weapon.Natural.Weapon Group Natural.Melee.Bludgeoning.Finesseable,*1,1d4BENEFIT:You can make a tail slap attack with your tail. This is a secondary natural attack that deals 1d4 points of bludgeoning damage. Furthermore, you can augment your tail slap attack with a kobold tail attachment. For the purpose of weapon feats, you are considered proficient with all kobold tail attachments.+Draconic AspectTYPE:GeneralPRERACE:1,Kobold,RACESUBTYPE=KoboldDESC:You possess some of the qualities of your dragon ancestors.BONUS:ABILITYPOOL|Special Ability|Kobold Dragon Scale Color|1|!PREABILITY:1,CATEGORY=Special Ability,Dragon-ScaledBONUS:COMBAT|AC|1|TYPE=NaturalArmor|PREABILITY:1,CATEGORY=Special Ability,Dragon-ScaledSOURCEPAGE:p.136BENEFIT:Your scales take on the color and some of the resistances of one of the chromatic dragons. Choose one of the following chromatic dragon types: black (acid), blue (electricity), green (acid), red (fire), or white (cold). Your scales take on the color of that dragon, and you gain resistance 5 to the dragon color's corresponding energy type. If you have the dragon-scaled racial trait, your scale color does not change and you gain a +1 natural armor bonus instead.+Draconic BreathTYPE:GeneralPREFEAT:1,Draconic AspectPRERACE:1,Kobold,RACESUBTYPE=KoboldDEFINE:KoboldBreathWeaponSave|0DESC:You possess draconic defenses and a draconic breath weapon.ABILITY:Special Ability|AUTOMATIC|Kobold Dragon Breath ~ Acid Line|PREABILITY:1,CATEGORY=Special Ability,Dragon Scaled ~ BlackABILITY:Special Ability|AUTOMATIC|Kobold Dragon Breath ~ Electricity Line|PREABILITY:1,CATEGORY=Special Ability,Dragon Scaled ~ BlueABILITY:Special Ability|AUTOMATIC|Kobold Dragon Breath ~ Acid Cone|PREABILITY:1,CATEGORY=Special Ability,Dragon Scaled ~ GreenABILITY:Special Ability|AUTOMATIC|Kobold Dragon Breath ~ Fire Cone|PREABILITY:1,CATEGORY=Special Ability,Dragon Scaled ~ RedABILITY:Special Ability|AUTOMATIC|Kobold Dragon Breath ~ Cold Cone|PREABILITY:1,CATEGORY=Special Ability,Dragon Scaled ~ WhiteBONUS:VAR|KoboldBreathWeaponSave|10+TL+CON|!PREABILITY:1,CATEGORY=Special Ability,Kobold Sorcerer Bloodline,Draconic BloodlineBONUS:VAR|KoboldBreathWeaponSave|10+TL+CHA|PREABILITY:1,CATEGORY=Special Ability,Kobold Sorcerer Bloodline,Draconic BloodlineSOURCEPAGE:p.136BENEFIT:You gain a +2 bonus against sleep and paralysis effects. You gain a breath weapon that is determined by your scale coloration by either the Draconic Aspect feat or the dragon-scaled racial trait. Using a breath weapon is a standard action that does not provoke attacks of opportunity. You can use your breath weapon once per day. Creatures within the area of your breath weapon who succeed at a Reflex saving throw (DC %1) take only half damage.|KoboldBreathWeaponSave+Draconic GlideTYPE:GeneralPREFEAT:1,Draconic AspectPRERACE:1,Kobold,RACESUBTYPE=KoboldDEFINE:GlidingBaseSpeed|5DESC:You possess draconic defenses and wings that allow you to glide.BONUS:VAR|GlidingBaseSpeed|25SOURCEPAGE:p.136BENEFIT:You gain a +2 bonus against sleep and paralysis effects. You grow a pair of wings that you can use to fall and glide at a safe pace. You can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, you may make an additional DC 15 Fly check to glide, moving %1 feet laterally for every 20 feet you fall.|GlidingBaseSpeed+Draconic ParagonTYPE:GeneralPREFEAT:1,Draconic Breath,Draconic GlidePREFEAT:1,Draconic AspectPRELEVEL:MIN=10PRERACE:1,Kobold,RACESUBTYPE=KoboldDESC:You can shrug off sleep and paralysis effects as well as any dragon, and your draconic aspects improve.MOVE:Fly,20CSKILL:FlySOURCEPAGE:p.137BENEFIT:You gain an additional +2 bonus against sleep and paralysis effects. You can use your breath weapon twice per day and your breath weapon damage increases to 4d6 points of energy damage. Your wings from the Draconic Glide feat grow stronger, granting you a fly speed of 20 feet (average maneuverability).+Kobold AmbusherTYPE:CombatPRERACE:1,Kobold,RACESUBTYPE=KoboldPRESKILL:1,Stealth=4DESC:You are adept at moving fast and staying hidden.SOURCEPAGE:p.137BENEFIT:You take no penalty on Stealth checks when you move up to your full speed. You can use the run or charge action and remain hidden, taking a -10 penalty on the check to do so.+Kobold SniperTYPE:CombatPRERACE:1,Kobold,RACESUBTYPE=KoboldPRESKILL:1,Stealth=1DESC:You snipe quickly, making it harder for others to find the location of your attack.SOURCEPAGE:p.137BENEFIT:When you are sniping, you only take a -10 penalty on your Stealth checks to stay hidden.+Tail TerrorTYPE:CombatPREATT:1PRERACE:1,Kobold,RACESUBTYPE=KoboldDESC:You have strengthened your tail enough to make slap attacks with it.AUTO:WEAPONPROF|TYPE=KoboldTailAttachmentBONUS:SLOTS|WEAPON|1|PREEQUIP:1,TYPE=KoboldTailAttachmentSOURCEPAGE:p.137NATURALATTACKS:Tail Slap,Weapon.Natural.Weapon Group Natural.Melee.Bludgeoning.Finesseable,*1,1d4BENEFIT:You can make a tail slap attack with your tail. This is a secondary natural attack that deals 1d4 points of bludgeoning damage. Furthermore, you can augment your tail slap attack with a kobold tail attachment. For the purpose of weapon feats, you are considered proficient with all kobold tail attachments. ###Block: Orc Feats @@ -317,54 +317,54 @@ ###Block: Oread Feats # Feat NameTypeRequired FeatRequired LvlRequired RaceDescriptionClone MovementAbilityBonus to skillVisionSource PageDescription of the Benefits-Dwarf BloodedTYPE:GeneralPRERACE:1,OreadDESC:You have dwarven blood coursing through your veins.ABILITY:Special Ability|AUTOMATIC|Dwarf ~ Steady|Dwarf ~ StonecunningSOURCEPAGE:p.147BENEFIT:Your dwarven heritage manifests in two ways. First, your speed is never modified by armor or encumbrance, as the dwarf slow and steady racial trait. Second, you gain the stonecunning dwarf racial trait.-Echoes of StoneTYPE:GeneralPRERACE:1,OreadDESC:Your senses are keener among the rocks and stones.BONUS:SITUATION|Perception=Underground|4BONUS:SITUATION|Survival=Avoid Becoming Lost in Caverns and Rocky Areas|4BENEFIT:You gain a +4 racial bonus on Perception checks underground, and on Survival checks to avoid becoming lost in caverns and rocky areas.-Murmurs of EarthTYPE:GeneralPREFEAT:1,Echoes of StonePRELEVEL:MIN=9PRERACE:1,OreadDESC:The earth opens up her secrets to your perceptions.VISION:Tremorsense (15')SOURCEPAGE:p.147BENEFIT:You gain a limited form of tremorsense. As a move action, you become aware of all creatures within 15 feet that are in contact with the ground at that moment.-Oread BurrowerTYPE:GeneralPREFEAT:1,Stony StepPRELEVEL:MIN=9PRERACE:1,OreadDESC:The ground parts for you at the slightest touch, allowing you to dig with great speed.MOVECLONE:Walk,Burrow,/2SOURCEPAGE:p.147BENEFIT:You gain a burrow speed equal to 1/2 your base speed. You can burrow through sand, dirt, clay, gravel, or similar materials, but not solid stone. You do not leave a hole behind, nor is your passage marked on the surface.-Oread Earth GliderTYPE:GeneralPREFEAT:2,Oread Burrower,Stony StepPRELEVEL:MIN=13PRERACE:1,OreadDESC:The earth welcomes you, showing you the secret paths through sand and soil.SOURCEPAGE:p.147BENEFIT:You gain the earth glide universal monster ability and can use it to travel at your full base speed through sand, dirt, clay, gravel, or similar materials. If protected against fire damage, you can even burrow through lava. You can burrow through solid stone at 1/2 your base speed.-Stony StepTYPE:GeneralPRERACE:1,OreadDESC:The earth recognizes its kinship with you and does not impede your movement.SOURCEPAGE:p.147BENEFIT:Whenever you move, you may move through 5 feet of earth- or stone-based difficult terrain (rubble, stone stairs, and so on) each round as if it were normal terrain. The effects of this feat stack with similar feats such as Acrobatic Steps and Nimble Moves. This feat allows you to take a 5-foot step into this kind of difficult terrain.+Dwarf BloodedTYPE:GeneralPRERACE:1,Oread,RACESUBTYPE=OreadDESC:You have dwarven blood coursing through your veins.ABILITY:Special Ability|AUTOMATIC|Dwarf ~ Steady|Dwarf ~ StonecunningSOURCEPAGE:p.147BENEFIT:Your dwarven heritage manifests in two ways. First, your speed is never modified by armor or encumbrance, as the dwarf slow and steady racial trait. Second, you gain the stonecunning dwarf racial trait.+Echoes of StoneTYPE:GeneralPRERACE:1,Oread,RACESUBTYPE=OreadDESC:Your senses are keener among the rocks and stones.BONUS:SITUATION|Perception=Underground|4BONUS:SITUATION|Survival=Avoid Becoming Lost in Caverns and Rocky Areas|4BENEFIT:You gain a +4 racial bonus on Perception checks underground, and on Survival checks to avoid becoming lost in caverns and rocky areas.+Murmurs of EarthTYPE:GeneralPREFEAT:1,Echoes of StonePRELEVEL:MIN=9PRERACE:1,Oread,RACESUBTYPE=OreadDESC:The earth opens up her secrets to your perceptions.VISION:Tremorsense (15')SOURCEPAGE:p.147BENEFIT:You gain a limited form of tremorsense. As a move action, you become aware of all creatures within 15 feet that are in contact with the ground at that moment.+Oread BurrowerTYPE:GeneralPREFEAT:1,Stony StepPRELEVEL:MIN=9PRERACE:1,Oread,RACESUBTYPE=OreadDESC:The ground parts for you at the slightest touch, allowing you to dig with great speed.MOVECLONE:Walk,Burrow,/2SOURCEPAGE:p.147BENEFIT:You gain a burrow speed equal to 1/2 your base speed. You can burrow through sand, dirt, clay, gravel, or similar materials, but not solid stone. You do not leave a hole behind, nor is your passage marked on the surface.+Oread Earth GliderTYPE:GeneralPREFEAT:2,Oread Burrower,Stony StepPRELEVEL:MIN=13PRERACE:1,Oread,RACESUBTYPE=OreadDESC:The earth welcomes you, showing you the secret paths through sand and soil.SOURCEPAGE:p.147BENEFIT:You gain the earth glide universal monster ability and can use it to travel at your full base speed through sand, dirt, clay, gravel, or similar materials. If protected against fire damage, you can even burrow through lava. You can burrow through solid stone at 1/2 your base speed.+Stony StepTYPE:GeneralPRERACE:1,Oread,RACESUBTYPE=OreadDESC:The earth recognizes its kinship with you and does not impede your movement.SOURCEPAGE:p.147BENEFIT:Whenever you move, you may move through 5 feet of earth- or stone-based difficult terrain (rubble, stone stairs, and so on) each round as if it were normal terrain. The effects of this feat stack with similar feats such as Acrobatic Steps and Nimble Moves. This feat allows you to take a 5-foot step into this kind of difficult terrain. ###Block: Ratfolk Feats # Feat NameTypeRequired AbilityRequired FeatRequired RaceDescriptionClone MovementSource PageNatural AttacksDescription of the Benefits-Burrowing TeethTYPE:GeneralPREFEAT:2,Sharpclaw,Tunnel RatPRERACE:1,RatfolkDESC:You have teeth and claws that suit you well to digging.MOVECLONE:Walk,Burrow,/2SOURCEPAGE:p.154BENEFIT:You gain a burrow speed equal to 1/2 your base speed. You can burrow through sand, dirt, clay, gravel, or similar materials, but not solid stone. You do not leave a hole behind, nor is your passage marked on the surface.-SharpclawTYPE:CombatPRERACE:1,RatfolkDESC:Your nails are large and strong.SOURCEPAGE:p.154NATURALATTACKS:Claw,Weapon.Natural.Weapon Group Natural.Melee.Slashing.Finesseable,*2,1d4BENEFIT:You gain two claw attacks. These are primary natural attacks that deal 1d4 points of damage.-Tunnel RatTYPE:GeneralPREABILITY:1,CATEGORY=Special Ability,Ratfolk ~ SwarmingPRERACE:1,RatfolkDESC:You are a master of fighting in confined spaces.SOURCEPAGE:p.154BENEFIT:You count as one size smaller than normal for the purpose of squeezing.+Burrowing TeethTYPE:GeneralPREFEAT:2,Sharpclaw,Tunnel RatPRERACE:1,Ratfolk,RACESUBTYPE=RatfolkDESC:You have teeth and claws that suit you well to digging.MOVECLONE:Walk,Burrow,/2SOURCEPAGE:p.154BENEFIT:You gain a burrow speed equal to 1/2 your base speed. You can burrow through sand, dirt, clay, gravel, or similar materials, but not solid stone. You do not leave a hole behind, nor is your passage marked on the surface.+SharpclawTYPE:CombatPRERACE:1,Ratfolk,RACESUBTYPE=RatfolkDESC:Your nails are large and strong.SOURCEPAGE:p.154NATURALATTACKS:Claw,Weapon.Natural.Weapon Group Natural.Melee.Slashing.Finesseable,*2,1d4BENEFIT:You gain two claw attacks. These are primary natural attacks that deal 1d4 points of damage.+Tunnel RatTYPE:GeneralPREABILITY:1,CATEGORY=Special Ability,Ratfolk ~ SwarmingPRERACE:1,Ratfolk,RACESUBTYPE=RatfolkDESC:You are a master of fighting in confined spaces.SOURCEPAGE:p.154BENEFIT:You count as one size smaller than normal for the purpose of squeezing. ###Block: Sylph Feats # Feat NameTypeRequired FeatRequired LvlRequired RaceDescriptionClone MovementAbilityModify VARSource PageDescription of the Benefits-Airy StepTYPE:GeneralPRERACE:1,SylphDESC:The air responds to your innate elemental nature, protecting you from harm and cushioning your falls.SOURCEPAGE:p.159BENEFIT:You gain a +2 bonus on saving throws against effects with the air or electricity descriptors and effects that deal electricity damage. You may ignore the first 30 feet of any fall when determining falling damage.-Cloud GazerTYPE:GeneralPRERACE:1,SylphDESC:Your insight into your elemental heritage gives you a clarity of sight few humans possess.SOURCEPAGE:p.159BENEFIT:You can see through fog, mist, and clouds, without penalty, ignoring any cover or concealment bonuses from such effects. If the effect is created by magic, this feat instead triples the distance you can see without penalty.-Inner BreathTYPE:GeneralPRELEVEL:MIN=11PRERACE:1,SylphDESC:Your body is suffused with elemental air that provides for all your respiratory needs.SOURCEPAGE:p.159BENEFIT:You no longer need to breathe. You are immune to effects that require breathing (such as inhaled poison). This does not give you immunity to cloud or gas attacks that do not require breathing, such as cloudkill.-Wings of AirTYPE:GeneralPREFEAT:1,Airy StepPRELEVEL:MIN=9PRERACE:1,SylphDESC:The winds lift you, carrying you where you want to go.MOVECLONE:Walk,Fly,0ABILITY:Special Ability|AUTOMATIC|Flight ManeuverabilityBONUS:VAR|Maneuverability|3|PREVAREQ:ENCUMBERANCE,0BONUS:VAR|Maneuverability|2|PREVARGT:ENCUMBERANCE,1SOURCEPAGE:p.159BENEFIT:Your bonus on saves against effects with the air or electricity descriptors and effects that deal electricity damage increases to +4. In addition, you gain a supernatural fly speed equal to your base speed (good maneuverability). You may only fly with this ability when wearing light armor or no armor.+Airy StepTYPE:GeneralPRERACE:1,Sylph,RACESUBTYPE=SylphDESC:The air responds to your innate elemental nature, protecting you from harm and cushioning your falls.SOURCEPAGE:p.159BENEFIT:You gain a +2 bonus on saving throws against effects with the air or electricity descriptors and effects that deal electricity damage. You may ignore the first 30 feet of any fall when determining falling damage.+Cloud GazerTYPE:GeneralPRERACE:1,Sylph,RACESUBTYPE=SylphDESC:Your insight into your elemental heritage gives you a clarity of sight few humans possess.SOURCEPAGE:p.159BENEFIT:You can see through fog, mist, and clouds, without penalty, ignoring any cover or concealment bonuses from such effects. If the effect is created by magic, this feat instead triples the distance you can see without penalty.+Inner BreathTYPE:GeneralPRELEVEL:MIN=11PRERACE:1,Sylph,RACESUBTYPE=SylphDESC:Your body is suffused with elemental air that provides for all your respiratory needs.SOURCEPAGE:p.159BENEFIT:You no longer need to breathe. You are immune to effects that require breathing (such as inhaled poison). This does not give you immunity to cloud or gas attacks that do not require breathing, such as cloudkill.+Wings of AirTYPE:GeneralPREFEAT:1,Airy StepPRELEVEL:MIN=9PRERACE:1,Sylph,RACESUBTYPE=SylphDESC:The winds lift you, carrying you where you want to go.MOVECLONE:Walk,Fly,0ABILITY:Special Ability|AUTOMATIC|Flight ManeuverabilityBONUS:VAR|Maneuverability|3|PREVAREQ:ENCUMBERANCE,0BONUS:VAR|Maneuverability|2|PREVARGT:ENCUMBERANCE,1SOURCEPAGE:p.159BENEFIT:Your bonus on saves against effects with the air or electricity descriptors and effects that deal electricity damage increases to +4. In addition, you gain a supernatural fly speed equal to your base speed (good maneuverability). You may only fly with this ability when wearing light armor or no armor. ###Block: Tengu Feats # Feat NameTypeRequired AbilityReq. Att.Required FeatRequired LvlRequired RaceDescriptionBonus to skillWeapon prof. bonusSource PageDescription of the BenefitsTemporary Bonus-Blood BeakTYPE:CombatPREABILITY:1,CATEGORY=Special Ability,Tengu ~ Natural WeaponPREATT:5PRERACE:1,TenguDESC:Your bleed attack is bloody and dangerous.BONUS:WEAPONPROF=Beak|DAMAGESIZE|1SOURCEPAGE:p.165BENEFIT:Increase the damage of your beak attack to 1d6. Furthermore, when you confirm a critical hit with your beak attack, you also deal 1 point of bleed damage. The bleed effect from this feat stacks with that of the Bleeding Critical feat and similar effects, adding 1 point to your bleed damage.-Carrion FeederTYPE:GeneralPRERACE:1,TenguDESC:Like many scavengers, you can stomach foods that would make weaker creatures ill.BONUS:SITUATION|Survival=Find Food|2SOURCEPAGE:p.165BENEFIT:You gain a +2 racial bonus on saving throws against diseases and ingested poisons (but not other poisons). You receive a +2 bonus on Survival skill checks to find food for yourself (and only yourself).-Long-Nose FormTYPE:GeneralPRELEVEL:MIN=3PRERACE:1,TenguDESC:You can shift into the form of a human with an unusually long nose.SOURCEPAGE:p.165BENEFIT:Once per day, you can assume the form of a human whose nose is the length of your beak. This spell-like ability functions as alter self with a caster level equal to your level. While in this form you gain the scent ability and a +2 bonus to your Strength score. Because your long nose in this form clearly indicates you are not fully human, you do not gain the normal bonus to Disguise checks for using a polymorph effect (however, you could possibly explain the nose as an unfortunate curse or deformity, or hide it with an item such as a plague doctor's mask).TEMPBONUS:PC|STAT|STR|2-Scavenger's EyeTYPE:GeneralPRERACE:1,TenguDESC:Your gaze is naturally drawn to valuable glittering objects.BONUS:SKILL|Appraise|2SOURCEPAGE:p.166BENEFIT:You gain a +2 bonus on Appraise checks. You may determine the most valuable item in a hoard as a standard action and gain an additional +2 bonus on the Appraise check to do so. In addition, if you fail an Appraise check by 5 or more, you treat the check as if you had failed by less than 5.-Tengu Raven FormTYPE:GeneralPREFEAT:1,Tengu WingsPRELEVEL:MIN=7PRERACE:1,TenguDESC:You can shift into the form of a giant black raven.SOURCEPAGE:p.166BENEFIT:Once per day, you can take the form of a Large black bird resembling a raven, granting you a fly speed of 60 feet (good maneuverability), a +4 size bonus to your Strength, a -2 penalty to your Dexterity, and a +4 natural armor bonus. This spell-like ability otherwise functions as beast shape II with a caster level equal to your level.TEMPBONUS:PC|STAT|STR|4TEMPBONUS:PC|STAT|DEX|-2TEMPBONUS:PC|COMBAT|AC|4|TYPE:NaturalArmor-Tengu WingsTYPE:GeneralPRELEVEL:MIN=5PRERACE:1,TenguDESC:You can grow wings that allow you to fly.SOURCEPAGE:p.166BENEFIT:Once per day, you can sprout a pair of giant black crow's wings, granting you a fly speed of 30 feet (average maneuverability). This spell-like ability otherwise functions as beast shape I (though you do not gain any other benefits of that spell) with a caster level equal to your level.+Blood BeakTYPE:CombatPREABILITY:1,CATEGORY=Special Ability,Tengu ~ Natural WeaponPREATT:5PRERACE:1,Tengu,RACESUBTYPE=TenguDESC:Your bleed attack is bloody and dangerous.BONUS:WEAPONPROF=Beak|DAMAGESIZE|1SOURCEPAGE:p.165BENEFIT:Increase the damage of your beak attack to 1d6. Furthermore, when you confirm a critical hit with your beak attack, you also deal 1 point of bleed damage. The bleed effect from this feat stacks with that of the Bleeding Critical feat and similar effects, adding 1 point to your bleed damage.+Carrion FeederTYPE:GeneralPRERACE:1,Tengu,RACESUBTYPE=TenguDESC:Like many scavengers, you can stomach foods that would make weaker creatures ill.BONUS:SITUATION|Survival=Find Food|2SOURCEPAGE:p.165BENEFIT:You gain a +2 racial bonus on saving throws against diseases and ingested poisons (but not other poisons). You receive a +2 bonus on Survival skill checks to find food for yourself (and only yourself).+Long-Nose FormTYPE:GeneralPRELEVEL:MIN=3PRERACE:1,Tengu,RACESUBTYPE=TenguDESC:You can shift into the form of a human with an unusually long nose.SOURCEPAGE:p.165BENEFIT:Once per day, you can assume the form of a human whose nose is the length of your beak. This spell-like ability functions as alter self with a caster level equal to your level. While in this form you gain the scent ability and a +2 bonus to your Strength score. Because your long nose in this form clearly indicates you are not fully human, you do not gain the normal bonus to Disguise checks for using a polymorph effect (however, you could possibly explain the nose as an unfortunate curse or deformity, or hide it with an item such as a plague doctor's mask).TEMPBONUS:PC|STAT|STR|2+Scavenger's EyeTYPE:GeneralPRERACE:1,Tengu,RACESUBTYPE=TenguDESC:Your gaze is naturally drawn to valuable glittering objects.BONUS:SKILL|Appraise|2SOURCEPAGE:p.166BENEFIT:You gain a +2 bonus on Appraise checks. You may determine the most valuable item in a hoard as a standard action and gain an additional +2 bonus on the Appraise check to do so. In addition, if you fail an Appraise check by 5 or more, you treat the check as if you had failed by less than 5.+Tengu Raven FormTYPE:GeneralPREFEAT:1,Tengu WingsPRELEVEL:MIN=7PRERACE:1,Tengu,RACESUBTYPE=TenguDESC:You can shift into the form of a giant black raven.SOURCEPAGE:p.166BENEFIT:Once per day, you can take the form of a Large black bird resembling a raven, granting you a fly speed of 60 feet (good maneuverability), a +4 size bonus to your Strength, a -2 penalty to your Dexterity, and a +4 natural armor bonus. This spell-like ability otherwise functions as beast shape II with a caster level equal to your level.TEMPBONUS:PC|STAT|STR|4TEMPBONUS:PC|STAT|DEX|-2TEMPBONUS:PC|COMBAT|AC|4|TYPE:NaturalArmor+Tengu WingsTYPE:GeneralPRELEVEL:MIN=5PRERACE:1,Tengu,RACESUBTYPE=TenguDESC:You can grow wings that allow you to fly.SOURCEPAGE:p.166BENEFIT:Once per day, you can sprout a pair of giant black crow's wings, granting you a fly speed of 30 feet (average maneuverability). This spell-like ability otherwise functions as beast shape I (though you do not gain any other benefits of that spell) with a caster level equal to your level. ###Block: Tiefling Feats # Feat NameTypeRestricted AbilityRequired RaceVar. Must Be LowerRequired VisionDefineDescriptionStackable?Multiple?ChooseAbilityCombat bonusModify VARVisionSource PageDescription of the Benefits-Armor of the PitTYPE:GeneralPRERACE:1,TieflingDEFINE:ColdResistanceBonus|5DEFINE:ElectricityResistanceBonus|5DEFINE:FireResistanceBonus|5DESC:Your fiendish traits take the form of a protective scaly skin.ABILITY:Special Ability|AUTOMATIC|Resistance to Cold|!PREABILITY:1,CATEGORY=Special Ability,Scaled Skin C ~ TieflingABILITY:Special Ability|AUTOMATIC|Resistance to Electricity|!PREABILITY:1,CATEGORY=Special Ability,Scaled Skin E ~ TieflingABILITY:Special Ability|AUTOMATIC|Resistance to Fire|!PREABILITY:1,CATEGORY=Special Ability,Scaled Skin F ~ TieflingBONUS:COMBAT|AC|2|TYPE=NaturalArmor|!PREABILITY:1,CATEGORY=Special Ability,Scaled Skin C ~ Tiefling,Scaled Skin E ~ Tiefling,Scaled Skin F ~ TieflingSOURCEPAGE:p.172BENEFIT:You gain a +2 natural armor bonus. If you have the scaled skin racial trait, you instead gain resistance 5 to two of the following energy types that you don't have resistance to already: cold, electricity, and fire.-Expanded Fiendish Resistance (Acid)TYPE:General!PREABILITY:1,CATEGORY=Special Ability,Resistance to AcidPRERACE:1,TieflingDEFINE:AcidResistanceBonus|5DESC:You gain extra fiendish resistances.ABILITY:Special Ability|AUTOMATIC|Resistance to AcidSOURCEPAGE:p.173BENEFIT:You gain resistance 5 to Acid.-Expanded Fiendish Resistance (Cold)TYPE:General!PREABILITY:1,CATEGORY=Special Ability,Resistance to ColdPRERACE:1,TieflingDEFINE:ColdResistanceBonus|5DESC:You gain extra fiendish resistances.ABILITY:Special Ability|AUTOMATIC|Resistance to ColdSOURCEPAGE:p.173BENEFIT:You gain resistance 5 to Cold.-Expanded Fiendish Resistance (Electricity)TYPE:General!PREABILITY:1,CATEGORY=Special Ability,Resistance to ElectricityPRERACE:1,TieflingDEFINE:ElectricityResistanceBonus|5DESC:You gain extra fiendish resistances.ABILITY:Special Ability|AUTOMATIC|Resistance to ElectricitySOURCEPAGE:p.173BENEFIT:You gain resistance 5 to Electricity.-Expanded Fiendish Resistance (Fire)TYPE:General!PREABILITY:1,CATEGORY=Special Ability,Resistance to FirePRERACE:1,TieflingDEFINE:FireResistanceBonus|5DESC:You gain extra ... 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[pcgen-commit-svn] SF.net SVN: pcgen:[23694]Trunk/pcgen/data/pathfinder/paizo/ roleplaying_game

From: <ama...@us...> - 2014-04-14 21:43:21

Revision: 23694 http://sourceforge.net/p/pcgen/code/23694Author: amaitlandDate: 2014-04-14 21:43:18 +0000 (Mon, 14 Apr 2014)Log Message:-----------Jenkins FixModified Paths:-------------- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary/b1_races.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary_2/b2_abilities_race.lstModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary/b1_races.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary/b1_races.lst2014-04-14 21:40:30 UTC (rev 23693)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary/b1_races.lst2014-04-14 21:43:18 UTC (rev 23694)@@ -135,8 +135,8 @@ Devil (Erinyes)OUTPUTNAME:[NAME]STARTFEATS:1SIZE:MMOVE:Walk,30,Fly,50FACE:5REACH:5BONUS:COMBAT|AC|6|TYPE=NaturalArmorBONUS:STAT|STR,CON,CHA|10BONUS:STAT|DEX|12BONUS:STAT|INT|4BONUS:STAT|WIS|8BONUS:VAR|SLA_CL|12CSKILL:Acrobatics|Diplomacy|IntimidateAUTO:FEAT|Dodge|MobilityAUTO:LANG|CommonABILITY:Special Ability|AUTOMATIC|Entangle ~ Erinyes|Flight Maneuverability|True Seeing ~ ConstantLEGS:2HANDS:2DEFINE:Maneuverability|4SR:19DR:5/GoodMONSTERCLASS:Outsider (Fort/Ref):9RACETYPE:OutsiderRACESUBTYPE:Devil|Evil|Extraplanar|LawfulCR:8ROLE:CombatSOURCEPAGE:p.75SPELLS:Innate|TIMES=ATWILL|CASTERLEVEL=12|Fear (single target),14+CHA|Minor Image,12+CHA|Teleport (Greater/self plus objects)|Unholy Blight,14+CHASPELLS:Innate|TIMES=1|CASTERLEVEL=12|Summon Monster III (Erinyes)KIT:1|LE Devil (Horned)OUTPUTNAME:[NAME] Devil (Cornugon)STARTFEATS:1SIZE:LMOVE:Walk,30,Fly,50FACE:10REACH:10BONUS:COMBAT|AC|18|TYPE=NaturalArmorBONUS:STAT|STR|20BONUS:STAT|DEX|16BONUS:STAT|CON|18BONUS:STAT|INT|4BONUS:STAT|WIS,CHA|12BONUS:VAR|RegenerationRate|5CSKILL:Diplomacy|Intimidate|SpellcraftAUTO:LANG|CommonAUTO:WEAPONPROF|Chain (Spiked)ABILITY:Special Ability|AUTOMATIC|Fear Aura ~ Horned Devil|Flight Maneuverability|Infernal Wound ~ Horned Devil|Regeneration ~ Good|Stun ~ Horned DevilLEGS:2HANDS:2NATURALATTACKS:Bite,Weapon.Natural.Weapon Group Natural.Melee.Finesseable.Bludgeoning.Piercing,*1,2d8|Tail,Weapon.Natural.Weapon Group Natural.Melee.Finesseable.Bludgeoning,*1,2d6NATURALATTACKS:Claw,Weapon.Natural.Weapon Group Natural.Melee.Finesseable.Piercing.Slashing,*2,2d6DEFINE:Maneuverability|3SR:27DR:10/GoodDR:10/SilverMONSTERCLASS:Outsider (Fort/Ref):15RACETYPE:OutsiderRACESUBTYPE:Devil|Evil|Extraplanar|LawfulCR:16ROLE:CombatSOURCEPAGE:p.76SPELLS:Innate|TIMES=ATWILL|CASTERLEVEL=16|Dispel Chaos,15+CHA|Dispel Good,15+CHA|Magic Circle against Good|Persistent Image,15+CHA|Teleport (Greater/self plus objects)SPELLS:Innate|TIMES=3|CASTERLEVEL=16|Fireball,13+CHA|Lightning Bolt,13+CHASPELLS:Innate|TIMES=1|CASTERLEVEL=16|Summon Monster VI (Horned Devil)KIT:1|LE Devil (Ice)OUTPUTNAME:[NAME] Devil (Gelugon)STARTFEATS:1SIZE:LMOVE:Walk,40FACE:10REACH:10BONUS:COMBAT|AC|18|TYPE=NaturalArmorBONUS:STAT|STR,CON,WIS|12BONUS:STAT|DEX,CHA|10BONUS:STAT|INT|14BONUS:VAR|SLA_CL|13BONUS:VAR|RegenerationRate|5CSKILL:Acrobatics|Diplomacy|Intimidate|SurvivalAUTO:LANG|CommonABILITY:Special Ability|AUTOMATIC|Fly ~ Constant|Immunity to Cold|Regeneration ~ Good|Slow ~ Ice DevilLEGS:2HANDS:2NATURALATTACKS:Bite,Weapon.Natural.Weapon Group Natural.Melee.Finesseable.Bludgeoning.Piercing,*1,2d6|Bite (with weapon attack),Weapon.Natural.Weapon Group Natural.Melee.Finesseable.Bludgeoning.Piercing,*1,2d6|Tail,Weapon.Natural.Weapon Group Natural.Melee.Finesseable.Bludgeoning.Poison,*1,3d6SR:24DR:10/GoodMONSTERCLASS:Outsider (Fort/Ref):14RACETYPE:OutsiderRACESUBTYPE:Devil|Evil|Extraplanar|LawfulCR:13ROLE:CombatSOURCEPAGE:p.77SPELLS:Innate|TIMES=ATWILL|CASTERLEVEL=13|Cone of Cold,15+CHA|Ice Storm|Persistent Image,15+CHA|Teleport (Greater/self plus objects)|Wall of Ice,14+CHASPELLS:Innate|TIMES=1|CASTERLEVEL=13|Summon Monster IV (Ice Devil)KIT:1|LE-Devil (Imp)OUTPUTNAME:[NAME]STARTFEATS:1SIZE:TMOVE:Walk,20,Fly,50FACE:2.5REACH:0BONUS:COMBAT|AC|1|TYPE=NaturalArmorBONUS:STAT|DEX|6BONUS:STAT|INT,WIS|2BONUS:STAT|CHA|4BONUS:VAR|SLA_CL|6BONUS:VAR|FastHealingRate|2CSKILL:Acrobatics|Knowledge (Arcana)|SpellcraftAUTO:LANG|Common|InfernalABILITY:Special Ability|AUTOMATIC|Aligned (Evil)|Aligned (Lawful)|Change Shape ~ Imp|Detect Good ~ Constant|Detect Magic ~ Constant|Fast Healing|Flight Maneuverability|Immunity to Fire|Immunity to Poison|Poison ~ Imp|Resistance to Acid|Resistance to Cold|See in Darkness ~ DevilLEGS:2HANDS:2NATURALATTACKS:Sting,Weapon.Natural.Weapon Group Natural.Melee.Finesseable.Piercing.Poison,*1,1d4DEFINE:AcidResistanceBonus|10DEFINE:ColdResistanceBonus|10DEFINE:Maneuverability|5DR:5/Good or SilverMONSTERCLASS:Outsider (Ref/Will):3RACETYPE:OutsiderRACESUBTYPE:Devil|Evil|Extraplanar|LawfulCR:2ROLE:SkillSOURCEPAGE:p.78SPELLS:Innate|TIMES=ATWILL|CASTERLEVEL=6|Invisibility (self only)SPELLS:Innate|TIMES=1|CASTERLEVEL=6|Augury|Suggestion,13+CHASPELLS:Innate|TIMES=1|TIMEUNIT=Week|CASTERLEVEL=12|Commune (six questions)KIT:1|LE-Devil (Lemure)OUTPUTNAME:[NAME]SIZE:MMOVE:Walk,20FACE:5REACH:5BONUS:COMBAT|AC|4|TYPE=NaturalArmorBONUS:STAT|CON|2BONUS:STAT|CHA|-6ABILITY:Special Ability|AUTOMATIC|Aligned (Evil)|Aligned (Lawful)|Immunity to Fire|Immunity to Poison|Resistance to Acid|Resistance to Cold|See in Darkness ~ DevilLEGS:2HANDS:2NATURALATTACKS:Claw,Weapon.Natural.Weapon Group Natural.Melee.Finesseable.Piercing.Slashing,*2,1d4DEFINE:AcidResistanceBonus|10DEFINE:ColdResistanceBonus|10DR:5/Good or SilverMONSTERCLASS:Outsider (Mindless):2RACETYPE:OutsiderRACESUBTYPE:Devil|Evil|Extraplanar|LawfulCR:1SOURCEPAGE:p.79KIT:1|LE+Devil (Imp)OUTPUTNAME:[NAME]STARTFEATS:1SIZE:TMOVE:Walk,20,Fly,50FACE:2.5REACH:0BONUS:COMBAT|AC|1|TYPE=NaturalArmorBONUS:STAT|DEX|6BONUS:STAT|INT,WIS|2BONUS:STAT|CHA|4BONUS:VAR|SLA_CL|6BONUS:VAR|FastHealingRate|2CSKILL:Acrobatics|Knowledge (Arcana)|SpellcraftAUTO:LANG|Common|InfernalABILITY:Special Ability|AUTOMATIC|Aligned (Evil)|Aligned (Lawful)|Change Shape ~ Imp|Detect Good ~ Constant|Detect Magic ~ Constant|Fast Healing|Flight Maneuverability|Immunity to Fire|Immunity to Poison|Poison ~ Imp|Resistance to Acid|Resistance to Cold|Devil ~ See in DarknessLEGS:2HANDS:2NATURALATTACKS:Sting,Weapon.Natural.Weapon Group Natural.Melee.Finesseable.Piercing.Poison,*1,1d4DEFINE:AcidResistanceBonus|10DEFINE:ColdResistanceBonus|10DEFINE:Maneuverability|5DR:5/Good or SilverMONSTERCLASS:Outsider (Ref/Will):3RACETYPE:OutsiderRACESUBTYPE:Devil|Evil|Extraplanar|LawfulCR:2ROLE:SkillSOURCEPAGE:p.78SPELLS:Innate|TIMES=ATWILL|CASTERLEVEL=6|Invisibility (self only)SPELLS:Innate|TIMES=1|CASTERLEVEL=6|Augury|Suggestion,13+CHASPELLS:Innate|TIMES=1|TIMEUNIT=Week|CASTERLEVEL=12|Commune (six questions)KIT:1|LE+Devil (Lemure)OUTPUTNAME:[NAME]SIZE:MMOVE:Walk,20FACE:5REACH:5BONUS:COMBAT|AC|4|TYPE=NaturalArmorBONUS:STAT|CON|2BONUS:STAT|CHA|-6ABILITY:Special Ability|AUTOMATIC|Aligned (Evil)|Aligned (Lawful)|Immunity to Fire|Immunity to Poison|Resistance to Acid|Resistance to Cold|Devil ~ See in DarknessLEGS:2HANDS:2NATURALATTACKS:Claw,Weapon.Natural.Weapon Group Natural.Melee.Finesseable.Piercing.Slashing,*2,1d4DEFINE:AcidResistanceBonus|10DEFINE:ColdResistanceBonus|10DR:5/Good or SilverMONSTERCLASS:Outsider (Mindless):2RACETYPE:OutsiderRACESUBTYPE:Devil|Evil|Extraplanar|LawfulCR:1SOURCEPAGE:p.79KIT:1|LE Devil (Pit Fiend)OUTPUTNAME:[NAME]STARTFEATS:1SIZE:LMOVE:Walk,40,Fly,60FACE:10REACH:10BONUS:COMBAT|AC|20|TYPE=NaturalArmorBONUS:STAT|STR|26BONUS:STAT|DEX|18BONUS:STAT|CON|24BONUS:STAT|INT,CHA|16BONUS:STAT|WIS|20BONUS:VAR|ConstrictDieSize|8BONUS:VAR|ConstrictBonusDamage|STR*1.5BONUS:VAR|ConstrictDice|1BONUS:VAR|RegenerationRate|5CSKILL:Diplomacy|Intimidate|Knowledge (Religion)|SpellcraftAUTO:LANG|CommonABILITY:Special Ability|AUTOMATIC|Constrict|Devil Shaping ~ Pit Fiend|Disease ~ Pit Fiend|Flight Maneuverability|Grab|Poison ~ Pit Fiend|Regeneration ~ GoodLEGS:2HANDS:2NATURALATTACKS:Claw,Weapon.Natural.Weapon Group Natural.Melee.Finesseable.Piercing.Slashing,*2,2d8|Wing,Weapon.Natural.Weapon Group Natural.Melee.Finesseable.Bludgeoning,*2,2d6NATURALATTACKS:Bite,Weapon.Natural.Weapon Group Natural.Melee.Finesseable.Bludgeoning.Piercing.Poison.Disease,*1,4d6|Tail Slap,Weapon.Natural.Weapon Group Natural.Melee.Finesseable.Bludgeoning.Grab,*1,2d8DEFINE:Maneuverability|3SR:31DR:15/GoodDR:15/SilverMONSTERCLASS:Outsider (Fort/Ref):20RACETYPE:OutsiderRACESUBTYPE:Devil|Evil|Extraplanar|LawfulCR:20ROLE:CombatSOURCEPAGE:p.80SPELLS:Innate|TIMES=ATWILL|CASTERLEVEL=18|Blasphemy,17+CHA|Create Undead|Dispel Magic (Greater)|Fireball,13+CHA|Hold Monster (Mass),15+CHA|Invisibility|Magic Circle against Good|Persistent Image,15+CHA|Power Word Stun|Scorching Ray|Scrying (Greater),17+CHA|Teleport (Greater/self plus objects)|Trap the Soul,18+CHA|Unholy Aura,18+CHA|Wall of FireSPELLS:Innate|TIMES=3|CASTERLEVEL=18|Quickened Fireball,13+CHASPELLS:Innate|TIMES=1|CASTERLEVEL=18|Meteor Swarm|Summon Monster IX (Pit Fiend)SPELLS:Innate|TIMES=1|TIMEUNIT=Year|CASTERLEVEL=18|WishKIT:1|LE DevourerSTARTFEATS:1SIZE:LMOVE:Walk,30,Fly,20FACE:10REACH:10BONUS:COMBAT|AC|13|TYPE=NaturalArmorBONUS:STAT|STR|18BONUS:STAT|DEX|6BONUS:STAT|INT|8BONUS:STAT|WIS|6BONUS:STAT|CHA|10BONUS:VAR|EnergyDrainLevels|1BONUS:VAR|EnergyDrainNoHP|1BONUS:VAR|EnergyDrainDC|-2AUTO:LANG|Abyssal|Celestial|Common|InfernalABILITY:Special Ability|AUTOMATIC|Devour Soul ~ Devourer|Energy Drain|Flight Maneuverability|Spell Deflection ~ Devourer|TelepathyLEGS:2HANDS:2NATURALATTACKS:Claw,Weapon.Natural.Weapon Group Natural.Melee.Finesseable.Piercing.Slashing.EnergyDrain,*2,1d8DEFINE:Maneuverability|5SR:22MONSTERCLASS:Undead:14RACETYPE:UndeadRACESUBTYPE:ExtraplanarCR:11ROLE:CombatSOURCEPAGE:p.82SPELLS:Innate|TIMES=ATWILL|CASTERLEVEL=18|Animate Dead,14+CHA|Bestow Curse,14+CHA|Confusion,14+CHA|Control Undead,17+CHA|Death Knell,12+CHA|Ghoul Touch,12+CHA|Inflict Serious Wounds,13+CHA|Planar Ally (Lesser),14+CHA|Ray of Enfeeblement,11+CHA|Spectral Hand,12+CHA|Suggestion,13+CHA|True Seeing,16+CHA|Vampiric Touch,13+CHAKIT:1|NE Dinosaur (Ankylosaurus)OUTPUTNAME:[NAME]STARTFEATS:1SIZE:HMOVE:Walk,30FACE:15REACH:15BONUS:COMBAT|AC|14|TYPE=NaturalArmorBONUS:STAT|STR|16BONUS:STAT|CON|6BONUS:STAT|INT|-8BONUS:STAT|WIS|2BONUS:STAT|CHA|-2BONUS:WEAPONPROF=Tail|DAMAGE|max(0,(STR/2))ABILITY:Special Ability|AUTOMATIC|Scent|Stun ~ AnkylosaurusLEGS:4HANDS:0NATURALATTACKS:Tail,Weapon.Natural.Weapon Group Natural.Melee.Finesseable.Bludgeoning.Stun,*1,3d6MONSTERCLASS:Animal:10RACETYPE:AnimalCR:6SOURCEPAGE:p.83KIT:1|TNModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary_2/b2_abilities_race.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary_2/b2_abilities_race.lst2014-04-14 21:40:30 UTC (rev 23693)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary_2/b2_abilities_race.lst2014-04-14 21:43:18 UTC (rev 23694)@@ -297,7 +297,7 @@ ###Block: Angel (Monadic Deva) abilities # Ability NameUnique KeyCategory of AbilityTypeDescriptionSource PageAspects Solid BlowKEY:Solid Blow ~ Monadic DevaCATEGORY:Special AbilityTYPE:SpecialAttack.SupernaturalDESC:If a monadic deva strikes an opponent twice in 1 round with its mace, that creature takes an extra 1d8+%1 points of damage.|2*STRSOURCEPAGE:p.27ASPECT:Ability Benefit|(morningstar)-CATEGORY=Special Ability|Protective Aura ~ Angel.MODTYPE:ModifyACASPECT:ModifyAC|+4 deflection vs. evilASPECT:SaveBonus|+4 resistance vs. evil+CATEGORY=Special Ability|Angel ~ Protective Aura.MODTYPE:ModifyACASPECT:ModifyAC|+4 deflection vs. evilASPECT:SaveBonus|+4 resistance vs. evil ###Block: Angel (Movanic Deva) abilities # Ability NameUnique KeyCategory of AbilityTypeDescriptionSource PageThis was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site.

[pcgen-commit-svn] SF.net SVN: pcgen:[23698]Trunk/pcgen/data/pathfinder/paizo/ roleplaying_game

From: <ama...@us...> - 2014-04-14 22:52:08

Revision: 23698 http://sourceforge.net/p/pcgen/code/23698Author: amaitlandDate: 2014-04-14 22:51:50 +0000 (Mon, 14 Apr 2014)Log Message:-----------Progress on PathfinderDATA-1709Bring Pathfinder up to speed (Project)Modified Paths:-------------- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_abilities_class.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_classes.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_feats.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_class.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_feats.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_equipment/ue_equip_magic_items.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_magic/um_feats.lstModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_abilities_class.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_abilities_class.lst2014-04-14 22:22:40 UTC (rev 23697)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_abilities_class.lst2014-04-14 22:51:50 UTC (rev 23698)@@ -142,20 +142,20 @@ ###Block: Cavalier class features # Ability NameUnique KeyCategory of AbilityTypeDefineDescriptionAbilityBonus to Ability PoolAllow Follower-ChallengeKEY:Challenge ~ CavalierCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialAttack.ExtraordinaryDEFINE:CavalierChallengeLVL|0DEFINE:CavalierChallengeTimes|0DESC:%1/day [Swift Action], you can challenge a foe to combat. Choose one target within sight to challenge. Your melee attacks deal extra damage whenever the attacks are made against the target of the challenge. This extra damage is %2. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the cavalier's concentration. The cavalier takes a -2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order.|CavalierChallengeTimes|CavalierChallengeLVL-MountKEY:Mount ~ CavalierCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.Extraordinary.Animal CompanionDEFINE:CavalierMountLVL|0DESC:A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the cavalier's level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts. A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier's mount does not gain the share spells special ability. A cavalier's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should a cavalier's mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.ABILITY:Cavalier Mount Choice|AUTOMATIC|Standard Choices ~ Cavalier Mount|!PREABILITY:1,CATEGORY=Internal,TYPE.CavalierMountAlternate|PREABILITY:1,CATEGORY=Special Ability,Mount ~ CavalierFOLLOWERS:Cavalier Mount|1-OrderKEY:Order ~ CavalierCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDEFINE:OrderAbilityLVL|0DESC:At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM's preference.BONUS:ABILITYPOOL|Cavalier Order|1-TacticianKEY:Tactician ~ CavalierCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.BONUS:ABILITYPOOL|Tactician Feat|1-Cavalier's ChargeKEY:Cavalier's Charge ~ CavalierCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialAttack.ExtraordinaryDESC:At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.-Expert TrainerKEY:Expert Trainer ~ CavalierCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 4th level, a cavalier learns to train mounts with speed and unsurpassed expertise. The cavalier receives a bonus equal to 1/2 his cavalier level whenever he uses Handle Animal on an animal that serves as a mount. In addition, he can reduce the time needed to teach a mount a new trick or train a mount for a general purpose to 1 day per 1 week required by increasing the DC by +5. He can also train more than one mount at once, although each mount after the first adds +2 to the DC.-BannerKEY:Banner ~ CavalierCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 5th level, a cavalier's banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier's banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.-Greater TacticianKEY:Greater Tactician ~ CavalierCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 9th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The cavalier can grant this feat to his allies using the tactician ability. Using the tactician ability is a swift action.BONUS:ABILITYPOOL|Tactician Feat|1-Mighty ChargeKEY:Mighty Charge ~ CavalierCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialAttack.ExtraordinaryDESC:At 11th level, a cavalier learns to make devastating charge attacks while mounted. Double the threat range of any weapons wielded during a charge while mounted. This increase does not stack with other effects that increase the threat range of the weapon. In addition, the cavalier can make a free bull rush, disarm, sunder, or trip combat maneuver if his charge attack is successful. This free combat maneuver does not provoke an attack of opportunity.-Demanding ChallengeKEY:Demanding Challenge ~ CavalierCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialAttack.ExtraordinaryDESC:At 12th level, whenever a cavalier declares a challenge, his target must pay attention to the threat he poses. As long as the target is within the threatened area of the cavalier, it takes a -2 penalty to its AC from attacks made by anyone other than the cavalier.-Greater BannerKEY:Greater Banner ~ CavalierCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 14th level, the cavalier's banner becomes a rallying call to his allies. All allies within 60 feet receive a +2 morale bonus on saving throws against charm and compulsion spells and effects. In addition, while his banner is displayed, the cavalier can spend a standard action to wave the banner through the air, granting all allies within 60 feet an additional saving throw against any one spell or effect that is targeting them. This save is made at the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. An ally cannot benefit from this ability more than once per day.-Master TacticianKEY:Master Tactician ~ CavalierCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 17th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The cavalier can grant this feat to his allies using the tactician ability. Whenever the cavalier uses the tactician ability, he grants any two teamwork feats that he knows. He can select from any of his teamwork feats, not just his bonus feats.-Supreme ChargeKEY:Supreme Charge ~ CavalierCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialAttack.ExtraordinaryDESC:At 20th level, whenever the cavalier makes a charge attack while mounted, he deals double the normal amount of damage (or triple if using a lance). In addition, if the cavalier confirms a critical hit on a charge attack while mounted, the target is stunned for 1d4 rounds. A Will save reduces this to staggered for 1d4 rounds. The DC is equal to 10 + the cavalier's base attack bonus.-Bonus FeatKEY:Bonus Feat ~ CavalierCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 6th level, and at every six levels thereafter, a cavalier gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The cavalier must meet the prerequisites of these bonus feats.BONUS:ABILITYPOOL|Cavalier Feat|CavalierLvl/6+ChallengeKEY:Cavalier ~ ChallengeCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialAttack.ExtraordinaryDEFINE:CavalierChallengeLVL|0DEFINE:CavalierChallengeTimes|0DESC:%1/day [Swift Action], you can challenge a foe to combat. Choose one target within sight to challenge. Your melee attacks deal extra damage whenever the attacks are made against the target of the challenge. This extra damage is %2. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the cavalier's concentration. The cavalier takes a -2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order.|CavalierChallengeTimes|CavalierChallengeLVL+MountKEY:Cavalier ~ MountCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.Extraordinary.Animal CompanionDEFINE:CavalierMountLVL|0DESC:A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the cavalier's level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts. A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier's mount does not gain the share spells special ability. A cavalier's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should a cavalier's mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.ABILITY:Cavalier Mount Choice|AUTOMATIC|Standard Choices ~ Cavalier Mount|!PREABILITY:1,CATEGORY=Internal,TYPE.CavalierMountAlternate|PREABILITY:1,CATEGORY=Special Ability,Cavalier ~ MountFOLLOWERS:Cavalier Mount|1+OrderKEY:Cavalier ~ OrderCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDEFINE:OrderAbilityLVL|0DESC:At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM's preference.BONUS:ABILITYPOOL|Cavalier Order|1+TacticianKEY:Cavalier ~ TacticianCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.BONUS:ABILITYPOOL|Tactician Feat|1+Cavalier's ChargeKEY:Cavalier ~ Cavalier's ChargeCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialAttack.ExtraordinaryDESC:At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.+Expert TrainerKEY:Cavalier ~ Expert TrainerCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 4th level, a cavalier learns to train mounts with speed and unsurpassed expertise. The cavalier receives a bonus equal to 1/2 his cavalier level whenever he uses Handle Animal on an animal that serves as a mount. In addition, he can reduce the time needed to teach a mount a new trick or train a mount for a general purpose to 1 day per 1 week required by increasing the DC by +5. He can also train more than one mount at once, although each mount after the first adds +2 to the DC.+BannerKEY:Cavalier ~ BannerCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 5th level, a cavalier's banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier's banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.+Greater TacticianKEY:Cavalier ~ Greater TacticianCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 9th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The cavalier can grant this feat to his allies using the tactician ability. Using the tactician ability is a swift action.BONUS:ABILITYPOOL|Tactician Feat|1+Mighty ChargeKEY:Cavalier ~ Mighty ChargeCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialAttack.ExtraordinaryDESC:At 11th level, a cavalier learns to make devastating charge attacks while mounted. Double the threat range of any weapons wielded during a charge while mounted. This increase does not stack with other effects that increase the threat range of the weapon. In addition, the cavalier can make a free bull rush, disarm, sunder, or trip combat maneuver if his charge attack is successful. This free combat maneuver does not provoke an attack of opportunity.+Demanding ChallengeKEY:Cavalier ~ Demanding ChallengeCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialAttack.ExtraordinaryDESC:At 12th level, whenever a cavalier declares a challenge, his target must pay attention to the threat he poses. As long as the target is within the threatened area of the cavalier, it takes a -2 penalty to its AC from attacks made by anyone other than the cavalier.+Greater BannerKEY:Cavalier ~ Greater BannerCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 14th level, the cavalier's banner becomes a rallying call to his allies. All allies within 60 feet receive a +2 morale bonus on saving throws against charm and compulsion spells and effects. In addition, while his banner is displayed, the cavalier can spend a standard action to wave the banner through the air, granting all allies within 60 feet an additional saving throw against any one spell or effect that is targeting them. This save is made at the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. An ally cannot benefit from this ability more than once per day.+Master TacticianKEY:Cavalier ~ Master TacticianCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 17th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The cavalier can grant this feat to his allies using the tactician ability. Whenever the cavalier uses the tactician ability, he grants any two teamwork feats that he knows. He can select from any of his teamwork feats, not just his bonus feats.+Supreme ChargeKEY:Cavalier ~ Supreme ChargeCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialAttack.ExtraordinaryDESC:At 20th level, whenever the cavalier makes a charge attack while mounted, he deals double the normal amount of damage (or triple if using a lance). In addition, if the cavalier confirms a critical hit on a charge attack while mounted, the target is stunned for 1d4 rounds. A Will save reduces this to staggered for 1d4 rounds. The DC is equal to 10 + the cavalier's base attack bonus.+Bonus FeatKEY:Cavalier ~ Bonus FeatCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 6th level, and at every six levels thereafter, a cavalier gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The cavalier must meet the prerequisites of these bonus feats.BONUS:ABILITYPOOL|Cavalier Feat|CavalierLVL/6 ###Block: Cavalier Mount Options # Ability NameUnique KeyCategory of AbilityTypeAllowed CompanionsCostSource Page Standard ChoicesKEY:Standard Choices ~ Cavalier MountCATEGORY:InternalTYPE:CavalierMountSelectionCOMPANIONLIST:Cavalier Mount|Companion (Camel),Companion (Horse)|PRESIZEEQ:MCOMPANIONLIST:Cavalier Mount|Companion (Pony),Companion (Wolf)|PRESIZEEQ:SCOMPANIONLIST:Cavalier Mount|Companion (Boar),Companion (Dog)|PRECLASS:1,Cavalier=4|PRESIZEEQ:SSOURCEPAGE:p.51@@ -167,59 +167,59 @@ # Comment: TYPE.CavalierBonusFeat - Disables ALL 3 Cavalier Feats # Comment: TYPE.CavalierBonusFeat# with # being 6, 12 or 18 will disable the feat gained at that level. # Ability NameUnique KeyCategory of AbilityTypeVisibleRequired ALRestricted ALMultiple RequirementsRequired SkillDefineDescriptionMultiple?ChooseAutomatically Gained FeatAbilityBonus to Ability PoolSave checks bonusCombat bonusAdd to base moveBonus to skillModify VARClass SkillSource PageAspectsDescription of the Benefits-CATEGORY=Special Ability|Bonus Feat ~ Cavalier.MODBONUS:ABILITYPOOL|Cavalier Feat|-1|PREABILITY:1,CATEGORY=Archetype,TYPE.CavalierCavaliersBonusFeat6-CATEGORY=Special Ability|Bonus Feat ~ Cavalier.MODBONUS:ABILITYPOOL|Cavalier Feat|-1|PREABILITY:1,CATEGORY=Archetype,TYPE.CavalierCavaliersBonusFeat12-CATEGORY=Special Ability|Bonus Feat ~ Cavalier.MODBONUS:ABILITYPOOL|Cavalier Feat|-1|PREABILITY:1,CATEGORY=Archetype,TYPE.CavalierCavaliersBonusFeat18+CATEGORY=Special Ability|Cavalier ~ Bonus Feat.MODBONUS:ABILITYPOOL|Cavalier Feat|-1|PREABILITY:1,CATEGORY=Archetype,TYPE.CavalierCavaliersBonusFeat6+CATEGORY=Special Ability|Cavalier ~ Bonus Feat.MODBONUS:ABILITYPOOL|Cavalier Feat|-1|PREABILITY:1,CATEGORY=Archetype,TYPE.CavalierCavaliersBonusFeat12+CATEGORY=Special Ability|Cavalier ~ Bonus Feat.MODBONUS:ABILITYPOOL|Cavalier Feat|-1|PREABILITY:1,CATEGORY=Archetype,TYPE.CavalierCavaliersBonusFeat18 # Cavalier Orders - Should these be done as Subclass to support the CSKILL issue? # Order of the co*ckatrice ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Order of the co*ckatriceCATEGORY:Special AbilityTYPE:CavalierClassFeatures.CavalierOrder.SpecialQualityDEFINE:OrderChallengeBonus|0DESC:An order of the co*ckatrice cavalier adds his Charisma modifier to the DC on another creature's attempt to demoralize him through Intimidate (in addition to his Wisdom modifier, as normal).ABILITY:Special Ability|AUTOMATIC|Braggart ~ Cavalier|PREVARGTEQ:OrderAbilityLvl,2ABILITY:Special Ability|AUTOMATIC|Steal Glory ~ Cavalier|PREVARGTEQ:OrderAbilityLvl,8ABILITY:Special Ability|AUTOMATIC|Moment of Triumph ~ Cavalier|PREVARGTEQ:OrderAbilityLvl,15BONUS:VAR|OrderChallengeBonus|CavalierLVL/4CSKILL:Appraise|TYPE=Perform-CATEGORY=Special Ability|Challenge ~ Cavalier.MODDESC:he receives a +1 morale bonus on all melee damage rolls made against the target of his challenge as long as he is the only creature threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.|PREABILITY:1,CATEGORY=Special Ability,Order of the co*ckatrice+Order of the co*ckatriceCATEGORY:Special AbilityTYPE:CavalierClassFeatures.CavalierOrder.SpecialQualityDEFINE:OrderChallengeBonus|0DESC:An order of the co*ckatrice cavalier adds his Charisma modifier to the DC on another creature's attempt to demoralize him through Intimidate (in addition to his Wisdom modifier, as normal).ABILITY:Cavalier Class Feature|AUTOMATIC|Order of the co*ckatrice ~ Braggart|PREVARGTEQ:OrderAbilityLVL,2ABILITY:Cavalier Class Feature|AUTOMATIC|Order of the co*ckatrice ~ Steal Glory|PREVARGTEQ:OrderAbilityLVL,8ABILITY:Cavalier Class Feature|AUTOMATIC|Order of the co*ckatrice ~ Moment of Triumph|PREVARGTEQ:OrderAbilityLVL,15BONUS:VAR|OrderChallengeBonus|CavalierLVL/4CSKILL:Appraise|TYPE=Perform+CATEGORY=Special Ability|Cavalier ~ Challenge.MODDESC:he receives a +1 morale bonus on all melee damage rolls made against the target of his challenge as long as he is the only creature threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.|PREABILITY:1,CATEGORY=Special Ability,Order of the co*ckatrice #-BraggartKEY:Braggart ~ CavalierCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 2nd level, the cavalier can spend a standard action to extol his own accomplishments and battle prowess. He receives Dazzling Display as a bonus feat. He does not need a weapon in hand to use this ability. The cavalier receives a +2 morale bonus on melee attack rolls made against demoralized targets.AUTO:FEAT|Dazzling Display-Steal GloryKEY:Steal Glory ~ CavalierCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 8th level, the cavalier can steal the glory from another creature's successful strike. Whenever a creature other than the cavalier scores a critical hit against a target that the cavalier is threatening, he can make an attack of opportunity against the same target.-Moment of TriumphKEY:Moment of Triumph ~ CavalierCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 15th level, the cavalier can, as a free action, declare a moment of triumph. For 1 round, the cavalier receives a competence bonus equal to his Charisma modifier on all ability checks, attack rolls, damage rolls, saving throws, and skill checks. This bonus is also added to his AC. In addition, any critical threats he makes are automatically confirmed. The cavalier can use this ability once per day.+BraggartKEY:Order of the co*ckatrice ~ BraggartCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 2nd level, the cavalier can spend a standard action to extol his own accomplishments and battle prowess. He receives Dazzling Display as a bonus feat. He does not need a weapon in hand to use this ability. The cavalier receives a +2 morale bonus on melee attack rolls made against demoralized targets.AUTO:FEAT|Dazzling Display+Steal GloryKEY:Order of the co*ckatrice ~ Steal GloryCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 8th level, the cavalier can steal the glory from another creature's successful strike. Whenever a creature other than the cavalier scores a critical hit against a target that the cavalier is threatening, he can make an attack of opportunity against the same target.+Moment of TriumphKEY:Order of the co*ckatrice ~ Moment of TriumphCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 15th level, the cavalier can, as a free action, declare a moment of triumph. For 1 round, the cavalier receives a competence bonus equal to his Charisma modifier on all ability checks, attack rolls, damage rolls, saving throws, and skill checks. This bonus is also added to his AC. In addition, any critical threats he makes are automatically confirmed. The cavalier can use this ability once per day. # Order of the Dragon ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Order of the DragonCATEGORY:Special AbilityTYPE:CavalierClassFeatures.CavalierOrder.SpecialQualityDEFINE:OrderChallengeBonus|0DESC:Whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).ABILITY:Special Ability|AUTOMATIC|Aid Allies ~ Cavalier|PREVARGTEQ:OrderAbilityLvl,2ABILITY:Special Ability|AUTOMATIC|Strategy ~ Cavalier|PREVARGTEQ:OrderAbilityLvl,8ABILITY:Special Ability|AUTOMATIC|Act as One ~ Cavalier|PREVARGTEQ:OrderAbilityLvl,15BONUS:VAR|OrderChallengeBonus|CavalierLVL/4CSKILL:Perception|Survival-CATEGORY=Special Ability|Challenge ~ Cavalier.MODDESC:his allies receive a +1 circ*mstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.|PREABILITY:1,CATEGORY=Special Ability,Order of the Dragon+Order of the DragonCATEGORY:Special AbilityTYPE:CavalierClassFeatures.CavalierOrder.SpecialQualityDEFINE:OrderChallengeBonus|0DESC:Whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).ABILITY:Cavalier Class Feature|AUTOMATIC|Order of the Dragon ~ Aid Allies|PREVARGTEQ:OrderAbilityLVL,2ABILITY:Cavalier Class Feature|AUTOMATIC|Order of the Dragon ~ Strategy|PREVARGTEQ:OrderAbilityLVL,8ABILITY:Cavalier Class Feature|AUTOMATIC|Order of the Dragon ~ Act as One|PREVARGTEQ:OrderAbilityLVL,15BONUS:VAR|OrderChallengeBonus|CavalierLVL/4CSKILL:Perception|Survival+CATEGORY=Special Ability|Cavalier ~ Challenge.MODDESC:his allies receive a +1 circ*mstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.|PREABILITY:1,CATEGORY=Special Ability,Order of the Dragon #-Aid AlliesKEY:Aid Allies ~ CavalierCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his Armor Class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.-StrategyKEY:Strategy ~ CavalierCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 8th level, the cavalier can spend a standard action to grant one of a number of bonuses to all allies within 30 feet (including himself ). The allies must be able to see or hear the cavalier to receive this bonus. The cavalier can grant a +2 dodge bonus to AC for 1 round, a +2 morale bonus on all attack rolls for 1 round, or the ability to move up to their speed as an immediate action once. The cavalier can grant a different bonus to each ally within range, but allies can only benefit from this ability once per combat.-Act as OneKEY:Act as One ~ CavalierCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 15th level, the cavalier can spend a standard action to move up to his speed and make a melee attack. All allies within 30 feet can also move up to their speed and make a melee attack as an immediate action. This movement and attack can be made as a charge if the movement qualifies. All attacks are made at a +2 bonus (this stacks with the bonus from a charge) and all participants receive a +2 dodge bonus to their AC for 1 round. A cavalier can use this ability once per combat.+Aid AlliesKEY:Order of the Dragon ~ Aid AlliesCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his Armor Class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.+StrategyKEY:Order of the Dragon ~ StrategyCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 8th level, the cavalier can spend a standard action to grant one of a number of bonuses to all allies within 30 feet (including himself ). The allies must be able to see or hear the cavalier to receive this bonus. The cavalier can grant a +2 dodge bonus to AC for 1 round, a +2 morale bonus on all attack rolls for 1 round, or the ability to move up to their speed as an immediate action once. The cavalier can grant a different bonus to each ally within range, but allies can only benefit from this ability once per combat.+Act as OneKEY:Order of the Dragon ~ Act as OneCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 15th level, the cavalier can spend a standard action to move up to his speed and make a melee attack. All allies within 30 feet can also move up to their speed and make a melee attack as an immediate action. This movement and attack can be made as a charge if the movement qualifies. All attacks are made at a +2 bonus (this stacks with the bonus from a charge) and all participants receive a +2 dodge bonus to their AC for 1 round. A cavalier can use this ability once per combat. # Order of the Lion ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Order of the LionCATEGORY:Special AbilityTYPE:CavalierClassFeatures.CavalierOrder.SpecialQualityDEFINE:OrderChallengeBonus|0DESC:An order of the lion cavalier can make Knowledge (nobility) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as the check involves his sovereign.ABILITY:Special Ability|AUTOMATIC|Lion's Call ~ Cavalier|PREVARGTEQ:OrderAbilityLvl,2ABILITY:Special Ability|AUTOMATIC|For the King ~ Cavalier|PREVARGTEQ:OrderAbilityLvl,8ABILITY:Special Ability|AUTOMATIC|Shield of the Liege ~ Cavalier|PREVARGTEQ:OrderAbilityLvl,15BONUS:VAR|OrderChallengeBonus|CavalierLVL/4CSKILL:Knowledge (Local)|Knowledge (Nobility)-CATEGORY=Special Ability|Challenge ~ Cavalier.MODDESC:he receives a +1 dodge bonus to his AC against attacks made by the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.|PREABILITY:1,CATEGORY=Special Ability,Order of the Lion+Order of the LionCATEGORY:Special AbilityTYPE:CavalierClassFeatures.CavalierOrder.SpecialQualityDEFINE:OrderChallengeBonus|0DESC:An order of the lion cavalier can make Knowledge (nobility) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as the check involves his sovereign.ABILITY:Cavalier Class Feature|AUTOMATIC|Order of the Lion ~ Lion's Call|PREVARGTEQ:OrderAbilityLVL,2ABILITY:Cavalier Class Feature|AUTOMATIC|Order of the Lion ~ For the King|PREVARGTEQ:OrderAbilityLVL,8ABILITY:Cavalier Class Feature|AUTOMATIC|Order of the Lion ~ Shield of the Liege|PREVARGTEQ:OrderAbilityLVL,15BONUS:VAR|OrderChallengeBonus|CavalierLVL/4CSKILL:Knowledge (Local)|Knowledge (Nobility)+CATEGORY=Special Ability|Cavalier ~ Challenge.MODDESC:he receives a +1 dodge bonus to his AC against attacks made by the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.|PREABILITY:1,CATEGORY=Special Ability,Order of the Lion #-Lion's CallKEY:Lion's Call ~ CavalierCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 2nd level, an order of the lion cavalier gains the ability to rally his allies. As a standard action, he can give an encouraging speech which grants all allies within 60 feet a competence bonus on their saving throws against fear equal to his Charisma modifier and a +1 competence bonus on attack rolls for a number of rounds equal to his cavalier level. If an ally within range is under the effect of a spell or ability that causes him to be frightened or panicked, he can immediately make another saving throw to resist the effect (if allowed).-For the KingKEY:For the King ~ CavalierCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 8th level, an order of the lion cavalier can call out to his allies, inspiring them to greatness. As a swift action, the cavalier can grant a competence bonus equal to his Charisma modifier on all attack and damage rolls to all allies within 30 feet. This bonus lasts for 1 round. This ability can be used once per combat.-Shield of the LiegeKEY:Shield of the Liege ~ CavalierCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 15th level, an order of the lion cavalier can protect those around him. Allies that are adjacent to the cavalier receive a +2 shield bonus to their AC. In addition, as an immediate action, the cavalier can redirect an attack made at a creature adjacent to himself, as long as the creature making the attack is within the cavalier's reach. This ability must be declared before the attack roll is made. The attack is made against the cavalier's AC and defenses, even if the creature could not normally reach or attack the cavalier. The cavalier loses any cover or concealment bonuses when subject to the redirected attack.+Lion's CallKEY:Order of the Lion ~ Lion's CallCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 2nd level, an order of the lion cavalier gains the ability to rally his allies. As a standard action, he can give an encouraging speech which grants all allies within 60 feet a competence bonus on their saving throws against fear equal to his Charisma modifier and a +1 competence bonus on attack rolls for a number of rounds equal to his cavalier level. If an ally within range is under the effect of a spell or ability that causes him to be frightened or panicked, he can immediately make another saving throw to resist the effect (if allowed).+For the KingKEY:Order of the Lion ~ For the KingCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 8th level, an order of the lion cavalier can call out to his allies, inspiring them to greatness. As a swift action, the cavalier can grant a competence bonus equal to his Charisma modifier on all attack and damage rolls to all allies within 30 feet. This bonus lasts for 1 round. This ability can be used once per combat.+Shield of the LiegeKEY:Order of the Lion ~ Shield of the LiegeCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 15th level, an order of the lion cavalier can protect those around him. Allies that are adjacent to the cavalier receive a +2 shield bonus to their AC. In addition, as an immediate action, the cavalier can redirect an attack made at a creature adjacent to himself, as long as the creature making the attack is within the cavalier's reach. This ability must be declared before the attack roll is made. The attack is made against the cavalier's AC and defenses, even if the creature could not normally reach or attack the cavalier. The cavalier loses any cover or concealment bonuses when subject to the redirected attack. # Order of the Shield ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Order of the ShieldCATEGORY:Special AbilityTYPE:CavalierClassFeatures.CavalierOrder.SpecialQualityDEFINE:OrderChallengeBonus|0DESC:Whenever an order of the shield cavalier uses the Heal skill on a creature other than himself, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).ABILITY:Special Ability|AUTOMATIC|Resolute ~ Cavalier|PREVARGTEQ:OrderAbilityLvl,2ABILITY:Special Ability|AUTOMATIC|Stem the Tide ~ Cavalier|PREVARGTEQ:OrderAbilityLvl,8ABILITY:Special Ability|AUTOMATIC|Protect the Meek ~ Cavalier|PREVARGTEQ:OrderAbilityLvl,15BONUS:VAR|OrderChallengeBonus|CavalierLVL/4CSKILL:Heal|Knowledge (Local)-CATEGORY=Special Ability|Challenge ~ Cavalier.MODDESC:he receives a +1 morale bonus on attack rolls made against the target of his challenge if the target makes an attack against a target other than the cavalier. This bonus lasts for 1 minute. The bonus increases by +1 for every four levels the cavalier possesses.|PREABILITY:1,CATEGORY=Special Ability,Order of the Shield+Order of the ShieldCATEGORY:Special AbilityTYPE:CavalierClassFeatures.CavalierOrder.SpecialQualityDEFINE:OrderChallengeBonus|0DESC:Whenever an order of the shield cavalier uses the Heal skill on a creature other than himself, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).ABILITY:Cavalier Class Feature|AUTOMATIC|Order of the Shield ~ Resolute|PREVARGTEQ:OrderAbilityLVL,2ABILITY:Cavalier Class Feature|AUTOMATIC|Order of the Shield ~ Stem the Tide|PREVARGTEQ:OrderAbilityLVL,8ABILITY:Cavalier Class Feature|AUTOMATIC|Order of the Shield ~ Protect the Meek|PREVARGTEQ:OrderAbilityLVL,15BONUS:VAR|OrderChallengeBonus|CavalierLVL/4CSKILL:Heal|Knowledge (Local)+CATEGORY=Special Ability|Cavalier ~ Challenge.MODDESC:he receives a +1 morale bonus on attack rolls made against the target of his challenge if the target makes an attack against a target other than the cavalier. This bonus lasts for 1 minute. The bonus increases by +1 for every four levels the cavalier possesses.|PREABILITY:1,CATEGORY=Special Ability,Order of the Shield #-ResoluteKEY:Resolute ~ CavalierCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 2nd level, whenever the cavalier takes damage from a melee or ranged attack while wearing heavy armor, the cavalier can convert 1 point of lethal damage to 1 point of nonlethal damage. He can use this ability once each time he takes damage. This ability cannot be used to convert ability damage, ability drain, or energy damage to nonlethal damage. At 6th level, and every four levels thereafter, the amount of damage the cavalier can convert increases by 1.-Stem the TideKEY:Stem the Tide ~ CavalierCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 8th level, the cavalier receives Stand Still as a bonus feat, even if he does not meet the prerequisites. Instead of making a combat maneuver check to stop the creature from moving, a cavalier with this ability can elect to make a normal attack instead. If the attack hits and deals damage, the target must stop moving, just as if the cavalier had made a successful combat maneuver check.AUTO:FEAT|Stand Still-Protect the MeekKEY:Protect the Meek ~ CavalierCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 15th level, the cavalier can move to intercept foes. As an immediate action, he can move up to his speed (or his mount's speed, if mounted) and make a single melee attack. This movement provokes attacks of opportunity as normal. The cavalier must end his movement adjacent to an enemy. On his next turn, the cavalier is staggered and cannot use this ability again for 1 round.+ResoluteKEY:Order of the Shield ~ ResoluteCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 2nd level, whenever the cavalier takes damage from a melee or ranged attack while wearing heavy armor, the cavalier can convert 1 point of lethal damage to 1 point of nonlethal damage. He can use this ability once each time he takes damage. This ability cannot be used to convert ability damage, ability drain, or energy damage to nonlethal damage. At 6th level, and every four levels thereafter, the amount of damage the cavalier can convert increases by 1.+Stem the TideKEY:Order of the Shield ~ Stem the TideCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 8th level, the cavalier receives Stand Still as a bonus feat, even if he does not meet the prerequisites. Instead of making a combat maneuver check to stop the creature from moving, a cavalier with this ability can elect to make a normal attack instead. If the attack hits and deals damage, the target must stop moving, just as if the cavalier had made a successful combat maneuver check.AUTO:FEAT|Stand Still+Protect the MeekKEY:Order of the Shield ~ Protect the MeekCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 15th level, the cavalier can move to intercept foes. As an immediate action, he can move up to his speed (or his mount's speed, if mounted) and make a single melee attack. This movement provokes attacks of opportunity as normal. The cavalier must end his movement adjacent to an enemy. On his next turn, the cavalier is staggered and cannot use this ability again for 1 round. # Order of the Star ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Order of the StarCATEGORY:Special AbilityTYPE:CavalierClassFeatures.CavalierOrder.SpecialQualityDEFINE:OrderChallengeBonus|0DESC:An order of the star cavalier can make Knowledge (religion) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as the check involves his chosen faith.ABILITY:Special Ability|AUTOMATIC|Calling ~ Cavalier|PREVARGTEQ:OrderAbilityLvl,2ABILITY:Special Ability|AUTOMATIC|For the Faith ~ Cavalier|PREVARGTEQ:OrderAbilityLvl,8ABILITY:Special Ability|AUTOMATIC|Retribution ~ Cavalier|PREVARGTEQ:OrderAbilityLvl,15BONUS:VAR|OrderChallengeBonus|CavalierLVL/4CSKILL:Heal|Knowledge (Religion)-CATEGORY=Special Ability|Challenge ~ Cavalier.MODDESC:he receives a +1 morale bonus on all his saving throws as long as he is threatening the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.|PREABILITY:1,CATEGORY=Special Ability,Order of the Star+Order of the StarCATEGORY:Special AbilityTYPE:CavalierClassFeatures.CavalierOrder.SpecialQualityDEFINE:OrderChallengeBonus|0DESC:An order of the star cavalier can make Knowledge (religion) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as the check involves his chosen faith.ABILITY:Cavalier Class Feature|AUTOMATIC|Order of the Star ~ Calling|PREVARGTEQ:OrderAbilityLVL,2ABILITY:Cavalier Class Feature|AUTOMATIC|Order of the Star ~ For the Faith|PREVARGTEQ:OrderAbilityLVL,8ABILITY:Cavalier Class Feature|AUTOMATIC|Order of the Star ~ Retribution|PREVARGTEQ:OrderAbilityLVL,15BONUS:VAR|OrderChallengeBonus|CavalierLVL/4CSKILL:Heal|Knowledge (Religion)+CATEGORY=Special Ability|Cavalier ~ Challenge.MODDESC:he receives a +1 morale bonus on all his saving throws as long as he is threatening the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.|PREABILITY:1,CATEGORY=Special Ability,Order of the Star #-CallingKEY:Calling ~ CavalierCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 2nd level, the cavalier can make a short prayer as a standard action, filling him with confidence in his abilities. At any point in the next minute, he can receive a competence bonus on an ability check, attack roll, saving throw, or skill check equal to his Charisma modifier. He must declare that he is using this bonus before the roll is made. He can use this ability up to four times per day, once for each type of check or roll. In addition, the cavalier adds 1/2 his cavalier level to any levels of paladin or cleric he might possess for the purposes of determining the effects of channel energy or lay on hands.-For the FaithKEY:For the Faith ~ CavalierCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 8th level, the cavalier can call upon his faith to bolster himself in combat. As a free action, the cavalier can call out the name of his deity, granting him a morale bonus on attack rolls equal to his Charisma modifier for 1 round. In addition, any allies within 30 feet that share his faith also receive half this bonus (minimum +1). The cavalier can use this ability once per day, plus one additional time per day at 12th level and every four levels thereafter.-RetributionKEY:Retribution ~ CavalierCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 15th level, the cavalier can take retribution on those who dare to strike an agent of his faith. Whenever an enemy makes a successful melee attack against the cavalier or an adjacent ally devoted to the same faith as the cavalier, the enemy provokes an attack of opportunity from the cavalier. The cavalier receives a +2 morale bonus on the attack of opportunity. If the attack made by the enemy was a critical hit, the cavalier may treat the enemy as the target of his challenge for the attack of opportunity. The cavalier can use this ability once per round.+CallingKEY:Order of the Star ~ CallingCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 2nd level, the cavalier can make a short prayer as a standard action, filling him with confidence in his abilities. At any point in the next minute, he can receive a competence bonus on an ability check, attack roll, saving throw, or skill check equal to his Charisma modifier. He must declare that he is using this bonus before the roll is made. He can use this ability up to four times per day, once for each type of check or roll. In addition, the cavalier adds 1/2 his cavalier level to any levels of paladin or cleric he might possess for the purposes of determining the effects of channel energy or lay on hands.+For the FaithKEY:Order of the Star ~ For the FaithCATEGORY:Special AbilityTYPE:CavalierClassFeatures.SpecialQuality.ExtraordinaryDESC:At 8th level, the cavalier can call upon his faith to bolster himself in combat. As a free action, the cavalier can call out the name of his deity, granting him a morale bonus on attack rolls equal to his Charisma modifier for 1 round. In addition, any allies within 30 feet that share his faith also receive half this bonus (minimum +1). The cavalier can u... [truncated message content]

[pcgen-commit-svn] SF.net SVN: pcgen:[23714]Trunk/pcgen/data/pathfinder/paizo/ roleplaying_game

From: <ama...@us...> - 2014-04-19 04:44:44

Revision: 23714 http://sourceforge.net/p/pcgen/code/23714Author: amaitlandDate: 2014-04-19 04:44:38 +0000 (Sat, 19 Apr 2014)Log Message:-----------DATA-1709Bring Pathfinder up to speed (Project)Modified Paths:-------------- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary_2/b2_races.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_essentials/ce_skills.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_class.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilitycategories.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_classes.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_equip_magic_items.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_magic/um_abilities_class.lstModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary_2/b2_races.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary_2/b2_races.lst2014-04-19 04:43:42 UTC (rev 23713)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary_2/b2_races.lst2014-04-19 04:44:38 UTC (rev 23714)@@ -605,7 +605,7 @@ # COMMENT: The Bestiary's Lurker in Light's ghost sound DC is 14; # COMMENT: I think it should be 13.-Lurker in LightSTARTFEATS:1SIZE:SMOVE:Walk,30,Fly,30FACE:5REACH:5BONUS:COMBAT|AC|3|TYPE=NaturalArmorBONUS:STAT|STR|2BONUS:STAT|DEX|8BONUS:STAT|CON,INT|4BONUS:STAT|WIS,CHA|6BONUS:VAR|SneakAttackDice|3BONUS:VAR|Maneuverability|3BONUS:VAR|SLA_CL|8AUTO:LANG|Aklo|Common|SylvanABILITY:Special Ability|AUTOMATIC|Blend With Light ~ Lurker in Light|Daylight Door ~ Lurker in Light|Flight Maneuverability|Immunity to Blindness|Poison ~ Lurker in Light|Poison Use|Ritual Gate ~ Lurker in Light|Sneak AttackLEGS:2HANDS:2NATURALATTACKS:Claw,Weapon.Natural.Weapon Group Natural.Melee.Finesseable.Slashing,*2,1d3DEFINE:SLA_CL|0DR:5/cold ironMONSTERCLASS:Fey:8RACETYPE:FeyRACESUBTYPE:ExtraplanarCR:5ROLE:CombatSOURCEPAGE:p.180SPELLS:Innate|TIMES=ATWILL|CASTERLEVEL=8|Dancing Lights|Flare,10+CHA|Ghost Sound,10+CHA|Light|Mage HandSPELLS:Innate|TIMES=3|CASTERLEVEL=8|Blindness/Deafness,13+CHA|DaylightKIT:1|NE+Lurker in LightSTARTFEATS:1SIZE:SMOVE:Walk,30,Fly,30FACE:5REACH:5BONUS:COMBAT|AC|3|TYPE=NaturalArmorBONUS:STAT|STR|2BONUS:STAT|DEX|8BONUS:STAT|CON,INT|4BONUS:STAT|WIS,CHA|6BONUS:VAR|SneakAttackDice|3BONUS:VAR|Maneuverability|3BONUS:VAR|SLA_CL|8AUTO:LANG|Aklo|Common|SylvanABILITY:Special Ability|AUTOMATIC|Blend With Light ~ Lurker in Light|Daylight Door ~ Lurker in Light|Flight Maneuverability|Immunity to Blindness|Poison ~ Lurker in Light|Assassin ~ Poison Use|Ritual Gate ~ Lurker in Light|Sneak AttackLEGS:2HANDS:2NATURALATTACKS:Claw,Weapon.Natural.Weapon Group Natural.Melee.Finesseable.Slashing,*2,1d3DEFINE:SLA_CL|0DR:5/cold ironMONSTERCLASS:Fey:8RACETYPE:FeyRACESUBTYPE:ExtraplanarCR:5ROLE:CombatSOURCEPAGE:p.180SPELLS:Innate|TIMES=ATWILL|CASTERLEVEL=8|Dancing Lights|Flare,10+CHA|Ghost Sound,10+CHA|Light|Mage HandSPELLS:Innate|TIMES=3|CASTERLEVEL=8|Blindness/Deafness,13+CHA|DaylightKIT:1|NE ###Block: M # Race NameOutput NameStarting FeatsSizeMoveFace/SpaceReachCombat bonusBonus to skillStat bonusModify VARWeapon prof. bonusClass SkillRacial HD Class SkillsAutomatically Gained FeatAutomatically Gained LanguageAbilityNb LegsNb HandsNatural AttacksDefineSpell Res.Damage ReductionMonster Class Name and Starting LevelMain Race TypeRace SubtypeTemplateChallenge RatingMonster RoleSource PageInnate SpellsApply Kit@@ -756,7 +756,7 @@ # NEEDS CODE WORK: Ten legs seems to be too much for the trip system to handle. Qlippoth (Thulgant)OUTPUTNAME:[NAME]STARTFEATS:1SIZE:LMOVE:Walk,40,Climb,40FACE:10REACH:10BONUS:COMBAT|AC|8|TYPE=NaturalArmorBONUS:STAT|STR,WIS|16BONUS:STAT|DEX|24BONUS:STAT|CON|18BONUS:STAT|INT,CHA|14BONUS:VAR|FastHealingRate|10BONUS:VAR|SLA_CL|20MONCSKILL:Acrobatics|Escape Artist|Knowledge (History)|Use Magic DeviceABILITY:Special Ability|AUTOMATIC|Ability Drain ~ Thulgant|Acid ~ Thulgant|Cloak of Chaos ~ Constant|Demon Hunter ~ Thulgant|Displacement ~ Constant|Evasion|Fast Healing|Fly ~ Constant|Freedom of Movement ~ Constant|Horrific Appearance ~ Thulgant|Immunity to Acid|Savage Stingers ~ Thulgant|True Seeing ~ ConstantLEGS:10HANDS:0NATURALATTACKS:Sting,Weapon.Melee.Natural.Finesseable.Piercing,*3,1d6|Tentacle,Weapon.Melee.Natural.Finesseable.Bludgeoning,*5,1d6DR:15/cold iron and lawfulMONSTERCLASS:Outsider (Fort/Ref):20RACETYPE:OutsiderRACESUBTYPE:Chaotic|Evil|Extraplanar|QlippothCR:18ROLE:CombatSOURCEPAGE:p.226SPELLS:Innate|TIMES=ATWILL|CASTERLEVEL=18|Dimension Door|Dispel Magic (Greater)|Telekinesis,15+CHASPELLS:Innate|TIMES=3|CASTERLEVEL=18|Flesh to Stone,16+CHA|Quickened Dimension Door|Word of Chaos,17+CHASPELLS:Innate|TIMES=1|CASTERLEVEL=18|Binding,18+CHA|Plane Shift,17+CHA|Telekinetic Sphere,18+CHA|Temporal Stasis,18+CHAKIT:1|CE -QuicklingSTARTFEATS:1SIZE:SMOVE:Walk,120FACE:5REACH:5BONUS:COMBAT|AC|1|TYPE=NaturalArmorBONUS:STAT|STR|-2BONUS:STAT|DEX|14BONUS:STAT|CON|2BONUS:STAT|INT,WIS,CHA|4BONUS:VAR|SneakAttackDice|1AUTO:FEAT|Mobility|Spring AttackAUTO:LANG|Aklo|Common|SylvanAUTO:WEAPONPROF|Sword (Short)ABILITY:Special Ability|AUTOMATIC|Evasion|Natural Invisibility ~ Quickling|Poison Use|Slow Susceptibility ~ Quickling|Sneak Attack|Supernatural Speed ~ Quickling|Uncanny DodgeLEGS:2HANDS:2DR:5/cold ironMONSTERCLASS:Fey:4RACETYPE:FeyCR:3ROLE:SpecialSOURCEPAGE:p.227KIT:1|CE+QuicklingSTARTFEATS:1SIZE:SMOVE:Walk,120FACE:5REACH:5BONUS:COMBAT|AC|1|TYPE=NaturalArmorBONUS:STAT|STR|-2BONUS:STAT|DEX|14BONUS:STAT|CON|2BONUS:STAT|INT,WIS,CHA|4BONUS:VAR|SneakAttackDice|1AUTO:FEAT|Mobility|Spring AttackAUTO:LANG|Aklo|Common|SylvanAUTO:WEAPONPROF|Sword (Short)ABILITY:Special Ability|AUTOMATIC|Evasion|Natural Invisibility ~ Quickling|Assassin ~ Poison Use|Slow Susceptibility ~ Quickling|Sneak Attack|Supernatural Speed ~ Quickling|Uncanny DodgeLEGS:2HANDS:2DR:5/cold ironMONSTERCLASS:Fey:4RACETYPE:FeyCR:3ROLE:SpecialSOURCEPAGE:p.227KIT:1|CE QuickwoodSTARTFEATS:1SIZE:HMOVE:Walk,10FACE:5REACH:15BONUS:COMBAT|AC|12|TYPE=NaturalArmorBONUS:SITUATION|Stealth=In forests|4|TYPE=RacialBONUS:STAT|STR|18BONUS:STAT|DEX|-2BONUS:STAT|CON|10BONUS:STAT|INT,CHA|2BONUS:STAT|WIS|4AUTO:LANG|Common|SylvanABILITY:Special Ability|AUTOMATIC|Can't Be Tripped|Fear Aura ~ Quickwood|Immunity to Electricity|Immunity to Fire|Oaksight ~ Quickwood|Pull ~ Quickwood|Roots ~ Quickwood|Spell Absorption ~ QuickwoodLEGS:0HANDS:0NATURALATTACKS:Bite,Weapon.Natural.Weapon Group Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*1,2d6|Root,Weapon.Natural.Weapon Group Natural.Melee.Finesseable.Bludgeoning,*3,1d6SR:19MONSTERCLASS:Plant:10RACETYPE:PlantCR:8ROLE:CombatSOURCEPAGE:p.228KIT:1|TN ### Block: RModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_essentials/ce_skills.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_essentials/ce_skills.lst2014-04-19 04:43:42 UTC (rev 23713)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_essentials/ce_skills.lst2014-04-19 04:44:38 UTC (rev 23714)@@ -52,7 +52,7 @@ Perform (Wind Instruments).MODBONUS:SKILL|Diplomacy (Perform (Wind Instruments))|var("SKILL.Perform (Wind Instruments).MISC")BONUS:SKILLRANK|Diplomacy (Perform (Wind Instruments))|skillinfo("TOTALRANK", "Perform (Wind Instruments)")|TYPE=SkillGranted|PREABILITY:1,CATEGORY=Special Ability,Wind Instruments Perform (Wind Instruments).MODBONUS:SKILL|Handle Animal (Perform (Wind Instruments))|var("SKILL.Perform (Wind Instruments).MISC")BONUS:SKILLRANK|Handle Animal (Perform (Wind Instruments))|skillinfo("TOTALRANK", "Perform (Wind Instruments)")|TYPE=SkillGranted|PREABILITY:1,CATEGORY=Special Ability,Wind Instruments #-Acrobatics.MODBONUS:SITUATION|Acrobatics=Jump|floor((var("MOVE[Walk]")-30)/10)*4|TYPE=MoveBONUS:SITUATION|Acrobatics=Jump/Underground|floor((var("MOVE[Walk]")-30)/10)*4|TYPE=Move+Acrobatics.MODBONUS:SITUATION|Acrobatics=Jump|floor((var("MOVE[Walk]")-30)/10)*4|TYPE=Move Ride.MODDEFINE:RideACP|var(ARMOR.0.ACCHECK)DEFINE:SamuraiMountACP|RideACP-(RideACP*2)BONUS:SITUATION|Samurai Mount|SamuraiMountACP #BONUS:SKILLRANK|Samurai Mount|skillinfo("TOTALRANK", "Ride")|TYPE=SkillGranted|PREABILITY:1,CATEGORY=Special Ability,Mount ~ SamuraiBONUS:SKILL|Samurai Mount|var("SKILL.Ride.MISC") ###Block: New SkillModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_class.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_class.lst2014-04-19 04:43:42 UTC (rev 23713)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_class.lst2014-04-19 04:44:38 UTC (rev 23714)@@ -167,7 +167,7 @@ AuraKEY:Cleric ~ AuraSOURCEPAGE:p.CATEGORY:Special AbilityTYPE:Extraordinary.ClassFeatures.ClericClassFeatures.SpecialQualityDESC:A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).BONUS:VAR|AlignmentAuraLVL|ClericLVLABILITY:Cleric Class Feature|VIRTUAL|Aura of Chaos|PREDEITYALIGN:CG,CN,CEABILITY:Cleric Class Feature|VIRTUAL|Aura of Evil|PREDEITYALIGN:LE,NE,CEABILITY:Cleric Class Feature|VIRTUAL|Aura of Good|PREDEITYALIGN:LG,NG,CGABILITY:Cleric Class Feature|VIRTUAL|Aura of Law|PREDEITYALIGN:LG,LN,LE DomainsKEY:Cleric ~ DomainsCATEGORY:Special AbilityTYPE:ClericClassFeatures.Internal.ClassFeatures.DomainsVISIBLE:NOABILITY:Special Ability|AUTOMATIC|Domains OrisonsKEY:Cleric ~ OrisonsCATEGORY:Special AbilityTYPE:ClericClassFeatures.SpecialQualityDESC:You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.SOURCEPAGE:p.41-Spontaneous CastingKEY:Cleric ~ Spontaneous CastingCATEGORY:Special AbilityTYPE:ClericClassFeatures.SpecialQualityDESC:You can channel stored spell energy into healing spells that you did not prepare ahead of time.|PREABILITY:1,CATEGORY=Special Ability,Channel Positive Energy ~ ClericDESC:You can channel stored spell energy into inflict spells that you did not prepare ahead of time.|PREABILITY:1,CATEGORY=Special Ability,Channel Negative Energy ~ ClericSOURCEPAGE:p.41BENEFIT:You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).|PREABILITY:1,CATEGORY=Special Ability,Channel Positive Energy ~ ClericBENEFIT:You can channel stored spell energy into inflict spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any inflict spell of the same spell level or lower (an inflict spell is any spell with "Inflict" in its name).|PREABILITY:1,CATEGORY=Special Ability,Channel Negative Energy ~ Cleric+Spontaneous CastingKEY:Cleric ~ Spontaneous CastingCATEGORY:Special AbilityTYPE:ClericClassFeatures.SpecialQualityDESC:You can channel stored spell energy into healing spells that you did not prepare ahead of time.|PREABILITY:1,CATEGORY=Special Ability,Cleric ~ Channel Positive EnergyDESC:You can channel stored spell energy into inflict spells that you did not prepare ahead of time.|PREABILITY:1,CATEGORY=Special Ability,Cleric ~ Channel Negative EnergySOURCEPAGE:p.41BENEFIT:You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).|PREABILITY:1,CATEGORY=Special Ability,Cleric ~ Channel Positive EnergyBENEFIT:You can channel stored spell energy into inflict spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any inflict spell of the same spell level or lower (an inflict spell is any spell with "Inflict" in its name).|PREABILITY:1,CATEGORY=Special Ability,Cleric ~ Channel Negative Energy DomainsKEY:DomainsDEFINE:DomainLVL|0CATEGORY:Special AbilityTYPE:InternalDEFINE:DomainPowerTimes|0DEFINE:DomainAbilityTriggerLVL|0BONUS:VAR|DomainPowerTimes|3+WISBONUS:VAR|DomainAbilityTriggerLVL|DomainLVL @@ -175,7 +175,7 @@ # Ability NameUnique KeyCategory of AbilityTypeVisibleRequired ALMultiple RequirementsServes AsDefineDescriptionBonus to Ability PoolModify VARSource PageAspectsDescription of the Benefits Channel EnergyKEY:Cleric ~ Channel EnergyCATEGORY:Special AbilityTYPE:ClericClassFeatures.Internal.ClassFeatures.Channel EnergyVISIBLE:NODEFINE:ClericChannelEnergyLVL|0DEFINE:ClericChannelEnergyTimes|0BONUS:ABILITYPOOL|Channel Energy|1BONUS:VAR|ClericChannelEnergyTimes|3+CHASOURCEPAGE:p.22BONUS:VAR|ClericChannelEnergyLVL|ClericLVL Channel Positive EnergyKEY:Cleric ~ Channel Positive EnergyCATEGORY:Special AbilityTYPE:ClericClassFeatures.Supernatural.SpecialAttack.ChannelEnergy.Channel Energy.Channel Energy PositivePREALIGN:LG,NG,CG,LN,TN,CNPREMULT:1,[PREDEITYALIGN:LG,NG,CG,LN,TN,CN],[PREDEITY:1,None]SERVESAS:ABILITY=Special Ability|Channel Positive EnergyDEFINE:ClericChannelPositiveEnergyDC|0DEFINE:ClericChannelPositiveEnergyDice|0DEFINE:ClericChannelPositiveEnergyDieSize|6DEFINE:ClericChannelPositiveEnergyLVL|0DESC:You can unleash a wave of positive energy dealing %1d%2 (DC %3 for half) %4/day.|ClericChannelPositiveEnergyDice|ClericChannelPositiveEnergyDieSize|ClericChannelPositiveEnergyDC|ClericChannelEnergyTimesBONUS:VAR|ClericChannelPositiveEnergyDice|(ClericChannelPositiveEnergyLVL+1)/2BONUS:VAR|ClericChannelPositiveEnergyDC|10+(ClericChannelPositiveEnergyLVL/2)+CHABONUS:VAR|ClericChannelPositiveEnergyLVL|ClericChannelEnergyLVLSOURCEPAGE:p.40ASPECT:Ability Benefit|(%1d%2, DC %3, %4/day)|ClericChannelPositiveEnergyDice|ClericChannelPositiveEnergyDieSize|ClericChannelPositiveEnergyDC|ClericChannelEnergyTimesASPECT:CheckCount|%1|ClericChannelEnergyTimesASPECT:CheckType|Uses per dayBENEFIT:You can unleash a wave of positive energy. You must choose to deal %1d%2 points of positive energy damage to undead creatures or to heal living creatures of %1d%2 points of damage. Creatures that take damage from channeled energy receive a DC %3 Will save to halve the damage. You can use this ability %4 times per day.|ClericChannelPositiveEnergyDice|ClericChannelPositiveEnergyDieSize|ClericChannelPositiveEnergyDC|ClericChannelEnergyTimes-Channel Negative EnergyKEY:Cleric ~ Channel Negative EnergyCATEGORY:Special AbilityTYPE:ClericClassFeatures.Supernatural.SpecialAttack.ChannelEnergy.Channel Energy.Channel Energy PositivePREALIGN:LN,TN,CN,LE,NE,CEPREMULT:1,[PREDEITYALIGN:LN,TN,CN,LE,NE,CE],[PREDEITY:1,None]SERVESAS:ABILITY=Special Ability|Channel Negative EnergyDEFINE:ClericChannelNegativeEnergyDC|0DEFINE:ClericChannelNegativeEnergyDice|0DEFINE:ClericChannelNegativeEnergyDieSize|6DEFINE:ClericChannelNegativeEnergyLVL|0DESC:You can unleash a wave of negative energy dealing %1d%2 (DC %3 for half) %4/day.|ClericChannelNegativeEnergyDice|ClericChannelNegativeEnergyDieSize|ClericChannelNegativeEnergyDC|ClericChannelEnergyTimesBONUS:VAR|ClericChannelNegativeEnergyDice|(ClericChannelNegativeEnergyLVL+1)/2BONUS:VAR|ClericChannelNegativeEnergyDC|10+(ClericChannelNegativeEnergyLVL/2)+CHABONUS:VAR|ClericChannelNegativeEnergyLVL|ClericChannelEnergyLVLSOURCEPAGE:p.40ASPECT:Ability Benefit|(%1d%2, DC %3, %4/day)|ClericChannelNegativeEnergyDice|ClericChannelNegativeEnergyDieSize|ClericChannelNegativeEnergyDC|ClericChannelEnergyTimesASPECT:CheckCount|%1|ClericChannelEnergyTimesASPECT:CheckType|Uses per dayBENEFIT:You can unleash a wave of negative energy. You must choose to deal %1d%2 points of negative energy damage to living creatures or to heal undead creatures of %1d%2 points of damage. Creatures that take damage from channeled energy receive a DC %3 Will save to halve the damage. You can use this ability %4 times per day.|ClericChannelNegativeEnergyDice|ClericChannelNegativeEnergyDieSize|ClericChannelNegativeEnergyDC|ClericChannelEnergyTimes+Channel Negative EnergyKEY:Cleric ~ Channel Negative EnergyCATEGORY:Special AbilityTYPE:ClericClassFeatures.Supernatural.SpecialAttack.ChannelEnergy.Channel Energy.Channel Energy NegativePREALIGN:LN,TN,CN,LE,NE,CEPREMULT:1,[PREDEITYALIGN:LN,TN,CN,LE,NE,CE],[PREDEITY:1,None]SERVESAS:ABILITY=Special Ability|Channel Negative EnergyDEFINE:ClericChannelNegativeEnergyDC|0DEFINE:ClericChannelNegativeEnergyDice|0DEFINE:ClericChannelNegativeEnergyDieSize|6DEFINE:ClericChannelNegativeEnergyLVL|0DESC:You can unleash a wave of negative energy dealing %1d%2 (DC %3 for half) %4/day.|ClericChannelNegativeEnergyDice|ClericChannelNegativeEnergyDieSize|ClericChannelNegativeEnergyDC|ClericChannelEnergyTimesBONUS:VAR|ClericChannelNegativeEnergyDice|(ClericChannelNegativeEnergyLVL+1)/2BONUS:VAR|ClericChannelNegativeEnergyDC|10+(ClericChannelNegativeEnergyLVL/2)+CHABONUS:VAR|ClericChannelNegativeEnergyLVL|ClericChannelEnergyLVLSOURCEPAGE:p.40ASPECT:Ability Benefit|(%1d%2, DC %3, %4/day)|ClericChannelNegativeEnergyDice|ClericChannelNegativeEnergyDieSize|ClericChannelNegativeEnergyDC|ClericChannelEnergyTimesASPECT:CheckCount|%1|ClericChannelEnergyTimesASPECT:CheckType|Uses per dayBENEFIT:You can unleash a wave of negative energy. You must choose to deal %1d%2 points of negative energy damage to living creatures or to heal undead creatures of %1d%2 points of damage. Creatures that take damage from channeled energy receive a DC %3 Will save to halve the damage. You can use this ability %4 times per day.|ClericChannelNegativeEnergyDice|ClericChannelNegativeEnergyDieSize|ClericChannelNegativeEnergyDC|ClericChannelEnergyTimes ###Block: Core Domain Abilities # Ability NameUnique KeyCategory of AbilityTypeAbilityModify VAR@@ -1542,8 +1542,6 @@ ###Block: Weapon Proficiencies # Ability NameCategory of AbilityTypeVisibleAutomatically Gained Weapon Prof.-Assassin Weapon ProficienciesCATEGORY:Special AbilityTYPE:Special.ClassFeaturesVISIBLE:NOAUTO:WEAPONPROF|Crossbow (Hand)|Crossbow (Light)|Crossbow (Heavy)|Dagger|Dart|Rapier|Sap|Shortbow|Sword (Short)-Shadowdancer Weapon ProficienciesCATEGORY:Special AbilityTYPE:Special.ClassFeaturesVISIBLE:NOAUTO:WEAPONPROF|Club|Crossbow (Hand)|Crossbow (Light)|Crossbow (Heavy)|Dagger|Dart|Mace (Light)|Mace (Heavy)|Morningstar|Quarterstaff|Rapier|Sap|Shortbow|Sword (Short) ###Block: Arcane Archer Abilities -------------------------------------------------------------------------------------------------------------- # Ability NameCategory of AbilityTypeDefineDescriptionModify VARSource PageAspects@@ -1557,36 +1555,47 @@ ###Block: Arcane Trickster (Complete) ----------------------------------------------------------------------------------------------------------- # Ability NameCategory of AbilityTypeDefineDescriptionSource PageAspectsDescription of the Benefits-Ranged LegerdemainKEY:Arcane Trickster ~ Ranged LegerdemainCATEGORY:Special AbilityTYPE:SpecialQuality.SupernaturalDEFINE:RangedLegermain|0DESC:An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet.SOURCEPAGE:p.377ASPECT:Ability Benefit|(%1/day)|RangedLegermainBENEFIT:%1/day, an arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used.|RangedLegermain-Impromptu Sneak AttackKEY:Arcane Trickster ~ Impromptu Sneak AttackCATEGORY:Special AbilityTYPE:SpecialAttack.Supernatural.AttackOptionDEFINE:ImpromptuSneak|0DESC:An arcane trickster can declare one melee or ranged attack she makes to be a sneak attack.SOURCEPAGE:p.377ASPECT:Ability Benefit|(%1/day)|ImpromptuSneakBENEFIT:Beginning at 3rd level, %1 per day an arcane trickster can declare one melee or ranged attack she makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack). At 7th level, an arcane trickster can use this ability twice per day.|ImpromptuSneak-Tricky SpellsKEY:Arcane Trickster ~ Tricky SpellsCATEGORY:Special AbilityTYPE:SpecialQualityDEFINE:TrickySpells|0DESC:An arcane trickster can cast her spells without their somatic or verbal components, as if using the Still Spell and Silent Spell feats.SOURCEPAGE:p.378BENEFIT:Starting at 5th level, an arcane trickster can cast her spells without their somatic or verbal components, as if using the Still Spell and Silent Spell feats. Spells cast using this ability do not increase in spell level or casting time. She can use this ability 3 times per day at 5th level and one additional time per every two levels thereafter, to a maximum of 5 times per day at 9th level. The arcane trickster decides to use this ability at the time of casting.+Weapon and Armor ProficiencyKEY:Arcane Trickster ~ Weapon and Armor ProficiencyCATEGORY:Special AbilityTYPE:ClassFeatures.SpecialQualityDESC:Arcane tricksters gain no proficiency with any weapon or armor.++Ranged LegerdemainKEY:Arcane Trickster ~ Ranged LegerdemainASPECT:NAME|Ranged Legerdemain %1/day|RangedLegermainTimesCATEGORY:Special AbilityTYPE:SpecialQuality.SupernaturalDEFINE:RangedLegermainTimes|0DESC:An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet.SOURCEPAGE:p.377ASPECT:Ability Benefit|(%1/day)|RangedLegermainTimesBENEFIT:%1/day, an arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used.|RangedLegermainTimesBONUS:VAR|RangedLegermainTimes|(ArcaneTricksterLVL+3)/4+Impromptu Sneak AttackKEY:Arcane Trickster ~ Impromptu Sneak AttackASPECT:NAME|Impromptu Sneak Attack %1/day|ImpromptuSneakTimesCATEGORY:Special AbilityTYPE:SpecialAttack.Supernatural.AttackOptionDEFINE:ImpromptuSneakTimes|0DESC:An arcane trickster can declare one melee or ranged attack she makes to be a sneak attack.SOURCEPAGE:p.377ASPECT:Ability Benefit|(%1/day)|ImpromptuSneakTimesBENEFIT:Beginning at 3rd level, %1 per day an arcane trickster can declare one melee or ranged attack she makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack). At 7th level, an arcane trickster can use this ability twice per day.|ImpromptuSneakTimesBONUS:VAR|ImpromptuSneakTimes|(ArcaneTricksterLVL+1)/4+Tricky SpellsKEY:Arcane Trickster ~ Tricky SpellsASPECT:NAME|Tricky Spells %1/day|TrickySpellsTimesCATEGORY:Special AbilityTYPE:SpecialQualityDEFINE:TrickySpellsTimes|0DESC:An arcane trickster can cast her spells without their somatic or verbal components, as if using the Still Spell and Silent Spell feats.SOURCEPAGE:p.378ASPECT:Ability Benefit|(%1/day)|TrickySpellsTimesBENEFIT:Starting at 5th level, an arcane trickster can cast her spells without their somatic or verbal components, as if using the Still Spell and Silent Spell feats. Spells cast using this ability do not increase in spell level or casting time. She can use this ability 3 times per day at 5th level and one additional time per every two levels thereafter, to a maximum of 5 times per day at 9th level. The arcane trickster decides to use this ability at the time of casting.BONUS:VAR|TrickySpellsTimes|3|PREVARGTEQ:ArcaneTricksterLVL,5BONUS:VAR|TrickySpellsTimes|1|PREVARGTEQ:ArcaneTricksterLVL,7BONUS:VAR|TrickySpellsTimes|1|PREVARGTEQ:ArcaneTricksterLVL,9 Invisible ThiefKEY:Arcane Trickster ~ Invisible ThiefCATEGORY:Special AbilityTYPE:SpecialQuality.DefensiveDESC:An arcane trickster can become invisible, as if under the effects of greater invisibility, as a free action.SOURCEPAGE:p.378BENEFIT:At 9th level, an arcane trickster can become invisible, as if under the effects of greater invisibility, as a free action. She can remain invisible for a number of rounds per day equal to her arcane trickster level. Her caster level for this effect is equal to her caster level. These rounds need not be consecutive. Surprise SpellsKEY:Arcane Trickster ~ Surprise SpellsCATEGORY:Special AbilityTYPE:SpecialQuality.AttackOptionDESC:An arcane trickster can add her sneak attack damage to any spell that deals damage, if the targets are flat-footed.SOURCEPAGE:p.378BENEFIT:At 10th level, an arcane trickster can add her sneak attack damage to any spell that deals damage, if the targets are flat-footed. This additional damage only applies to spells that deal hit point damage, and the additional damage is of the same type as the spell. If the spell allows a saving throw to negate or halve the damage, it also negates or halves the sneak attack damage.-Sneak AttackKEY:Arcane Trickster ~ Sneak AttackCATEGORY:Special AbilityTYPE:SpecialQuality.ClassFeatures.ArcaneTricksterClassFeaturesDEFINE:SneakAttackDice|0DEFINE:SneakAttackDieSize|6DESC:This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an arcane trickster gets a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack.DESC:[Sneak Attack Damage %1d%2]|SneakAttackDice|SneakAttackDieSizeSOURCEPAGE:p.176BONUS:VAR|SneakAttackDice|ArcaneTricksterLVL/2ABILITY:Special Ability|AUTOMATIC|Sneak Attack+Sneak AttackKEY:Arcane Trickster ~ Sneak AttackCATEGORY:Special AbilityTYPE:SpecialQuality.ClassFeatures.ArcaneTricksterClassFeaturesDEFINE:SneakAttackDice|0DEFINE:SneakAttackDieSize|6DESC:This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an arcane trickster gets a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack.DESC:[Sneak Attack Damage %1d%2]|SneakAttackDice|SneakAttackDieSizeSOURCEPAGE:p.176BONUS:VAR|SneakAttackDice|ArcaneTricksterLVL/2ABILITY:Special Ability|AUTOMATIC|Sneak Attack ###Block: Assassin special abilities ------------------------------------------------------------------------------------------------- # Ability NameUnique KeyOutput NameCategory of AbilityTypeVisibleDefineDescriptionAbilityModify VARSource PageAspectsDescription of the Benefits-Save against PoisonsCATEGORY:Special AbilityTYPE:SpecialQuality.Extraordinary.DefensiveDEFINE:AssassinPoisonSave|0DESC:The assassin gains a +%1 saving throw bonus against poisons.|AssassinPoisonSaveSOURCEPAGE:p.379ASPECT:Ability Benefit|+%1|AssassinPoisonSaveASPECT:SaveBonus|+%1 vs. poison|AssassinPoisonSave-Hide in Plain Sight (Assassin)KEY:Hide in Plain Sight ~ AssassinCATEGORY:Special AbilityTYPE:Internal.ClassFeaturesVISIBLE:NOABILITY:Special Ability|VIRTUAL|Hide in Plain Sight (Su)-Death AttackCATEGORY:Special AbilityTYPE:SpecialAttackDEFINE:DeathAttack|0DESC:If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice).BONUS:VAR|DeathAttack|10+INTSOURCEPAGE:p.378ASPECT:Ability Benefit|(DC %1)|DeathAttackBENEFIT:If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice). Studying the victim is a standard action. The death attack fails if the target detects the assassin or recognizes the assassin as an enemy (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to his Armor Class or is flanked). If the victim of such a death attack fails a Fortitude save (DC 10 + the assassin's class level + the assassin's Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin.-Poison UseCATEGORY:Special AbilityTYPE:SpecialAttack.ExtraordinaryDESC:Assassins are trained in the use of poison and cannot accidentally poison themselves when applying poison to a blade.SOURCEPAGE:p.379-Hidden WeaponsCATEGORY:Special AbilityTYPE:SpecialQuality.ExtraordinaryDESC:An assassin becomes a master at hiding weapons on his body.SOURCEPAGE:p.379BENEFIT:At 4th level, an assassin becomes a master at hiding weapons on his body. He adds his assassin level to all Sleight of Hand skill checks made to prevent others from noticing them.-True DeathCATEGORY:Special AbilityTYPE:SpecialQuality.SupernaturalDESC:Anyone slain by an assassin's death attack becomes more difficult to bring back from the dead.SOURCEPAGE:p.379BENEFIT:Starting at 4th level, anyone slain by an assassin's death attack becomes more difficult to bring back from the dead. Spellcasters attempting to bring a creature back from the dead using raise dead or similar magic must make a caster level check with a DC equal to 15 + the assassin's level or the spell fails and the material component is wasted. Casting remove curse the round before attempting to bring the creature back from the dead negates this chance. The DC of the remove curse is 10 + the assassin's level.-Quiet DeathCATEGORY:Special AbilityTYPE:SpecialAttack.ExtraordinaryDESC:Whenever an assassin kills a creature using his death attack during a surprise round, he can also make a Stealth check, opposed by Perception checks of those in the vicinity to prevent them from identifying him as the assailant.SOURCEPAGE:p.380BENEFIT:At 6th level, whenever an assassin kills a creature using his death attack during a surprise round, he can also make a Stealth check, opposed by Perception checks of those in the vicinity to prevent them from identifying him as the assailant. If successful, those nearby might not even notice that the target is dead for a few moments, allowing the assassin to avoid detection.-Swift DeathCATEGORY:Special AbilityTYPE:SpecialAttack.ExtraordinaryDESC:Once per day, an assassin can make a death attack against a foe without studying the foe beforehand.SOURCEPAGE:p.380BENEFIT:At 9th level, once per day, an assassin can make a death attack against a foe without studying the foe beforehand. He must still sneak attack his foe using a melee weapon that deals damage.-Angel of DeathCATEGORY:Special AbilityTYPE:SpecialAttack.SupernaturalDESC:The assassin becomes a master of death.SOURCEPAGE:p.380BENEFIT:At 10th level, the assassin becomes a master of death. Once per day, when the assassin makes a successful death attack, he can cause the target's body to crumble to dust. This prevents raise dead and resurrection (although true resurrection works as normal). The assassin must declare the use of this ability before the attack is made. If the attack misses or the target successfully saves against the death attack, this ability is wasted with no effect.+Weapon and Armor ProficiencyKEY:Assassin ~ Weapon and Armor ProficiencyCATEGORY:Special AbilityTYPE:ClassFeatures.AssassinClassFeatures.SpecialQualityDESC:Assassins are proficient with the crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. Assassins are proficient with light armor but not with shields.AUTO:WEAPONPROF|Crossbow (Hand)|Crossbow (Light)|Crossbow (Heavy)|Dagger|Dart|Rapier|Sap|Shortbow|Sword (Short)ABILITY:Internal|AUTOMATIC|TYPE=ArmorProfLight+Save against PoisonsKEY:Assassin ~ Save against PoisonsCATEGORY:Special AbilityTYPE:ClassFeatures.AssassinClassFeatures.SpecialQuality.Extraordinary.DefensiveDEFINE:AssassinPoisonSaveBonus|0DESC:The assassin gains a +%1 saving throw bonus against poisons.|AssassinPoisonSaveBonusSOURCEPAGE:p.379ASPECT:Ability Benefit|+%1|AssassinPoisonSaveBonusASPECT:SaveBonus|+%1 vs. poison|AssassinPoisonSaveBonusBONUS:VAR|AssassinPoisonSaveBonus|AssassinLVL/2+Hide in Plain SightKEY:Assassin ~ Hide in Plain SightCATEGORY:Special AbilityTYPE:ClassFeatures.AssassinClassFeatures.Internal.ClassFeaturesVISIBLE:NO+Death AttackKEY:Assassin ~ Death AttackCATEGORY:Special AbilityTYPE:ClassFeatures.AssassinClassFeatures.SpecialAttackDEFINE:DeathAttackDC|0DESC:If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice).BONUS:VAR|DeathAttackDC|10+INTSOURCEPAGE:p.378ASPECT:Ability Benefit|(DC %1)|DeathAttackDCBENEFIT:If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice). Studying the victim is a standard action. The death attack fails if the target detects the assassin or recognizes the assassin as an enemy (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to his Armor Class or is flanked). If the victim of such a death attack fails a Fortitude save (DC 10 + the assassin's class level + the assassin's Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin.BONUS:VAR|DeathAttackDC|AssassinLVL+Poison UseKEY:Assassin ~ Poison UseCATEGORY:Special AbilityTYPE:ClassFeatures.AssassinClassFeatures.SpecialAttack.ExtraordinaryDESC:Assassins are trained in the use of poison and cannot accidentally poison themselves when applying poison to a blade.SOURCEPAGE:p.379+Hidden WeaponsKEY:Assassin ~ Hidden WeaponsCATEGORY:Special AbilityTYPE:ClassFeatures.AssassinClassFeatures.SpecialQuality.ExtraordinaryDESC:An assassin becomes a master at hiding weapons on his body.SOURCEPAGE:p.379BENEFIT:At 4th level, an assassin becomes a master at hiding weapons on his body. He adds his assassin level to all Sleight of Hand skill checks made to prevent others from noticing them.+True DeathKEY:Assassin ~ True DeathCATEGORY:Special AbilityTYPE:ClassFeatures.AssassinClassFeatures.SpecialQuality.SupernaturalDESC:Anyone slain by an assassin's death attack becomes more difficult to bring back from the dead.SOURCEPAGE:p.379BENEFIT:Starting at 4th level, anyone slain by an assassin's death attack becomes more difficult to bring back from the dead. Spellcasters attempting to bring a creature back from the dead using raise dead or similar magic must make a caster level check with a DC equal to 15 + the assassin's level or the spell fails and the material component is wasted. Casting remove curse the round before attempting to bring the creature back from the dead negates this chance. The DC of the remove curse is 10 + the assassin's level.+Quiet DeathKEY:Assassin ~ Quiet DeathCATEGORY:Special AbilityTYPE:ClassFeatures.AssassinClassFeatures.SpecialAttack.ExtraordinaryDESC:Whenever an assassin kills a creature using his death attack during a surprise round, he can also make a Stealth check, opposed by Perception checks of those in the vicinity to prevent them from identifying him as the assailant.SOURCEPAGE:p.380BENEFIT:At 6th level, whenever an assassin kills a creature using his death attack during a surprise round, he can also make a Stealth check, opposed by Perception checks of those in the vicinity to prevent them from identifying him as the assailant. If successful, those nearby might not even notice that the target is dead for a few moments, allowing the assassin to avoid detection.+Swift DeathKEY:Assassin ~ Swift DeathCATEGORY:Special AbilityTYPE:ClassFeatures.AssassinClassFeatures.SpecialAttack.ExtraordinaryDESC:Once per day, an assassin can make a death attack against a foe without studying the foe beforehand.SOURCEPAGE:p.380BENEFIT:At 9th level, once per day, an assassin can make a death attack against a foe without studying the foe beforehand. He must still sneak attack his foe using a melee weapon that deals damage.+Angel of DeathKEY:Assassin ~ Angel of DeathCATEGORY:Special AbilityTYPE:ClassFeatures.AssassinClassFeatures.SpecialAttack.SupernaturalDESC:The assassin becomes a master of death.SOURCEPAGE:p.380BENEFIT:At 10th level, the assassin becomes a master of death. Once per day, when the assassin makes a successful death attack, he can cause the target's body to crumble to dust. This prevents raise dead and resurrection (although true resurrection works as normal). The assassin must declare the use of this ability before the attack is made. If the attack misses or the target successfully saves against the death attack, this ability is wasted with no effect. # COMMENT: Missing Ability - Using the one from RSRD since it's the only we have - modified the page number. - LegacyKing Mar 17, 2012-Hide in Plain Sight (Su)OUTPUTNAME:Hide in Plain SightCATEGORY:Special AbilityTYPE:SpecialQuality.Supernatural.ModifyACDESC:You can use the Hide skill even while being observed.SOURCEPAGE:p.378+Hide in Plain SightKEY:Assassin ~ Hide in Plain SightCATEGORY:Special AbilityTYPE:ClassFeatures.AssassinClassFeatures.SpecialQuality.Supernatural.ModifyACDESC:You can use the Hide skill even while being observed.SOURCEPAGE:p.378 +Uncanny DodgeKEY:Assassin ~ Uncanny DodgeCATEGORY:Special AbilityTYPE:ClassFeatures.AssassinClassFeaturesABILITY:Special Ability|AUTOMATIC|Uncanny Dodge ~ BaseBONUS:VAR|UncannyDodgeLVL|1|PREVARGTEQ:AssassinLVL,2BONUS:VAR|UncannyDodgeLVL|1|PREVARGTEQ:AssassinLVL,5BONUS:VAR|UncannyDodgeFlankingLevel|AssassinLVL|TYPE=EachClass.REPLACE+Sneak AttackKEY:Assassin ~ Sneak AttackCATEGORY:Special AbilityTYPE:ClassFeatures.AssassinClassFeaturesABILITY:Special Ability|AUTOMATIC|Sneak AttackBONUS:VAR|SneakAttackDice|(AssassinLVL+1)/2+ ###Block: Dragon Disciple Class Features ---------------------------------------------------------------------------------------------- # Ability NameUnique KeyCategory of AbilityTypeDefineDescriptionTemplateAbilityCombat bonusModify VARAdd to visionWeapon prof. bonusVisionSource PageAspectsDescription of the Benefits-Blood of DragonsKEY:Blood of Dragons ~ DDCATEGORY:Special AbilityTYPE:SpecialQualityDESC:A dragon disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline.ABILITY:Special Ability|AUTOMATIC|Sorcerer ~ Sorcerer BloodlineBONUS:VAR|BloodlineLVL|classlevel("Dragon Disciple")SOURCEPAGE:p.381BENEFIT:A dragon disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline. If the dragon disciple does not have levels of sorcerer, he instead gains bloodline powers of the draconic bloodline, using his dragon disciple level as his sorcerer level to determine the bonuses gained. He must choose a dragon type upon gaining his first level in this class and that type must be the same as his sorcerer type. This ability does not grant bonus spells to a sorcerer unless he possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the sorcerer gains spell slots of the spell's level.-Natural Armor IncreaseKEY:Natural Armor Increase ~ DDCATEGORY:Special AbilityTYPE:SpecialQuality.ExtraordinaryDEFINE:DragonDiscipleArmorBonus|0DESC:As his skin thickens, a dragon disciple takes on more and more of his progenitor's physical aspect.BONUS:COMBAT|AC|DragonDiscipleArmorBonus|TYPE=NaturalArmor.STACKSOURCEPAGE:p.381BENEFIT:As his skin thickens, a dragon disciple takes on more and more of his progenitor's physical aspect. At 1st, 4th, and 7th level, a dragon disciple gains an increase to the character's existing natural armor (if any), as indicated on Table 11-4. These armor bonuses stack.-Dragon BiteKEY:Dragon Bite ~ DDCATEGORY:Special AbilityTYPE:SpecialAttack.ExtraordinaryDESC:Whenever the dragon disciple uses his bloodline to grow claws, he also gains a bite attack.TEMPLATE:Dragon Disciple BiteBONUS:WEAPONPROF=Bite|DAMAGE|STR/2SOURCEPAGE:p.382BENEFIT:At 2nd level, whenever the dragon disciple uses his bloodline to grow claws, he also gains a bite attack. This is a primary natural attack that deals 1d6 points of damage (1d4 if the dragon disciple is small) plus 1-1/2 times the dragon disciple's Strength modifier. Upon reaching 6th level, this bite also deals 1d6 points of energy damage. The type of damage dealt is determined by the dragon disciple's bloodline.-BlindsenseKEY:Blindsense ~ DDCATEGORY:Special AbilityTYPE:SpecialAttack.ExtraordinaryDESC:The dragon disciple gains blindsense with a range of 30 feet.BONUS:VISION|Blindsense|30|PRECLASS:1,Dragon Disciple=10VISION:Blindsense (30')SOURCEPAGE:p.382BENEFIT:At 5th level, the dragon disciple gains blindsense with a range of 30 feet. Using nonvisual senses the dragon disciple notices things he cannot see. He usually does not need to make Perception checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect (see page 215) to that creature. Any opponent the dragon disciple cannot see still has total concealment against him, and the dragon disciple still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. At 10th level, the range of this ability increases to 60 feet.-Dragon FormKEY:Dragon Form ~ DDCATEGORY:Special AbilityTYPE:SpecialAttack.SpellLikeDEFINE:DragonFormTimes|0DESC:A dragon disciple can assume the form of a dragon %1 per day.|DragonFormTimesSOURCEPAGE:p.382ASPECT:Ability Benefit|(%1/day)|DragonFormTimesBENEFIT:At 7th level, a dragon disciple can assume the form of a dragon. This ability works like form of the dragon I. At 10th level, this ability functions as form of the dragon II and the dragon disciple can use this ability twice per day. His caster level for this effect is equal to his effective sorcerer levels for his draconic bloodline. Whenever he casts form of the dragon, he must assume the form of a dragon of the same type as his bloodline.+Weapon and Armor ProficiencyKEY:Dragon Disciple ~ Weapon and Armor ProficiencyCATEGORY:Special AbilityTYPE:ClassFeatures.Dragon DiscipleClassFeatures.SpecialQualityDESC:Dragon disciples gain no proficiency with any weapon or armor.+Blood of DragonsKEY:Dragon Disciple ~ Blood of DragonsCATEGORY:Special AbilityTYPE:ClassFeatures.Dragon DiscipleClassFeatures.SpecialQualityDESC:A dragon disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline.ABILITY:Special Ability|AUTOMATIC|Sorcerer ~ Sorcerer BloodlineBONUS:VAR|BloodlineLVL|classlevel("Dragon Disciple")SOURCEPAGE:p.381BENEFIT:A dragon disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline. If the dragon disciple does not have levels of sorcerer, he instead gains bloodline powers of the draconic bloodline, using his dragon disciple level as his sorcerer level to determine the bonuses gained. He must choose a dragon type upon gaining his first level in this class and that type must be the same as his sorcerer type. This ability does not grant bonus spells to a sorcerer unless he possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the sorcerer gains spell slots of the spell's level.BONUS:VAR|BloodlineCasterLVL|DragonDiscipleLVL-1BONUS:VAR|BloodlineCasterLVL|-1|PREVARGTEQ:DragonDiscipleLVL,5BONUS:VAR|BloodlineCasterLVL|-1|PREVARGTEQ:DragonDiscipleLVL,9BONUS:ABILITYPOOL|Draconic Bloodline Feat|(DragonDiscipleLVL+1)/3+Natural Armor IncreaseKEY:Dragon Disciple ~ Natural Armor IncreaseCATEGORY:Special AbilityTYPE:ClassFeatures.Dragon DiscipleClassFeatures.SpecialQuality.ExtraordinaryDEFINE:DragonDiscipleArmorBonus|0DESC:As his skin thickens, a dragon disciple takes on more and more of his progenitor's physical aspect.BONUS:COMBAT|AC|DragonDiscipleArmorBonus|TYPE=NaturalArmor.STACKSOURCEPAGE:p.381BENEFIT:As his skin thickens, a dragon disciple takes on more and more of his progenitor's physical aspect. At 1st, 4th, and 7th level, a dragon disciple gains an increase to the character's existing natural armor (if any), as indicated on Table 11-4. These armor bonuses stack.BONUS:VAR|DragonDiscipleArmorBonus|1|PREVARGTEQ:DragonDiscipleLVL,1BONUS:VAR|DragonDiscipleArmorBonus|1|PREVARGTEQ:DragonDiscipleLVL,4BONUS:VAR|DragonDiscipleArmorBonus|1|PREVARGTEQ:DragonDiscipleLVL,7+Dragon BiteKEY:Dragon Disciple ~ Dragon BiteCATEGORY:Special AbilityTYPE:ClassFeatures.Dragon DiscipleClassFeatures.SpecialAttack.ExtraordinaryDESC:Whenever the dragon disciple uses his bloodline to grow claws, he also gains a bite attack.TEMPLATE:Dragon Disciple BiteBONUS:WEAPONPROF=Bite|DAMAGE|STR/2SOURCEPAGE:p.382BENEFIT:At 2nd level, whenever the dragon disciple uses his bloodline to grow claws, he also gains a bite attack. This is a primary natural attack that deals 1d6 points of damage (1d4 if the dragon disciple is small) plus 1-1/2 times the dragon disciple's Strength modifier. Upon reaching 6th level, this bite also deals 1d6 points of energy damage. The type of damage dealt is determined by the dragon disciple's bloodline.+BlindsenseKEY:Dragon Disciple ~ BlindsenseCATEGORY:Special AbilityTYPE:ClassFeatures.Dragon DiscipleClassFeatures.SpecialAttack.ExtraordinaryDESC:The dragon disciple gains blindsense with a range of 30 feet.BONUS:VISION|Blindsense|30|PRECLASS:1,Dragon Disciple=10VISION:Blindsense (30')SOURCEPAGE:p.382BENEFIT:At 5th level, the dragon disciple gains blindsense with a range of 30 feet. Using nonvisual senses the dragon disciple notices things he cannot see. He usually does not need to make Perception checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect (see page 215) to that creature. Any opponent the dragon disciple cannot see still has total concealment against him, and the dragon disciple still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. At 10th level, the range of this ability increases to 60 feet.+Dragon FormKEY:Dragon Disciple ~ Dragon FormCATEGORY:Special AbilityTYPE:ClassFeatures.Dragon DiscipleClassFeatures.SpecialAttack.SpellLikeDEFINE:DragonFormTimes|0DESC:A dragon disciple can assume the form of a dragon %1 per day.|DragonFormTimesSOURCEPAGE:p.382ASPECT:Ability Benefit|(%1/day)|DragonFormTimesBENEFIT:At 7th level, a dragon disciple can assume the form of a dragon. This ability works like form of the dragon I. At 10th level, this ability functions as form of the dragon II and the dragon disciple can use this ability twice per day. His caster level for this effect is equal to his effective sorcerer levels for his draconic bloodline. Whenever he casts form of the dragon, he must assume the form of a dragon of the same type as his bloodline.BONUS:VAR|DragonFormTimes|(DragonDiscipleLVL-4)/3 +Ability BoostKEY:Dragon Disciple ~ Ability BoostSOURCEPAGE:p.CATEGORY:Special AbilityTYPE:Extraordinary.ClassFeatures.Dragon DiscipleClassFeatures.SpecialQualityDESC:As a dragon disciple gains levels in this prestige class, his ability scores increase as noted on Table 11-4. These increases stack and are gained as if through level advancement.BONUS:STAT|STR|2|PREVARGTEQ:DragonDiscipleLVL,2BONUS:STAT|STR|2|PREVARGTEQ:DragonDiscipleLVL,4BONUS:STAT|CON|2|PREVARGTEQ:DragonDiscipleLVL,6BONUS:STAT|INT|2|PREVARGTEQ:DragonDiscipleLVL,8+WingsKEY:Dragon Disciple ~ WingsSOURCEPAGE:p.CATEGORY:Special AbilityTYPE:Supernatural.ClassFeatures.Dragon DiscipleClassFeatures.SpecialQualityDESC:At 9th level, a dragon disciple gains the wings bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the dragon disciple's speed increases to 90 feet.ABILITY:Special Ability|AUTOMATIC|WingsBONUS:MOVEADD|TYPE.Fly|30|PREVARGTEQ:BloodlineLVL,15+Breath WeaponKEY:Dragon Disciple ~ Breath WeaponSOURCEPAGE:p.CATEGORY:Special AbilityTYPE:Supernatural.ClassFeatures.Dragon DiscipleClassFeatures.SpecialQualityDESC:At 3rd level, a dragon disciple gains the breath weapon bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the dragon disciple gains an additional use of his breath weapon each day. The type and shape of the breath weapon depends on the type of dragon selected by the dragon disciple, as detailed under the Draconic sorcerer bloodline description (see page 75).BONUS:VAR|BreathWeaponTimes|1|PREVARGTEQ:DragonDiscipleLVL,3ABILITY:Special Ability|AUTOMATIC|Breath Weapon+ ###Block: Sorcerer Bloodline Dragon Disciple prerequisites - If a character gains levels of sorcerer after taking Dragon Disciple, he must take the draconic bloodline. # Ability NameProhibited Class CATEGORY=Special Ability|Aberrant Bloodline.MOD!PRECLASS:1,Dragon Disciple=1@@ -1602,105 +1611,110 @@ -Weapon and Armor ProficiencyKEY:Weapon and Armor Proficiency ~ Arcane TricksterCATEGORY:Special AbilityTYPE:ClassFeatures.SpecialQualityDESC:Arcane tricksters gain no proficiency with any weapon or armor.-Weapon and Armor ProficiencyKEY:Weapon and Armor Proficiency ~ ArchmageCATEGORY:Special AbilityTYPE:ClassFeatures.SpecialQualityDESC:Archmages gain no proficiency with any weapon or armor.-Weapon and Armor ProficiencyKEY:Weapon and Armor Proficiency ~ AssassinCATEGORY:Special AbilityTYPE:ClassFeatures.SpecialQualityDESC:Assassins are proficient with the crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. Assassins are proficient with light armor but not with shields.-Weapon and Armor ProficiencyKEY:Weapon and Armor Proficiency ~ BlackguardCATEGORY:Special AbilityTYPE:ClassFeatures.SpecialQualityDESC:Blackguards are proficient with all simple and martial weapons, with all types of armor, and with shields.-Weapon and Armor ProficiencyKEY:Weapon and Armor Proficiency ~ Dragon DiscipleCATEGORY:Special AbilityTYPE:ClassFeatures.SpecialQualityDESC:Dragon disciples gain no proficiency with any weapon or armor.-Weapon and Armor ProficiencyKEY:Weapon and Armor Proficiency ~ DuelistCATEGORY:Special AbilityTYPE:ClassFeatures.SpecialQualityDESC:The duelist is proficient with all simple and martial weapons, but no type of armor or shield. Weapon and Armor ProficiencyKEY:Weapon and Armor Proficiency ~ Dwarven DefenderCATEGORY:Special AbilityTYPE:ClassFeatures.SpecialQualityDESC:A dwarven defender is proficient with all simple and martial weapons, all types of armor, and shields. Weapon and Armor ProficiencyKEY:Weapon and Armor Proficiency ~ Eldritch KnightCATEGORY:Special AbilityTYPE:ClassFeatures.SpecialQualityDESC:Eldritch knights gain no proficiency with any weapon or armor. Weapon and Armor ProficiencyKEY:Weapon and Armor Proficiency ~ HierophantCATEGORY:Special AbilityTYPE:ClassFeatures.SpecialQualityDESC:Hierophants gain no proficiency with any weapon or armor. Weapon and Armor ProficiencyKEY:Weapon and Armor Proficiency ~ Horizon WalkerCATEGORY:Special AbilityTYPE:ClassFeatures.SpecialQualityDESC:Horizon walkers gain no proficiency with any weapon or armor. Weapon and Armor ProficiencyKEY:Weapon and Armor Proficiency ~ LoremasterCATEGORY:Special AbilityTYPE:ClassFeatures.SpecialQualityDESC:Loremasters gain no proficiency with any weapon or armor.-Weapon and Armor ProficiencyKEY:Weapon and Armor Proficiency ~ ShadowdancerCATEGORY:Special AbilityTYPE:ClassFeatures.SpecialQualityDESC:Shadowdancers are proficient with the club, crossbow (hand, light, or heavy), dagger (any type), dart, mace, morningstar, quarterstaff, rapier, sap, shortbow (normal and composite), and short sword. Shadowdancers are proficient with light armor but not with shields. Weapon and Armor ProficiencyKEY:Weapon and Armor Proficiency ~ ThaumaturgistCATEGORY:Special AbilityTYPE:ClassFeatures.SpecialQualityDESC:Thaumaturgists gain no proficiency with any weapon or armor. +Weapon and Armor ProficiencyKEY:Archmage ~ Weapon and Armor ProficiencyCATEGORY:Special AbilityTYPE:ClassFeatures.SpecialQualityDESC:Archmages gain no proficiency with any weapon or armor.+Weapon and Armor ProficiencyKEY:Blackguard ~ Weapon and Armor ProficiencyCATEGORY:Special AbilityTYPE:ClassFeatures.SpecialQualityDESC:Blackguards are proficient with all simple and martial weapons, with all types of armor, and with shields. ###Block: Duelist special abilities ---------------------------------------------------------------------------------------------... [truncated message content]

[pcgen-commit-svn] SF.net SVN: pcgen:[23718]Trunk/pcgen/data/pathfinder/paizo/ roleplaying_game

From: <ama...@us...> - 2014-04-22 05:50:51

Revision: 23718 http://sourceforge.net/p/pcgen/code/23718Author: amaitlandDate: 2014-04-22 05:50:46 +0000 (Tue, 22 Apr 2014)Log Message:-----------DATA-17321st lvl Animal Companions can incorrectly select +1 BAB featsDATA-1733Animal Companions with < 3 INT are incorrectly able to select non-Animal featsDATA-1734Animal Companions with INT < 3 can select invalid skillsModified Paths:-------------- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_companion.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilitycategories.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_classes_companion.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_races_companion.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_skills.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_magic/um_races_companion.lstModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_companion.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_companion.lst2014-04-22 03:11:56 UTC (rev 23717)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_companion.lst2014-04-22 05:50:46 UTC (rev 23718)@@ -262,3 +262,37 @@ # Test Dog Dog Bite Attackx1CATEGORY:InternalNATURALATTACKS:Bite,Weapon.Melee.Piercing,1,1d6 Dog Bite Attackx2CATEGORY:InternalNATURALATTACKS:Bite,Weapon.Melee.Piercing,2,1d6+++###Block: Animal Companion Feats+AcrobaticKEY:Animal Companion Feat ~ AcrobaticCATEGORY:Special AbilityTYPE:AnimalCompanionFeatAUTO:FEAT|AcrobaticSOURCEPAGE:p.113BENEFIT:You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.+Agile ManeuversKEY:Animal Companion Feat ~ Agile ManeuversCATEGORY:Special AbilityTYPE:AnimalCompanionFeatAUTO:FEAT|Agile ManeuversSOURCEPAGE:p.117BENEFIT:You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Chapter 8) instead of your Strength bonus.+Armor Proficiency (Light)KEY:Animal Companion Feat ~ Armor Proficiency (Light)CATEGORY:Special AbilityTYPE:AnimalCompanionFeatAUTO:FEAT|Armor Proficiency (Light)SOURCEPAGE:p.118BENEFIT:When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.+Armor Proficiency (Medium)KEY:Animal Companion Feat ~ Armor Proficiency (Medium)CATEGORY:Special AbilityTYPE:AnimalCompanionFeatAUTO:FEAT|Armor Proficiency (Medium)SOURCEPAGE:p.118BENEFIT:When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.PREMULT:1,[PREPROFWITHARMOR:1,TYPE.Light],[PREFEAT:1,Armor Proficiency (Light)]+Armor Proficiency (Heavy)KEY:Animal Companion Feat ~ Armor Proficiency (Heavy)CATEGORY:Special AbilityTYPE:AnimalCompanionFeatAUTO:FEAT|Armor Proficiency (Heavy)SOURCEPAGE:p.118BENEFIT:When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.PREMULT:1,[PREPROFWITHARMOR:1,TYPE.Medium],[PREFEAT:1,Armor Proficiency (Medium)]+AthleticKEY:Animal Companion Feat ~ AthleticCATEGORY:Special AbilityTYPE:AnimalCompanionFeatAUTO:FEAT|AthleticSOURCEPAGE:p.118BENEFIT:You get a +2 bonus on Climb and Swim skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.+Blind-FightKEY:Animal Companion Feat ~ Blind-FightCATEGORY:Special AbilityTYPE:AnimalCompanionFeatAUTO:FEAT|Blind-FightSOURCEPAGE:p.118BENEFIT:In melee, every time you miss because of concealment (see Chapter 8), you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded.+Combat ReflexesKEY:Animal Companion Feat ~ Combat ReflexesCATEGORY:Special AbilityTYPE:AnimalCompanionFeatAUTO:FEAT|Combat ReflexesSOURCEPAGE:p.119BENEFIT:You may make %1 additional attacks of opportunity per round. With this feat, you may also make attacks of opportunity while flat-footed.|DEX+DiehardKEY:Animal Companion Feat ~ DiehardCATEGORY:Special AbilityTYPE:AnimalCompanionFeatAUTO:FEAT|DiehardSOURCEPAGE:p.121BENEFIT:You get a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.+DodgeKEY:Animal Companion Feat ~ DodgeCATEGORY:Special AbilityTYPE:AnimalCompanionFeatAUTO:FEAT|DodgeSOURCEPAGE:p.122BENEFIT:You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.PRESTAT:1,DEX=13+EnduranceKEY:Animal Companion Feat ~ EnduranceCATEGORY:Special AbilityTYPE:AnimalCompanionFeatAUTO:FEAT|EnduranceSOURCEPAGE:p.112BENEFIT:You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.+Great FortitudeKEY:Animal Companion Feat ~ Great FortitudeCATEGORY:Special AbilityTYPE:AnimalCompanionFeatAUTO:FEAT|Great FortitudeSOURCEPAGE:p.124BENEFIT:You get a +2 bonus on all Fortitude saving throws.+Improved Bull RushKEY:Animal Companion Feat ~ Improved Bull RushCATEGORY:Special AbilityTYPE:AnimalCompanionFeatAUTO:FEAT|Improved Bull RushSOURCEPAGE:p.126BENEFIT:You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.PREVARGTEQ:(CL=Companion),3PRESTAT:1,STR=13PREFEAT:1,Power Attack+Improved InitiativeKEY:Animal Companion Feat ~ Improved InitiativeCATEGORY:Special AbilityTYPE:AnimalCompanionFeatAUTO:FEAT|Improved InitiativeSOURCEPAGE:p.127BENEFIT:You get a +4 bonus on initiative checks.+Improved Natural ArmorKEY:Animal Companion Feat ~ Improved Natural ArmorCATEGORY:Special AbilityTYPE:AnimalCompanionFeatAUTO:FEAT|Improved Natural ArmorPRESTAT:1,CON=13PREVARGTEQ:BONUS.COMBAT.AC.NaturalArmor,1STACK:YESMULT:YESCHOOSE:NOCHOICESOURCEPAGE:p.315SOURCELONG:BestiarySOURCESHORT:B1+Improved Natural AttackKEY:Animal Companion Feat ~ Improved Natural AttackCATEGORY:Special AbilityTYPE:AnimalCompanionFeatAUTO:FEAT|Improved Natural Attack (%LIST)PREATT:4PREWEAPONPROF:1,TYPE.NaturalMULT:YESCHOOSE:WEAPONPROFICIENCY|PC,TYPE=NaturalSOURCEPAGE:p.315SOURCELONG:BestiarySOURCESHORT:B1+Improved OverrunKEY:Animal Companion Feat ~ Improved OverrunCATEGORY:Special AbilityTYPE:AnimalCompanionFeatAUTO:FEAT|Improved OverrunPREVARGTEQ:(CL=Companion),3PREFEAT:1,Power AttackPRESTAT:1,STR=13SOURCEPAGE:p.127BENEFIT:You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you.+Intimidating ProwessKEY:Animal Companion Feat ~ Intimidating ProwessCATEGORY:Special AbilityTYPE:AnimalCompanionFeatAUTO:FEAT|Intimidating ProwessSOURCEPAGE:p.128BENEFIT:Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.+Iron WillKEY:Animal Companion Feat ~ Iron WillCATEGORY:Special AbilityTYPE:AnimalCompanionFeatAUTO:FEAT|Iron WillSOURCEPAGE:p.129BENEFIT:You get a +2 bonus on all Will saving throws.+Lightning ReflexesKEY:Animal Companion Feat ~ Lightning ReflexesCATEGORY:Special AbilityTYPE:AnimalCompanionFeatAUTO:FEAT|Lightning ReflexesSOURCEPAGE:p.130BENEFIT:You get a +2 bonus on all Reflex saving throws.+MobilityKEY:Animal Companion Feat ~ MobilityCATEGORY:Special AbilityTYPE:AnimalCompanionFeatAUTO:FEAT|MobilityPREFEAT:1,DodgePRESTAT:1,DEX=13SOURCEPAGE:p.130BENEFIT:You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.+Power AttackKEY:Animal Companion Feat ~ Power AttackCATEGORY:Special AbilityTYPE:AnimalCompanionFeatAUTO:FEAT|Power AttackPREVARGTEQ:(CL=Companion),3PRESTAT:1,STR=13SOURCEPAGE:p.131BENEFIT:You can choose to take a -%1 penalty on all melee attack rolls and combat maneuver checks to gain a +%2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%%) if you are making an attack with an off-hand weapon or secondary natural weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.|1+BAB/4|2*floor(1+BAB/4)+RunKEY:Animal Companion Feat ~ RunCATEGORY:Special AbilityTYPE:AnimalCompanionFeatAUTO:FEAT|RunSOURCEPAGE:p.132BENEFIT:When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.+Skill FocusKEY:Animal Companion Feat ~ Skill FocusCATEGORY:Special AbilityTYPE:AnimalCompanionFeatAUTO:FEAT|Skill Focus (%LIST)STACK:NOMULT:YESCHOOSE:SKILL|TYPE=Charisma|TYPE=Dexterity|TYPE=Intelligence|TYPE=Strength|TYPE=WisdomSOURCEPAGE:p.134BENEFIT:You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.+Spring AttackKEY:Animal Companion Feat ~ Spring AttackCATEGORY:Special AbilityTYPE:AnimalCompanionFeatAUTO:FEAT|Spring AttackPREATT:4PREFEAT:2,Dodge,MobilityPRESTAT:1,DEX=13SOURCEPAGE:p.134BENEFIT:As a full round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.+StealthyKEY:Animal Companion Feat ~ StealthyCATEGORY:Special AbilityTYPE:AnimalCompanionFeatAUTO:FEAT|StealthySOURCEPAGE:p.135BENEFIT:You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.+ToughnessKEY:Animal Companion Feat ~ ToughnessCATEGORY:Special AbilityTYPE:AnimalCompanionFeatAUTO:FEAT|ToughnessSOURCEPAGE:p.135BENEFIT:You gain +%1 hit points.|max(3,TL)BENEFIT:You gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).|PREHD:MIN=3+Weapon FinesseKEY:Animal Companion Feat ~ Weapon FinesseCATEGORY:Special AbilityTYPE:AnimalCompanionFeatAUTO:FEAT|Weapon FinesseSOURCEPAGE:p.136BENEFIT:With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.+Weapon FocusKEY:Animal Companion Feat ~ Weapon FocusCATEGORY:Special AbilityTYPE:AnimalCompanionFeatAUTO:FEAT|Weapon Focus (%LIST)PREVARGTEQ:(CL=Companion),3MULT:YESCHOOSE:WEAPONPROFICIENCY|PC+Add Normal FeatKEY:Animal Companion Feat ~ FeatCATEGORY:Special AbilityTYPE:AnimalCompanionFeatCHOOSE:NOCHOICEMULT:YESSTACK:YESBONUS:ABILITYPOOL|FEAT|1PREVARGTEQ:INTSCORE,3SORTKEY:1DESC:For Companions with Intelligence of 3+, you may select any regular feat (Will open the Normal Feats).+Modified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilitycategories.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilitycategories.lst2014-04-22 03:11:56 UTC (rev 23717)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilitycategories.lst2014-04-22 05:50:46 UTC (rev 23718)@@ -108,6 +108,10 @@ ABILITYCATEGORY:Ranger Bonus FeatVISIBLE:QUALIFYEDITABLE:YESEDITPOOL:YESFRACTIONALPOOL:NOCATEGORY:Special AbilityTYPE:RangerBonusFeatPLURAL:Ranger Bonus FeatsDISPLAYLOCATION:Feats ABILITYCATEGORY:Wizard Bonus FeatVISIBLE:QUALIFYEDITABLE:YESEDITPOOL:YESFRACTIONALPOOL:NOCATEGORY:FEATTYPE:WizardBonus.ItemCreation.MetamagicPLURAL:Wizard Bonus FeatsDISPLAYLOCATION:Feats +###Block: Companion Feat Support+ABILITYCATEGORY:Animal Companion FeatVISIBLE:QUALIFYEDITABLE:YESEDITPOOL:YESFRACTIONALPOOL:NOCATEGORY:Special AbilityTYPE:AnimalCompanionFeatPLURAL:Animal Companion FeatsDISPLAYLOCATION:Feats++ ###Block: Class Feature Categories # Ability CategoryVisibleEditable or Static?Change Pool?Fractional values?Category of ObjectType of ObjectPlural description for UIDisplay Location ABILITYCATEGORY:Rage PowerVISIBLE:QUALIFYEDITABLE:YESEDITPOOL:YESFRACTIONALPOOL:NOCATEGORY:Special AbilityTYPE:RagePowerPLURAL:Rage PowersDISPLAYLOCATION:Class FeaturesModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_classes_companion.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_classes_companion.lst2014-04-22 03:11:56 UTC (rev 23717)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_classes_companion.lst2014-04-22 05:50:46 UTC (rev 23718)@@ -3,12 +3,21 @@ # Original Entry by: Andrew Maitland # Class NameOutput NameHit DiceTypeClass TypeAbbreviationMax LevelSource PageAbilityVisibleSave checks bonusCombat bonus-CLASS:CompanionOUTPUTNAME:AnimalHD:8TYPE:Monster.CompanionCLASSTYPE:CompanionABB:ACMAXLEVEL:20SOURCEPAGE:p.52ABILITY:Special Ability|AUTOMATIC|Animal Traits|PREVAREQ:NoTypeTraits,0VISIBLE:NOBONUS:CHECKS|BASE.Fortitude,BASE.Reflex|CL/2+2BONUS:CHECKS|BASE.Will|CL/3BONUS:COMBAT|BAB|CL*3/4|TYPE=Base.REPLACE+CLASS:CompanionOUTPUTNAME:AnimalHD:8TYPE:Monster.CompanionCLASSTYPE:CompanionABB:ACMAXLEVEL:20SOURCEPAGE:p.52ABILITY:Special Ability|AUTOMATIC|Animal Traits|PREVAREQ:NoTypeTraits,0VISIBLE:NOBONUS:CHECKS|BASE.Fortitude,BASE.Reflex|CL/2+2BONUS:CHECKS|BASE.Will|CL/3BONUS:COMBAT|BAB|CL*3/4|TYPE=Base.REPLACEDEFINE:AnimalCompanionSkill|0BONUS:VAR|AnimalCompanionSkill|1|PREVARLT:INTSCORE,3 # Class NameSkill Pts/LvlClass Skill-CLASS:CompanionSTARTSKILLPTS:1CSKILL:Acrobatics|Climb|Escape Artist|Fly|Intimidate|Perception|Stealth|Survival|Swim+CLASS:CompanionSTARTSKILLPTS:1CSKILL:Acrobatics|Climb|Fly|Perception|Stealth|SwimBONUS:ABILITYPOOL|Animal Companion Feat|(CL+1)/2|PREVARGTEQ:INTSCORE,1 ###Block: Level Advancement-1BONUS:SKILLPOINTS|NUMBER|-3|PRELEVELMAX:1AUTO:FEAT|CMB Output+1AUTO:FEAT|CMB OutputBONUS:ABILITYPOOL|FEAT|-1 ++# Class NameOutput NameHit DiceTypeClass TypeAbbreviationMax LevelSource PageAbilityVisibleSave checks bonusCombat bonus+CLASS:Companion (Mindless)OUTPUTNAME:AnimalHD:8EXCLASS:CompanionTYPE:Monster.CompanionCLASSTYPE:CompanionABB:ACMAXLEVEL:20SOURCEPAGE:p.52ABILITY:Special Ability|AUTOMATIC|Animal Traits|PREVAREQ:NoTypeTraits,0VISIBLE:NOBONUS:CHECKS|BASE.Fortitude,BASE.Reflex|CL/2+2BONUS:CHECKS|BASE.Will|CL/3BONUS:COMBAT|BAB|CL*3/4|TYPE=Base.REPLACE+# Class NameSkill Pts/LvlClass Skill+CLASS:Companion (Mindless)PREVARLT:INTSCORE,1STARTSKILLPTS:0MODTOSKILLS:NO+###Block: Level Advancement+1AUTO:FEAT|CMB Output++ #COMMENT: Used for the Shadow Companion - Removes HD pop up # Class NameHit DiceTypeClass TypeMax LevelSource PageAbilityVisibleSave checks bonusCombat bonusModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_races_companion.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_races_companion.lst2014-04-22 03:11:56 UTC (rev 23717)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_races_companion.lst2014-04-22 05:50:46 UTC (rev 23718)@@ -6,34 +6,34 @@ ###Growth is tied to choosing Normal as I read it, triggered it using 'PREABILITY:1,CATEGORY=Special Ability,Companion Choice ~ Regular' # Race NameOutput NameStarting FeatsSizeMoveFace/SpaceReachVar. Min. ValueBonus to Ability PoolCombat bonusStat bonusModify VARWeapon prof. bonusAbilityNb LegsNb HandsNatural AttacksDefineMonster Class Name and Starting LevelMain Race TypeRace SubtypeTypeSource PageApply KitSORTKEY-Companion (Ape)OUTPUTNAME:Companion [NAME]STARTFEATS:1SIZE:MMOVE:Walk,30,Climb,30FACE:5,5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4BONUS:COMBAT|AC|1|TYPE=NaturalArmorBONUS:STAT|STR|2BONUS:STAT|DEX|6BONUS:STAT|INT|-8BONUS:STAT|WIS|2BONUS:STAT|CHA|-4ABILITY:Special Ability|AUTOMATIC|ScentLEGS:2HANDS:3NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Piercing.Slashing,*1,1d4NATURALATTACKS:Claw,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*1,1d4MONSTERCLASS:Companion:2RACETYPE:CompanionRACESUBTYPE:AnimalCompanionPrimateTYPE:Companion.AnimalCompanionSOURCEPAGE:p.55KIT:1|Companion ~ ApeSORTKEY:z_Companion-Companion (Badger (Wolverine))OUTPUTNAME:Companion [NAME]STARTFEATS:1SIZE:SMOVE:Walk,30,Burrow,10,Climb,10FACE:5,5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4BONUS:COMBAT|AC|2|TYPE=NaturalArmorBONUS:STAT|DEX|6BONUS:STAT|CON|4BONUS:STAT|INT|-8BONUS:STAT|WIS|2BONUS:VAR|RageDuration|1ABILITY:Special Ability|AUTOMATIC|Rage|ScentLEGS:4HANDS:3NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Piercing.Slashing,*1,1d4NATURALATTACKS:Claw,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*1,1d3MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanionSOURCEPAGE:p.55KIT:1|Companion ~ BadgerSORTKEY:z_Companion-Companion (Bear)OUTPUTNAME:Companion [NAME]STARTFEATS:1SIZE:SMOVE:Walk,40FACE:5,5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4BONUS:COMBAT|AC|2|TYPE=NaturalArmorBONUS:STAT|STR|4BONUS:STAT|DEX|4BONUS:STAT|CON|2BONUS:STAT|INT|-8BONUS:STAT|WIS|2ABILITY:Special Ability|AUTOMATIC|ScentLEGS:4HANDS:3NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Piercing.Slashing,*1,1d4NATURALATTACKS:Claw,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*1,1d3MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanionSOURCEPAGE:p.55KIT:1|Companion ~ BearSORTKEY:z_Companion-Companion (Bird (Eagle))OUTPUTNAME:Companion [NAME]STARTFEATS:1SIZE:SMOVE:Walk,10,Fly,80FACE:5,5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4BONUS:COMBAT|AC|1|TYPE=NaturalArmorBONUS:STAT|DEX|4BONUS:STAT|CON|2BONUS:STAT|INT|-8BONUS:STAT|WIS|4BONUS:STAT|CHA|-4ABILITY:Special Ability|AUTOMATIC|Flight ManeuverabilityLEGS:2HANDS:3NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Piercing.Slashing,*1,1d4NATURALATTACKS:Talons,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*2,1d4DEFINE:Maneuverability|3MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanion.RaptorSOURCEPAGE:p.55KIT:1|Companion ~ BirdSORTKEY:z_Companion-Companion (Bird (Hawk))OUTPUTNAME:Companion [NAME]STARTFEATS:1SIZE:SMOVE:Walk,10,Fly,80FACE:5,5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4BONUS:COMBAT|AC|1|TYPE=NaturalArmorBONUS:STAT|DEX|4BONUS:STAT|CON|2BONUS:STAT|INT|-8BONUS:STAT|WIS|4BONUS:STAT|CHA|-4ABILITY:Special Ability|AUTOMATIC|Flight ManeuverabilityLEGS:2HANDS:3NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Piercing.Slashing,*1,1d4NATURALATTACKS:Talons,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*2,1d4DEFINE:Maneuverability|3MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanion.RaptorSOURCEPAGE:p.55KIT:1|Companion ~ BirdSORTKEY:z_Companion-Companion (Bird (Owl))OUTPUTNAME:Companion [NAME]STARTFEATS:1SIZE:SMOVE:Walk,10,Fly,80FACE:5,5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4BONUS:COMBAT|AC|1|TYPE=NaturalArmorBONUS:STAT|DEX|4BONUS:STAT|CON|2BONUS:STAT|INT|-8BONUS:STAT|WIS|4BONUS:STAT|CHA|-4ABILITY:Special Ability|AUTOMATIC|Flight ManeuverabilityLEGS:2HANDS:3NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Piercing.Slashing,*1,1d4NATURALATTACKS:Talons,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*2,1d4DEFINE:Maneuverability|3MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanion.RaptorSOURCEPAGE:p.55KIT:1|Companion ~ BirdSORTKEY:z_Companion-Companion (Boar)OUTPUTNAME:Companion [NAME]STARTFEATS:1SIZE:SMOVE:Walk,40FACE:5,5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4BONUS:COMBAT|AC|6|TYPE=NaturalArmorBONUS:STAT|STR|2BONUS:STAT|DEX|2BONUS:STAT|CON|4BONUS:STAT|INT|-8BONUS:STAT|WIS|2BONUS:STAT|CHA|-6ABILITY:Special Ability|AUTOMATIC|ScentLEGS:4NATURALATTACKS:Gore,Weapon.Natural.Melee.Finesseable.Piercing,*1,1d6MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanionSOURCEPAGE:p.55KIT:1|Companion ~ BoarSORTKEY:z_Companion-Companion (Camel)OUTPUTNAME:Companion [NAME]STARTFEATS:1SIZE:LMOVE:Walk,50FACE:10REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4BONUS:COMBAT|AC|1|TYPE=NaturalArmorBONUS:STAT|STR|8BONUS:STAT|DEX|6BONUS:STAT|CON|4BONUS:STAT|INT|-8BONUS:STAT|CHA|-6ABILITY:Special Ability|AUTOMATIC|Scent|Spit ~ CamelLEGS:4NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*1,1d4MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanionSOURCEPAGE:p.56KIT:1|Companion ~ CamelSORTKEY:z_Companion-Companion (Cat (Small (Cheetah)))OUTPUTNAME:Companion Cat, Small (Cheetah)STARTFEATS:1SIZE:SMOVE:Walk,50FACE:5,5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4BONUS:COMBAT|AC|1|TYPE=NaturalArmorBONUS:STAT|STR|2BONUS:STAT|DEX|10BONUS:STAT|CON|2BONUS:STAT|INT|-8BONUS:STAT|WIS|2BONUS:STAT|CHA|-4ABILITY:Special Ability|AUTOMATIC|Scent|TripLEGS:4HANDS:3NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*1,1d4NATURALATTACKS:Claw,Weapon.Natural.Melee.Finesseable.Piercing.Slashing,*2,1d2MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanionSOURCEPAGE:p.56KIT:1|Companion ~ Small CatSORTKEY:z_Companion-Companion (Cat (Small (Leopard)))OUTPUTNAME:Companion Cat, Small (Leopard)STARTFEATS:1SIZE:SMOVE:Walk,50FACE:5,5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4BONUS:COMBAT|AC|1|TYPE=NaturalArmorBONUS:STAT|STR|2BONUS:STAT|DEX|10BONUS:STAT|CON|2BONUS:STAT|INT|-8BONUS:STAT|WIS|2BONUS:STAT|CHA|-4ABILITY:Special Ability|AUTOMATIC|Scent|TripLEGS:4HANDS:3NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*1,1d4NATURALATTACKS:Claw,Weapon.Natural.Melee.Finesseable.Piercing.Slashing,*2,1d2MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanionSOURCEPAGE:p.56KIT:1|Companion ~ Small CatSORTKEY:z_Companion-Companion (Crocodile (Alligator))OUTPUTNAME:Companion [NAME]STARTFEATS:1SIZE:SMOVE:Walk,20,Swim,30FACE:5,5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4BONUS:COMBAT|AC|4|TYPE=NaturalArmorBONUS:STAT|STR|4BONUS:STAT|DEX|4BONUS:STAT|CON|4BONUS:STAT|INT|-10BONUS:STAT|WIS|2BONUS:STAT|CHA|-8ABILITY:Special Ability|AUTOMATIC|Hold Breath ~ CrocodileLEGS:4NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*1,1d6MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanionSOURCEPAGE:p.56KIT:1|Companion ~ CrocodileSORTKEY:z_Companion-Companion (Dog)OUTPUTNAME:Companion [NAME]STARTFEATS:1SIZE:SMOVE:Walk,40FACE:5,5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4BONUS:COMBAT|AC|2|TYPE=NaturalArmorBONUS:STAT|STR|2BONUS:STAT|DEX|6BONUS:STAT|CON|4BONUS:STAT|INT|-8BONUS:STAT|WIS|2BONUS:STAT|CHA|-4ABILITY:Special Ability|AUTOMATIC|ScentLEGS:4NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*1,1d4MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanionSOURCEPAGE:p.56KIT:1|Companion ~ DogSORTKEY:z_Companion-Companion (Horse)OUTPUTNAME:Companion [NAME]STARTFEATS:1SIZE:LMOVE:Walk,50FACE:10REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4BONUS:COMBAT|AC|4|TYPE=NaturalArmorBONUS:STAT|STR|6BONUS:STAT|DEX|2BONUS:STAT|CON|4BONUS:STAT|INT|-8BONUS:STAT|WIS|2BONUS:STAT|CHA|-4ABILITY:Special Ability|AUTOMATIC|ScentLEGS:4HANDS:3NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Bludgeoning,*1,1d4|Hooves,Weapon.Natural.Melee.Finesseable.Bludgeoning,*2,1d6MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanionSOURCEPAGE:p.56KIT:1|Companion ~ HorseSORTKEY:z_Companion-Companion (Pony)OUTPUTNAME:Companion [NAME]STARTFEATS:1SIZE:MMOVE:Walk,40FACE:5,5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4BONUS:COMBAT|AC|2|TYPE=NaturalArmorBONUS:STAT|STR|2BONUS:STAT|DEX|2BONUS:STAT|CON|2BONUS:STAT|INT|-8BONUS:STAT|CHA|-6ABILITY:Special Ability|AUTOMATIC|ScentLEGS:4NATURALATTACKS:Hoof,Weapon.Natural.Melee.Finesseable.Bludgeoning,*2,1d3MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanionSOURCEPAGE:p.56KIT:1|Companion ~ PonySORTKEY:z_Companion-Companion (Shark)OUTPUTNAME:Companion [NAME]STARTFEATS:1SIZE:SMOVE:Swim,60FACE:5,5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4BONUS:COMBAT|AC|4|TYPE=NaturalArmorBONUS:STAT|STR|2BONUS:STAT|DEX|4BONUS:STAT|CON|4BONUS:STAT|INT|-10BONUS:STAT|WIS|2BONUS:STAT|CHA|-8ABILITY:Special Ability|AUTOMATIC|ScentLEGS:0NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*1,1d4MONSTERCLASS:Companion:2RACETYPE:CompanionRACESUBTYPE:AquaticTYPE:Companion.AnimalCompanionSOURCEPAGE:p.56KIT:1|Companion ~ SharkSORTKEY:z_Companion-Companion (Snake (Constrictor))OUTPUTNAME:Companion [NAME]STARTFEATS:1SIZE:MMOVE:Walk,20,Climb,20,Swim,20FACE:5,5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4BONUS:COMBAT|AC|2|TYPE=NaturalArmorBONUS:STAT|STR|8BONUS:STAT|DEX|6BONUS:STAT|CON|2BONUS:STAT|INT|-10BONUS:STAT|WIS|2BONUS:STAT|CHA|-8ABILITY:Special Ability|AUTOMATIC|ScentLEGS:0NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*1,1d3MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanionSOURCEPAGE:p.56KIT:1|Companion ~ SnakeSORTKEY:z_Companion-Companion (Snake (Viper))OUTPUTNAME:Companion [NAME]STARTFEATS:1SIZE:SMOVE:Walk,20,Climb,20,Swim,20FACE:5,5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4BONUS:COMBAT|AC|2|TYPE=NaturalArmorBONUS:STAT|STR|-2BONUS:STAT|DEX|6BONUS:STAT|INT|-10BONUS:STAT|WIS|2BONUS:STAT|CHA|-8ABILITY:Special Ability|AUTOMATIC|Poison|ScentLEGS:0NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing.Poison,*1,1d3MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanionSOURCEPAGE:p.56KIT:1|Companion ~ SnakeSORTKEY:z_Companion+Companion (Ape)OUTPUTNAME:Companion [NAME]SIZE:MMOVE:Walk,30,Climb,30FACE:5,5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4BONUS:COMBAT|AC|1|TYPE=NaturalArmorBONUS:STAT|STR|2BONUS:STAT|DEX|6BONUS:STAT|INT|-8BONUS:STAT|WIS|2BONUS:STAT|CHA|-4ABILITY:Special Ability|AUTOMATIC|ScentLEGS:2HANDS:3NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Piercing.Slashing,*1,1d4NATURALATTACKS:Claw,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*1,1d4MONSTERCLASS:Companion:2RACETYPE:CompanionRACESUBTYPE:AnimalCompanionPrimateTYPE:Companion.AnimalCompanionSOURCEPAGE:p.55KIT:1|Companion ~ ApeSORTKEY:z_Companion+Companion (Badger (Wolverine))OUTPUTNAME:Companion [NAME]SIZE:SMOVE:Walk,30,Burrow,10,Climb,10FACE:5,5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4BONUS:COMBAT|AC|2|TYPE=NaturalArmorBONUS:STAT|DEX|6BONUS:STAT|CON|4BONUS:STAT|INT|-8BONUS:STAT|WIS|2BONUS:VAR|RageDuration|1ABILITY:Special Ability|AUTOMATIC|Rage|ScentLEGS:4HANDS:3NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Piercing.Slashing,*1,1d4NATURALATTACKS:Claw,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*1,1d3MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanionSOURCEPAGE:p.55KIT:1|Companion ~ BadgerSORTKEY:z_Companion+Companion (Bear)OUTPUTNAME:Companion [NAME]SIZE:SMOVE:Walk,40FACE:5,5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4BONUS:COMBAT|AC|2|TYPE=NaturalArmorBONUS:STAT|STR|4BONUS:STAT|DEX|4BONUS:STAT|CON|2BONUS:STAT|INT|-8BONUS:STAT|WIS|2ABILITY:Special Ability|AUTOMATIC|ScentLEGS:4HANDS:3NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Piercing.Slashing,*1,1d4NATURALATTACKS:Claw,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*1,1d3MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanionSOURCEPAGE:p.55KIT:1|Companion ~ BearSORTKEY:z_Companion+Companion (Bird (Eagle))OUTPUTNAME:Companion [NAME]SIZE:SMOVE:Walk,10,Fly,80FACE:5,5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4BONUS:COMBAT|AC|1|TYPE=NaturalArmorBONUS:STAT|DEX|4BONUS:STAT|CON|2BONUS:STAT|INT|-8BONUS:STAT|WIS|4BONUS:STAT|CHA|-4ABILITY:Special Ability|AUTOMATIC|Flight ManeuverabilityLEGS:2HANDS:3NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Piercing.Slashing,*1,1d4NATURALATTACKS:Talons,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*2,1d4DEFINE:Maneuverability|3MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanion.RaptorSOURCEPAGE:p.55KIT:1|Companion ~ BirdSORTKEY:z_Companion+Companion (Bird (Hawk))OUTPUTNAME:Companion [NAME]SIZE:SMOVE:Walk,10,Fly,80FACE:5,5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4BONUS:COMBAT|AC|1|TYPE=NaturalArmorBONUS:STAT|DEX|4BONUS:STAT|CON|2BONUS:STAT|INT|-8BONUS:STAT|WIS|4BONUS:STAT|CHA|-4ABILITY:Special Ability|AUTOMATIC|Flight ManeuverabilityLEGS:2HANDS:3NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Piercing.Slashing,*1,1d4NATURALATTACKS:Talons,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*2,1d4DEFINE:Maneuverability|3MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanion.RaptorSOURCEPAGE:p.55KIT:1|Companion ~ BirdSORTKEY:z_Companion+Companion (Bird (Owl))OUTPUTNAME:Companion [NAME]SIZE:SMOVE:Walk,10,Fly,80FACE:5,5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4BONUS:COMBAT|AC|1|TYPE=NaturalArmorBONUS:STAT|DEX|4BONUS:STAT|CON|2BONUS:STAT|INT|-8BONUS:STAT|WIS|4BONUS:STAT|CHA|-4ABILITY:Special Ability|AUTOMATIC|Flight ManeuverabilityLEGS:2HANDS:3NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Piercing.Slashing,*1,1d4NATURALATTACKS:Talons,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*2,1d4DEFINE:Maneuverability|3MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanion.RaptorSOURCEPAGE:p.55KIT:1|Companion ~ BirdSORTKEY:z_Companion+Companion (Boar)OUTPUTNAME:Companion [NAME]SIZE:SMOVE:Walk,40FACE:5,5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4BONUS:COMBAT|AC|6|TYPE=NaturalArmorBONUS:STAT|STR|2BONUS:STAT|DEX|2BONUS:STAT|CON|4BONUS:STAT|INT|-8BONUS:STAT|WIS|2BONUS:STAT|CHA|-6ABILITY:Special Ability|AUTOMATIC|ScentLEGS:4NATURALATTACKS:Gore,Weapon.Natural.Melee.Finesseable.Piercing,*1,1d6MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanionSOURCEPAGE:p.55KIT:1|Companion ~ BoarSORTKEY:z_Companion+Companion (Camel)OUTPUTNAME:Companion [NAME]SIZE:LMOVE:Walk,50FACE:10REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4BONUS:COMBAT|AC|1|TYPE=NaturalArmorBONUS:STAT|STR|8BONUS:STAT|DEX|6BONUS:STAT|CON|4BONUS:STAT|INT|-8BONUS:STAT|CHA|-6ABILITY:Special Ability|AUTOMATIC|Scent|Spit ~ CamelLEGS:4NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*1,1d4MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanionSOURCEPAGE:p.56KIT:1|Companion ~ CamelSORTKEY:z_Companion+Companion (Cat (Small (Cheetah)))OUTPUTNAME:Companion Cat, Small (Cheetah)SIZE:SMOVE:Walk,50FACE:5,5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4BONUS:COMBAT|AC|1|TYPE=NaturalArmorBONUS:STAT|STR|2BONUS:STAT|DEX|10BONUS:STAT|CON|2BONUS:STAT|INT|-8BONUS:STAT|WIS|2BONUS:STAT|CHA|-4ABILITY:Special Ability|AUTOMATIC|Scent|TripLEGS:4HANDS:3NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*1,1d4NATURALATTACKS:Claw,Weapon.Natural.Melee.Finesseable.Piercing.Slashing,*2,1d2MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanionSOURCEPAGE:p.56KIT:1|Companion ~ Small CatSORTKEY:z_Companion+Companion (Cat (Small (Leopard)))OUTPUTNAME:Companion Cat, Small (Leopard)SIZE:SMOVE:Walk,50FACE:5,5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4BONUS:COMBAT|AC|1|TYPE=NaturalArmorBONUS:STAT|STR|2BONUS:STAT|DEX|10BONUS:STAT|CON|2BONUS:STAT|INT|-8BONUS:STAT|WIS|2BONUS:STAT|CHA|-4ABILITY:Special Ability|AUTOMATIC|Scent|TripLEGS:4HANDS:3NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*1,1d4NATURALATTACKS:Claw,Weapon.Natural.Melee.Finesseable.Piercing.Slashing,*2,1d2MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanionSOURCEPAGE:p.56KIT:1|Companion ~ Small CatSORTKEY:z_Companion+Companion (Crocodile (Alligator))OUTPUTNAME:Companion [NAME]SIZE:SMOVE:Walk,20,Swim,30FACE:5,5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4BONUS:COMBAT|AC|4|TYPE=NaturalArmorBONUS:STAT|STR|4BONUS:STAT|DEX|4BONUS:STAT|CON|4BONUS:STAT|INT|-10BONUS:STAT|WIS|2BONUS:STAT|CHA|-8ABILITY:Special Ability|AUTOMATIC|Hold Breath ~ CrocodileLEGS:4NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*1,1d6MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanionSOURCEPAGE:p.56KIT:1|Companion ~ CrocodileSORTKEY:z_Companion+Companion (Dog)OUTPUTNAME:Companion [NAME]SIZE:SMOVE:Walk,40FACE:5,5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4BONUS:COMBAT|AC|2|TYPE=NaturalArmorBONUS:STAT|STR|2BONUS:STAT|DEX|6BONUS:STAT|CON|4BONUS:STAT|INT|-8BONUS:STAT|WIS|2BONUS:STAT|CHA|-4ABILITY:Special Ability|AUTOMATIC|ScentLEGS:4NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*1,1d4MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanionSOURCEPAGE:p.56KIT:1|Companion ~ DogSORTKEY:z_Companion+Companion (Horse)OUTPUTNAME:Companion [NAME]SIZE:LMOVE:Walk,50FACE:10REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4BONUS:COMBAT|AC|4|TYPE=NaturalArmorBONUS:STAT|STR|6BONUS:STAT|DEX|2BONUS:STAT|CON|4BONUS:STAT|INT|-8BONUS:STAT|WIS|2BONUS:STAT|CHA|-4ABILITY:Special Ability|AUTOMATIC|ScentLEGS:4HANDS:3NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Bludgeoning,*1,1d4|Hooves,Weapon.Natural.Melee.Finesseable.Bludgeoning,*2,1d6MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanionSOURCEPAGE:p.56KIT:1|Companion ~ HorseSORTKEY:z_Companion+Companion (Pony)OUTPUTNAME:Companion [NAME]SIZE:MMOVE:Walk,40FACE:5,5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4BONUS:COMBAT|AC|2|TYPE=NaturalArmorBONUS:STAT|STR|2BONUS:STAT|DEX|2BONUS:STAT|CON|2BONUS:STAT|INT|-8BONUS:STAT|CHA|-6ABILITY:Special Ability|AUTOMATIC|ScentLEGS:4NATURALATTACKS:Hoof,Weapon.Natural.Melee.Finesseable.Bludgeoning,*2,1d3MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanionSOURCEPAGE:p.56KIT:1|Companion ~ PonySORTKEY:z_Companion+Companion (Shark)OUTPUTNAME:Companion [NAME]SIZE:SMOVE:Swim,60FACE:5,5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4BONUS:COMBAT|AC|4|TYPE=NaturalArmorBONUS:STAT|STR|2BONUS:STAT|DEX|4BONUS:STAT|CON|4BONUS:STAT|INT|-10BONUS:STAT|WIS|2BONUS:STAT|CHA|-8ABILITY:Special Ability|AUTOMATIC|ScentLEGS:0NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*1,1d4MONSTERCLASS:Companion:2RACETYPE:CompanionRACESUBTYPE:AquaticTYPE:Companion.AnimalCompanionSOURCEPAGE:p.56KIT:1|Companion ~ SharkSORTKEY:z_Companion+Companion (Snake (Constrictor))OUTPUTNAME:Companion [NAME]SIZE:MMOVE:Walk,20,Climb,20,Swim,20FACE:5,5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4BONUS:COMBAT|AC|2|TYPE=NaturalArmorBONUS:STAT|STR|8BONUS:STAT|DEX|6BONUS:STAT|CON|2BONUS:STAT|INT|-10BONUS:STAT|WIS|2BONUS:STAT|CHA|-8ABILITY:Special Ability|AUTOMATIC|ScentLEGS:0NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*1,1d3MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanionSOURCEPAGE:p.56KIT:1|Companion ~ SnakeSORTKEY:z_Companion+Companion (Snake (Viper))OUTPUTNAME:Companion [NAME]SIZE:SMOVE:Walk,20,Climb,20,Swim,20FACE:5,5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4BONUS:COMBAT|AC|2|TYPE=NaturalArmorBONUS:STAT|STR|-2BONUS:STAT|DEX|6BONUS:STAT|INT|-10BONUS:STAT|WIS|2BONUS:STAT|CHA|-8ABILITY:Special Ability|AUTOMATIC|Poison|ScentLEGS:0NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing.Poison,*1,1d3MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanionSOURCEPAGE:p.56KIT:1|Companion ~ SnakeSORTKEY:z_Companion # Advances at level 7-Companion (Cat (Big (Lion)))OUTPUTNAME:Companion Cat, Big (Lion)STARTFEATS:1SIZE:MMOVE:Walk,40FACE:5,5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,7BONUS:COMBAT|AC|1|TYPE=NaturalArmorBONUS:STAT|STR|2BONUS:STAT|DEX|6BONUS:STAT|CON|2BONUS:STAT|INT|-8BONUS:STAT|WIS|4ABILITY:Special Ability|AUTOMATIC|Rake|ScentLEGS:4HANDS:3NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Piercing.Slashing,*1,1d6NATURALATTACKS:Claw,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*2,1d4MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanionSOURCEPAGE:p.56KIT:1|Companion ~ Big CatSORTKEY:z_Companion-Companion (Cat (Big (Tiger)))OUTPUTNAME:Companion Cat, Big (Tiger)STARTFEATS:1SIZE:MMOVE:Walk,40FACE:5,5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,7BONUS:COMBAT|AC|1|TYPE=NaturalArmorBONUS:STAT|STR|2BONUS:STAT|DEX|6BONUS:STAT|CON|2BONUS:STAT|INT|-8BONUS:STAT|WIS|4ABILITY:Special Ability|AUTOMATIC|Rake|ScentLEGS:4HANDS:3NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Piercing.Slashing,*1,1d6NATURALATTACKS:Claw,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*2,1d4MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanionSOURCEPAGE:p.56KIT:1|Companion ~ Big CatSORTKEY:z_Companion-Companion (Dinosaur (Deinonychus))OUTPUTNAME:Companion [NAME]STARTFEATS:1SIZE:SMOVE:Walk,60FACE:5,5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,7BONUS:COMBAT|AC|1|TYPE=NaturalArmorBONUS:STAT|DEX|6BONUS:STAT|CON|6BONUS:STAT|INT|-8BONUS:STAT|WIS|2BONUS:STAT|CHA|4ABILITY:Special Ability|AUTOMATIC|ScentLEGS:4NATURALATTACKS:Talons,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*2,1d6NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Bludgeoning,*1,1d4MONSTERCLASS:Companion:2RACETYPE:CompanionRACESUBTYPE:AnimalCompanionDinosaurTYPE:Companion.AnimalCompanionSOURCEPAGE:p.56KIT:1|Companion ~ DinosaurSORTKEY:z_Companion-Companion (Dinosaur (Velociraptor))OUTPUTNAME:Companion [NAME]STARTFEATS:1SIZE:SMOVE:Walk,60FACE:5,5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,7BONUS:COMBAT|AC|1|TYPE=NaturalArmorBONUS:STAT|DEX|6BONUS:STAT|CON|6BONUS:STAT|INT|-8BONUS:STAT|WIS|2BONUS:STAT|CHA|4ABILITY:Special Ability|AUTOMATIC|ScentLEGS:4NATURALATTACKS:Talons,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*2,1d6NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Bludgeoning,*1,1d4MONSTERCLASS:Companion:2RACETYPE:CompanionRACESUBTYPE:AnimalCompanionDinosaurTYPE:Companion.AnimalCompanionSOURCEPAGE:p.56KIT:1|Companion ~ DinosaurSORTKEY:z_Companion-Companion (Wolf)OUTPUTNAME:Companion [NAME]STARTFEATS:1SIZE:MMOVE:Walk,50FACE:5,5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,7BONUS:COMBAT|AC|2|TYPE=NaturalArmorBONUS:STAT|STR|2BONUS:STAT|DEX|4BONUS:STAT|CON|4BONUS:STAT|INT|-8BONUS:STAT|WIS|2BONUS:STAT|CHA|-4ABILITY:Special Ability|AUTOMATIC|Scent|TripLEGS:4NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*1,1d6MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanionSOURCEPAGE:p.56KIT:1|Companion ~ WolfSORTKEY:z_Companion+Companion (Cat (Big (Lion)))OUTPUTNAME:Companion Cat, Big (Lion)SIZE:MMOVE:Walk,40FACE:5,5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,7BONUS:COMBAT|AC|1|TYPE=NaturalArmorBONUS:STAT|STR|2BONUS:STAT|DEX|6BONUS:STAT|CON|2BONUS:STAT|INT|-8BONUS:STAT|WIS|4ABILITY:Special Ability|AUTOMATIC|Rake|ScentLEGS:4HANDS:3NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Piercing.Slashing,*1,1d6NATURALATTACKS:Claw,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*2,1d4MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanionSOURCEPAGE:p.56KIT:1|Companion ~ Big CatSORTKEY:z_Companion+Companion (Cat (Big (Tiger)))OUTPUTNAME:Companion Cat, Big (Tiger)SIZE:MMOVE:Walk,40FACE:5,5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,7BONUS:COMBAT|AC|1|TYPE=NaturalArmorBONUS:STAT|STR|2BONUS:STAT|DEX|6BONUS:STAT|CON|2BONUS:STAT|INT|-8BONUS:STAT|WIS|4ABILITY:Special Ability|AUTOMATIC|Rake|ScentLEGS:4HANDS:3NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Piercing.Slashing,*1,1d6NATURALATTACKS:Claw,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*2,1d4MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanionSOURCEPAGE:p.56KIT:1|Companion ~ Big CatSORTKEY:z_Companion+Companion (Dinosaur (Deinonychus))OUTPUTNAME:Companion [NAME]SIZE:SMOVE:Walk,60FACE:5,5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,7BONUS:COMBAT|AC|1|TYPE=NaturalArmorBONUS:STAT|DEX|6BONUS:STAT|CON|6BONUS:STAT|INT|-8BONUS:STAT|WIS|2BONUS:STAT|CHA|4ABILITY:Special Ability|AUTOMATIC|ScentLEGS:4NATURALATTACKS:Talons,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*2,1d6NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Bludgeoning,*1,1d4MONSTERCLASS:Companion:2RACETYPE:CompanionRACESUBTYPE:AnimalCompanionDinosaurTYPE:Companion.AnimalCompanionSOURCEPAGE:p.56KIT:1|Companion ~ DinosaurSORTKEY:z_Companion+Companion (Dinosaur (Velociraptor))OUTPUTNAME:Companion [NAME]SIZE:SMOVE:Walk,60FACE:5,5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,7BONUS:COMBAT|AC|1|TYPE=NaturalArmorBONUS:STAT|DEX|6BONUS:STAT|CON|6BONUS:STAT|INT|-8BONUS:STAT|WIS|2BONUS:STAT|CHA|4ABILITY:Special Ability|AUTOMATIC|ScentLEGS:4NATURALATTACKS:Talons,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*2,1d6NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Bludgeoning,*1,1d4MONSTERCLASS:Companion:2RACETYPE:CompanionRACESUBTYPE:AnimalCompanionDinosaurTYPE:Companion.AnimalCompanionSOURCEPAGE:p.56KIT:1|Companion ~ DinosaurSORTKEY:z_Companion+Companion (Wolf)OUTPUTNAME:Companion [NAME]SIZE:MMOVE:Walk,50FACE:5,5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,7BONUS:COMBAT|AC|2|TYPE=NaturalArmorBONUS:STAT|STR|2BONUS:STAT|DEX|4BONUS:STAT|CON|4BONUS:STAT|INT|-8BONUS:STAT|WIS|2BONUS:STAT|CHA|-4ABILITY:Special Ability|AUTOMATIC|Scent|TripLEGS:4NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*1,1d6MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanionSOURCEPAGE:p.56KIT:1|Companion ~ WolfSORTKEY:z_Companion SOURCELONG:BestiarySOURCESHORT:B1SOURCEWEB:http://paizo.com/store/byCompany/p/paizoPublishingLLC/pathfinder/pathfinderRPG/v5748btpy85k5SOURCEDATE:2009-09 # Not listed in the Book but referenced in the Core for Ranger-Companion (Dire Rat)OUTPUTNAME:Companion [NAME]STARTFEATS:1SIZE:SMOVE:Walk,40,Climb,20,Swim,20FACE:5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4BONUS:STAT|DEX|6BONUS:STAT|CON,WIS|2BONUS:STAT|INT|-8BONUS:STAT|CHA|-6BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2))ABILITY:Special Ability|AUTOMATIC|ScentLEGS:4NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing.Disease,*1,1d4MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanionSOURCEPAGE:p.232KIT:1|Companion ~ Dire RatSORTKEY:z_Companion+Companion (Dire Rat)OUTPUTNAME:Companion [NAME]SIZE:SMOVE:Walk,40,Climb,20,Swim,20FACE:5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4BONUS:STAT|DEX|6BONUS:STAT|CON,WIS|2BONUS:STAT|INT|-8BONUS:STAT|CHA|-6BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2))ABILITY:Special Ability|AUTOMATIC|ScentLEGS:4NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing.Disease,*1,1d4MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanionSOURCEPAGE:p.232KIT:1|Companion ~ Dire RatSORTKEY:z_Companion ###Block: Familiar # Race NameOutput NameStarting FeatsSizeMoveFace/SpaceReachVar. Min. ValueCombat bonusBonus to skillStat bonusModify VARWeapon prof. bonusAbilityNb LegsNb HandsNatural AttacksDefineMonster Class Name and Starting LevelMain Race TypeRace SubtypeTypeChallenge RatingSource PageApply KitSORTKEY@@ -114,20 +114,20 @@ ### Block: Animal Companions # Race NameOutput NameStarting FeatsSizeMoveFace/SpaceReachVar. Min. ValueBonus to Ability PoolCombat bonusBonus to skillStat bonusModify VARWeapon prof. bonusRacial HD Class SkillsAutomatically Gained FeatAutomatically Gained LanguageAutomatically Gained Weapon Prof.AbilityNb LegsNb HandsNatural AttacksDefineSpell Res.Damage ReductionMonster Class Name and Starting LevelMain Race TypeRace SubtypeTypeChallenge RatingSource PageInnate SpellsApply KitSORTKEY-Companion (Dinosaur (Allosaurus))OUTPUTNAME:Companion AllosaurusSTARTFEATS:1SIZE:MMOVE:Walk,40FACE:5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,7BONUS:COMBAT|AC|4|TYPE=NaturalArmorBONUS:STAT|STR,WIS|4BONUS:STAT|DEX|6BONUS:STAT|INT|-8BONUS:VAR|HasLowLightVision|1ABILITY:Special Ability|AUTOMATIC|Animal Traits Output|PRERULE:1,DISPLAYTYPETRAITSABILITY:Special Ability|AUTOMATIC|ScentLEGS:2NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing.Grab,*1,1d6NATURALATTACKS:Claw,Weapon.Natural.Melee.Finesseable.Slashing,*2,1d4DEFINE:NoTypeTraits|1MONSTERCLASS:Companion:2RACETYPE:CompanionRACESUBTYPE:AnimalCompanionDinosaurTYPE:Companion.AnimalCompanionSOURCEPAGE:p.90KIT:1|Companion ~ Dinosaur (Allosaurus)SORTKEY:z_Companion-Companion (Dinosaur (Parasaurolophus))OUTPUTNAME:Companion ParasaurolophusSTARTFEATS:1SIZE:MMOVE:Walk,30FACE:5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,7BONUS:COMBAT|AC|2|TYPE=NaturalArmorBONUS:STAT|DEX|8BONUS:STAT|CON|-2BONUS:STAT|INT|-8BONUS:STAT|WIS|2BONUS:VAR|HasLowLightVision|1BONUS:WEAPONPROF=Tail|DAMAGE|max(0,(STR/2))ABILITY:Special Ability|AUTOMATIC|Animal Traits Output|PRERULE:1,DISPLAYTYPETRAITSABILITY:Special Ability|AUTOMATIC|ScentLEGS:2NATURALATTACKS:Tail,Weapon.Natural.Melee.Finesseable.Bludgeoning,*1,1d6DEFINE:NoTypeTraits|1MONSTERCLASS:Companion:2RACETYPE:CompanionRACESUBTYPE:AnimalCompanionDinosaurTYPE:Companion.AnimalCompanionSOURCEPAGE:p.91KIT:1|Companion ~ Dinosaur (Parasaurolophus)SORTKEY:z_Companion-Companion (Dinosaur (Tylosaurus))OUTPUTNAME:Companion TylosaurusSTARTFEATS:1SIZE:MMOVE:Walk,20,Swim,50FACE:5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,7BONUS:COMBAT|AC|3|TYPE=NaturalArmorBONUS:STAT|DEX|6BONUS:STAT|INT|-8BONUS:STAT|WIS|2BONUS:STAT|CHA|-2BONUS:VAR|HasLowLightVision|1BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2))ABILITY:Special Ability|AUTOMATIC|Animal Traits Output|PRERULE:1,DISPLAYTYPETRAITSABILITY:Special Ability|AUTOMATIC|ScentLEGS:4NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing,*1,1d6DEFINE:NoTypeTraits|1MONSTERCLASS:Companion:2RACETYPE:CompanionRACESUBTYPE:AnimalCompanionDinosaurTYPE:Companion.AnimalCompanionSOURCEPAGE:p.91KIT:1|Companion ~ Dinosaur (Tylosaurus)SORTKEY:z_Companion-Companion (Gar)OUTPUTNAME:Companion GarSTARTFEATS:1SIZE:MMOVE:Swim,60FACE:5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,7BONUS:COMBAT|AC|1|TYPE=NaturalArmorBONUS:STAT|STR,DEX,CON|4BONUS:STAT|WIS|2BONUS:STAT|INT|-9BONUS:STAT|CHA|-8BONUS:VAR|HasLowLightVision|1BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2))ABILITY:Special Ability|AUTOMATIC|Animal Traits Output|PRERULE:1,DISPLAYTYPETRAITSABILITY:Special Ability|AUTOMATIC|Can't Be Tripped|Grab ~ BiteLEGS:0NATURALATTACKS:Bite,Weapon.Natural.Melee.Finesseable.Bludgeoning.Piercing.Slashing.Grab,*1,1d6DEFINE:NoTypeTraits|1MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanionSOURCEPAGE:p.128KIT:1|Companion ~ GarSORTKEY:z_Companion-Companion (Herd Animal (Ram))OUTPUTNAME:Companion RamSTARTFEATS:1SIZE:SMOVE:Walk,40FACE:5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4BONUS:COMBAT|AC|1|TYPE=NaturalArmorBONUS:STAT|DEX|6BONUS:STAT|INT|-8BONUS:STAT|WIS|4BONUS:STAT|CHA|-4BONUS:VAR|HasLowLightVision|1BONUS:WEAPONPROF=Gore|DAMAGE|max(0,(STR/2))ABILITY:Special Ability|AUTOMATIC|Animal Traits Output|PRERULE:1,DISPLAYTYPETRAITSABILITY:Special Ability|AUTOMATIC|ScentLEGS:4NATURALATTACKS:Gore,Weapon.Natural.Melee.Finesseable.Piercing,*1,1d3DEFINE:NoTypeTraits|1MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanionSOURCEPAGE:p.154KIT:1|Companion ~ Herd Animal (Ram)SORTKEY:z_Companion-Companion (Hippopotamus)OUTPUTNAME:Companion HippopotamusSTARTFEATS:1SIZE:MMOVE:Walk,40FACE:5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,7BONUS:COMBAT|AC|6|TYPE=NaturalArmorBONUS:STAT|DEX,CON,WIS|2BONUS:STAT|INT|-8BONUS:STAT|CHA|-6BONUS:VAR|HasLowLightVision|1BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2))ABILITY:Special Ability|AUTOMATIC|Animal Traits Output|PRERULE:1,DISPLAYTYPETRAITSABILITY:Special Ability|AUTOMATIC|Scent|Sweat ~ HippopotamusABILITY:Special Ability|AUTOMATIC|Hippopotamus Companion Natural Attack|!PRETEMPLATE:1,Hippopotamus Companion AdvancementLEGS:4DEFINE:NoTypeTraits|1MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanionSOURCEPAGE:p.157KIT:1|Companion ~ HippopotamusSORTKEY:z_Companion-Companion (Megafauna (Arsinoitherium))OUTPUTNAME:Companion ArsinoitheriumSTARTFEATS:1SIZE:MMOVE:Walk,30FACE:5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,7BONUS:COMBAT|AC|4|TYPE=NaturalArmorBONUS:STAT|STR,CON|4BONUS:STAT|DEX,WIS|2BONUS:STAT|INT,CHA|-8BONUS:VAR|HasLowLightVision|1BONUS:WEAPONPROF=Gore|DAMAGE|max(0,(STR/2))ABILITY:Special Ability|AUTOMATIC|Animal Traits Output|PRERULE:1,DISPLAYTYPETRAITSABILITY:Special Ability|AUTOMATIC|ScentABILITY:Special Ability|AUTOMATIC|Arsinoitherium Companion Natural Attack|!PRETEMPLATE:1,Arsinoitherium Companion AdvancementLEGS:4DEFINE:NoTypeTraits|1MONSTERCLASS:Companion:2RACETYPE:CompanionTYPE:Companion.AnimalCompanionSOURCEPAGE:p.186KIT:1|Companion ~ Megafauna (Arsinoitherium)SORTKEY:z_Companion-Companion (Megafauna (Gylptodon))OUTPUTNAME:Companion GylptodonSTARTFEATS:1SIZE:MMOVE:Walk,20FACE:5REACH:5PREVARGTEQ:NotAllowed,1BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,7BONUS:COMBAT|AC|5|TYPE=NaturalArmorBONUS:STAT|STR,DEX,CON,WIS|2BONUS:STAT|INT|-8BONUS:STAT|CHA|-4BONUS:VAR|HasLowLightVision|1ABILITY:Special Ab... 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[pcgen-commit-svn] SF.net SVN: pcgen:[23743]Trunk/pcgen/data/pathfinder/paizo/ roleplaying_game

From: <ama...@us...> - 2014-04-30 00:36:26

Revision: 23743 http://sourceforge.net/p/pcgen/code/23743Author: amaitlandDate: 2014-04-30 00:36:00 +0000 (Wed, 30 Apr 2014)Log Message:-----------DATA-1709Bring Pathfinder up to speed (Project)Modified Paths:-------------- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_class.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilitycategories.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_classes.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_companionmods.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_feats.lstModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_class.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_class.lst2014-04-29 23:22:43 UTC (rev 23742)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_class.lst2014-04-30 00:36:00 UTC (rev 23743)@@ -874,71 +874,71 @@ # Ability NameCategory of AbilityTypeVisibleDefineDescriptionSource PageAspectsDescription of the Benefits Basic Favored EnemyCATEGORY:Special AbilityTYPE:RangerClassFeatures.Internal.ClassFeaturesVISIBLE:NODEFINE:FavoredBase|2 # Ability NameCategory of AbilityTypeVisibleDefineDescriptionSource PageAspectsDescription of the Benefits-Favored Enemy (Aberration)KEY:Favored Enemy ~ AberrationCATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredAberration|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against aberrations.|FavoredAberrationSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredAberrationBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against aberrations. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredAberration-Favored Enemy (Animal)KEY:Favored Enemy ~ AnimalCATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredAnimal|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against animals.|FavoredAnimalSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredAnimalBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against animals. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredAnimal-Favored Enemy (Construct)KEY:Favored Enemy ~ ConstructCATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredConstruct|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against constructs.|FavoredConstructSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredConstructBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against constructs. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredConstruct-Favored Enemy (Dragon)KEY:Favored Enemy ~ DragonCATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredDragon|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against dragons.|FavoredDragonSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredDragonBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against dragons. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredDragon-Favored Enemy (Fey)KEY:Favored Enemy ~ FeyCATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredFey|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against fey.|FavoredFeySOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredFeyBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against fey. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredFey-Favored Enemy (Humanoid (Aquatic))KEY:Favored Enemy ~ Humanoid (Aquatic)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredHumanoidAquatic|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against aquatic humanoids.|FavoredHumanoidAquaticSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredHumanoidAquaticBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against aquatic humanoids. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidAquatic-Favored Enemy (Humanoid (Dwarf))KEY:Favored Enemy ~ Humanoid (Dwarf)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredHumanoidDwarf|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against dwarves.|FavoredHumanoidDwarfSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredHumanoidDwarfBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against dwarves. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidDwarf-Favored Enemy (Humanoid (Elf))KEY:Favored Enemy ~ Humanoid (Elf)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredHumanoidElf|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against elves.|FavoredHumanoidElfSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredHumanoidElfBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against elves. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidElf-Favored Enemy (Humanoid (Giant))KEY:Favored Enemy ~ Humanoid (Giant)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredHumanoidGiant|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against giants.|FavoredHumanoidGiantSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredHumanoidGiantBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against giants. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidGiant-Favored Enemy (Humanoid (Goblinoid))KEY:Favored Enemy ~ Humanoid (Goblinoid)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredHumanoidGoblinoid|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against goblinoids.|FavoredHumanoidGoblinoidSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredHumanoidGoblinoidBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against goblinoids. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidGoblinoid-Favored Enemy (Humanoid (Gnoll))KEY:Favored Enemy ~ Humanoid (Gnoll)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredHumanoidGnoll|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against gnolls.|FavoredHumanoidGnollSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredHumanoidGnollBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against gnolls. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidGnoll-Favored Enemy (Humanoid (Gnome))KEY:Favored Enemy ~ Humanoid (Gnome)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredHumanoidGnome|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against gnomes.|FavoredHumanoidGnomeSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredHumanoidGnomeBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against gnomes. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidGnome-Favored Enemy (Humanoid (Halfling))KEY:Favored Enemy ~ Humanoid (Halfling)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredHumanoidHalfling|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against halflings.|FavoredHumanoidHalflingSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredHumanoidHalflingBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against halflings. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidHalfling-Favored Enemy (Humanoid (Human))KEY:Favored Enemy ~ Humanoid (Human)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredHumanoidHuman|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against humans.|FavoredHumanoidHumanSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredHumanoidHumanBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against humans. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidHuman-Favored Enemy (Humanoid (Orc))KEY:Favored Enemy ~ Humanoid (Orc)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredHumanoidOrc|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against orcs.|FavoredHumanoidOrcSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredHumanoidOrcBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against orcs. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidOrc-Favored Enemy (Humanoid (Reptilian))KEY:Favored Enemy ~ Humanoid (Reptilian)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredHumanoidReptilian|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against reptilian humanoids.|FavoredHumanoidReptilianSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredHumanoidReptilianBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against reptilian humanoids. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidReptilian-Favored Enemy (Magical Beast)KEY:Favored Enemy ~ Magical BeastCATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredMagicalBeast|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against magical beasts.|FavoredMagicalBeastSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredMagicalBeastBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against magical beasts. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredMagicalBeast-Favored Enemy (Monstrous Humanoid)KEY:Favored Enemy ~ Monstrous HumanoidCATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredMonstrousHumanoid|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against monstrous humanoids.|FavoredMonstrousHumanoidSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredMonstrousHumanoidBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against monstrous humanoids. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredMonstrousHumanoid-Favored Enemy (Ooze)KEY:Favored Enemy ~ OozeCATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredOoze|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against oozes.|FavoredOozeSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredOozeBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against oozes. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOoze-Favored Enemy (Outsider (Air))KEY:Favored Enemy ~ Outsider (Air)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredOutsiderAir|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against outsiders with the air subtype.|FavoredOutsiderAirSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredOutsiderAirBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against outsiders with the air subtype. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderAir-Favored Enemy (Outsider (Chaotic))KEY:Favored Enemy ~ Outsider (Chaotic)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredOutsiderChaotic|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against chaotic outsiders.|FavoredOutsiderChaoticSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredOutsiderChaoticBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against chaotic outsiders. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderChaotic-Favored Enemy (Outsider (Earth))KEY:Favored Enemy ~ Outsider (Earth)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredOutsiderEarth|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against outsiders with the earth subtype.|FavoredOutsiderEarthSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredOutsiderEarthBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against outsiders with the earth subtype. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderEarth-Favored Enemy (Outsider (Evil))KEY:Favored Enemy ~ Outsider (Evil)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredOutsiderEvil|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against evil outsiders.|FavoredOutsiderEvilSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredOutsiderEvilBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against evil outsiders. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderEvil-Favored Enemy (Outsider (Fire))KEY:Favored Enemy ~ Outsider (Fire)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredOutsiderFire|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against outsiders with the fire subtype.|FavoredOutsiderFireSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredOutsiderFireBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against outsiders with the fire subtype. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderFire-Favored Enemy (Outsider (Good))KEY:Favored Enemy ~ Outsider (Good)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredOutsiderGood|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against good outsiders.|FavoredOutsiderGoodSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredOutsiderGoodBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against good outsiders. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderGood-Favored Enemy (Outsider (Lawful))KEY:Favored Enemy ~ Outsider (Lawful)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredOutsiderLawful|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against lawful outsiders.|FavoredOutsiderLawfulSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredOutsiderLawfulBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against lawful outsiders. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderLawful-Favored Enemy (Outsider (Native))KEY:Favored Enemy ~ Outsider (Native)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredOutsiderNative|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against native outsiders.|FavoredOutsiderNativeSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredOutsiderNativeBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against native outsiders. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderNative-Favored Enemy (Outsider (Water))KEY:Favored Enemy ~ Outsider (Water)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredOutsiderWater|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against outsiders with the water subtype.|FavoredOutsiderWaterSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredOutsiderWaterBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against outsiders with the water subtype. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderWater-Favored Enemy (Plant)KEY:Favored Enemy ~ PlantCATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredPlant|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against plant creatures.|FavoredPlantSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredPlantBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against plant creatures. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredPlant-Favored Enemy (Undead)KEY:Favored Enemy ~ UndeadCATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredUndead|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against undead.|FavoredUndeadSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredUndeadBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against undead. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredUndead-Favored Enemy (Vermin)KEY:Favored Enemy ~ VerminCATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredVermin|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against vermin.|FavoredVerminSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredVerminBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against vermin. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredVermin+AberrationKEY:Favored Enemy ~ AberrationCATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredAberration|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against aberrations.|FavoredAberrationSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredAberrationBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against aberrations. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredAberration+AnimalKEY:Favored Enemy ~ AnimalCATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredAnimal|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against animals.|FavoredAnimalSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredAnimalBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against animals. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredAnimal+ConstructKEY:Favored Enemy ~ ConstructCATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredConstruct|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against constructs.|FavoredConstructSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredConstructBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against constructs. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredConstruct+DragonKEY:Favored Enemy ~ DragonCATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredDragon|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against dragons.|FavoredDragonSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredDragonBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against dragons. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredDragon+FeyKEY:Favored Enemy ~ FeyCATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredFey|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against fey.|FavoredFeySOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredFeyBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against fey. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredFey+Humanoid (Aquatic)KEY:Favored Enemy ~ Humanoid (Aquatic)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredHumanoidAquatic|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against aquatic humanoids.|FavoredHumanoidAquaticSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredHumanoidAquaticBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against aquatic humanoids. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidAquatic+Humanoid (Dwarf)KEY:Favored Enemy ~ Humanoid (Dwarf)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredHumanoidDwarf|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against dwarves.|FavoredHumanoidDwarfSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredHumanoidDwarfBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against dwarves. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidDwarf+Humanoid (Elf)KEY:Favored Enemy ~ Humanoid (Elf)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredHumanoidElf|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against elves.|FavoredHumanoidElfSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredHumanoidElfBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against elves. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidElf+Humanoid (Giant)KEY:Favored Enemy ~ Humanoid (Giant)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredHumanoidGiant|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against giants.|FavoredHumanoidGiantSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredHumanoidGiantBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against giants. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidGiant+Humanoid (Goblinoid)KEY:Favored Enemy ~ Humanoid (Goblinoid)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredHumanoidGoblinoid|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against goblinoids.|FavoredHumanoidGoblinoidSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredHumanoidGoblinoidBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against goblinoids. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidGoblinoid+Humanoid (Gnoll)KEY:Favored Enemy ~ Humanoid (Gnoll)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredHumanoidGnoll|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against gnolls.|FavoredHumanoidGnollSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredHumanoidGnollBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against gnolls. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidGnoll+Humanoid (Gnome)KEY:Favored Enemy ~ Humanoid (Gnome)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredHumanoidGnome|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against gnomes.|FavoredHumanoidGnomeSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredHumanoidGnomeBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against gnomes. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidGnome+Humanoid (Halfling)KEY:Favored Enemy ~ Humanoid (Halfling)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredHumanoidHalfling|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against halflings.|FavoredHumanoidHalflingSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredHumanoidHalflingBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against halflings. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidHalfling+Humanoid (Human)KEY:Favored Enemy ~ Humanoid (Human)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredHumanoidHuman|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against humans.|FavoredHumanoidHumanSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredHumanoidHumanBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against humans. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidHuman+Humanoid (Orc)KEY:Favored Enemy ~ Humanoid (Orc)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredHumanoidOrc|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against orcs.|FavoredHumanoidOrcSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredHumanoidOrcBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against orcs. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidOrc+Humanoid (Reptilian)KEY:Favored Enemy ~ Humanoid (Reptilian)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredHumanoidReptilian|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against reptilian humanoids.|FavoredHumanoidReptilianSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredHumanoidReptilianBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against reptilian humanoids. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidReptilian+Magical BeastKEY:Favored Enemy ~ Magical BeastCATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredMagicalBeast|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against magical beasts.|FavoredMagicalBeastSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredMagicalBeastBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against magical beasts. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredMagicalBeast+Monstrous HumanoidKEY:Favored Enemy ~ Monstrous HumanoidCATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredMonstrousHumanoid|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against monstrous humanoids.|FavoredMonstrousHumanoidSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredMonstrousHumanoidBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against monstrous humanoids. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredMonstrousHumanoid+OozeKEY:Favored Enemy ~ OozeCATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredOoze|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against oozes.|FavoredOozeSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredOozeBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against oozes. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOoze+Outsider (Air)KEY:Favored Enemy ~ Outsider (Air)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredOutsiderAir|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against outsiders with the air subtype.|FavoredOutsiderAirSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredOutsiderAirBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against outsiders with the air subtype. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderAir+Outsider (Chaotic)KEY:Favored Enemy ~ Outsider (Chaotic)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredOutsiderChaotic|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against chaotic outsiders.|FavoredOutsiderChaoticSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredOutsiderChaoticBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against chaotic outsiders. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderChaotic+Outsider (Earth)KEY:Favored Enemy ~ Outsider (Earth)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredOutsiderEarth|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against outsiders with the earth subtype.|FavoredOutsiderEarthSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredOutsiderEarthBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against outsiders with the earth subtype. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderEarth+Outsider (Evil)KEY:Favored Enemy ~ Outsider (Evil)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredOutsiderEvil|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against evil outsiders.|FavoredOutsiderEvilSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredOutsiderEvilBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against evil outsiders. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderEvil+Outsider (Fire)KEY:Favored Enemy ~ Outsider (Fire)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredOutsiderFire|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against outsiders with the fire subtype.|FavoredOutsiderFireSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredOutsiderFireBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against outsiders with the fire subtype. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderFire+Outsider (Good)KEY:Favored Enemy ~ Outsider (Good)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredOutsiderGood|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against good outsiders.|FavoredOutsiderGoodSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredOutsiderGoodBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against good outsiders. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderGood+Outsider (Lawful)KEY:Favored Enemy ~ Outsider (Lawful)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredOutsiderLawful|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against lawful outsiders.|FavoredOutsiderLawfulSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredOutsiderLawfulBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against lawful outsiders. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderLawful+Outsider (Native)KEY:Favored Enemy ~ Outsider (Native)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredOutsiderNative|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against native outsiders.|FavoredOutsiderNativeSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredOutsiderNativeBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against native outsiders. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderNative+Outsider (Water)KEY:Favored Enemy ~ Outsider (Water)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredOutsiderWater|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against outsiders with the water subtype.|FavoredOutsiderWaterSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredOutsiderWaterBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against outsiders with the water subtype. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderWater+PlantKEY:Favored Enemy ~ PlantCATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredPlant|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against plant creatures.|FavoredPlantSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredPlantBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against plant creatures. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredPlant+UndeadKEY:Favored Enemy ~ UndeadCATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredUndead|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against undead.|FavoredUndeadSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredUndeadBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against undead. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredUndead+VerminKEY:Favored Enemy ~ VerminCATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOptionDEFINE:FavoredVermin|FavoredBaseDESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against vermin.|FavoredVerminSOURCEPAGE:p.64ASPECT:Ability Benefit|+%1|FavoredVerminBENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against vermin. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredVermin ###Block: Favored Enemy Bonuses-# Ability NameCategory of AbilityTypeVisibleRequired AbilityStackable?Multiple?ChooseModify VAR-Favored Enemy Bonus (Aberration)KEY:Favored Enemy Bonus ~ AberrationCATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Aberration)STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredAberration|2-Favored Enemy Bonus (Animal)KEY:Favored Enemy Bonus ~ AnimalCATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Animal)STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredAnimal|2-Favored Enemy Bonus (Construct)KEY:Favored Enemy Bonus ~ ConstructCATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Construct)STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredConstruct|2-Favored Enemy Bonus (Dragon)KEY:Favored Enemy Bonus ~ DragonCATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Dragon)STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredDragon|2-Favored Enemy Bonus (Fey)KEY:Favored Enemy Bonus ~ FeyCATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Fey)STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredFey|2-Favored Enemy Bonus (Humanoid (Aquatic))KEY:Favored Enemy Bonus ~ Humanoid (Aquatic)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Aquatic))STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredHumanoidAquatic|2-Favored Enemy Bonus (Humanoid (Dwarf))KEY:Favored Enemy Bonus ~ Humanoid (Dwarf)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Dwarf))STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredHumanoidDwarf|2-Favored Enemy Bonus (Humanoid (Elf))KEY:Favored Enemy Bonus ~ Humanoid (Elf)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Elf))STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredHumanoidElf|2-Favored Enemy Bonus (Humanoid (Giant))KEY:Favored Enemy Bonus ~ Humanoid (Giant)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Giant))STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredHumanoidGiant|2-Favored Enemy Bonus (Humanoid (Gnoll))KEY:Favored Enemy Bonus ~ Humanoid (Gnoll)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Gnoll))STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredHumanoidGnoll|2-Favored Enemy Bonus (Humanoid (Gnome))KEY:Favored Enemy Bonus ~ Humanoid (Gnome)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Gnome))STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredHumanoidGnome|2-Favored Enemy Bonus (Humanoid (Goblinoid))KEY:Favored Enemy Bonus ~ Humanoid (Goblinoid)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Goblinoid))STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredHumanoidGoblinoid|2-Favored Enemy Bonus (Humanoid (Halfling))KEY:Favored Enemy Bonus ~ Humanoid (Halfling)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Halfling))STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredHumanoidHalfling|2-Favored Enemy Bonus (Humanoid (Human))KEY:Favored Enemy Bonus ~ Humanoid (Human)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Human))STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredHumanoidHuman|2-Favored Enemy Bonus (Humanoid (Orc))KEY:Favored Enemy Bonus ~ Humanoid (Orc)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Orc))STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredHumanoidOrc|2-Favored Enemy Bonus (Humanoid (Reptilian))KEY:Favored Enemy Bonus ~ Humanoid (Reptilian)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Reptilian))STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredHumanoidReptilian|2-Favored Enemy Bonus (Magical Beast)KEY:Favored Enemy Bonus ~ Magical BeastCATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Magical Beast)STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredMagicalBeast|2-Favored Enemy Bonus (Monstrous Humanoid)KEY:Favored Enemy Bonus ~ Monstrous HumanoidCATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Monstrous Humanoid)STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredMonstrousHumanoid|2-Favored Enemy Bonus (Ooze)KEY:Favored Enemy Bonus ~ OozeCATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Ooze)STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredOoze|2-Favored Enemy Bonus (Outsider (Air))KEY:Favored Enemy Bonus ~ Outsider (Air)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Outsider (Air))STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredOutsiderAir|2-Favored Enemy Bonus (Outsider (Earth))KEY:Favored Enemy Bonus ~ Outsider (Earth)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Outsider (Earth))STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredOutsiderEarth|2-Favored Enemy Bonus (Outsider (Fire))KEY:Favored Enemy Bonus ~ Outsider (Fire)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Outsider (Fire))STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredOutsiderFire|2-Favored Enemy Bonus (Outsider (Water))KEY:Favored Enemy Bonus ~ Outsider (Water)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Outsider (Water))STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredOutsiderWater|2-Favored Enemy Bonus (Outsider (Lawful))KEY:Favored Enemy Bonus ~ Outsider (Lawful)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Outsider (Lawful))STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredOutsiderLawful|2-Favored Enemy Bonus (Outsider (Chaotic))KEY:Favored Enemy Bonus ~ Outsider (Chaotic)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Outsider (Chaotic))STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredOutsiderChaotic|2-Favored Enemy Bonus (Outsider (Good))KEY:Favored Enemy Bonus ~ Outsider (Good)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Outsider (Good))STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredOutsiderGood|2-Favored Enemy Bonus (Outsider (Evil))KEY:Favored Enemy Bonus ~ Outsider (Evil)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Outsider (Evil))STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredOutsiderEvil|2-Favored Enemy Bonus (Outsider (Native))KEY:Favored Enemy Bonus ~ Outsider (Native)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Outsider (Native))STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredOutsiderNative|2-Favored Enemy Bonus (Plant)KEY:Favored Enemy Bonus ~ PlantCATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Plant)STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredPlant|2-Favored Enemy Bonus (Undead)KEY:Favored Enemy Bonus ~ UndeadCATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Undead)STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredUndead|2-Favored Enemy Bonus (Vermin)KEY:Favored Enemy Bonus ~ VerminCATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Vermin)STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredVermin|2+# Ability NameKEYCategory of AbilityTypeVisibleRequired AbilityStackable?Multiple?ChooseModify VAR+AberrationKEY:Favored Enemy Bonus ~ AberrationCATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy ~ AberrationSTACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredAberration|2+AnimalKEY:Favored Enemy Bonus ~ AnimalCATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy ~ AnimalSTACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredAnimal|2+ConstructKEY:Favored Enemy Bonus ~ ConstructCATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy ~ ConstructSTACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredConstruct|2+DragonKEY:Favored Enemy Bonus ~ DragonCATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy ~ DragonSTACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredDragon|2+FeyKEY:Favored Enemy Bonus ~ FeyCATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy ~ FeySTACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredFey|2+Humanoid (Aquatic)KEY:Favored Enemy Bonus ~ Humanoid (Aquatic)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy ~ Humanoid (Aquatic)STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredHumanoidAquatic|2+Humanoid (Dwarf)KEY:Favored Enemy Bonus ~ Humanoid (Dwarf)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy ~ Humanoid (Dwarf)STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredHumanoidDwarf|2+Humanoid (Elf)KEY:Favored Enemy Bonus ~ Humanoid (Elf)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy ~ Humanoid (Elf)STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredHumanoidElf|2+Humanoid (Giant)KEY:Favored Enemy Bonus ~ Humanoid (Giant)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy ~ Humanoid (Giant)STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredHumanoidGiant|2+Humanoid (Gnoll)KEY:Favored Enemy Bonus ~ Humanoid (Gnoll)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy ~ Humanoid (Gnoll)STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredHumanoidGnoll|2+Humanoid (Gnome)KEY:Favored Enemy Bonus ~ Humanoid (Gnome)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy ~ Humanoid (Gnome)STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredHumanoidGnome|2+Humanoid (Goblinoid)KEY:Favored Enemy Bonus ~ Humanoid (Goblinoid)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy ~ Humanoid (Goblinoid)STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredHumanoidGoblinoid|2+Humanoid (Halfling)KEY:Favored Enemy Bonus ~ Humanoid (Halfling)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy ~ Humanoid (Halfling)STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredHumanoidHalfling|2+Humanoid (Human)KEY:Favored Enemy Bonus ~ Humanoid (Human)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy ~ Humanoid (Human)STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredHumanoidHuman|2+Humanoid (Orc)KEY:Favored Enemy Bonus ~ Humanoid (Orc)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy ~ Humanoid (Orc)STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredHumanoidOrc|2+Humanoid (Reptilian)KEY:Favored Enemy Bonus ~ Humanoid (Reptilian)CATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy ~ Humanoid (Reptilian)STACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredHumanoidReptilian|2+Magical BeastKEY:Favored Enemy Bonus ~ Magical BeastCATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy ~ Magical BeastSTACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredMagicalBeast|2+Monstrous HumanoidKEY:Favored Enemy Bonus ~ Monstrous HumanoidCATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy ~ Monstrous HumanoidSTACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredMonstrousHumanoid|2+OozeKEY:Favored Enemy Bonus ~ OozeCATEGORY:Special AbilityTYPE:RangerClassFeatures.FavoredEnemyBonusVISIBLE:DISPLAYPREABILITY:1,CATEGORY=Special Ability,Favored Enemy ~ OozeSTACK:YESMULT:YESCHOOSE:NOCHOICEBONUS:VAR|FavoredOoze|2+Outsid... 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[pcgen-commit-svn] SF.net SVN: pcgen:[23750]Trunk/pcgen/data/pathfinder/paizo/ roleplaying_game

From: <ama...@us...> - 2014-04-30 17:02:24

Revision: 23750 http://sourceforge.net/p/pcgen/code/23750Author: amaitlandDate: 2014-04-30 17:02:20 +0000 (Wed, 30 Apr 2014)Log Message:-----------DATA-1709Bring Pathfinder up to speed (Project)Modified Paths:-------------- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_class.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilitycategories.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_companionmods.lstModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_class.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_class.lst2014-04-30 14:02:25 UTC (rev 23749)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_class.lst2014-04-30 17:02:20 UTC (rev 23750)@@ -349,7 +349,7 @@ Bonus FeatKEY:Bonus Feat ~ BuccaneerCATEGORY:Special AbilityTYPE:ArchetypeAbility.SpecialQualityDESC:In addition to combat and grit feats, a buccaneer can select from the following feats as her bonus feats: Expert Driver (water vehicles only; Ultimate Combat 100), Master Siege Engineer (Ultimate Combat 109), Siege Engineer (Ultimate Combat 118), Siege Gunner (Ultimate Combat 118), Skilled Driver (water vehicles only; Ultimate Combat 119).SOURCEPAGE:p.74 Exotic PetKEY:Exotic Pet ~ BuccaneerCATEGORY:Special AbilityTYPE:ArchetypeAbility.SpecialQuality.ExtraordinaryDEFINE:ExoticPetLVL|0DESC:A buccaneer gains a familiar as a wizard of half the buccaneer's class level (though the exotic pet never gains the ability to deliver touch spells or share spells). This pet is typically a monkey or parrot (use the stats for a raven familiar). Such animals are useful scouts, even in the thick of combat. As long as the pet is within 30 feet of the buccaneer, the buccaneer also gains the benefit of evasion.BONUS:VAR|ExoticPetLVL|GunslingerLVL/2FOLLOWERS:Exotic Pet|1COMPANIONLIST:Exotic Pet|Familiar (Monkey),Familiar (Parrot)SOURCEPAGE:p.74 Sword and PistolKEY:Sword and Pistol ~ BuccaneerCATEGORY:Special AbilityTYPE:ArchetypeAbility.SpecialQualityDESC:A buccaneer gains Sword and Pistol as a bonus feat even if she does not meet the prerequisites.AUTO:FEAT|Sword and PistolSOURCEPAGE:p.74-Gun TrainingKEY:Gun Training ~ BuccaneerCATEGORY:Special AbilityTYPE:ArchetypeAbility.SpecialQuality.ExtraordinaryDESC:A buccaneer gains this ability only at 13th level with a single type of firearm.ABILITY:Special Ability|AUTOMATIC|Gun Training ~ GunslingerSOURCEPAGE:p.74+Gun TrainingKEY:Gun Training ~ BuccaneerCATEGORY:Special AbilityTYPE:ArchetypeAbility.SpecialQuality.ExtraordinaryDESC:A buccaneer gains this ability only at 13th level with a single type of firearm.ABILITY:Special Ability|AUTOMATIC|Gunslinger ~ Gun TrainingSOURCEPAGE:p.74 Raider's RiposteKEY:Raider's Riposte ~ BuccaneerCATEGORY:Special AbilityTYPE:ArchetypeAbility.SpecialQuality.ExtraordinaryDESC:Whenever an enemy misses a buccaneer with an attack of opportunity, it provokes an attack of opportunity from the buccaneer.SOURCEPAGE:p.74 ###Block: Feral Child Abilities@@ -595,7 +595,7 @@ #Kobold 134 BushwhackerKEY:Gunslinger Archetype ~ BushwhackerCATEGORY:ArchetypeTYPE:Archetype.GunslingerArchetype.GunslingerGrit.GunslingerUtilityShot.GunslingerTargeting.GunslingerBonusFeat4.GunslingerBonusFeat8.GunslingerBonusFeat12.GunslingerBonusFeat16.GunslingerBonusFeat20PRECLASS:1,Gunslinger=1PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Gunslinger Archetype ~ Bushwhacker],[!PREABILITY:1,CATEGORY=Archetype,TYPE.GunslingerGrit,TYPE.GunslingerUtilityShot,TYPE.GunslingerTargeting,TYPE.GunslingerBonusFeat4,TYPE.GunslingerBonusFeat8,TYPE.GunslingerBonusFeat12,TYPE.GunslingerBonusFeat16,TYPE.GunslingerBonusFeat20]PRERACE:1,Kobold,RACESUBTYPE=KoboldDESC:The bushwhacker specializes in the art of the ambush. For her, gunplay works best when it comes from a concealed position and is directed against a target that falls with the very first volley and is dead before the smoke clears. A bushwhacker has the following class features.ABILITY:Special Ability|AUTOMATIC|Trembling Grit ~ Bushwhacker|PRECLASS:1,Gunslinger=1ABILITY:Special Ability|AUTOMATIC|Shifty Shot ~ Bushwhacker|PRECLASS:1,Gunslinger=3ABILITY:Special Ability|AUTOMATIC|Long Range Shifty Shot ~ Bushwhacker|PRECLASS:1,Gunslinger=7ABILITY:Special Ability|AUTOMATIC|Sneak Shot ~ Bushwhacker|PRECLASS:1,Gunslinger=4COST:0SOURCEPAGE:p.134ASPECT:Archetype Base Class|Gunslinger #-Trembling GritKEY:Trembling Grit ~ BushwhackerCATEGORY:Special AbilityTYPE:ArchetypeAbility.SpecialQuality.ExtraordinaryDESC:In addition to all the ways any gunslinger can regain grit, a bushwhacker who reduces a helpless or unaware opponent to 0 hit points or fewer also regains 1 grit point. This expands the way in which the bushwhacker gains grit points, so a bushwhacker who gains grit points in this way only gains 1 grit point for reducing a helpless or unaware opponent, not 2 grit points.ABILITY:Special Ability|AUTOMATIC|Grit ~ GunslingerBONUS:VAR|GritPoints|-1|PREVARGT:GritPoints,1SOURCEPAGE:p.134+Trembling GritKEY:Trembling Grit ~ BushwhackerCATEGORY:Special AbilityTYPE:ArchetypeAbility.SpecialQuality.ExtraordinaryDESC:In addition to all the ways any gunslinger can regain grit, a bushwhacker who reduces a helpless or unaware opponent to 0 hit points or fewer also regains 1 grit point. This expands the way in which the bushwhacker gains grit points, so a bushwhacker who gains grit points in this way only gains 1 grit point for reducing a helpless or unaware opponent, not 2 grit points.ABILITY:Special Ability|AUTOMATIC|Gunslinger ~ GritBONUS:VAR|GritPoints|-1|PREVARGT:GritPoints,1SOURCEPAGE:p.134 # Implement as Gunslinger Deeds #Craven DeedsKEY:Craven Deeds ~ BushwhackerSOURCEPAGE:p.134TYPE:ArchetypeAbility.SpecialQuality.ExtraordinaryCATEGORY:Special AbilityDESC:A bushwhacker replaces some of her deeds with the following deeds. This ability otherwise works like the gunslinger's deed ability and alters that ability. Shifty ShotKEY:Shifty Shot ~ BushwhackerCATEGORY:Special AbilityTYPE:ArchetypeAbility.SpecialQuality.ExtraordinaryDESC:A bushwhacker with at least 1 grit point deals 1d6 points of extra damage when using her firearm to attack opponents denied their Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). Except for the requirement that she must use a firearm and must have at least 1 grit point to use it, this deed otherwise works identically to a rogue's sneak attack class feature (including the requirement that she must be within 30 feet of her target to deal this extra damage), and stacks with the sneak shot ability (see below) and sneak attack.SOURCEPAGE:p.134Modified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst2014-04-30 14:02:25 UTC (rev 23749)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst2014-04-30 17:02:20 UTC (rev 23750)@@ -1240,7 +1240,7 @@ # Ability NameUnique KeyCategory of AbilityTypeRequired ClassMultiple RequirementsDescriptionAbilityCostSource PageAspects Battle ScoutKEY:Ranger Archetype ~ Battle ScoutCATEGORY:ArchetypeTYPE:Archetype.RangerArchetype.RangerFavoredEnemy2.RangerFavoredEnemy3.RangerFavoredEnemy4.RangerMasterHunter.RangerAnimalCompanionPRECLASS:1,Ranger=1PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Ranger Archetype ~ BATTLE SCOUT],[!PREABILITY:1,CATEGORY=Archetype,TYPE.RangerFavoredEnemy2,TYPE.RangerFavoredEnemy3,TYPE.RangerFavoredEnemy4,TYPE.RangerMasterHunter,TYPE.RangerAnimalCompanion]DESC:Armies need clean water, safe routes, and intelligence about their enemies. Though regular outdoorsmen might suffice in many cases, some large forces look to battle scouts to keep the body of their troops safe and prepared for the terrain and whatever dangers that terrain hides.ABILITY:Ranger Class Feature|AUTOMATIC|Battle Scout ~ Hunter's Bond|PRECLASS:1,Ranger=4ABILITY:Ranger Class Feature|AUTOMATIC|Battle Scout ~ Advantageous Terrain|PRECLASS:1,Ranger=5ABILITY:Ranger Class Feature|AUTOMATIC|Battle Scout ~ Infiltration|PRECLASS:1,Ranger=10ABILITY:Ranger Class Feature|AUTOMATIC|Battle Scout ~ Superior Tactics|PRECLASS:1,Ranger=15ABILITY:Ranger Class Feature|AUTOMATIC|Battle Scout ~ Perfect Advantage|PRECLASS:1,Ranger=20COST:0SOURCEPAGE:p.66ASPECT:Archetype Base Class|Ranger-Deep WalkerKEY:Ranger Archetype ~ Deep WalkerCATEGORY:ArchetypeTYPE:Archetype.RangerArchetype.RangerCamouflage.RangerWoodlandStride.RangerFavoredTerrain.RangerHideInPlainSightPRECLASS:1,Ranger=1PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Ranger Archetype ~ DEEP WALKER],[!PREABILITY:1,CATEGORY=Archetype,TYPE.RangerCamouflage,TYPE.RangerWoodlandStride,TYPE.RangerFavoredTerrain,TYPE.RangerHideInPlainSight]DESC:Some rangers devote their lives to the woods, becoming hunters, protectors, and wilderness guides among its diverse terrain types. The deep walker is instead a master of the strange terrain of the deep earth, exploring its caverns and caves, becoming a master of the dark corridors most surface dwellers fear to explore-and perhaps the reason they fear to explore them.ABILITY:Ranger Class Feature|AUTOMATIC|Deep Walker ~ Deep Knowledge|PRECLASS:1,Ranger=3ABILITY:Ranger Class Feature|AUTOMATIC|Deep Walker ~ Rock Hopper|PRECLASS:1,Ranger=7ABILITY:Ranger Class Feature|AUTOMATIC|Deep Walker ~ Deepwalker Camouflage|PRECLASS:1,Ranger=12ABILITY:Ranger Class Feature|AUTOMATIC|Deep Walker ~ One with the Stone|PRECLASS:1,Ranger=17COST:0SOURCEPAGE:p.66ASPECT:Archetype Base Class|Ranger+Deep WalkerKEY:Ranger Archetype ~ Deep WalkerCATEGORY:ArchetypeTYPE:Archetype.RangerArchetype.RangerCamouflage.RangerWoodlandStride.RangerFavoredTerrain.RangerHideInPlainSightPRECLASS:1,Ranger=1PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Ranger Archetype ~ DEEP WALKER],[!PREABILITY:1,CATEGORY=Archetype,TYPE.RangerCamouflage,TYPE.RangerWoodlandStride,TYPE.RangerFavoredTerrain,TYPE.RangerHideInPlainSight]DESC:Some rangers devote their lives to the woods, becoming hunters, protectors, and wilderness guides among its diverse terrain types. The deep walker is instead a master of the strange terrain of the deep earth, exploring its caverns and caves, becoming a master of the dark corridors most surface dwellers fear to explore-and perhaps the reason they fear to explore them.ABILITY:Ranger Class Feature|AUTOMATIC|Deep Walker ~ Deep Knowledge|PRECLASS:1,Ranger=3ABILITY:Ranger Class Feature|AUTOMATIC|Deep Walker ~ Rock Hopper|PRECLASS:1,Ranger=7ABILITY:Ranger Class Feature|AUTOMATIC|Deep Walker ~ Deep Walker Camouflage|PRECLASS:1,Ranger=12ABILITY:Ranger Class Feature|AUTOMATIC|Deep Walker ~ One with the Stone|PRECLASS:1,Ranger=17COST:0SOURCEPAGE:p.66ASPECT:Archetype Base Class|Ranger FalconerKEY:Ranger Archetype ~ FalconerCATEGORY:ArchetypeTYPE:Archetype.RangerArchetype.RangerCombatStyleFeat6.RangerWildEmpathyPRECLASS:1,Ranger=1PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Ranger Archetype ~ FALCONER],[!PREABILITY:1,CATEGORY=Archetype,TYPE.RangerCombatStyleFeat6,TYPE.RangerWildEmpathy]DESC:Rangers have always enjoyed a special bond with a specific animal, but the falconer takes this bond to a deeper level. Falconers begin with their companion earlier than other rangers, and have the ability to teach their companions special tricks.ABILITY:Ranger Class Feature|AUTOMATIC|Falconer ~ Feathered Companion|PRECLASS:1,Ranger=1ABILITY:Ranger Class Feature|AUTOMATIC|Falconer ~ Hunter's Bond|PRECLASS:1,Ranger=4ABILITY:Ranger Class Feature|AUTOMATIC|Falconer ~ Swoop for the Kill|PRECLASS:1,Ranger=6COST:0SOURCEPAGE:p.67ASPECT:Archetype Base Class|Ranger Trophy HunterKEY:Ranger Archetype ~ Trophy HunterCATEGORY:ArchetypeTYPE:Archetype.RangerArchetype.RangerCombatStyle.RangerWildEmpathy.RangerHuntersBondPRECLASS:1,Ranger=1PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Ranger Archetype ~ TROPHY HUNTER],[!PREABILITY:1,CATEGORY=Archetype,TYPE.RangerCombatStyle,TYPE.RangerWildEmpathy,TYPE.RangerHuntersBond]DESC:Some rangers have taken up the mysteries of black powder in order to become big game hunters. Finding firearms useful for taking down large and dangerous prey, they enter the fight with the crack of black powder fire, often ranging far and wide in their safaris and searches for ever-more-dangerous denizens of the wild to track, study, appreciate-and kill. While this might strike some as going against the ranger's usual respect for nature and the creatures of the wild, trophy hunters understand that they are just more pieces in nature's grand puzzle, and that the laws of the jungle-the right to kill and feed on those weaker than you, and the need to establish dominance through cunning and bloodshed-are both their rights and their duty as the current top of the food chain.ABILITY:Ranger Class Feature|AUTOMATIC|Trophy Hunter ~ Improved Tracking|PRECLASS:1,Ranger=1ABILITY:Ranger Class Feature|AUTOMATIC|Trophy Hunter ~ Firearm Style|PRECLASS:1,Ranger=2ABILITY:Ranger Class Feature|AUTOMATIC|Trophy Hunter ~ Hunter's Aim|PRECLASS:1,Ranger=4COST:0SOURCEPAGE:p.67ASPECT:Archetype Base Class|Ranger WardenKEY:Ranger Archetype ~ WardenCATEGORY:ArchetypeTYPE:Archetype.RangerArchetype.RangerFavoredEnemy.RangerCombatStyle.RangerHuntersBondPRECLASS:1,Ranger=1PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Ranger Archetype ~ WARDEN],[!PREABILITY:1,CATEGORY=Archetype,TYPE.RangerFavoredEnemy,TYPE.RangerCombatStyle,TYPE.RangerHuntersBond]DESC:All rangers have a bond with the wilderness, but the warden may have the strongest. This protector sits guard in the middle of the wilderness, keeping a lookout for any dangers that might spill from the deeper wilderness beyond, and protecting civilization from the savagery of nature-and vice versa. His long weeks, months, and sometimes years of isolation cause him to "hear" what the land is saying. Not all are crazy.ABILITY:Ranger Class Feature|AUTOMATIC|Warden ~ Master of Terrain|PRECLASS:1,Ranger=1ABILITY:Ranger Class Feature|AUTOMATIC|Warden ~ Live in Comfort|PRECLASS:1,Ranger=2ABILITY:Ranger Class Feature|AUTOMATIC|Warden ~ Terrain Bond|PRECLASS:1,Ranger=4ABILITY:Ranger Class Feature|AUTOMATIC|Warden ~ Able Explorer|PRECLASS:1,Ranger=5ABILITY:Ranger Class Feature|AUTOMATIC|Warden ~ Wilderness Whispers|PRECLASS:1,Ranger=20COST:0SOURCEPAGE:p.68ASPECT:Archetype Base Class|RangerModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilitycategories.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilitycategories.lst2014-04-30 14:02:25 UTC (rev 23749)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilitycategories.lst2014-04-30 17:02:20 UTC (rev 23750)@@ -5,11 +5,11 @@ # Ability CategoryVisibleEditable or Static?Change Pool?Fractional values?Category of ObjectType of ObjectSpecific choices listPlural description for UIDisplay Location ABILITYCATEGORY:Choose Attack Rolls StatVISIBLE:QUALIFYEDITABLE:YESEDITPOOL:NOCATEGORY:InternalTYPE:AttackStatChoiceDISPLAYLOCATION:Class Features # Ability CategoryVisibleEditable or Static?Change Pool?Fractional values?Category of ObjectType of ObjectSpecific choices listPlural description for UIDisplay Location-ABILITYCATEGORY:Spellslinger Gun ChoiceVISIBLE:QUALIFYEDITABLE:YESEDITPOOL:NOCATEGORY:Special AbilityABILITYLIST:Display ~ Arcane GunDISPLAYLOCATION:Class Features+ABILITYCATEGORY:Spellslinger Gun ChoiceVISIBLE:QUALIFYEDITABLE:YESEDITPOOL:NOCATEGORY:Special AbilityABILITYLIST:Arcane Gun ~ DisplayDISPLAYLOCATION:Class Features ABILITYCATEGORY:Spellslinger Opposition School ChoiceVISIBLE:QUALIFYEDITABLE:YESEDITPOOL:NOCATEGORY:Special AbilityABILITYLIST:School of the Gun ~ DisplayDISPLAYLOCATION:Class Features ABILITYCATEGORY:Arcane Bomber Opposition School ChoiceVISIBLE:QUALIFYEDITABLE:YESEDITPOOL:NOCATEGORY:Special AbilityABILITYLIST:School of the Bomb ~ DisplayDISPLAYLOCATION:Class Features-ABILITYCATEGORY:Siege Mage Opposition School ChoiceVISIBLE:QUALIFYEDITABLE:YESEDITPOOL:NOCATEGORY:Special AbilityABILITYLIST:Display ~ Siege SchoolDISPLAYLOCATION:Class Features+ABILITYCATEGORY:Siege Mage Opposition School ChoiceVISIBLE:QUALIFYEDITABLE:YESEDITPOOL:NOCATEGORY:Special AbilityABILITYLIST:Siege School ~ DisplayDISPLAYLOCATION:Class Features ABILITYCATEGORY:Unarmed Fighter Bonus Style FeatVISIBLE:QUALIFYEDITABLE:YESEDITPOOL:YESFRACTIONALPOOL:NOCATEGORY:Special AbilityTYPE:UnarmedFighterStylePLURAL:Unarmed Fighter Bonus Style FeatsDISPLAYLOCATION:Feats ABILITYCATEGORY:Gladiator Bonus FeatVISIBLE:QUALIFYEDITABLE:YESEDITPOOL:YESFRACTIONALPOOL:NOCATEGORY:FEATTYPE:Combat.PerformancePLURAL:Gladiator Bonus FeatsDISPLAYLOCATION:FeatsModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_companionmods.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_companionmods.lst2014-04-30 14:02:25 UTC (rev 23749)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_companionmods.lst2014-04-30 17:02:20 UTC (rev 23750)@@ -33,7 +33,7 @@ FOLLOWER:FeatheredCompanionLvl=3TYPE:Animal CompanionABILITY:Special Ability|AUTOMATIC|EvasionBONUS:COMBAT|AC|2|TYPE=NaturalArmor.STACKBONUS:STAT|STR,DEX|1BONUS:VAR|MasterLevel|1BONUS:VAR|BonusTricks|1 FOLLOWER:FeatheredCompanionLvl=4TYPE:Animal CompanionHD:1BONUS:ABILITYPOOL|Companion Stat Increase|1BONUS:VAR|MasterLevel|1 FOLLOWER:FeatheredCompanionLvl=5TYPE:Animal CompanionHD:1BONUS:VAR|MasterLevel|1-FOLLOWER:FeatheredCompanionLvl=6TYPE:Animal CompanionHD:1ABILITY:Special Ability|AUTOMATIC|Swooping Charge ~ Animal Trick|Companion ~ DevotionBONUS:COMBAT|AC|2|TYPE=NaturalArmor.STACKBONUS:STAT|STR,DEX|1BONUS:VAR|MasterLevel|1BONUS:VAR|BonusTricks|1+FOLLOWER:FeatheredCompanionLvl=6TYPE:Animal CompanionHD:1ABILITY:Special Ability|AUTOMATIC|Animal Trick ~ Swooping Charge|Companion ~ DevotionBONUS:COMBAT|AC|2|TYPE=NaturalArmor.STACKBONUS:STAT|STR,DEX|1BONUS:VAR|MasterLevel|1BONUS:VAR|BonusTricks|1 FOLLOWER:FeatheredCompanionLvl=7TYPE:Animal CompanionBONUS:VAR|MasterLevel|1 FOLLOWER:FeatheredCompanionLvl=8TYPE:Animal CompanionHD:1BONUS:VAR|MasterLevel|1 FOLLOWER:FeatheredCompanionLvl=9TYPE:Animal CompanionHD:1AUTO:FEAT|MultiattackBONUS:ABILITYPOOL|Companion Stat Increase|1BONUS:COMBAT|AC|2|TYPE=NaturalArmor.STACKBONUS:STAT|STR,DEX|1BONUS:VAR|MasterLevel|1BONUS:VAR|BonusTricks|1This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site.

[pcgen-commit-svn] SF.net SVN: pcgen:[23800]Trunk/pcgen/data/pathfinder/paizo/ roleplaying_game

From: <ama...@us...> - 2014-05-04 22:30:43

Revision: 23800 http://sourceforge.net/p/pcgen/code/23800Author: amaitlandDate: 2014-05-04 22:30:38 +0000 (Sun, 04 May 2014)Log Message:-----------DATA-1617Hexcrafter magus archetype doesn't play well with extra arcana featModified Paths:-------------- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_abilities_class.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_magic/um_abilities_class.lstModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_abilities_class.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_abilities_class.lst2014-05-04 22:11:04 UTC (rev 23799)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_abilities_class.lst2014-05-04 22:30:38 UTC (rev 23800)@@ -675,30 +675,30 @@ Witch's FamiliarKEY:Witch ~ FamiliarCATEGORY:Special AbilityTYPE:WitchClassFeatures.SpecialQualityDEFINE:FamiliarMasterLVL|0DEFINE:FamiliarMasterLVL|0DESC:Your familiar aids you by granting skill bonuses, additional spells, and help with some types of magic. These special abilities apply only when you and your familiar are within 1 mile of each other.FOLLOWERS:Familiar|1COMPANIONLIST:Familiar|Familiar (Bat),Familiar (Cat),Familiar (Centipede (House)),Familiar (Crab (Giant King)),Familiar (Fox),Familiar (Hawk),Familiar (Lizard),Familiar (Monkey),Familiar (Octopus),Familiar (Owl),Familiar (Rat),Familiar (Raven),Familiar (Scorpion (Greensting)),Familiar (Spider (Scarlet)),Familiar (Toad),Familiar (Viper),Familiar (Weasel),RACESUBTYPE=FamiliarBaseSOURCEPAGE:p.67BENEFIT:You form a close bond with a familiar, a creature that teaches you magic and helps to guide you along your path. Your familiar also aids you by granting you skill bonuses, additional spells, and help with some types of magic. These special abilities apply only when you and your familiar are within 1 mile of each other. The familiar stores all the spells that you know. CATEGORY=Special Ability|Witch ~ Familiar.MODCOMPANIONLIST:Familiar|Familiar (Compsognathus) Witch Patron SpellsKEY:Witch PatronCATEGORY:Special AbilityTYPE:WitchClassFeatures.SpecialQualityDEFINE:WitchPatronLVL|0DESC:At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells stored by the familiar. Spells marked with an asterisk (*) appear in Chapter 5 of this book. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.BONUS:ABILITYPOOL|Witch Patron|1BONUS:SPELLKNOWN|CLASS=Witch;LEVEL=1|-1|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,2],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell2]BONUS:SPELLKNOWN|CLASS=Witch;LEVEL=2|-1|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,4],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell4]BONUS:SPELLKNOWN|CLASS=Witch;LEVEL=3|-1|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,6],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell6]BONUS:SPELLKNOWN|CLASS=Witch;LEVEL=4|-1|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,8],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell8]BONUS:SPELLKNOWN|CLASS=Witch;LEVEL=5|-1|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,10],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell10]BONUS:SPELLKNOWN|CLASS=Witch;LEVEL=6|-1|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,12],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell12]BONUS:SPELLKNOWN|CLASS=Witch;LEVEL=7|-1|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,14],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell14]BONUS:SPELLKNOWN|CLASS=Witch;LEVEL=8|-1|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,16],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell16]BONUS:SPELLKNOWN|CLASS=Witch;LEVEL=9|-1|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,18],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell18]BONUS:VAR|WitchPatronLVL|WitchLVL-HexKEY:Witch ~ HexCATEGORY:Special AbilityTYPE:WitchClassFeatures.SpecialQualityBONUS:VAR|WitchIntelligenceScore|CONSCORE-INTSCOREDEFINE:WitchHexStat|0BONUS:VAR|WitchHexStat|INTDEFINE:WitchHexAbilityLVL|WitchLVLDEFINE:WitchHexDC|10+WitchHexStat+(WitchHexAbilityLVL/2)DESC:Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table 2-10. A witch cannot select an individual hex more than once. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier.DESC:Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is %1.|WitchHexDCDEFINE:WitchIntelligenceScore|INTSCORE+HexKEY:Witch ~ HexCATEGORY:Special AbilityTYPE:WitchClassFeatures.SpecialQualityBONUS:VAR|WitchIntelligenceScore|CONSCORE-INTSCORE|TYPE=BaseDEFINE:WitchHexStat|0BONUS:VAR|WitchHexStat|INT|TYPE=BaseDEFINE:WitchHexAbilityLVL|0BONUS:VAR|WitchHexAbilityLVL|WitchLVL|TYPE=BaseDEFINE:WitchHexDC|0BONUS:VAR|WitchHexDC|10+WitchHexStat+(WitchHexAbilityLVL/2)|TYPE=BaseDESC:Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table 2-10. A witch cannot select an individual hex more than once. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier.DESC:Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is %1.|WitchHexDCDEFINE:WitchIntelligenceScore|INTSCORE #Next line commented out by elro - can find no reference to this ability in PFAPG?? #Witch Concentration CheckCATEGORY:Special AbilityTYPE:WitchClassFeatures.SpecialQualityDESC:Concentration check for witch spells: +%1.|CL+INTSOURCEPAGE:p.? Deliver Touch SpellsKEY:Witch ~ Familiar Touch SpellsCATEGORY:Special AbilityTYPE:WitchClassFeatures.SpecialQuality.SupernaturalDESC:Your familiar can deliver touch spells or hexes for you.SOURCEPAGE:p.69BENEFIT:Your familiar can deliver touch spells or hexes for you. If you and your familiar are in contact at the time you cast the touch spell, you can designate your familiar as the "toucher". Your familiar can then deliver the touch spell just as you would. As usual, if you cast another spell before the touch is delivered, the touch spell dissipates. If you activate a hex, your familiar can be used to make the touch. You do not have to be in contact with your familiar to use this ability. ###Block: Witch Hexes # Ability NameUnique KeyCategory of AbilityTypeVar. Min. ValueDefineInnate SpellsDescriptionVirtual FeatBonus to skillModify VARSource PageDescription of the Benefits-BlightKEY:Witch Hex ~ BlightCATEGORY:Special AbilityTYPE:WitchClassFeatures.SpecialQuality.Supernatural.WitchHex.MinorHexDESC:The witch can curse an animal, plant creature, or plot of land, causing it to wither and die.SOURCEPAGE:p.66BENEFIT:If used on a creature of the animal or plant type, the creature gains the following curse: Blight Hex - type curse; save Will negates; frequency 1/day; effect 1 Con damage. Both types of curse can be removed with a remove curse or similar magic, using the save DC as the DC to remove the curse. A witch can only have one blight in effect at a time. If another blight hex is made, the first immediately ends.-CackleKEY:Witch Hex ~ CackleCATEGORY:Special AbilityTYPE:WitchClassFeatures.SpecialQuality.Supernatural.WitchHex.MinorHexDESC:The witch can cackle madly as a move action. This hex can be used only once per round. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.SOURCEPAGE:p.66-CauldronKEY:Witch Hex ~ CauldronCATEGORY:Special AbilityTYPE:WitchClassFeatures.SpecialQuality.Extraordinary.WitchHex.MinorHexDESC:The witch receives Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) skill checks.VFEAT:Brew PotionBONUS:SKILL|Craft (Alchemy)|4|TYPE=InsightSOURCEPAGE:p.66-CharmKEY:Witch Hex ~ CharmCATEGORY:Special AbilityTYPE:WitchClassFeatures.SpecialQuality.Supernatural.WitchHex.MinorHexDEFINE:WitchCharmSteps|1DESC:The witch can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words.BONUS:VAR|WitchCharmSteps|1|PREVARGTEQ:WitchHexAbilityLVL,8SOURCEPAGE:p.66BENEFIT:The hex improves the attitude of the target by %1 step, as if the witch had successfully used the Diplomacy skill. The effect lasts for %2 rounds. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. This is a mind-affecting charm effect.|WitchCharmSteps|WitchHexStat-CovenKEY:Witch Hex ~ CovenCATEGORY:Special AbilityTYPE:WitchClassFeatures.SpecialQuality.Extraordinary.WitchHex.MinorHexDESC:The witch counts as a hag for the purpose of joining a hag's coven.SOURCEPAGE:p.66-DisguiseKEY:Witch Hex ~ DisguiseCATEGORY:Special AbilityTYPE:WitchClassFeatures.SpecialQuality.Supernatural.WitchHex.MinorHexDEFINE:WitchDisguiseDuration|0DESC:The witch can change her appearance as if using disguise self.BONUS:VAR|WitchDisguiseDuration|WitchHexAbilityLVLSOURCEPAGE:p.66BENEFIT:The witch can change her appearance for %1 hours, as if using disguise self.|WitchDisguiseDuration-Evil EyeKEY:Witch Hex ~ Evil EyeCATEGORY:Special AbilityTYPE:WitchClassFeatures.SpecialQuality.Supernatural.WitchHex.MinorHexDEFINE:WitchEvilEyePenalty|-2DESC:The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see.BONUS:VAR|WitchEvilEyePenalty|-2|PREVARGTEQ:WitchHexAbilityLVL,8SOURCEPAGE:p.66BENEFIT:The witch can cause doubt in the mind of a foe within 30 feet that you can see. The target takes a %1 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for %2 rounds. A Will save reduces this to just 1 round. This is a mind-affecting effect.|WitchEvilEyePenalty|3+WitchHexStat-FlightKEY:Witch Hex ~ FlightCATEGORY:Special AbilityTYPE:WitchClassFeatures.SpecialQuality.Supernatural.WitchHex.MinorHexSPELLS:Innate|TIMES=ATWILL|CASTERLEVEL=WitchHexAbilityLVL|Feather Fall,11+WitchHexStatSPELLS:Innate|TIMES=1|CASTERLEVEL=WitchHexAbilityLVL|Levitate,12+WitchHexStat|PREVARGTEQ:WitchHexAbilityLVL,3DESC:The witch grows lighter as she gains power, eventually gaining the ability to fly.BONUS:SKILL|Swim|4|TYPE=RacialSOURCEPAGE:p.66BENEFIT:The witch grow lighter as you gain power, eventually gaining the ability to fly. The witch can use feather fall on herself at will and gain a +4 racial bonus on Swim checks.BENEFIT:She can cast levitate on herself once per day.|PREVARGTEQ:WitchHexAbilityLVL,3BENEFIT:The witch may fly, as per the spell, for %1 minutes per day. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.|WitchHexAbilityLVL|PREVARGTEQ:WitchHexAbilityLVL,5-FortuneKEY:Witch Hex ~ FortuneCATEGORY:Special AbilityTYPE:WitchClassFeatures.SpecialQuality.Supernatural.WitchHex.MinorHexDEFINE:WitchFortuneRounds|1DESC:The witch can grant a creature within 30 feet a bit of good luck.BONUS:VAR|WitchFortuneRounds|1|PREVARGTEQ:WitchHexAbilityLVL,8SOURCEPAGE:p.66BENEFIT:The witch can grant a creature within 30 feet a bit of good luck for %1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result.|WitchFortuneRounds-HealingKEY:Witch Hex ~ HealingCATEGORY:Special AbilityTYPE:WitchClassFeatures.SpecialQuality.Supernatural.WitchHex.MinorHexDESC:The witch can soothe the wounds of those she touches.SOURCEPAGE:p.66BENEFIT:The witch may heal with a touch, this acts as a cure light wounds spell, using the witch's caster level.|PREVARLT:WitchHexAbilityLVL,5BENEFIT:The witch may heal with a touch, this acts as a cure moderate wounds spell, using the witch's caster level.|PREVARGTEQ:WitchHexAbilityLVL,5-MisfortuneKEY:Witch Hex ~ MisfortuneCATEGORY:Special AbilityTYPE:WitchClassFeatures.SpecialQuality.Supernatural.WitchHex.MinorHexDEFINE:WitchMisfortuneRounds|1DESC:The witch can cause a creature within 30 feet to suffer grave misfortune.BONUS:VAR|WitchMisfortuneRounds|1|PREVARGTEQ:WitchHexAbilityLVL,8BONUS:VAR|WitchMisfortuneRounds|1|PREVARGTEQ:WitchHexAbilityLVL,16SOURCEPAGE:p.66BENEFIT:For %1 rounds, anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex.|WitchMisfortuneRounds-SlumberKEY:Witch Hex ~ SlumberCATEGORY:Special AbilityTYPE:WitchClassFeatures.SpecialQuality.Supernatural.WitchHex.MinorHexDESC:The witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep.SOURCEPAGE:p.66BENEFIT:If the creature fails a will save, it falls into a deep, magical sleep for %1 rounds. This hex can affect a creature of any HD.|WitchHexAbilityLVL-TonguesKEY:Witch Hex ~ TonguesCATEGORY:Special AbilityTYPE:WitchClassFeatures.SpecialQuality.Supernatural.WitchHex.MinorHexDESC:The witch with this hex can understand any spoken language.SOURCEPAGE:p.67BENEFIT:A witch with this hex can understand any spoken language for %1 minutes per day (in 1-minute increments), as per comprehend languages.|WitchHexAbilityLVL|PREVARLT:WitchHexAbilityLVL,5BENEFIT:A witch with this hex can speak any language for %1 minutes per day (in 1-minute increments), as per tongues.|WitchHexAbilityLVL|PREVARGTEQ:WitchHexAbilityLVL,5-WardKEY:Witch Hex ~ WardCATEGORY:Special AbilityTYPE:WitchClassFeatures.SpecialQuality.Supernatural.WitchHex.MinorHexDEFINE:WitchWardBonus|2DESC:The witch can use this hex to place a protective ward over one creature.BONUS:VAR|WitchWardBonus|1|PREVARGTEQ:WitchHexAbilityLVL,8BONUS:VAR|WitchWardBonus|1|PREVARGTEQ:WitchHexAbilityLVL,16SOURCEPAGE:p.67BENEFIT: The warded creature receives a +%1 deflection bonus to AC and a +%2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw.|WitchWardBonus|WitchWardBonus+BlightKEY:Witch Hex ~ BlightCATEGORY:Special AbilityTYPE:WitchClassFeatures.SpecialQuality.Supernatural.WitchHex.MinorHexPREVARGTEQ:WitchHexAbilityLVL,1DESC:The witch can curse an animal, plant creature, or plot of land, causing it to wither and die.SOURCEPAGE:p.66BENEFIT:If used on a creature of the animal or plant type, the creature gains the following curse: Blight Hex - type curse; save Will negates; frequency 1/day; effect 1 Con damage. Both types of curse can be removed with a remove curse or similar magic, using the save DC as the DC to remove the curse. A witch can only have one blight in effect at a time. If another blight hex is made, the first immediately ends.+CackleKEY:Witch Hex ~ CackleCATEGORY:Special AbilityTYPE:WitchClassFeatures.SpecialQuality.Supernatural.WitchHex.MinorHexPREVARGTEQ:WitchHexAbilityLVL,1DESC:The witch can cackle madly as a move action. This hex can be used only once per round. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.SOURCEPAGE:p.66+CauldronKEY:Witch Hex ~ CauldronCATEGORY:Special AbilityTYPE:WitchClassFeatures.SpecialQuality.Extraordinary.WitchHex.MinorHexPREVARGTEQ:WitchHexAbilityLVL,1DESC:The witch receives Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) skill checks.VFEAT:Brew PotionBONUS:SKILL|Craft (Alchemy)|4|TYPE=InsightSOURCEPAGE:p.66+CharmKEY:Witch Hex ~ CharmCATEGORY:Special AbilityTYPE:WitchClassFeatures.SpecialQuality.Supernatural.WitchHex.MinorHexPREVARGTEQ:WitchHexAbilityLVL,1DEFINE:WitchCharmSteps|1DESC:The witch can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words.BONUS:VAR|WitchCharmSteps|1|PREVARGTEQ:WitchHexAbilityLVL,8SOURCEPAGE:p.66BENEFIT:The hex improves the attitude of the target by %1 step, as if the witch had successfully used the Diplomacy skill. The effect lasts for %2 rounds. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. This is a mind-affecting charm effect.|WitchCharmSteps|WitchHexStat+CovenKEY:Witch Hex ~ CovenCATEGORY:Special AbilityTYPE:WitchClassFeatures.SpecialQuality.Extraordinary.WitchHex.MinorHexPREVARGTEQ:WitchHexAbilityLVL,1DESC:The witch counts as a hag for the purpose of joining a hag's coven.SOURCEPAGE:p.66+DisguiseKEY:Witch Hex ~ DisguiseCATEGORY:Special AbilityTYPE:WitchClassFeatures.SpecialQuality.Supernatural.WitchHex.MinorHexPREVARGTEQ:WitchHexAbilityLVL,1DEFINE:WitchDisguiseDuration|0DESC:The witch can change her appearance as if using disguise self.BONUS:VAR|WitchDisguiseDuration|WitchHexAbilityLVLSOURCEPAGE:p.66BENEFIT:The witch can change her appearance for %1 hours, as if using disguise self.|WitchDisguiseDuration+Evil EyeKEY:Witch Hex ~ Evil EyeCATEGORY:Special AbilityTYPE:WitchClassFeatures.SpecialQuality.Supernatural.WitchHex.MinorHexPREVARGTEQ:WitchHexAbilityLVL,1DEFINE:WitchEvilEyePenalty|-2DESC:The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see.BONUS:VAR|WitchEvilEyePenalty|-2|PREVARGTEQ:WitchHexAbilityLVL,8SOURCEPAGE:p.66BENEFIT:The witch can cause doubt in the mind of a foe within 30 feet that you can see. The target takes a %1 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for %2 rounds. A Will save reduces this to just 1 round. This is a mind-affecting effect.|WitchEvilEyePenalty|3+WitchHexStat+FlightKEY:Witch Hex ~ FlightCATEGORY:Special AbilityTYPE:WitchClassFeatures.SpecialQuality.Supernatural.WitchHex.MinorHexPREVARGTEQ:WitchHexAbilityLVL,1SPELLS:Innate|TIMES=ATWILL|CASTERLEVEL=WitchHexAbilityLVL|Feather Fall,11+WitchHexStatSPELLS:Innate|TIMES=1|CASTERLEVEL=WitchHexAbilityLVL|Levitate,12+WitchHexStat|PREVARGTEQ:WitchHexAbilityLVL,3DESC:The witch grows lighter as she gains power, eventually gaining the ability to fly.BONUS:SKILL|Swim|4|TYPE=RacialSOURCEPAGE:p.66BENEFIT:The witch grow lighter as you gain power, eventually gaining the ability to fly. The witch can use feather fall on herself at will and gain a +4 racial bonus on Swim checks.BENEFIT:She can cast levitate on herself once per day.|PREVARGTEQ:WitchHexAbilityLVL,3BENEFIT:The witch may fly, as per the spell, for %1 minutes per day. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.|WitchHexAbilityLVL|PREVARGTEQ:WitchHexAbilityLVL,5+FortuneKEY:Witch Hex ~ FortuneCATEGORY:Special AbilityTYPE:WitchClassFeatures.SpecialQuality.Supernatural.WitchHex.MinorHexPREVARGTEQ:WitchHexAbilityLVL,1DEFINE:WitchFortuneRounds|1DESC:The witch can grant a creature within 30 feet a bit of good luck.BONUS:VAR|WitchFortuneRounds|1|PREVARGTEQ:WitchHexAbilityLVL,8SOURCEPAGE:p.66BENEFIT:The witch can grant a creature within 30 feet a bit of good luck for %1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result.|WitchFortuneRounds+HealingKEY:Witch Hex ~ HealingCATEGORY:Special AbilityTYPE:WitchClassFeatures.SpecialQuality.Supernatural.WitchHex.MinorHexPREVARGTEQ:WitchHexAbilityLVL,1DESC:The witch can soothe the wounds of those she touches.SOURCEPAGE:p.66BENEFIT:The witch may heal with a touch, this acts as a cure light wounds spell, using the witch's caster level.|PREVARLT:WitchHexAbilityLVL,5BENEFIT:The witch may heal with a touch, this acts as a cure moderate wounds spell, using the witch's caster level.|PREVARGTEQ:WitchHexAbilityLVL,5+MisfortuneKEY:Witch Hex ~ MisfortuneCATEGORY:Special AbilityTYPE:WitchClassFeatures.SpecialQuality.Supernatural.WitchHex.MinorHexPREVARGTEQ:WitchHexAbilityLVL,1DEFINE:WitchMisfortuneRounds|1DESC:The witch can cause a creature within 30 feet to suffer grave misfortune.BONUS:VAR|WitchMisfortuneRounds|1|PREVARGTEQ:WitchHexAbilityLVL,8BONUS:VAR|WitchMisfortuneRounds|1|PREVARGTEQ:WitchHexAbilityLVL,16SOURCEPAGE:p.66BENEFIT:For %1 rounds, anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex.|WitchMisfortuneRounds+SlumberKEY:Witch Hex ~ SlumberCATEGORY:Special AbilityTYPE:WitchClassFeatures.SpecialQuality.Supernatural.WitchHex.MinorHexPREVARGTEQ:WitchHexAbilityLVL,1DESC:The witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep.SOURCEPAGE:p.66BENEFIT:If the creature fails a will save, it falls into a deep, magical sleep for %1 rounds. This hex can affect a creature of any HD.|WitchHexAbilityLVL+TonguesKEY:Witch Hex ~ TonguesCATEGORY:Special AbilityTYPE:WitchClassFeatures.SpecialQuality.Supernatural.WitchHex.MinorHexPREVARGTEQ:WitchHexAbilityLVL,1DESC:The witch with this hex can understand any spoken language.SOURCEPAGE:p.67BENEFIT:A witch with this hex can understand any spoken language for %1 minutes per day (in 1-minute increments), as per comprehend languages.|WitchHexAbilityLVL|PREVARLT:WitchHexAbilityLVL,5BENEFIT:A witch with this hex can speak any language for %1 minutes per day (in 1-minute increments), as per tongues.|WitchHexAbilityLVL|PREVARGTEQ:WitchHexAbilityLVL,5+WardKEY:Witch Hex ~ WardCATEGORY:Special AbilityTYPE:WitchClassFeatures.SpecialQuality.Supernatural.WitchHex.MinorHexPREVARGTEQ:WitchHexAbilityLVL,1DEFINE:WitchWardBonus|2DESC:The witch can use this hex to place a protective ward over one creature.BONUS:VAR|WitchWardBonus|1|PREVARGTEQ:WitchHexAbilityLVL,8BONUS:VAR|WitchWardBonus|1|PREVARGTEQ:WitchHexAbilityLVL,16SOURCEPAGE:p.67BENEFIT: The warded creature receives a +%1 deflection bonus to AC and a +%2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw.|WitchWardBonus|WitchWardBonus Major Hex - AgonyKEY:Witch Major Hex ~ AgonyCATEGORY:Special AbilityTYPE:WitchClassFeatures.SpecialQuality.Supernatural.WitchHex.MajorHexPREVARGTEQ:WitchHexAbilityLVL,10DESC:The witch can cause one creature within 60 feet to suffer intense pain.SOURCEPAGE:p.68BENEFIT:The target is nauseated for %1 rounds. A Fortitude save negates this effect. If the saving throw is failed, the target can attempt a new save each round to end the effect.|WitchHexAbilityLVL-Major Hex - Hag's EyeKEY:Witch Major Hex ~ Hags EyeCATEGORY:Special AbilityTYPE:WitchClassFeatures.SpecialQuality.Supernatural.WitchHex.MajorHexPREVARGTEQ:WitchHexAbilityLVL,10DESC:A witch with this hex can create a magic sensor that she can see through.SOURCEPAGE:p.68BENEFIT:For %1 minutes per day (spent in 1 minute increments) the witch can create a magic sensor as per the spell arcane eye. If the witch has the coven hex, all other witches within 10 feet who also have the coven hex can see through this sensor as well, although the witch that created it still controls it.|WitchHexAbilityLVL+Major Hex - Hag's EyeKEY:Witch Major Hex ~ Hags EyeCATEGORY:Special AbilityTYPE:WitchClassFeatures.SpecialQuality.Supernatural.WitchHex.MajorHexPREVARGTEQ:WitchHexAbilityLVL,10DESC:A witch with this hex can create a magic sensor that she can see through.SOURCEPAGE:p.68BENEFIT:For %1 minutes per day (spent in 1 minute increments) the witch can create a magic sensor as per the spell arcane eye. If the witch has the coven hex, all other witches within 10 feet who also have the coven hex can see through this sensor as well, although the witch that created it still controls it.|WitchHexAbilityLVL Major Hex - Major HealingKEY:Witch Major Hex ~ Major HealingCATEGORY:Special AbilityTYPE:WitchClassFeatures.SpecialQuality.Supernatural.WitchHex.MajorHexPREVARGTEQ:WitchHexAbilityLVL,10DESC:By calling upon eerie powers, the witch's touch can mend even the most terrible wounds of those she touches.SOURCEPAGE:p.68BENEFIT:This acts as a cure serious wounds spell, using the witch's caster level.|PREVARLT:WitchHexAbilityLVL,15BENEFIT:This acts as a cure critical wounds spell, using the witch's caster level.|PREVARGTEQ:WitchHexAbilityLVL,15 Major Hex - NightmaresKEY:Witch Major Hex ~ NightmaresCATEGORY:Special AbilityTYPE:WitchClassFeatures.SpecialQuality.Supernatural.WitchHex.MajorHexPREVARGTEQ:WitchHexAbilityLVL,10DESC:Calling upon fell powers, a witch can place a hex on a creature within 60 feet that causes its sleep to be tormented by terrible nightmares.SOURCEPAGE:p.68BENEFIT:This hex functions as the spell nightmare each time the affected creature attempts to rest. A Will save negates this effect. If the save is failed, the target must make a new save each night or be unable to rest. Major Hex - RetributionKEY:Witch Major Hex ~ RetributionCATEGORY:Special AbilityTYPE:WitchClassFeatures.SpecialQuality.Supernatural.WitchHex.MajorHexPREVARGTEQ:WitchHexAbilityLVL,10DEFINE:WitchRetributionTimes|WitchHexStatDESC:A witch can place a retribution hex on a creature within 60 feet, causing terrible wounds to open across the target's flesh whenever it deals damage to another creature in melee.SOURCEPAGE:p.68BENEFIT:For %1 rounds, immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistances, immunities, or damage reduction the creature possesses. A Will save negates this effect.|WitchRetributionTimesModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_magic/um_abilities_class.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_magic/um_abilities_class.lst2014-05-04 22:11:04 UTC (rev 23799)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_magic/um_abilities_class.lst2014-05-04 22:30:38 UTC (rev 23800)@@ -1160,10 +1160,12 @@ ###Block: Hexcrafter # Ability NameUnique KeyCategory of AbilityTypeRequired AbilityDefineDescriptionBonus to Ability PoolSource PageList of Class Spells by Level-Hex MagusKEY:Hexcrafter ~ Hex MagusCATEGORY:Special AbilityTYPE:MagusClassFeatures.SpecialQuality.SupernaturalDEFINE:WitchHexAbilityLVL|0BONUS:VAR|WitchHexAbilityLVL|MagusLVLDESC:You gain access to a small number of witch's hexes (see the Advanced Player's Guide). The hexcrafter magus picks one hex from the witch's hex class feature. He gains the benefit of or uses that hex as if he were a witch of a level equal to his magus level.BONUS:ABILITYPOOL|Witch Hex|1SOURCEPAGE:p.48+Hex MagusKEY:Hexcrafter ~ Hex MagusCATEGORY:Special AbilityTYPE:MagusClassFeatures.SpecialQuality.SupernaturalDEFINE:WitchHexAllowed|0BONUS:VAR|WitchHexAllowed|1|TYPE=BaseBONUS:VAR|WitchIntelligenceScore|CONSCORE-INTSCORE|TYPE=BaseDEFINE:WitchHexStat|0BONUS:VAR|WitchHexStat|INT|TYPE=BaseDEFINE:WitchHexAbilityLVL|0BONUS:VAR|WitchHexAbilityLVL|WitchLVL|TYPE=BaseDEFINE:WitchHexDC|0BONUS:VAR|WitchHexDC|10+WitchHexStat+(WitchHexAbilityLVL/2)|TYPE=BaseDESC:You gain access to a small number of witch's hexes (see the Advanced Player's Guide). The hexcrafter magus picks one hex from the witch's hex class feature. He gains the benefit of or uses that hex as if he were a witch of a level equal to his magus level.BONUS:ABILITYPOOL|Witch Hex|1SOURCEPAGE:p.48 # NEEDS DATA WORK: Since "major hex" and "grand hex" aren't in the data objects, # NEEDS DATA WORK: I can't disallow them until the appropriate levels.-Hex ArcanaKEY:Hexcrafter ~ Hex ArcanaCATEGORY:Special AbilityTYPE:MagusClassFeatures.SpecialQualityDEFINE:MagusArcanaLVL|0DESC:You gain access to the Accursed Strike magus arcana, or may select any witch hex in place of a magus arcana. You cannot select any hex or arcana more than once.|!PRECLASS:1,Magus=12DESC:You gain access to the Accursed Strike magus arcana, or may select any witch hex or major hex in place of a magus arcana. You cannot select any hex or arcana more than once.|PREMULT:2,[PRECLASS:1,Magus=12],[!PRECLASS:1,Magus=18]DESC:You gain access to the Accursed Strike magus arcana, or may select any witch hex, major hex, or grand hex in place of a magus arcana. You cannot select any hex or arcana more than once.|PRECLASS:1,Magus=18BONUS:ABILITYPOOL|Hex Arcana|MagusArcanaLVL/3SOURCEPAGE:p.48+Hex ArcanaKEY:Hexcrafter ~ Hex ArcanaCATEGORY:Special AbilityTYPE:MagusClassFeatures.SpecialQualityDEFINE:MagusArcanaLVL|0DESC:You gain access to the Accursed Strike magus arcana, or may select any witch hex in place of a magus arcana. You cannot select any hex or arcana more than once.|!PRECLASS:1,Magus=12DESC:You gain access to the Accursed Strike magus arcana, or may select any witch hex or major hex in place of a magus arcana. You cannot select any hex or arcana more than once.|PREMULT:2,[PRECLASS:1,Magus=12],[!PRECLASS:1,Magus=18]DESC:You gain access to the Accursed Strike magus arcana, or may select any witch hex, major hex, or grand hex in place of a magus arcana. You cannot select any hex or arcana more than once.|PRECLASS:1,Magus=18BONUS:ABILITYPOOL|Magus Arcana|MagusArcanaLVL/3SOURCEPAGE:p.48++Gain Witch HexSORTKEY:1CATEGORY:Special AbilityPREVARGTEQ:WitchHexAbilityLVL,1,WitchHexAllowed,1TYPE:MagusArcanaBONUS:ABILITYPOOL|Witch Hex|1MULT:YESCHOOSE:NOCHOICESTACK:YES # COMMENT: No spell level was given for the added spells. I'm assuming witch spell level, or best guess if not on witch list. # WORKAROUND: No known way to add all spells with given descriptor. Spells added individually. # WORKAROUND: New curse spells will have to be added individually.This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site.

[pcgen-commit-svn] SF.net SVN: pcgen:[23819]Trunk/pcgen/data/pathfinder/paizo/ roleplaying_game

From: <ama...@us...> - 2014-05-07 01:11:24

Revision: 23819 http://sourceforge.net/p/pcgen/code/23819Author: amaitlandDate: 2014-05-07 01:11:20 +0000 (Wed, 07 May 2014)Log Message:-----------DATA-1375Bestiary III- Implement Unfettered Eidolon progression with evolution points, etc.Modified Paths:-------------- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_classes.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary_3/b3_abilities_race.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary_3/b3_abilitycategories.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary_3/b3_kits_race.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary_3/b3_races.lstModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_classes.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_classes.lst2014-05-06 21:15:17 UTC (rev 23818)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_classes.lst2014-05-07 01:11:20 UTC (rev 23819)@@ -342,7 +342,18 @@ CLASS:Eidolon (Ref/Will)STARTSKILLPTS:6MODTOSKILLS:YESCSKILL:Bluff|TYPE=Craft|Knowledge (Planes)|Perception|Sense Motive|Stealth +# Class NameOutput NameHit DiceTypeClass TypeMax LevelSource PageAbilitySave checks bonusCombat bonus+CLASS:EidolonOUTPUTNAME:EidolonHD:10TYPE:Monster.CompanionCLASSTYPE:CompanionMAXLEVEL:NOLIMITSOURCEPAGE:p.309ABILITY:FEAT|AUTOMATIC|CMB OutputBONUS:COMBAT|BAB|CL|TYPE=Base.REPLACEDEFINE:EidolonLVL|CL+# Class NameReg. Race Type+CLASS:EidolonPRERACETYPE:Eidolon+# Each Eidolon has variable Good and Bad Saves, this is set up to handle that. 0=Bad, 1=Good+CLASS:EidolonDEFINE:EidolonFortGood|0DEFINE:EidolonReflexGood|0DEFINE:EidolonWillGood|0BONUS:CHECKS|BASE.Fortitude|CL/2+2|PREVAREQ:EidolonFortGood,1BONUS:CHECKS|BASE.Reflex|CL/2+2|PREVAREQ:EidolonReflexGood,1BONUS:CHECKS|BASE.Will|CL/2+2|PREVAREQ:EidolonWillGood,1BONUS:CHECKS|BASE.Fortitude|CL/3|PREVAREQ:EidolonFortGood,0BONUS:CHECKS|BASE.Reflex|CL/3|PREVAREQ:EidolonReflexGood,0BONUS:CHECKS|BASE.Will|CL/3|PREVAREQ:EidolonWillGood,0+# Class NameSkill Pts/LVLAdd INT to Skill Points?Class Skill+CLASS:EidolonSTARTSKILLPTS:6MODTOSKILLS:YESCSKILL:Bluff|TYPE=Craft|Knowledge (Planes)|Perception|Sense Motive|Stealth +++ # Class NameHit DiceTypeClass TypeAbbreviationMax LevelEx ClassSource PageDefineSave checks bonusCombat bonus CLASS:AntipaladinHD:10TYPE:Base.PCCLASSTYPE:PCABB:AplMAXLEVEL:20EXCLASS:Ex-AntipaladinSOURCEPAGE:p.118DEFINE:AntipaladinLVL|CLDEFINE:AntiPaladinLVL|CLBONUS:CHECKS|BASE.Reflex|CL/3BONUS:CHECKS|BASE.Fortitude,BASE.Will|CL/2+2BONUS:COMBAT|BAB|CL|TYPE=Base.REPLACE # Class NameRequired ALModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary_3/b3_abilities_race.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary_3/b3_abilities_race.lst2014-05-06 21:15:17 UTC (rev 23818)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary_3/b3_abilities_race.lst2014-05-07 01:11:20 UTC (rev 23819)@@ -1679,32 +1679,46 @@ Race Traits ~ SpinosaurusCATEGORY:Internal Race Traits ~ Sapphire JellyfishCATEGORY:Internal -Race Traits ~ Unfettered EidolonCATEGORY:Internal -###Block: Unfettered Eidolon Evolutions-Arms (Ex, 2 EP)KEY:Unfettered Eidolon Evolution ~ ArmsSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:UnfetteredEidolonEvolution.SpecialQualityDESC:Grows an additional pair of arms and hands. The eidolon must have the Weapon Training evolution in order to use weapons.-Bite (Ex, 1 EP)KEY:Unfettered Eidolon Evolution ~ BiteSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:UnfetteredEidolonEvolution.SpecialQualityDESC:Gains a bite attack (1d6 damage).-Burrow (Ex, 3 EP)KEY:Unfettered Eidolon Evolution ~ BurrowSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:UnfetteredEidolonEvolution.SpecialQualityDESC:Gains a burrow speed equal to 1/2 its base speed. The eidolon must have at least 7 Hit Dice to select this evolution.-Claw (Ex, 1 EP)KEY:Unfettered Eidolon Evolution ~ ClawSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:UnfetteredEidolonEvolution.SpecialQualityDESC:Gains two claw attacks (1d4 damage). The eidolon must have arms or legs to take this evolution.-Climb (Ex, 1 EP)KEY:Unfettered Eidolon Evolution ~ ClimbSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:UnfetteredEidolonEvolution.SpecialQualityDESC:Gains a climb speed equal to its base speed. For each additional EP spent on this evolution, this speed increases by 20 feet.-Energy Attacks (Su, 2 EP)KEY:Unfettered Eidolon Evolution ~ Energy AttacksSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:UnfetteredEidolonEvolution.SpecialQualityDESC:Choose one energy type (acid, cold, electricity, or fire). All of the eidolon's natural attacks deal +1d6 points of damage of this energy type. The eidolon must have at least 4 Hit Dice to select this evolution.-Flight (Ex, 2 EP)KEY:Unfettered Eidolon Evolution ~ FlightSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:UnfetteredEidolonEvolution.SpecialQualityDESC:Grows wings, gaining a f ly speed equal to its base speed (good maneuverability). For each additional EP spent, the f ly speed increases by 20 feet. The eidolon must have at least 4 Hit Dice to select this evolution.-Gills (Ex, 1 EP)KEY:Unfettered Eidolon Evolution ~ GillsSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:UnfetteredEidolonEvolution.SpecialQualityDESC:Can breathe underwater indefinitely in addition to air.-Gore (Ex, 2 EP)KEY:Unfettered Eidolon Evolution ~ GoreSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:UnfetteredEidolonEvolution.SpecialQualityDESC:Gains a gore attack (1d6 damage).-Huge (Ex, 6 EP)KEY:Unfettered Eidolon Evolution ~ HugeSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:UnfetteredEidolonEvolution.SpecialQualityDESC:Grows to Huge size (adjusting its Strength, Constitution, Dexterity, natural armor bonus, and size modifier to attacks and AC as detailed on page 296 of the Bestiary, and increasing the damage of all of its attacks as detailed on page 297 of this book). If the eidolon has the biped base form, its reach increases to 15 feet (10 feet for all other base forms). The eidolon must have the Large evolution and at least 10 Hit Dice to select this evolution.-Improved Evasion (Ex, 3 EP)KEY:Unfettered Eidolon Evolution ~ Improved EvasionSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:UnfetteredEidolonEvolution.SpecialQualityDESC:Gains improved evasion.-Improved Natural Armor (Ex, 1 EP)KEY:Unfettered Eidolon Evolution ~ Improved Natural ArmorSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:UnfetteredEidolonEvolution.SpecialQualityDESC:Gains a +2 bonus to its natural armor. This evolution can be taken once if it has 3 or fewer Hit Dice, and one additional time for every 4 additional Hit Dice the eidolon has.-Large (Ex, 4 EP)KEY:Unfettered Eidolon Evolution ~ LargeSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:UnfetteredEidolonEvolution.SpecialQualityDESC:Grows to Large size (adjusting its Strength, Constitution, Dexterity, natural armor bonus, and size modifier to attacks and AC as detailed on page 296 of the Bestiary, and increasing the damage of all of its attacks as detailed on page 297 of this book). If the eidolon has the biped base form, it also gains 10-foot reach. The eidolon must have at least 6 Hit Dice to select this evolution.-Legs (Ex, 2 EP)KEY:Unfettered Eidolon Evolution ~ LegsSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:UnfetteredEidolonEvolution.SpecialQualityDESC:Grows an additional pair of legs. Each pair of legs increases the eidolon's base speed by 10 feet.-Magical Flight (Su, 4 EP)KEY:Unfettered Eidolon Evolution ~ Magical FlightSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:UnfetteredEidolonEvolution.SpecialQualityDESC:Flies by means of magic, gaining a f ly speed equal to its base speed (perfect maneuverability). For each additional EP spent, this speed increases by 20 feet. The eidolon must have at least 4 Hit Dice before selecting this evolution.-Reach (Ex, 1 EP)KEY:Unfettered Eidolon Evolution ~ ReachSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:UnfetteredEidolonEvolution.SpecialQualityDESC:The reach of one of the eidolon's attacks increases by 5 feet.-Resistance (Ex, 1 EP)KEY:Unfettered Eidolon Evolution ~ ResistanceSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:UnfetteredEidolonEvolution.SpecialQualityDESC:Gains resistance 5 against one energy type (acid, cold, electricity, fire, or sonic).-Slam (Ex, 1 EP)KEY:Unfettered Eidolon Evolution ~ SlamSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:UnfetteredEidolonEvolution.SpecialQualityDESC:Gains a slam attack (1d8 damage). The eidolon must have arms to take this evolution.-Sting (Ex, 1 EP)KEY:Unfettered Eidolon Evolution ~ StingSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:UnfetteredEidolonEvolution.SpecialQualityDESC:Gains a sting attack (1d4 damage). The eidolon must have a tail to take this evolution.-Swim (Ex, 1 EP)KEY:Unfettered Eidolon Evolution ~ SwimSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:UnfetteredEidolonEvolution.SpecialQualityDESC:Gains a swim speed equal to its base speed. For each additional EP spent, this speed increases by 20 feet.-Tail (Ex, 1 EP)KEY:Unfettered Eidolon Evolution ~ TailSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:UnfetteredEidolonEvolution.SpecialQualityDESC:Grows a long, powerful tail, gaining a +2 racial bonus on Acrobatics checks made to balance on a surface.-Tail Slap (Ex, 1 EP)KEY:Unfettered Eidolon Evolution ~ Tail SlapSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:UnfetteredEidolonEvolution.SpecialQualityDESC:Gains a tail slap attack (1d6 damage). The eidolon must have a tail to take this evolution.-Weapon Training (Ex, 2 or 4 EP)KEY:Unfettered Eidolon Evolution ~ Weapon TrainingSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:UnfetteredEidolonEvolution.SpecialQualityDESC:Gains Simple Weapon Proficiency as a bonus feat. For 2 additional EP, it gains proficiency with all martial weapons as well. +Race Traits ~ Unfettered EidolonCATEGORY:InternalBONUS:ABILITYPOOL|Unfettered Eidolon Base Form|1ABILITY:Special Ability|AUTOMATIC|EvasionBONUS:ABILITYPOOL|Eidolon AC Bonus|2*((CL+1)/3)BONUS:STAT|STR,DEX|CL+1/3VFEAT:Multiattack|PREVARGTEQ:EidolonLVL,7BONUS:ABILITYPOOL|Unfettered Eidolon Evolution|UnfetteredEidolonEvolutionCountDEFINE:UnfetteredEidolonEvolutionCount|0BONUS:VAR|UnfetteredEidolonEvolutionCount|7+EidolonLVL|TYPE=BaseDEFINE:UnfetteredEidolonBaseSpeed|0BONUS:VAR|UnfetteredEidolonBaseSpeed|20 +AquaticCATEGORY:Special AbilityTYPE:Unfettered Eidolon Base FormBONUS:VAR|EidolonFortGood|1|TYPE=BaseBONUS:VAR|EidolonReflexGood|1|TYPE=BaseBONUS:STAT|STR|6BONUS:STAT|DEX|2BONUS:STAT|CON|2BONUS:STAT|INT|-4ABILITY:Unfettered Eidolon Evolution|AUTOMATIC|Unfettered Eidolon Evolution ~ Bite|Unfettered Eidolon Evolution ~ Gills|Unfettered Eidolon Evolution ~ Improved Natural Armor|Unfettered Eidolon Evolution ~ Swim|Unfettered Eidolon Evolution ~ Swim+BipedCATEGORY:Special AbilityTYPE:Unfettered Eidolon Base FormBONUS:VAR|EidolonFortGood|1|TYPE=BaseBONUS:VAR|EidolonWillGood|1|TYPE=BaseBONUS:STAT|STR|6BONUS:STAT|DEX|2BONUS:STAT|CON|2BONUS:STAT|INT|-4ABILITY:Unfettered Eidolon Evolution|AUTOMATIC|Unfettered Eidolon Evolution ~ Arms|Unfettered Eidolon Evolution ~ Claw|Unfettered Eidolon Evolution ~ Legs+QuadrupedCATEGORY:Special AbilityTYPE:Unfettered Eidolon Base FormBONUS:VAR|EidolonFortGood|1|TYPE=BaseBONUS:VAR|EidolonReflexGood|1|TYPE=BaseBONUS:STAT|STR|4BONUS:STAT|DEX|4BONUS:STAT|CON|2BONUS:STAT|INT|-4ABILITY:Unfettered Eidolon Evolution|AUTOMATIC|Unfettered Eidolon Evolution ~ Bite|Unfettered Eidolon Evolution ~ Legs|Unfettered Eidolon Evolution ~ Legs+SerpentineCATEGORY:Special AbilityTYPE:Unfettered Eidolon Base FormBONUS:VAR|EidolonReflexGood|1|TYPE=BaseBONUS:VAR|EidolonWillGood|1|TYPE=BaseBONUS:STAT|STR|2BONUS:STAT|DEX|6BONUS:STAT|CON|2BONUS:STAT|INT|-4ABILITY:Unfettered Eidolon Evolution|AUTOMATIC|Unfettered Eidolon Evolution ~ Bite|Unfettered Eidolon Evolution ~ Climb|Unfettered Eidolon Evolution ~ Reach (Bite)|Unfettered Eidolon Evolution ~ Tail|Unfettered Eidolon Evolution ~ Tail Slap ++Armor BonusKEY:Eidolon AC ~ ArmorCATEGORY:Special AbilityTYPE:Eidolon AC BonusMULT:YESCHOOSE:NOCHOICESTACK:YESBONUS:COMBAT|AC|1|TYPE=Armor.STACK+Natural Armor BonusKEY:Eidolon AC ~ NaturalCATEGORY:Special AbilityTYPE:Eidolon AC BonusMULT:YESCHOOSE:NOCHOICESTACK:YESBONUS:COMBAT|AC|1|TYPE=NaturalArmor.STACK+++###Block: Unfettered Eidolon Evolutions+ArmsCOST:2KEY:Unfettered Eidolon Evolution ~ ArmsSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:Extraordinary.UnfetteredEidolonEvolution.SpecialQualityDESC:Grows an additional pair of arms and hands. The eidolon must have the Weapon Training evolution in order to use weapons.MULT:YESCHOOSE:NOCHOICESTACK:YESBONUS:VAR|Hands|2+BiteCOST:1KEY:Unfettered Eidolon Evolution ~ BiteSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:Extraordinary.UnfetteredEidolonEvolution.SpecialQualityDESC:Gains a bite attack (1d6 damage).ABILITY:Internal|AUTOMATIC|Bite+BurrowCOST:3KEY:Unfettered Eidolon Evolution ~ BurrowSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:Extraordinary.UnfetteredEidolonEvolution.SpecialQualityDESC:Gains a burrow speed equal to 1/2 its base speed. The eidolon must have at least 7 Hit Dice to select this evolution.PREVARGTEQ:EidolonLVL,7BONUS:MOVEADD|TYPE.Burrow|UnfetteredEidolonBaseSpeed/2+ClawCOST:1KEY:Unfettered Eidolon Evolution ~ ClawSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:Extraordinary.UnfetteredEidolonEvolution.SpecialQualityDESC:Gains two claw attacks (1d4 damage). The eidolon must have arms or legs to take this evolution.ABILITY:Internal|AUTOMATIC|Claw+ClimbCOST:1KEY:Unfettered Eidolon Evolution ~ ClimbSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:Extraordinary.UnfetteredEidolonEvolution.SpecialQualityDESC:Gains a climb speed equal to its base speed. For each additional EP spent on this evolution, this speed increases by 20 feet.MULT:YESCHOOSE:NOCHOICESTACK:YES+Energy AttacksCOST:2KEY:Unfettered Eidolon Evolution ~ Energy AttacksSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:Supernatural.UnfetteredEidolonEvolution.SpecialQualityDESC:Choose one energy type (acid, cold, electricity, or fire). All of the eidolon's natural attacks deal +1d6 points of damage of this energy type. The eidolon must have at least 4 Hit Dice to select this evolution.PREVARGTEQ:EidolonLVL,4+FlightCOST:2KEY:Unfettered Eidolon Evolution ~ FlightSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:Extraordinary.UnfetteredEidolonEvolution.SpecialQualityDESC:Grows wings, gaining a fly speed equal to its base speed (good maneuverability). For each additional EP spent, the fly speed increases by 20 feet. The eidolon must have at least 4 Hit Dice to select this evolution.DEFINE:Manueverability|4BONUS:MOVEADD|TYPE.Fly|UnfetteredEidolonBaseSpeedPREVARGTEQ:EidolonLVL,4+Flight AdditionalCOST:1KEY:Unfettered Eidolon Evolution ~ Flight AdditionalSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:Extraordinary.UnfetteredEidolonEvolution.SpecialQualityDESC:For each additional EP spent, the fly speed increases by 20 feet. The eidolon must have at least 4 Hit Dice to select this evolution.MULT:YESCHOOSE:NOCHOICESTACK:YESBONUS:MOVEADD|TYPE.Fly|20PREABILITY:1,CATEGORY=Special Ability,Unfettered Eidolon Evolution ~ Flight+GillsCOST:1KEY:Unfettered Eidolon Evolution ~ GillsSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:Extraordinary.UnfetteredEidolonEvolution.SpecialQualityDESC:Can breathe underwater indefinitely in addition to air.+GoreCOST:2KEY:Unfettered Eidolon Evolution ~ GoreSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:Extraordinary.UnfetteredEidolonEvolution.SpecialQualityDESC:Gains a gore attack (1d6 damage).ABILITY:Internal|AUTOMATIC|Gore+HugeCOST:6KEY:Unfettered Eidolon Evolution ~ HugeSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:Extraordinary.UnfetteredEidolonEvolution.SpecialQualityDESC:Grows to Huge size (adjusting its Strength, Constitution, Dexterity, natural armor bonus, and size modifier to attacks and AC as detailed on page 296 of the Bestiary, and increasing the damage of all of its attacks as detailed on page 297 of this book). If the eidolon has the biped base form, its reach increases to 15 feet (10 feet for all other base forms). The eidolon must have the Large evolution and at least 10 Hit Dice to select this evolution.PREABILITY:1,CATEGORY=Special Ability,Unfettered Eidolon Evolution ~ LargePREVARGTEQ:EidolonLVL,10+Improved EvasionCOST:3KEY:Unfettered Eidolon Evolution ~ Improved EvasionSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:Extraordinary.UnfetteredEidolonEvolution.SpecialQualityDESC:Gains improved evasion.ABILITY:Special Ability|AUTOMATIC|Improved Evasion+Improved Natural ArmorCOST:1KEY:Unfettered Eidolon Evolution ~ Improved Natural ArmorSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:Extraordinary.UnfetteredEidolonEvolution.SpecialQualityDESC:Gains a +2 bonus to its natural armor. This evolution can be taken once if it has 3 or fewer Hit Dice, and one additional time for every 4 additional Hit Dice the eidolon has.MULT:YESCHOOSE:NOCHOICESTACK:YESBONUS:COMBAT|AC|2|TYPE=NaturalArmor.STACKBONUS:VAR|UnfetteredEidolonEvolutionImprovedNaturalArmor|1DEFINE:UnfetteredEidolonEvolutionImprovedNaturalArmor|0PREVARLT:UnfetteredEidolonEvolutionImprovedNaturalArmor,1+(EidolonLVL/4)+LargeCOST:4KEY:Unfettered Eidolon Evolution ~ LargeSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:Extraordinary.UnfetteredEidolonEvolution.SpecialQualityDESC:Grows to Large size (adjusting its Strength, Constitution, Dexterity, natural armor bonus, and size modifier to attacks and AC as detailed on page 296 of the Bestiary, and increasing the damage of all of its attacks as detailed on page 297 of this book). If the eidolon has the biped base form, it also gains 10-foot reach. The eidolon must have at least 6 Hit Dice to select this evolution.PREVARGTEQ:EidolonLVL,6+LegsCOST:2KEY:Unfettered Eidolon Evolution ~ LegsSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:Extraordinary.UnfetteredEidolonEvolution.SpecialQualityDESC:Grows an additional pair of legs. Each pair of legs increases the eidolon's base speed by 10 feet.MULT:YESCHOOSE:NOCHOICESTACK:YESBONUS:MOVEADD|TYPE.Walk|10BONUS:VAR|UnfetteredEidolonBaseSpeed|10+Magical FlightCOST:4KEY:Unfettered Eidolon Evolution ~ Magical FlightSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:Supernatural.UnfetteredEidolonEvolution.SpecialQualityDESC:Flies by means of magic, gaining a fly speed equal to its base speed (perfect maneuverability). For each additional EP spent, this speed increases by 20 feet. The eidolon must have at least 4 Hit Dice before selecting this evolution.DEFINE:Manueverability|5PREVARGTEQ:EidolonLVL,4BONUS:MOVEADD|TYPE.Fly|UnfetteredEidolonBaseSpeed+Magical FlightCOST:4KEY:Unfettered Eidolon Evolution ~ Magical Flight AdditionalSOURCEPAGE:p.111CATEGORY:Special AbilityCATEGORY:InternalBONUS:MOVEADD|TYPE.Fly|20MULT:YESCHOOSE:NOCHOICESTACK:YESPREABILITY:1,CATEGORY=Special Ability,Unfettered Eidolon Evolution ~ Magical Flight+ReachCOST:1KEY:Unfettered Eidolon Evolution ~ ReachSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:Extraordinary.UnfetteredEidolonEvolution.SpecialQualityDESC:The reach of one of the eidolon's attacks increases by 5 feet.CHOOSE:WEAPONPROFICIENCY|TYPE=Natural,PCMULT:YESBONUS:WEAPONPROF=%LIST|REACH|5+ResistanceCOST:1KEY:Unfettered Eidolon Evolution ~ ResistanceSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:Extraordinary.UnfetteredEidolonEvolution.SpecialQualityDESC:Gains resistance 5 against one energy type (acid, cold, electricity, fire, or sonic).MULT:YESCHOOSE:STRING|Acid|Cold|Electricity|Fire|SonicABILITY:Special Ability|AUTOMATIC|Resistance to Acid|PREABILITY:1,CATEGORY=Special Ability,Unfettered Eidolon Evolution ~ Resistance(Acid)ABILITY:Special Ability|AUTOMATIC|Resistance to Cold|PREABILITY:1,CATEGORY=Special Ability,Unfettered Eidolon Evolution ~ Resistance(Cold)ABILITY:Special Ability|AUTOMATIC|Resistance to Electricity|PREABILITY:1,CATEGORY=Special Ability,Unfettered Eidolon Evolution ~ Resistance(Electricity)ABILITY:Special Ability|AUTOMATIC|Resistance to Fire|PREABILITY:1,CATEGORY=Special Ability,Unfettered Eidolon Evolution ~ Resistance(Fire)ABILITY:Special Ability|AUTOMATIC|Resistance to Sonic|PREABILITY:1,CATEGORY=Special Ability,Unfettered Eidolon Evolution ~ Resistance(Sonic)BONUS:VAR|AcidResistanceBonus|5|PREABILITY:1,CATEGORY=Special Ability,Unfettered Eidolon Evolution ~ Resistance(Acid)BONUS:VAR|ColdResistanceBonus|5|PREABILITY:1,CATEGORY=Special Ability,Unfettered Eidolon Evolution ~ Resistance(Cold)BONUS:VAR|ElectricityResistanceBonus|5|PREABILITY:1,CATEGORY=Special Ability,Unfettered Eidolon Evolution ~ Resistance(Electricity)BONUS:VAR|FireResistanceBonus|5|PREABILITY:1,CATEGORY=Special Ability,Unfettered Eidolon Evolution ~ Resistance(Fire)BONUS:VAR|SonicResistanceBonus|5|PREABILITY:1,CATEGORY=Special Ability,Unfettered Eidolon Evolution ~ Resistance(Sonic)+SlamCOST:1KEY:Unfettered Eidolon Evolution ~ SlamSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:Extraordinary.UnfetteredEidolonEvolution.SpecialQualityDESC:Gains a slam attack (1d8 damage). The eidolon must have arms to take this evolution.BONUS:WEAPONPROF=Slam|DAMAGESIZE|2ABILITY:Internal|AUTOMATIC|SlamPREABILITY:1,CATEGORY=Special Ability,Unfettered Eidolon Evolution ~ Arms+StingCOST:1KEY:Unfettered Eidolon Evolution ~ StingSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:Extraordinary.UnfetteredEidolonEvolution.SpecialQualityDESC:Gains a sting attack (1d4 damage). The eidolon must have a tail to take this evolution.ABILITY:Internal|AUTOMATIC|StingPREABILITY:1,CATEGORY=Special Ability,Unfettered Eidolon Evolution ~ Tail+SwimCOST:1KEY:Unfettered Eidolon Evolution ~ SwimSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:Extraordinary.UnfetteredEidolonEvolution.SpecialQualityDESC:Gains a swim speed equal to its base speed. For each additional EP spent, this speed increases by 20 feet.ABILITY:Internal|AUTOMATIC|Unfettered Eidolon Evolution ~ Swim TrackerMULT:YESCHOOSE:NOCHOICESTACK:YES+TailCOST:1KEY:Unfettered Eidolon Evolution ~ TailSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:Extraordinary.UnfetteredEidolonEvolution.SpecialQualityDESC:Grows a long, powerful tail, gaining a +2 racial bonus on Acrobatics checks made to balance on a surface.+Tail SlapCOST:1KEY:Unfettered Eidolon Evolution ~ Tail SlapSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:Extraordinary.UnfetteredEidolonEvolution.SpecialQualityDESC:Gains a tail slap attack (1d6 damage). The eidolon must have a tail to take this evolution.ABILITY:Internal|AUTOMATIC|Tail SlapPREABILITY:1,CATEGORY=Special Ability,Unfettered Eidolon Evolution ~ Tail+Weapon TrainingCOST:2KEY:Unfettered Eidolon Evolution ~ Weapon TrainingSOURCEPAGE:p.111CATEGORY:Special AbilityTYPE:Extraordinary.UnfetteredEidolonEvolution.SpecialQualityDESC:Gains Simple Weapon Proficiency as a bonus feat. For 2 additional EP, it gains proficiency with all martial weapons as well.BONUS:VAR|UnfetteredEidolonWeaponTrainingLVL|1DEFINE:UnfetteredEidolonWeaponTrainingLVL|0MULT:YESCHOOSE:NOCHOICESTACK:YESAUTO:FEAT|Simple Weapon ProficiencyABILITY:Internal|AUTOMATIC|TYPE=WeaponProfMartial|PREVARGTEQ:UnfetteredEidolonWeaponTrainingLVL,2PREVARLT:UnfetteredEidolonWeaponTrainingLVL,2++# Implementations to keep numbers correct from base ability+Unfettered Eidolon Evolution ~ Swim TrackerCATEGORY:InternalBONUS:MOVEADD|TYPE.Swim|UnfetteredEidolonBaseSpeedBONUS:MOVEADD|TYPE.Swim|20*(count("ABILITIES","CATEGORY=Special Ability","KEY=Unfettered Eidolon Evolution ~ Swim")-1)Modified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary_3/b3_abilitycategories.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary_3/b3_abilitycategories.lst2014-05-06 21:15:17 UTC (rev 23818)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary_3/b3_abilitycategories.lst2014-05-07 01:11:20 UTC (rev 23819)@@ -41,3 +41,8 @@ ABILITYCATEGORY:Ruinous RevivificationVISIBLE:QUALIFYEDITABLE:YESEDITPOOL:NOFRACTIONALPOOL:NOCATEGORY:Special AbilityABILITYLIST:Graveknight ~ Ruinous RevivificationPLURAL:Ruinous RevivificationDISPLAYLOCATION:Racial Abilities ABILITYCATEGORY:Fey Creature Special AbilitiesVISIBLE:QUALIFYEDITABLE:YESEDITPOOL:NOFRACTIONALPOOL:NOCATEGORY:Special AbilityTYPE:FeyCreatureSelectionPLURAL:Fey Creature TraitsDISPLAYLOCATION:Racial Abilities+ABILITYCATEGORY:Unfettered Eidolon EvolutionVISIBLE:QUALIFYEDITABLE:YESEDITPOOL:NOFRACTIONALPOOL:NOCATEGORY:Special AbilityTYPE:UnfetteredEidolonEvolutionPLURAL:Unfettered Eidolon EvolutionsDISPLAYLOCATION:Racial Abilities+ABILITYCATEGORY:Eidolon AC BonusVISIBLE:QUALIFYEDITABLE:YESEDITPOOL:NOFRACTIONALPOOL:NOCATEGORY:Special AbilityTYPE:Eidolon AC BonusPLURAL:Eidolon AC BonusDISPLAYLOCATION:Racial Abilities+ABILITYCATEGORY:Unfettered Eidolon Base FormVISIBLE:QUALIFYEDITABLE:YESEDITPOOL:NOFRACTIONALPOOL:NOCATEGORY:Special AbilityTYPE:Unfettered Eidolon Base FormPLURAL:Unfettered Eidolon EvolutionsDISPLAYLOCATION:Racial Abilities++Modified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary_3/b3_kits_race.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary_3/b3_kits_race.lst2014-05-06 21:15:17 UTC (rev 23818)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary_3/b3_kits_race.lst2014-05-07 01:11:20 UTC (rev 23819)@@ -4522,3 +4522,6 @@ FEAT:Ability Focus (Corpse Call) FEAT:Dodge FEAT:Toughness++STARTPACK:Unfettered Eidolon+STAT:STR=10|DEX=10|CON=11|INT=11|WIS=10|CHA=11Modified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary_3/b3_races.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary_3/b3_races.lst2014-05-06 21:15:17 UTC (rev 23818)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary_3/b3_races.lst2014-05-07 01:11:20 UTC (rev 23819)@@ -95,11 +95,11 @@ ShiraKEY:Div (Shira)STARTFEATS:1SIZE:LMOVE:Walk,50FACE:10REACH:10VISION:Darkvision (60')BONUS:COMBAT|AC|11|TYPE=NaturalArmorBONUS:STAT|STR|18BONUS:STAT|DEX|14BONUS:STAT|CON|14BONUS:STAT|INT|2BONUS:STAT|WIS|12BONUS:STAT|CHA|10BONUS:VAR|TelepathyRange|100AUTO:LANG|Abyssal|Celestial|InfernalABILITY:Internal|AUTOMATIC|Race Traits ~ ShiraNATURALATTACKS:Bite,Natural.Melee.Finesseable.Weapon,*1,1d8NATURALATTACKS:Claws,Natural.Melee.Finesseable.Weapon,*2,1d8SR:23DR:10/cold iron and goodMONSTERCLASS:Outsider (Ref/Will):12RACETYPE:OutsiderRACESUBTYPE:Div|Evil|ExtraplanarCR:12SOURCEPAGE:p.90KIT:1|NESORTKEY:Div Faerie DragonKEY:Dragon (Faerie)STARTFEATS:1SIZE:TMOVE:Walk,10,Fly,60,Swim,30FACE:2REACH:0VISION:Darkvision (60')|Low-Light VisionBONUS:COMBAT|AC|2|TYPE=NaturalArmorBONUS:PCLEVEL|Sorcerer|2BONUS:STAT|STR|-2BONUS:STAT|DEX|6BONUS:STAT|CON|2BONUS:STAT|INT|6BONUS:STAT|WIS|4BONUS:STAT|CHA|6BONUS:VAR|TelepathyRange|100AUTO:LANG|Common|Draconic|Elven|SylvanABILITY:Special Ability|AUTOMATIC|Flight ManeuverabilityABILITY:Internal|AUTOMATIC|Race Traits ~ Faerie DragonNATURALATTACKS:Bite,Natural.Melee.Finesseable.Weapon,*1,1d3DEFINE:Maneuverability|5SR:13MONSTERCLASS:Dragon:3RACETYPE:DragonCR:2SOURCEPAGE:p.91ADD:SPELLCASTER|SorcererKIT:1|CGSORTKEY:Dragon -Forest DragonKEY:Dragon (Imperial/Forest)STARTFEATS:1STARTFEATS:1MOVE:Walk,40,Burrow,20,Climb,30BONUS:STAT|STR,DEX,CON|4BONUS:VAR|DragonNaturalArmor|6BONUS:VAR|BreathWeaponDamageDie|6ABILITY:Internal|AUTOMATIC|Race Traits ~ Forest DragonLEGS:4MONSTERCLASS:Dragon:7RACETYPE:DragonRACESUBTYPE:EarthCR:6SOURCEPAGE:p.94ADD:SPELLCASTER|SorcererKIT:2|CE|Forest Imperial Dragon DefaultSORTKEY:Dragon_Imperial-Sea DragonKEY:Dragon (Imperial/Sea)STARTFEATS:1STARTFEATS:1MOVE:Walk,40,Swim,60BONUS:STAT|STR,CON|2BONUS:STAT|DEX,INT,WIS,CHA|4BONUS:VAR|DragonNaturalArmor|5BONUS:VAR|BreathWeaponDamageDie|6ABILITY:Internal|AUTOMATIC|Race Traits ~ Sea DragonLEGS:4MONSTERCLASS:Dragon:5RACETYPE:DragonRACESUBTYPE:WaterCR:4SOURCEPAGE:p.96ADD:SPELLCASTER|SorcererKIT:2|CG|Sea Imperial Dragon DefaultSORTKEY:Dragon_Imperial-Sky DragonKEY:Dragon (Imperial/Sky)STARTFEATS:1STARTFEATS:1MOVE:Walk,40BONUS:STAT|STR,CON|2BONUS:STAT|DEX,INT,WIS,CHA|4BONUS:VAR|DragonNaturalArmor|6BONUS:VAR|BreathWeaponDamageDie|8ABILITY:Internal|AUTOMATIC|Race Traits ~ Sky DragonLEGS:4MONSTERCLASS:Dragon:6RACETYPE:DragonRACESUBTYPE:AirCR:5SOURCEPAGE:p.98ADD:SPELLCASTER|SorcererKIT:2|LG|Sky Imperial Dragon DefaultSORTKEY:Dragon_Imperial-Sovereign DragonKEY:Dragon (Imperial/Sovereign)STARTFEATS:1STARTFEATS:1MOVE:Walk,50BONUS:STAT|STR|6BONUS:STAT|DEX,CON,INT,WIS,CHA|4BONUS:VAR|DragonNaturalArmor|7BONUS:VAR|BreathWeaponDamageDie|6ABILITY:Internal|AUTOMATIC|Race Traits ~ Sovereign DragonLEGS:4MONSTERCLASS:Dragon:8RACETYPE:DragonCR:7SOURCEPAGE:p.100ADD:SPELLCASTER|SorcererKIT:2|Sovereign Imperial Dragon Default|TNSORTKEY:Dragon_Imperial-Underworld DragonKEY:Dragon (Imperial/Underworld)STARTFEATS:1STARTFEATS:1MOVE:Walk,40,Burrow,30BONUS:STAT|STR,CON|2BONUS:STAT|DEX|4BONUS:VAR|DragonNaturalArmor|4BONUS:VAR|BreathWeaponDamageDie|6ABILITY:Internal|AUTOMATIC|Race Traits ~ Underworld DragonLEGS:4MONSTERCLASS:Dragon:4RACETYPE:DragonRACESUBTYPE:FireCR:3SOURCEPAGE:p.102ADD:SPELLCASTER|SorcererKIT:2|LE|Underworld Imperial Dragon DefaultSORTKEY:Dragon_Imperial+Forest DragonKEY:Dragon (Imperial/Forest)STARTFEATS:1MOVE:Walk,40,Burrow,20,Climb,30BONUS:STAT|STR,DEX,CON|4BONUS:VAR|DragonNaturalArmor|6BONUS:VAR|BreathWeaponDamageDie|6ABILITY:Internal|AUTOMATIC|Race Traits ~ Forest DragonLEGS:4MONSTERCLASS:Dragon:7RACETYPE:DragonRACESUBTYPE:EarthCR:6SOURCEPAGE:p.94ADD:SPELLCASTER|SorcererKIT:2|CE|Forest Imperial Dragon DefaultSORTKEY:Dragon_Imperial+Sea DragonKEY:Dragon (Imperial/Sea)STARTFEATS:1MOVE:Walk,40,Swim,60BONUS:STAT|STR,CON|2BONUS:STAT|DEX,INT,WIS,CHA|4BONUS:VAR|DragonNaturalArmor|5BONUS:VAR|BreathWeaponDamageDie|6ABILITY:Internal|AUTOMATIC|Race Traits ~ Sea DragonLEGS:4MONSTERCLASS:Dragon:5RACETYPE:DragonRACESUBTYPE:WaterCR:4SOURCEPAGE:p.96ADD:SPELLCASTER|SorcererKIT:2|CG|Sea Imperial Dragon DefaultSORTKEY:Dragon_Imperial+Sky DragonKEY:Dragon (Imperial/Sky)STARTFEATS:1MOVE:Walk,40BONUS:STAT|STR,CON|2BONUS:STAT|DEX,INT,WIS,CHA|4BONUS:VAR|DragonNaturalArmor|6BONUS:VAR|BreathWeaponDamageDie|8ABILITY:Internal|AUTOMATIC|Race Traits ~ Sky DragonLEGS:4MONSTERCLASS:Dragon:6RACETYPE:DragonRACESUBTYPE:AirCR:5SOURCEPAGE:p.98ADD:SPELLCASTER|SorcererKIT:2|LG|Sky Imperial Dragon DefaultSORTKEY:Dragon_Imperial+Sovereign DragonKEY:Dragon (Imperial/Sovereign)STARTFEATS:1MOVE:Walk,50BONUS:STAT|STR|6BONUS:STAT|DEX,CON,INT,WIS,CHA|4BONUS:VAR|DragonNaturalArmor|7BONUS:VAR|BreathWeaponDamageDie|6ABILITY:Internal|AUTOMATIC|Race Traits ~ Sovereign DragonLEGS:4MONSTERCLASS:Dragon:8RACETYPE:DragonCR:7SOURCEPAGE:p.100ADD:SPELLCASTER|SorcererKIT:2|Sovereign Imperial Dragon Default|TNSORTKEY:Dragon_Imperial+Underworld DragonKEY:Dragon (Imperial/Underworld)STARTFEATS:1MOVE:Walk,40,Burrow,30BONUS:STAT|STR,CON|2BONUS:STAT|DEX|4BONUS:VAR|DragonNaturalArmor|4BONUS:VAR|BreathWeaponDamageDie|6ABILITY:Internal|AUTOMATIC|Race Traits ~ Underworld DragonLEGS:4MONSTERCLASS:Dragon:4RACETYPE:DragonRACESUBTYPE:FireCR:3SOURCEPAGE:p.102ADD:SPELLCASTER|SorcererKIT:2|LE|Underworld Imperial Dragon DefaultSORTKEY:Dragon_Imperial DragonneSTARTFEATS:1SIZE:LMOVE:Walk,40,Fly,30FACE:10REACH:10VISION:Darkvision (60')|Low-Light VisionBONUS:COMBAT|AC|8|TYPE=NaturalArmorBONUS:SKILL|Perception|4|TYPE=RacialBONUS:STAT|STR|10BONUS:STAT|DEX|6BONUS:STAT|CON|6BONUS:STAT|INT|-4BONUS:STAT|WIS|2BONUS:STAT|CHA|2AUTO:LANG|DraconicABILITY:Special Ability|AUTOMATIC|Flight ManeuverabilityABILITY:Internal|AUTOMATIC|Race Traits ~ DragonneNATURALATTACKS:Bite,Natural.Melee.Finesseable.Weapon,*1,1d8NATURALATTACKS:Claws,Natural.Melee.Finesseable.Weapon,*2,1d6DEFINE:Maneuverability|2MONSTERCLASS:Magical Beast:9RACETYPE:Magical BeastCR:7SOURCEPAGE:p.103KIT:1|TN Desert DrakeKEY:Drake (Desert)STARTFEATS:1SIZE:LMOVE:Walk,30,Burrow,20,Fly,60FACE:10REACH:10VISION:Darkvision (60')|Low-Light Vision|Tremorsense (30')BONUS:COMBAT|AC|10|TYPE=NaturalArmorBONUS:STAT|STR|12BONUS:STAT|DEX|4BONUS:STAT|CON|10BONUS:STAT|INT|-2BONUS:STAT|WIS|0BONUS:STAT|CHA|2AUTO:LANG|DraconicABILITY:Special Ability|AUTOMATIC|Flight ManeuverabilityABILITY:Internal|AUTOMATIC|Race Traits ~ Desert DrakeNATURALATTACKS:Bite,Natural.Melee.Finesseable.Weapon,*1,2d6NATURALATTACKS:Tail Slap,Natural.Melee.Finesseable.Weapon,*1,1d8DEFINE:Maneuverability|3MONSTERCLASS:Dragon:9RACETYPE:DragonRACESUBTYPE:EarthCR:8SOURCEPAGE:p.104KIT:1|NESORTKEY:Drake_Desert@@ -107,7 +107,12 @@ River DrakeKEY:Drake (River)STARTFEATS:1SIZE:MMOVE:Walk,20,Fly,60,Swim,30VISION:Darkvision (60')|Low-Light VisionBONUS:COMBAT|AC|3|TYPE=NaturalArmorBONUS:STAT|STR|6BONUS:STAT|DEX|6BONUS:STAT|CON|4BONUS:STAT|INT|-2BONUS:STAT|WIS|0BONUS:STAT|CHA|-2AUTO:LANG|DraconicABILITY:Special Ability|AUTOMATIC|Flight ManeuverabilityABILITY:Internal|AUTOMATIC|Race Traits ~ River DrakeNATURALATTACKS:Bite,Natural.Melee.Finesseable.Weapon,*1,2d4NATURALATTACKS:Tail Slap,Natural.Melee.Finesseable.Weapon,*1,1d4DEFINE:Maneuverability|3MONSTERCLASS:Dragon:4RACETYPE:DragonRACESUBTYPE:Aquatic|WaterCR:3SOURCEPAGE:p.106KIT:1|NESORTKEY:Drake_River DybbukSTARTFEATS:1SIZE:MMOVE:Fly,60VISION:Darkvision (60')BONUS:COMBAT|AC|7|TYPE=DeflectionBONUS:STAT|DEX|22BONUS:STAT|INT|4BONUS:STAT|WIS|8BONUS:STAT|CHA|14AUTO:LANG|Abyssal|Celestial|CommonABILITY:Special Ability|AUTOMATIC|Flight ManeuverabilityABILITY:Internal|AUTOMATIC|Race Traits ~ DybbukNATURALATTACKS:Pain Touch,Natural.Melee.Finesseable.Weapon,*1,7d6DEFINE:Maneuverability|5SR:26DR:10/goodMONSTERCLASS:Undead:18RACETYPE:UndeadRACESUBTYPE:IncorporealCR:15SOURCEPAGE:p.107KIT:1|NE EcorcheSTARTFEATS:1SIZE:LMOVE:Walk,30FACE:10REACH:10VISION:Darkvision (60')BONUS:COMBAT|AC|16|TYPE=NaturalArmorBONUS:STAT|STR|22BONUS:STAT|DEX|10BONUS:STAT|INT|-2BONUS:STAT|WIS|0BONUS:STAT|CHA|10BONUS:VAR|FastHealingRate|5AUTO:LANG|CommonABILITY:Internal|AUTOMATIC|Race Traits ~ EcorcheNATURALATTACKS:Claws,Natural.Melee.Finesseable.Weapon,*2,3d6DR:15/good and silverMONSTERCLASS:Undead:22RACETYPE:UndeadCR:16SOURCEPAGE:p.108KIT:1|CE-Unfettered EidolonKEY:Eidolon (Unfettered)STARTFEATS:1SIZE:MMOVE:Walk,20,Climb,20,Fly,40FACE:5REACH:5VISION:Darkvision (60')BONUS:COMBAT|AC|12|TYPE=NaturalArmorBONUS:STAT|STR|0BONUS:STAT|DEX|0BONUS:STAT|CON|0BONUS:STAT|INT|0BONUS:STAT|WIS|0BONUS:STAT|CHA|0BONUS:WEAPONPROF=Bite|REACH|5AUTO:LANG|CommonVFEAT:MultiattackABILITY:Special Ability|AUTOMATIC|Flight ManeuverabilityABILITY:Internal|AUTOMATIC|Race Traits ~ Unfettered EidolonNATURALATTACKS:Bite,Natural.Melee.Finesseable.Weapon,*1,1d6NATURALATTACKS:Gore,Natural.Melee.Finesseable.Weapon,*1,1d6NATURALATTACKS:Slam,Natural.Melee.Finesseable.Weapon,*1,1d8|Tail Slap,Natural.Melee.Finesseable.Weapon,*1,1d6DEFINE:Maneuverability|4MONSTERCLASS:Outsider (Ref/Will):10RACETYPE:OutsiderRACESUBTYPE:ExtraplanarCR:8SOURCEPAGE:p.110KIT:1|CNSORTKEY:Eidolon_Unfettered+Unfettered EidolonKEY:Eidolon (Unfettered/Default)STARTFEATS:1SIZE:MMOVE:Walk,20,Climb,20,Fly,40FACE:5REACH:5VISION:Darkvision (60')BONUS:COMBAT|AC|12|TYPE=NaturalArmorBONUS:STAT|STR|0BONUS:STAT|DEX|0BONUS:STAT|CON|0BONUS:STAT|INT|0BONUS:STAT|WIS|0BONUS:STAT|CHA|0BONUS:WEAPONPROF=Bite|REACH|5AUTO:LANG|CommonVFEAT:MultiattackABILITY:Special Ability|AUTOMATIC|Flight ManeuverabilityNATURALATTACKS:Bite,Natural.Melee.Finesseable.Weapon,*1,1d6NATURALATTACKS:Gore,Natural.Melee.Finesseable.Weapon,*1,1d6NATURALATTACKS:Slam,Natural.Melee.Finesseable.Weapon,*1,1d8|Tail Slap,Natural.Melee.Finesseable.Weapon,*1,1d6DEFINE:Maneuverability|4MONSTERCLASS:Outsider (Ref/Will):10RACETYPE:OutsiderRACESUBTYPE:ExtraplanarCR:8SOURCEPAGE:p.110KIT:1|CNSORTKEY:Eidolon_Unfettered+Unfettered EidolonKEY:Eidolon (Unfettered)STARTFEATS:1SIZE:MMOVE:Walk,20FACE:5REACH:5BONUS:COMBAT|AC|2|TYPE=NaturalArmorAUTO:LANG|CommonABILITY:Internal|AUTOMATIC|Race Traits ~ Unfettered EidolonMONSTERCLASS:Eidolon:1RACETYPE:OutsiderTYPE:Eidolon.OutsiderRACESUBTYPE:Extraplanar|EidolonCR:8SOURCEPAGE:p.110KIT:2|CN|Unfettered EidolonSORTKEY:Eidolon_Unfettered++++ Flying SquirrelSTARTFEATS:1SIZE:TMOVE:Walk,20,Fly,40FACE:2REACH:0VISION:Low-Light VisionBONUS:SKILL|Acrobatics|11|TYPE=RacialBONUS:SITUATION|Acrobatics=Acrobatics (Jumping)|8|TYPE=RacialBONUS:SKILL|Climb|8|TYPE=RacialBONUS:STAT|STR|-8BONUS:STAT|DEX|4BONUS:STAT|CON|-2BONUS:STAT|INT|-10BONUS:STAT|WIS|2BONUS:STAT|CHA|-4VFEAT:AcrobaticABILITY:Special Ability|AUTOMATIC|Flight ManeuverabilityABILITY:Internal|AUTOMATIC|Race Traits ~ Flying SquirrelNATURALATTACKS:Bite,Natural.Melee.Finesseable.Weapon,*1,1d3DEFINE:Maneuverability|1MONSTERCLASS:Animal:1RACETYPE:AnimalCR:1/3SOURCEPAGE:p.111KIT:1|TN FoxSTARTFEATS:1SIZE:TMOVE:Walk,40FACE:2REACH:0VISION:Low-Light VisionBONUS:SITUATION|Acrobatics=Acrobatics (Jumping)|4|TYPE=RacialBONUS:SITUATION|Survival=Survival (Tracking by Scent)|4|TYPE=RacialBONUS:STAT|STR|-2BONUS:STAT|DEX|4BONUS:STAT|CON|2BONUS:STAT|INT|-8BONUS:STAT|WIS|2BONUS:STAT|CHA|-4ABILITY:Internal|AUTOMATIC|Race Traits ~ FoxNATURALATTACKS:Bite,Natural.Melee.Finesseable.Weapon,*1,1d3MONSTERCLASS:Animal:1RACETYPE:AnimalCR:1/4SOURCEPAGE:p.111KIT:1|TN GoatSTARTFEATS:1SIZE:SMOVE:Walk,30VISION:Low-Light VisionBONUS:COMBAT|AC|1|TYPE=NaturalArmorBONUS:SITUATION|Acrobatics=Acrobatics (Jumping)|4|TYPE=RacialBONUS:SITUATION|Survival=Find Food|4|TYPE=RacialBONUS:STAT|STR|2BONUS:STAT|DEX|2BONUS:STAT|CON|2BONUS:STAT|INT|-8BONUS:STAT|WIS|0BONUS:STAT|CHA|-6ABILITY:Internal|AUTOMATIC|Race Traits ~ GoatNATURALATTACKS:Gore,Natural.Melee.Finesseable.Weapon,*1,1d4MONSTERCLASS:Animal:1RACETYPE:AnimalCR:1/3SOURCEPAGE:p.111KIT:1|TNThis was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site.

[pcgen-commit-svn] SF.net SVN: pcgen:[23820]Trunk/pcgen/data/pathfinder/paizo/ roleplaying_game

From: <ama...@us...> - 2014-05-07 05:54:27

Revision: 23820 http://sourceforge.net/p/pcgen/code/23820Author: amaitlandDate: 2014-05-07 05:54:23 +0000 (Wed, 07 May 2014)Log Message:-----------Unfettered Eidolon should not be granted Outsider default Profs. Implemented method to disable this.Modified Paths:-------------- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary_3/b3_abilities_race.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_class.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_race.lstModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary_3/b3_abilities_race.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary_3/b3_abilities_race.lst2014-05-07 01:11:20 UTC (rev 23819)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary_3/b3_abilities_race.lst2014-05-07 05:54:23 UTC (rev 23820)@@ -1681,7 +1681,7 @@ -Race Traits ~ Unfettered EidolonCATEGORY:InternalBONUS:ABILITYPOOL|Unfettered Eidolon Base Form|1ABILITY:Special Ability|AUTOMATIC|EvasionBONUS:ABILITYPOOL|Eidolon AC Bonus|2*((CL+1)/3)BONUS:STAT|STR,DEX|CL+1/3VFEAT:Multiattack|PREVARGTEQ:EidolonLVL,7BONUS:ABILITYPOOL|Unfettered Eidolon Evolution|UnfetteredEidolonEvolutionCountDEFINE:UnfetteredEidolonEvolutionCount|0BONUS:VAR|UnfetteredEidolonEvolutionCount|7+EidolonLVL|TYPE=BaseDEFINE:UnfetteredEidolonBaseSpeed|0BONUS:VAR|UnfetteredEidolonBaseSpeed|20+Race Traits ~ Unfettered EidolonCATEGORY:InternalBONUS:ABILITYPOOL|Unfettered Eidolon Base Form|1ABILITY:Special Ability|AUTOMATIC|EvasionBONUS:ABILITYPOOL|Eidolon AC Bonus|2*((CL+1)/3)BONUS:STAT|STR,DEX|CL+1/3VFEAT:Multiattack|PREVARGTEQ:EidolonLVL,7BONUS:ABILITYPOOL|Unfettered Eidolon Evolution|UnfetteredEidolonEvolutionCountDEFINE:UnfetteredEidolonEvolutionCount|0BONUS:VAR|UnfetteredEidolonEvolutionCount|7+EidolonLVL|TYPE=BaseDEFINE:UnfetteredEidolonBaseSpeed|0BONUS:VAR|UnfetteredEidolonBaseSpeed|20BONUS:VAR|DisableRaceTypeGrantedProfs|1 AquaticCATEGORY:Special AbilityTYPE:Unfettered Eidolon Base FormBONUS:VAR|EidolonFortGood|1|TYPE=BaseBONUS:VAR|EidolonReflexGood|1|TYPE=BaseBONUS:STAT|STR|6BONUS:STAT|DEX|2BONUS:STAT|CON|2BONUS:STAT|INT|-4ABILITY:Unfettered Eidolon Evolution|AUTOMATIC|Unfettered Eidolon Evolution ~ Bite|Unfettered Eidolon Evolution ~ Gills|Unfettered Eidolon Evolution ~ Improved Natural Armor|Unfettered Eidolon Evolution ~ Swim|Unfettered Eidolon Evolution ~ Swim BipedCATEGORY:Special AbilityTYPE:Unfettered Eidolon Base FormBONUS:VAR|EidolonFortGood|1|TYPE=BaseBONUS:VAR|EidolonWillGood|1|TYPE=BaseBONUS:STAT|STR|6BONUS:STAT|DEX|2BONUS:STAT|CON|2BONUS:STAT|INT|-4ABILITY:Unfettered Eidolon Evolution|AUTOMATIC|Unfettered Eidolon Evolution ~ Arms|Unfettered Eidolon Evolution ~ Claw|Unfettered Eidolon Evolution ~ LegsModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_class.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_class.lst2014-05-07 01:11:20 UTC (rev 23819)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_class.lst2014-05-07 05:54:23 UTC (rev 23820)@@ -1420,7 +1420,7 @@ ###Block: Proficiency Master Groups - Cut Down on Cross Referencing # Ability NameCategory of AbilityTypeServes AsAutomatically Gained Weapon Prof.Ability-Weapon Prof ~ AutoCATEGORY:InternalTYPE:WeaponProfAutoAUTO:WEAPONPROF|TYPE=AutoABILITY:FEAT|AUTOMATIC|CMB Output+Weapon Prof ~ AutoCATEGORY:InternalTYPE:WeaponProfAuto.WeaponProfSimple.WeaponProfMartialAUTO:WEAPONPROF|TYPE=AutoABILITY:FEAT|AUTOMATIC|CMB Output Weapon Prof ~ SimpleCATEGORY:InternalTYPE:WeaponProfSimple.WeaponProfMartialSERVESAS:FEAT|Simple Weapon ProficiencyAUTO:WEAPONPROF|TYPE=Simple Weapon Prof ~ MartialCATEGORY:InternalTYPE:WeaponProfMartialSERVESAS:FEAT|Martial Weapon ProficiencyAUTO:WEAPONPROF|TYPE=Martial ###Block: Armor Types@@ -1441,7 +1441,7 @@ Weapon and Armor ProficiencyKEY:Weapon and Armor Proficiency ~ MonkCATEGORY:Special AbilityTYPE:MonkClassFeatures.SpecialQualityDESC:Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Monks are not proficient with any armor or shields When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.AUTO:WEAPONPROF|Club|Crossbow (Light)|Crossbow (Heavy)|Dagger|Handaxe|Javelin|Kama|Nunchaku|Quarterstaff|Sai|Shortspear|Sword (Short)|Shuriken|Siangham|Sling|Spear|Flurry of BlowsABILITY:Internal|AUTOMATIC|Weapon Prof ~ Auto Weapon and Armor ProficiencyKEY:Weapon and Armor Proficiency ~ PaladinCATEGORY:Special AbilityTYPE:PaladinClassFeatures.SpecialQualityDESC:Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).ABILITY:Internal|AUTOMATIC|Weapon Prof ~ Auto|Weapon Prof ~ SimpleABILITY:Internal|AUTOMATIC|Weapon Prof ~ Martial|!PREABILITY:1,CATEGORY=Archetype,TYPE.PaladinWeaponProficienciesABILITY:Internal|AUTOMATIC|Armor Prof ~ Heavy|!PREABILITY:1,CATEGORY=Archetype,TYPE.PaladinArmorProficiency,TYPE.PaladinArmorProficiencyHeavyABILITY:Internal|AUTOMATIC|Armor Prof ~ Light|!PREABILITY:1,CATEGORY=Archetype,TYPE.PaladinArmorProficiency,TYPE.PaladinArmorProficiencyLightABILITY:Internal|AUTOMATIC|Armor Prof ~ Medium|!PREABILITY:1,CATEGORY=Archetype,TYPE.PaladinArmorProficiency,TYPE.PaladinArmorProficiencyMediumABILITY:Internal|AUTOMATIC|Shield Prof|!PREABILITY:1,CATEGORY=Archetype,TYPE.PaladinArmorProficiency,TYPE.PaladinShieldProf,TYPE.PaladinShieldProficiency Weapon and Armor ProficiencyKEY:Weapon and Armor Proficiency ~ RangerCATEGORY:Special AbilityTYPE:RangerClassFeatures.SpecialQualityDESC:A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).ABILITY:Internal|AUTOMATIC|Weapon Prof ~ Auto|Weapon Prof ~ SimpleABILITY:Internal|AUTOMATIC|Weapon Prof ~ Martial|!PREABILITY:1,CATEGORY=Archetype,TYPE.RangerArmorProficiencies,TYPE.RangerWeaponProficiencyABILITY:Internal|AUTOMATIC|Armor Prof ~ Light|!PREABILITY:1,CATEGORY=Archetype,TYPE.RangerArmorProficiencies,TYPE.RangerLightArmorProficiencyABILITY:Internal|AUTOMATIC|Armor Prof ~ Medium|!PREABILITY:1,CATEGORY=Archetype,TYPE.RangerArmorProficiencies,TYPE.RangerMediumArmorProficiencyABILITY:Internal|AUTOMATIC|Shield Prof|!PREABILITY:1,CATEGORY=Archetype,TYPE.RangerArmorProficiencies,TYPE.RangerShieldProficiency-Weapon and Armor ProficiencyKEY:Weapon and Armor Proficiency ~ RogueCATEGORY:Special AbilityTYPE:RogueClassFeatures.SpecialQualityDESC:Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.AUTO:FEAT|Armor Proficiency (Light)AUTO:WEAPONPROF|Crossbow (Hand)|Rapier|Sap|Shortbow|Sword (Short)ABILITY:Internal|AUTOMATIC|Weapon Prof ~ SimpleABILITY:Internal|AUTOMATIC|Weapon Prof ~ AutoABILITY:Internal|AUTOMATIC|Weapon Prof ~ AutoABILITY:Internal|AUTOMATIC|Weapon Prof ~ Simple|!PREABILITY:1,CATEGORY=Archetype,TYPE.RogueWeaponProficienciesABILITY:Internal|AUTOMATIC|Armor Prof ~ Light|!PREABILITY:1,CATEGORY=Archetype,TYPE.RogueLightArmor,TYPE.RogueArmorProficiencies+Weapon and Armor ProficiencyKEY:Weapon and Armor Proficiency ~ RogueCATEGORY:Special AbilityTYPE:RogueClassFeatures.SpecialQualityDESC:Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.AUTO:FEAT|Armor Proficiency (Light)AUTO:WEAPONPROF|Crossbow (Hand)|Rapier|Sap|Shortbow|Sword (Short)ABILITY:Internal|AUTOMATIC|Weapon Prof ~ AutoABILITY:Internal|AUTOMATIC|Weapon Prof ~ Simple|!PREABILITY:1,CATEGORY=Archetype,TYPE.RogueWeaponProficienciesABILITY:Internal|AUTOMATIC|Armor Prof ~ Light|!PREABILITY:1,CATEGORY=Archetype,TYPE.RogueLightArmor,TYPE.RogueArmorProficiencies Weapon and Armor ProficiencyKEY:Weapon and Armor Proficiency ~ SorcererCATEGORY:Special AbilityTYPE:SorcererClassFeatures.SpecialQualityDESC:Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer's gestures, which can cause his spells with somatic components to fail.ABILITY:Internal|AUTOMATIC|Weapon Prof ~ Auto|Weapon Prof ~ Simple Weapon and Armor ProficiencyKEY:Weapon and Armor Proficiency ~ WizardCATEGORY:Special AbilityTYPE:WizardClassFeatures.SpecialQualityDESC:Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard's movements, which can cause her spells with somatic components to fail.AUTO:WEAPONPROF|Club|Dagger|Crossbow (Heavy)|Crossbow (Light)|QuarterstaffABILITY:Internal|AUTOMATIC|Weapon Prof ~ Auto # PRCModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_race.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_race.lst2014-05-07 01:11:20 UTC (rev 23819)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_race.lst2014-05-07 05:54:23 UTC (rev 23820)@@ -223,7 +223,7 @@ Magical Beast TraitsCATEGORY:Special AbilityVISIBLE:NOABILITY:Special Ability|AUTOMATIC|Magical Beast Traits Output|PRERULE:1,DISPLAYTYPETRAITSBONUS:VAR|DarkvisionRange|60|TYPE=BaseBONUS:VAR|HasLowLightVision|1SOURCEPAGE:p.308 Monstrous Humanoid TraitsCATEGORY:Special AbilityVISIBLE:NOAUTO:WEAPONPROF|TYPE=SimpleABILITY:Special Ability|AUTOMATIC|Monstrous Humanoid Traits Output|PRERULE:1,DISPLAYTYPETRAITSBONUS:VAR|DarkvisionRange|60|TYPE=BaseSOURCEPAGE:p.308 Ooze TraitsCATEGORY:Special AbilityVISIBLE:NOABILITY:Special Ability|AUTOMATIC|Ooze Traits Output|PRERULE:1,DISPLAYTYPETRAITSABILITY:Special Ability|AUTOMATIC|Immunity to Critical Hits|Immunity to Flanking|Immunity to Paralysis|Immunity to Poison|Immunity to Polymorph|Immunity to Sleep|Immunity to Sneak Attacks|Immunity to StunningBONUS:VAR|BlindsightRange|60|TYPE=BaseVISION:BlindSOURCEPAGE:p.309-Outsider TraitsCATEGORY:Special AbilityVISIBLE:NOAUTO:WEAPONPROF|TYPE=Martial|TYPE=Simple|PREHD:MIN=1ABILITY:Special Ability|AUTOMATIC|Outsider Traits Output|PRERULE:1,DISPLAYTYPETRAITSBONUS:VAR|DarkvisionRange|60|TYPE=BaseSOURCEPAGE:p.309+Outsider TraitsCATEGORY:Special AbilityVISIBLE:NOAUTO:WEAPONPROF|TYPE=Martial|TYPE=Simple|PREHD:MIN=1|PREVAREQ:DisableRaceTypeGrantedProfs,0ABILITY:Special Ability|AUTOMATIC|Outsider Traits Output|PRERULE:1,DISPLAYTYPETRAITSBONUS:VAR|DarkvisionRange|60|TYPE=BaseSOURCEPAGE:p.309DEFINE:DisableRaceTypeGrantedProfs|0 Plant TraitsCATEGORY:Special AbilityVISIBLE:NOABILITY:Special Ability|AUTOMATIC|Plant Traits Output|PRERULE:1,DISPLAYTYPETRAITSABILITY:Special Ability|AUTOMATIC|Immunity to Mind-Affecting Effects|Immunity to Paralysis|Immunity to Poison|Immunity to Polymorph|Immunity to Sleep|Immunity to StunningBONUS:VAR|HasLowLightVision|1SOURCEPAGE:p.301 Undead TraitsCATEGORY:Special AbilityVISIBLE:NOTEMPLATE:No Constitution ScoreAUTO:WEAPONPROF|TYPE=SimpleABILITY:Special Ability|AUTOMATIC|Undead Traits Output|PRERULE:1,DISPLAYTYPETRAITSABILITY:Special Ability|AUTOMATIC|Immunity to Ability Drain|Immunity to Death Effects|Immunity to Death from Massive Damage|Immunity to Disease|Immunity to Energy Drain|Immunity to Exhaustion|Immunity to Fatigue|Immunity to Mind-Affecting Effects|Immunity to Nonlethal Damage|Immunity to Paralysis|Immunity to Poison|Immunity to Sleep|Immunity to StunningBONUS:CHECKS|BASE.Fortitude|CHABONUS:HP|CURRENTMAX|TL*CHABONUS:VAR|DarkvisionRange|60|TYPE=BaseSOURCEPAGE:p.305 Vermin TraitsCATEGORY:Special AbilityVISIBLE:NOABILITY:Special Ability|AUTOMATIC|Vermin Traits Output|PRERULE:1,DISPLAYTYPETRAITSBONUS:VAR|DarkvisionRange|60|TYPE=BaseSOURCEPAGE:p.310This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site.

[pcgen-commit-svn] SF.net SVN: pcgen:[23823]Trunk/pcgen/data/pathfinder/paizo/ roleplaying_game

From: <ama...@us...> - 2014-05-07 08:43:39

Revision: 23823 http://sourceforge.net/p/pcgen/code/23823Author: amaitlandDate: 2014-05-07 08:43:34 +0000 (Wed, 07 May 2014)Log Message:-----------DATA-1750Wizard Specialization needs to be dependent upon ParentModified Paths:-------------- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_abilities_class.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_abilitycategories.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_classes.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_class.lstModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_abilities_class.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_abilities_class.lst2014-05-07 07:40:02 UTC (rev 23822)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_abilities_class.lst2014-05-07 08:43:34 UTC (rev 23823)@@ -1531,11 +1531,11 @@ Swamp DruidKEY:Druid Archetype ~ Swamp DruidCATEGORY:ArchetypeTYPE:Archetype.DruidArchetype.DruidWoodlandStride.DruidTracklessStep.DruidResistNaturesLure.DruidWildShape.DruidThousandFacesPRECLASS:1,Druid=1PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Swamp Druid],[!PREABILITY:1,CATEGORY=Archetype,TYPE.DruidWoodlandStride,TYPE.DruidTracklessStep,TYPE.DruidResistNaturesLure,TYPE.DruidWildShape,TYPE.DruidThousandFaces]DESC:Some druids eschew pleasant glades and groves and instead seek out dank marshes, misty bogs and heaths, and trackless swamps as the place they call home and watch over with care, finding beauty and life in abundance in places few others would willingly enter.ABILITY:Druid Class Feature|AUTOMATIC|Swamp Druid ~ Marshwight|PRECLASS:1,Druid=2ABILITY:Druid Class Feature|AUTOMATIC|Swamp Druid ~ Swamp Strider|PRECLASS:1,Druid=3ABILITY:Druid Class Feature|AUTOMATIC|Swamp Druid ~ Pond Scum|PRECLASS:1,Druid=4ABILITY:Druid Class Feature|AUTOMATIC|Swamp Druid ~ Wild Shape|PRECLASS:1,Druid=6ABILITY:Druid Class Feature|AUTOMATIC|Swamp Druid ~ Slippery|PRECLASS:1,Druid=13COST:0SOURCEPAGE:p.101ASPECT:Archetype Base Class|Druid Urban DruidKEY:Druid Archetype ~ Urban DruidCATEGORY:ArchetypeTYPE:Archetype.DruidArchetype.DruidWoodlandStride.DruidTracklessStep.DruidResistNaturesLure.DruidThousandFaces.DruidWildShape.DruidVenomImmunity.DruidNatureBondPRECLASS:1,Druid=1PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Urban Druid],[!PREABILITY:1,CATEGORY=Archetype,TYPE.DruidWoodlandStride,TYPE.DruidTracklessStep,TYPE.DruidResistNaturesLure,TYPE.DruidThousandFaces,TYPE.DruidWildShape,TYPE.DruidVenomImmunity,TYPE.DruidNatureBond]DESC:While many druids keep to the wilderness, some make their way within settlements, communing with the animals and vermin who live there and speaking for the nature that runs rampant in civilization's very cradle.ABILITY:Druid Class Feature|AUTOMATIC|Urban Druid ~ Nature Bond|Urban Druid ~ Spontaneous CastingABILITY:Druid Class Feature|AUTOMATIC|Urban Druid ~ Lorekeeper|PRECLASS:1,Druid=2ABILITY:Druid Class Feature|AUTOMATIC|Urban Druid ~ Resist Temptation|PRECLASS:1,Druid=4ABILITY:Druid Class Feature|AUTOMATIC|Urban Druid ~ A Thousand Faces|PRECLASS:1,Druid=6ABILITY:Druid Class Feature|AUTOMATIC|Urban Druid ~ Wild Shape|PRECLASS:1,Druid=8ABILITY:Druid Class Feature|AUTOMATIC|Urban Druid ~ Mental Strength|PRECLASS:1,Druid=9COST:0SOURCEPAGE:p.101ASPECT:Archetype Base Class|Druid # Shaman Archetypes-Bear ShamanKEY:Druid Archetype ~ Bear ShamanCATEGORY:ArchetypeTYPE:Archetype.DruidArchetype.DruidThousandFaces.DruidVenomImmunity.DruidWildShapePRECLASS:1,Druid=1PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Bear Shaman],[!PREABILITY:1,CATEGORY=Archetype,TYPE.DruidThousandFaces,TYPE.DruidVenomImmunity,TYPE.DruidWildShape,TYPE.DruidNatureBond]DESC:A shaman with this focus calls upon the mighty bear, titan of the woodlands and mountains, a paragon of strength and ferocity, and yet also a quiet protector rich in wisdom.ABILITY:Druid Class Feature|AUTOMATIC|Bear Shaman ~ Nature Bond|Bear Shaman ~ Wild EmpathyABILITY:Druid Class Feature|AUTOMATIC|Bear Shaman ~ Totem Transformation|PRECLASS:1,Druid=2ABILITY:Druid Class Feature|AUTOMATIC|Bear Shaman ~ Totemic Summons|PRECLASS:1,Druid=5ABILITY:Druid Class Feature|AUTOMATIC|Bear Shaman ~ Wild Shape|PRECLASS:1,Druid=6ABILITY:Druid Class Feature|AUTOMATIC|Bear Shaman ~ Bonus Feat|PRECLASS:1,Druid=9COST:0SOURCEPAGE:p.102ASPECT:Archetype Base Class|Druid-Eagle ShamanKEY:Druid Archetype ~ Eagle ShamanCATEGORY:ArchetypeTYPE:Archetype.DruidArchetype.DruidThousandFaces.DruidVenomImmunity.DruidWildShapePRECLASS:1,Druid=1PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Eagle Shaman],[!PREABILITY:1,CATEGORY=Archetype,TYPE.DruidThousandFaces,TYPE.DruidVenomImmunity,TYPE.DruidWildShape,TYPE.DruidNatureBond]DESC:A shaman with this totem calls upon the noble eagle, stern and proud, soaring high above the world with keen and pitiless eyes that miss nothing.ABILITY:Druid Class Feature|AUTOMATIC|Eagle Shaman ~ Nature Bond|Eagle Shaman ~ Wild EmpathyABILITY:Druid Class Feature|AUTOMATIC|Eagle Shaman ~ Totem Transformation|PRECLASS:1,Druid=2ABILITY:Druid Class Feature|AUTOMATIC|Eagle Shaman ~ Totemic Summons|PRECLASS:1,Druid=5ABILITY:Druid Class Feature|AUTOMATIC|Eagle Shaman ~ Wild Shape|PRECLASS:1,Druid=6ABILITY:Druid Class Feature|AUTOMATIC|Eagle Shaman ~ Bonus Feat|PRECLASS:1,Druid=9COST:0SOURCEPAGE:p.102ASPECT:Archetype Base Class|Druid-Lion ShamanKEY:Druid Archetype ~ Lion ShamanCATEGORY:ArchetypeTYPE:Archetype.DruidArchetype.DruidThousandFaces.DruidVenomImmunity.DruidWildShapePRECLASS:1,Druid=1PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Lion Shaman],[!PREABILITY:1,CATEGORY=Archetype,TYPE.DruidThousandFaces,TYPE.DruidVenomImmunity,TYPE.DruidWildShape,TYPE.DruidNatureBond]DESC:A shaman with this totem calls upon the proud lion, imposing and majestic, the mighty leader of deadly hunters.ABILITY:Druid Class Feature|AUTOMATIC|Lion Shaman ~ Nature Bond|Lion Shaman ~ Wild EmpathyABILITY:Druid Class Feature|AUTOMATIC|Lion Shaman ~ Totem Transformation|PRECLASS:1,Druid=2ABILITY:Druid Class Feature|AUTOMATIC|Lion Shaman ~ Totemic Summons|PRECLASS:1,Druid=5ABILITY:Druid Class Feature|AUTOMATIC|Lion Shaman ~ Wild Shape|PRECLASS:1,Druid=6ABILITY:Druid Class Feature|AUTOMATIC|Lion Shaman ~ Bonus Feat|PRECLASS:1,Druid=9COST:0SOURCEPAGE:p.103ASPECT:Archetype Base Class|Druid-Serpent ShamanKEY:Druid Archetype ~ Serpent ShamanCATEGORY:ArchetypeTYPE:Archetype.DruidArchetype.DruidThousandFaces.DruidVenomImmunity.DruidWildShapePRECLASS:1,Druid=1PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Serpent Shaman],[!PREABILITY:1,CATEGORY=Archetype,TYPE.DruidThousandFaces,TYPE.DruidVenomImmunity,TYPE.DruidWildShape,TYPE.DruidNatureBond]DESC:A shaman with this totem calls upon the cunning serpent, the stealthy deceiver who draws the weak minded in and strikes while they are unaware. Some hate its treacherous nature, while others praise its thoughtful pragmatism.ABILITY:Druid Class Feature|AUTOMATIC|Serpent Shaman ~ Nature Bond|Serpent Shaman ~ Wild EmpathyABILITY:Druid Class Feature|AUTOMATIC|Serpent Shaman ~ Totem Transformation|PRECLASS:1,Druid=2ABILITY:Druid Class Feature|AUTOMATIC|Serpent Shaman ~ Totemic Summons|PRECLASS:1,Druid=5ABILITY:Druid Class Feature|AUTOMATIC|Serpent Shaman ~ Wild Shape|PRECLASS:1,Druid=6ABILITY:Druid Class Feature|AUTOMATIC|Serpent Shaman ~ Bonus Feat|PRECLASS:1,Druid=9COST:0SOURCEPAGE:p.103ASPECT:Archetype Base Class|Druid-Wolf ShamanKEY:Druid Archetype ~ Wolf ShamanCATEGORY:ArchetypeTYPE:Archetype.DruidArchetype.DruidThousandFaces.DruidVenomImmunity.DruidWildShapePRECLASS:1,Druid=1PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Wolf Shaman],[!PREABILITY:1,CATEGORY=Archetype,TYPE.DruidThousandFaces,TYPE.DruidVenomImmunity,TYPE.DruidWildShape,TYPE.DruidNatureBond]DESC:A shaman with this totem calls upon the clever wolf, capable of roaming alone yet wise enough to run with a pack when facing dangers too great for one alone.ABILITY:Druid Class Feature|AUTOMATIC|Wolf Shaman ~ Nature Bond|Wolf Shaman ~ Wild EmpathyABILITY:Druid Class Feature|AUTOMATIC|Wolf Shaman ~ Totem Transformation|PRECLASS:1,Druid=2ABILITY:Druid Class Feature|AUTOMATIC|Wolf Shaman ~ Totemic Summons|PRECLASS:1,Druid=5ABILITY:Druid Class Feature|AUTOMATIC|Wolf Shaman ~ Wild Shape|PRECLASS:1,Druid=6ABILITY:Druid Class Feature|AUTOMATIC|Wolf Shaman ~ Bonus Feat|PRECLASS:1,Druid=9COST:0SOURCEPAGE:p.103ASPECT:Archetype Base Class|Druid+Bear ShamanKEY:Druid Archetype ~ Bear ShamanCATEGORY:ArchetypeTYPE:Archetype.DruidArchetype.DruidThousandFaces.DruidVenomImmunity.DruidWildShapePRECLASS:1,Druid=1PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Bear Shaman],[!PREABILITY:1,CATEGORY=Archetype,TYPE.DruidThousandFaces,TYPE.DruidVenomImmunity,TYPE.DruidWildShape,TYPE.DruidNatureBond]DESC:A shaman with this focus calls upon the mighty bear, titan of the woodlands and mountains, a paragon of strength and ferocity, and yet also a quiet protector rich in wisdom.ABILITY:Druid Class Feature|AUTOMATIC|Bear Shaman ~ Nature Bond|Bear Shaman ~ Wild EmpathyABILITY:Druid Class Feature|AUTOMATIC|Bear Shaman ~ Totem Transformation|PRECLASS:1,Druid=2ABILITY:Druid Class Feature|AUTOMATIC|Bear Shaman ~ Totemic Summons|PRECLASS:1,Druid=5ABILITY:Druid Class Feature|AUTOMATIC|Bear Shaman ~ Wild Shape|PRECLASS:1,Druid=6ABILITY:Druid Class Feature|AUTOMATIC|Bear Shaman ~ Bonus Feat|PRECLASS:1,Druid=9COST:0SOURCEPAGE:p.102ASPECT:Archetype Base Class|DruidABILITY:Special Ability|AUTOMATIC|Druid ~ Wild Shape|Shaman Druid Wild Shape|Shaman Druid Wild Shape Progression|Shaman Druid Wild Shape Times|Shaman Wild Shape|PRECLASS:1,Druid=6BONUS:VAR|DruidWildShape|-2BONUS:VAR|ShamanDruidWildShape|2BONUS:VAR|ShamanDruidWildShape|classlevel("Druid")+Eagle ShamanKEY:Druid Archetype ~ Eagle ShamanCATEGORY:ArchetypeTYPE:Archetype.DruidArchetype.DruidThousandFaces.DruidVenomImmunity.DruidWildShapePRECLASS:1,Druid=1PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Eagle Shaman],[!PREABILITY:1,CATEGORY=Archetype,TYPE.DruidThousandFaces,TYPE.DruidVenomImmunity,TYPE.DruidWildShape,TYPE.DruidNatureBond]DESC:A shaman with this totem calls upon the noble eagle, stern and proud, soaring high above the world with keen and pitiless eyes that miss nothing.ABILITY:Druid Class Feature|AUTOMATIC|Eagle Shaman ~ Nature Bond|Eagle Shaman ~ Wild EmpathyABILITY:Druid Class Feature|AUTOMATIC|Eagle Shaman ~ Totem Transformation|PRECLASS:1,Druid=2ABILITY:Druid Class Feature|AUTOMATIC|Eagle Shaman ~ Totemic Summons|PRECLASS:1,Druid=5ABILITY:Druid Class Feature|AUTOMATIC|Eagle Shaman ~ Wild Shape|PRECLASS:1,Druid=6ABILITY:Druid Class Feature|AUTOMATIC|Eagle Shaman ~ Bonus Feat|PRECLASS:1,Druid=9COST:0SOURCEPAGE:p.102ASPECT:Archetype Base Class|DruidABILITY:Special Ability|AUTOMATIC|Druid ~ Wild Shape|Shaman Druid Wild Shape|Shaman Druid Wild Shape Progression|Shaman Druid Wild Shape Times|Shaman Wild Shape|PRECLASS:1,Druid=6BONUS:VAR|DruidWildShape|-2BONUS:VAR|ShamanDruidWildShape|2BONUS:VAR|ShamanDruidWildShape|classlevel("Druid")+Lion ShamanKEY:Druid Archetype ~ Lion ShamanCATEGORY:ArchetypeTYPE:Archetype.DruidArchetype.DruidThousandFaces.DruidVenomImmunity.DruidWildShapePRECLASS:1,Druid=1PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Lion Shaman],[!PREABILITY:1,CATEGORY=Archetype,TYPE.DruidThousandFaces,TYPE.DruidVenomImmunity,TYPE.DruidWildShape,TYPE.DruidNatureBond]DESC:A shaman with this totem calls upon the proud lion, imposing and majestic, the mighty leader of deadly hunters.ABILITY:Druid Class Feature|AUTOMATIC|Lion Shaman ~ Nature Bond|Lion Shaman ~ Wild EmpathyABILITY:Druid Class Feature|AUTOMATIC|Lion Shaman ~ Totem Transformation|PRECLASS:1,Druid=2ABILITY:Druid Class Feature|AUTOMATIC|Lion Shaman ~ Totemic Summons|PRECLASS:1,Druid=5ABILITY:Druid Class Feature|AUTOMATIC|Lion Shaman ~ Wild Shape|PRECLASS:1,Druid=6ABILITY:Druid Class Feature|AUTOMATIC|Lion Shaman ~ Bonus Feat|PRECLASS:1,Druid=9COST:0SOURCEPAGE:p.103ASPECT:Archetype Base Class|DruidABILITY:Special Ability|AUTOMATIC|Druid ~ Wild Shape|Shaman Druid Wild Shape|Shaman Druid Wild Shape Progression|Shaman Druid Wild Shape Times|Shaman Wild Shape|PRECLASS:1,Druid=6BONUS:VAR|DruidWildShape|-2BONUS:VAR|ShamanDruidWildShape|2BONUS:VAR|ShamanDruidWildShape|classlevel("Druid")+Serpent ShamanKEY:Druid Archetype ~ Serpent ShamanCATEGORY:ArchetypeTYPE:Archetype.DruidArchetype.DruidThousandFaces.DruidVenomImmunity.DruidWildShapePRECLASS:1,Druid=1PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Serpent Shaman],[!PREABILITY:1,CATEGORY=Archetype,TYPE.DruidThousandFaces,TYPE.DruidVenomImmunity,TYPE.DruidWildShape,TYPE.DruidNatureBond]DESC:A shaman with this totem calls upon the cunning serpent, the stealthy deceiver who draws the weak minded in and strikes while they are unaware. Some hate its treacherous nature, while others praise its thoughtful pragmatism.ABILITY:Druid Class Feature|AUTOMATIC|Serpent Shaman ~ Nature Bond|Serpent Shaman ~ Wild EmpathyABILITY:Druid Class Feature|AUTOMATIC|Serpent Shaman ~ Totem Transformation|PRECLASS:1,Druid=2ABILITY:Druid Class Feature|AUTOMATIC|Serpent Shaman ~ Totemic Summons|PRECLASS:1,Druid=5ABILITY:Druid Class Feature|AUTOMATIC|Serpent Shaman ~ Wild Shape|PRECLASS:1,Druid=6ABILITY:Druid Class Feature|AUTOMATIC|Serpent Shaman ~ Bonus Feat|PRECLASS:1,Druid=9COST:0SOURCEPAGE:p.103ASPECT:Archetype Base Class|DruidABILITY:Special Ability|AUTOMATIC|Druid ~ Wild Shape|Shaman Druid Wild Shape|Shaman Druid Wild Shape Progression|Shaman Druid Wild Shape Times|Shaman Wild Shape|PRECLASS:1,Druid=6BONUS:VAR|DruidWildShape|-2BONUS:VAR|ShamanDruidWildShape|2BONUS:VAR|ShamanDruidWildShape|classlevel("Druid")+Wolf ShamanKEY:Druid Archetype ~ Wolf ShamanCATEGORY:ArchetypeTYPE:Archetype.DruidArchetype.DruidThousandFaces.DruidVenomImmunity.DruidWildShapePRECLASS:1,Druid=1PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Wolf Shaman],[!PREABILITY:1,CATEGORY=Archetype,TYPE.DruidThousandFaces,TYPE.DruidVenomImmunity,TYPE.DruidWildShape,TYPE.DruidNatureBond]DESC:A shaman with this totem calls upon the clever wolf, capable of roaming alone yet wise enough to run with a pack when facing dangers too great for one alone.ABILITY:Druid Class Feature|AUTOMATIC|Wolf Shaman ~ Nature Bond|Wolf Shaman ~ Wild EmpathyABILITY:Druid Class Feature|AUTOMATIC|Wolf Shaman ~ Totem Transformation|PRECLASS:1,Druid=2ABILITY:Druid Class Feature|AUTOMATIC|Wolf Shaman ~ Totemic Summons|PRECLASS:1,Druid=5ABILITY:Druid Class Feature|AUTOMATIC|Wolf Shaman ~ Wild Shape|PRECLASS:1,Druid=6ABILITY:Druid Class Feature|AUTOMATIC|Wolf Shaman ~ Bonus Feat|PRECLASS:1,Druid=9COST:0SOURCEPAGE:p.103ASPECT:Archetype Base Class|DruidABILITY:Special Ability|AUTOMATIC|Druid ~ Wild Shape|Shaman Druid Wild Shape|Shaman Druid Wild Shape Progression|Shaman Druid Wild Shape Times|Shaman Wild Shape|PRECLASS:1,Druid=6BONUS:VAR|DruidWildShape|-2BONUS:VAR|ShamanDruidWildShape|2BONUS:VAR|ShamanDruidWildShape|classlevel("Druid") ###Block: Druid archetypes abilities@@ -2693,28 +2693,29 @@ Fire Opposition SchoolCATEGORY:Special AbilityTYPE:WizardClassFeatures.SpecialQuality.ClassSpecializationDESC:You have chosen fire spells as an opposition school.SOURCEPAGE:p.142BENEFIT:You have chosen fire spells as an opposition school. Preparing a fire spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has a fire spell as a prerequisite. Water Opposition SchoolCATEGORY:Special AbilityTYPE:WizardClassFeatures.SpecialQuality.ClassSpecializationDESC:You have chosen water spells as an opposition school.SOURCEPAGE:p.142BENEFIT:You have chosen water spells as an opposition school. Preparing a water spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has a water spell as a prerequisite. -CATEGORY=Internal|Default.MODBONUS:ABILITYPOOL|Wizard Focused School|1|PRESUBCLASS:1,Abjurer,Conjurer,Diviner,Enchanter,Evoker,Illusionist,Necromancer,Transmuter|!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardFocusedSchool+CATEGORY=Internal|Default.MODABILITY:Wizard Focused School|AUTOMATIC|Wizard Focused School|PRESUBCLASS:1,Abjurer,Conjurer,Diviner,Enchanter,Evoker,Illusionist,Necromancer,Transmuter+#BONUS:ABILITYPOOL|Wizard Focused School|1|PRESUBCLASS:1,Abjurer,Conjurer,Diviner,Enchanter,Evoker,Illusionist,Necromancer,Transmuter|!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardFocusedSchool+Wizard Focused SchoolCATEGORY:Special AbilityTYPE:WizardFocusedSchoolVISIBLE:NO # School Sub-Specialities-Admixture SchoolKEY:Wizard Archetype ~ Admixture SchoolCATEGORY:ArchetypeTYPE:Archetype.WizardArchetype.WizardFocusedSchool.WizardEvocation.WizardForceMissile.WizardElementalWallPREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Wizard Archetype ~ Admixture School],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardEvocation]PRESUBCLASS:1,EvokerABILITY:Wizard Class Feature|AUTOMATIC|Wizard Admixture School ~ Versatile EvocationABILITY:Wizard Class Feature|AUTOMATIC|Wizard Admixture School ~ Elemental Manipulation|PREVARGTEQ:EvocationSchoolLVL,8COST:0SOURCEPAGE:p.143ASPECT:Archetype Base Class|Wizard-Banishment SchoolKEY:Wizard Archetype ~ Banishment SchoolCATEGORY:ArchetypeTYPE:Archetype.WizardArchetype.WizardFocusedSchool.WizardAbjuration.WizardProtectiveWard.WizardEnergyAbsorptionPREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Wizard Archetype ~ Banishment School],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardAbjuration]PRESUBCLASS:1,AbjurerABILITY:Wizard Class Feature|AUTOMATIC|Wizard Banishment School ~ Unstable BondsABILITY:Wizard Class Feature|AUTOMATIC|Wizard Banishment School ~ Aura of Banishment|PREVARGTEQ:AbjurationSchoolLVL,8COST:0SOURCEPAGE:p.144ASPECT:Archetype Base Class|Wizard-Controller SchoolKEY:Wizard Archetype ~ Controller SchoolCATEGORY:ArchetypeTYPE:Archetype.WizardArchetype.WizardFocusedSchool.WizardEnchantment.WizardEnchantingSmile.WizardAuraOfDespairPREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Wizard Archetype ~ Controller School],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardEnchantment]PRESUBCLASS:1,EnchanterABILITY:Wizard Class Feature|AUTOMATIC|Wizard Controller School ~ Force of WillABILITY:Wizard Class Feature|AUTOMATIC|Wizard Controller School ~ Irresistible Demand|PREVARGTEQ:EnchantmentSchoolLVL,8COST:0SOURCEPAGE:p.144ASPECT:Archetype Base Class|Wizard-Counterspell SchoolKEY:Wizard Archetype ~ Counterspell SchoolCATEGORY:ArchetypeTYPE:Archetype.WizardArchetype.WizardFocusedSchool.WizardAbjuration.WizardProtectiveWard.WizardEnergyAbsorptionPREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Wizard Archetype ~ Counterspell School],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardAbjuration]PRESUBCLASS:1,AbjurerABILITY:Wizard Class Feature|AUTOMATIC|Wizard Counterspell School ~ DisruptionABILITY:Wizard Class Feature|AUTOMATIC|Wizard Counterspell School ~ Counterspell Mastery|PREVARGTEQ:AbjurationSchoolLVL,6COST:0SOURCEPAGE:p.144ASPECT:Archetype Base Class|Wizard-Creation SchoolKEY:Wizard Archetype ~ Creation SchoolCATEGORY:ArchetypeTYPE:Archetype.WizardArchetype.WizardFocusedSchool.WizardConjuration.WizardAcidDart.WizardDimensionalStepsPREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Wizard Archetype ~ Creation School],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardConjuration]PRESUBCLASS:1,ConjurerABILITY:Wizard Class Feature|AUTOMATIC|Wizard Creation School ~ Create GearABILITY:Wizard Class Feature|AUTOMATIC|Wizard Creation School ~ Creator's Will|PREVARGTEQ:ConjurerSchoolLVL,8COST:0SOURCEPAGE:p.144ASPECT:Archetype Base Class|Wizard-Enhancement SchoolKEY:Wizard Archetype ~ Enhancement SchoolCATEGORY:ArchetypeTYPE:Archetype.WizardArchetype.WizardFocusedSchool.WizardTransmutation.WizardChangeShape.WizardTelekineticFistPREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Wizard Archetype ~ Enhancement School],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardTransmutation]PRESUBCLASS:1,TransmuterABILITY:Wizard Class Feature|AUTOMATIC|Wizard Enhancement School ~ AugmentABILITY:Wizard Class Feature|AUTOMATIC|Wizard Enhancement School ~ Perfection of Self|PREVARGTEQ:TransmutationSchoolLVL,8COST:0SOURCEPAGE:p.145ASPECT:Archetype Base Class|Wizard-Foresight SchoolKEY:Wizard Archetype ~ Foresight SchoolCATEGORY:ArchetypeTYPE:Archetype.WizardArchetype.WizardFocusedSchool.WizardDivination.WizardScryingAdept.WizardDivinersFortunePREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Wizard Archetype ~ Foresight School],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardDivination]PRESUBCLASS:1,DivinerABILITY:Wizard Class Feature|AUTOMATIC|Wizard Foresight School ~ PrescienceABILITY:Wizard Class Feature|AUTOMATIC|Wizard Foresight School ~ Foretell|PREVARGTEQ:DivinationSchoolLVL,8COST:0SOURCEPAGE:p.145ASPECT:Archetype Base Class|Wizard-Generation SchoolKEY:Wizard Archetype ~ Generation SchoolCATEGORY:ArchetypeTYPE:Archetype.WizardArchetype.WizardFocusedSchool.WizardEvocation.WizardIntenseSpells.WizardForceMissilePREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Wizard Archetype ~ Generation School],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardEvocation]PRESUBCLASS:1,EvokerABILITY:Wizard Class Feature|AUTOMATIC|Wizard Generation School ~ Lingering Evocations|Wizard Generation School ~ Wind ServantCOST:0SOURCEPAGE:p.146ASPECT:Archetype Base Class|Wizard-Life SchoolKEY:Wizard Archetype ~ Life SchoolCATEGORY:ArchetypeTYPE:Archetype.WizardArchetype.WizardFocusedSchool.WizardNecromancy.WizardGraveTouch.WizardPowerOverUndeadPREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Wizard Archetype ~ Life School],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardNecromancy]PRESUBCLASS:1,NecromancerABILITY:Wizard Class Feature|AUTOMATIC|Wizard Life School ~ Healing Grace|Wizard Life School ~ Share EssenceCOST:0SOURCEPAGE:p.146ASPECT:Archetype Base Class|Wizard-Manipulator SchoolKEY:Wizard Archetype ~ Manipulator SchoolCATEGORY:ArchetypeTYPE:Archetype.WizardArchetype.WizardFocusedSchool.WizardEnchantment.WizardDazingTouch.WizardAuraofDespairPREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Wizard Archetype ~ Manipulator School],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardEnchantment]PRESUBCLASS:1,EnchanterABILITY:Wizard Class Feature|AUTOMATIC|Wizard Manipulator School ~ Beguiling TouchABILITY:Wizard Class Feature|AUTOMATIC|Wizard Manipulator School ~ Shape Emotions|PREVARGTEQ:EnchantmentSchoolLVL,8COST:0SOURCEPAGE:p.146ASPECT:Archetype Base Class|Wizard-Phantasm SchoolKEY:Wizard Archetype ~ Phantasm SchoolCATEGORY:ArchetypeTYPE:Archetype.WizardArchetype.WizardFocusedSchool.WizardIllusion.WizardBlindingRay.WizardInvisibilityFieldPREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Wizard Archetype ~ Phantasm School],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardIllusion]PRESUBCLASS:1,IllusionistABILITY:Wizard Class Feature|AUTOMATIC|Wizard Phantasm School ~ TerrorABILITY:Wizard Class Feature|AUTOMATIC|Wizard Phantasm School ~ Bedeviling Aura|PREVARGTEQ:IllusionSchoolLVL,8COST:0SOURCEPAGE:p.146ASPECT:Archetype Base Class|Wizard-Scryer SchoolKEY:Wizard Archetype ~ Scryer SchoolCATEGORY:ArchetypeTYPE:Archetype.WizardArchetype.WizardFocusedSchool.WizardDivination.WizardDivinersFortunePREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Wizard Archetype ~ Scryer School],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardDivination]PRESUBCLASS:1,DivinerABILITY:Wizard Class Feature|AUTOMATIC|Wizard Scryer School ~ Send SensesCOST:0SOURCEPAGE:p.147ASPECT:Archetype Base Class|Wizard-Shadow SchoolKEY:Wizard Archetype ~ Shadow SchoolCATEGORY:ArchetypeTYPE:Archetype.WizardArchetype.WizardFocusedSchool.WizardIllusion.WizardBlindingRay.WizardInvisibilityFieldPREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Wizard Archetype ~ Shadow School],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardIllusion]PRESUBCLASS:1,IllusionistABILITY:Wizard Class Feature|AUTOMATIC|Wizard Shadow School ~ Binding DarknessABILITY:Wizard Class Feature|AUTOMATIC|Wizard Shadow School ~ Shadow Step|PREVARGTEQ:IllusionSchoolLVL,8COST:0SOURCEPAGE:p.147ASPECT:Archetype Base Class|Wizard-Shapechange SchoolKEY:Wizard Archetype ~ Shapechange SchoolCATEGORY:ArchetypeTYPE:Archetype.WizardArchetype.WizardFocusedSchool.WizardTransmutation.WizardTelekineticFistPREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Wizard Archetype ~ Shapechange School],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardTransmutation]PRESUBCLASS:1,TransmuterABILITY:Wizard Class Feature|AUTOMATIC|Wizard Shapechange School ~ BattleshapingCOST:0SOURCEPAGE:p.147ASPECT:Archetype Base Class|Wizard-Teleportation SchoolKEY:Wizard Archetype ~ Teleportation SchoolCATEGORY:ArchetypeTYPE:Archetype.WizardArchetype.WizardFocusedSchool.WizardConjuration.WizardAcidDartPREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Wizard Archetype ~ Teleportation School],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardConjuration]PRESUBCLASS:1,ConjurerABILITY:Wizard Class Feature|AUTOMATIC|Wizard Teleportation School ~ ShiftCOST:0SOURCEPAGE:p.147ASPECT:Archetype Base Class|Wizard-Undead SchoolKEY:Wizard Archetype ~ Undead SchoolCATEGORY:ArchetypeTYPE:Archetype.WizardArchetype.WizardFocusedSchool.WizardNecromancy.WizardGraveTouchPREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Wizard Archetype ~ Undead School],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardNecromancy]PRESUBCLASS:1,NecromancerABILITY:Wizard Class Feature|AUTOMATIC|Wizard Undead School ~ BolsterCOST:0SOURCEPAGE:p.147ASPECT:Archetype Base Class|Wizard-No Focused SchoolKEY:Wizard Archetype ~ No Focused SchoolCATEGORY:ArchetypeTYPE:Archetype.WizardArchetype.WizardFocusedSchoolCOST:0ASPECT:Archetype Base Class|Wizard+Admixture SchoolKEY:Wizard Focused School ~ Admixture SchoolCATEGORY:Special AbilityTYPE:Focused School.WizardFocused School.WizardFocusedSchool.WizardEvocation.WizardForceMissile.WizardElementalWallPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Wizard Focused School ~ Admixture School],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.WizardEvocation]PRESUBCLASS:1,EvokerABILITY:Wizard Class Feature|AUTOMATIC|Wizard Admixture School ~ Versatile EvocationABILITY:Wizard Class Feature|AUTOMATIC|Wizard Admixture School ~ Elemental Manipulation|PREVARGTEQ:EvocationSchoolLVL,8COST:0SOURCEPAGE:p.143+Banishment SchoolKEY:Wizard Focused School ~ Banishment SchoolCATEGORY:Special AbilityTYPE:Focused School.WizardFocused School.WizardFocusedSchool.WizardAbjuration.WizardProtectiveWard.WizardEnergyAbsorptionPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Wizard Focused School ~ Banishment School],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.WizardAbjuration]PRESUBCLASS:1,AbjurerABILITY:Wizard Class Feature|AUTOMATIC|Wizard Banishment School ~ Unstable BondsABILITY:Wizard Class Feature|AUTOMATIC|Wizard Banishment School ~ Aura of Banishment|PREVARGTEQ:AbjurationSchoolLVL,8COST:0SOURCEPAGE:p.144+Controller SchoolKEY:Wizard Focused School ~ Controller SchoolCATEGORY:Special AbilityTYPE:Focused School.WizardFocused School.WizardFocusedSchool.WizardEnchantment.WizardEnchantingSmile.WizardAuraOfDespairPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Wizard Focused School ~ Controller School],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.WizardEnchantment]PRESUBCLASS:1,EnchanterABILITY:Wizard Class Feature|AUTOMATIC|Wizard Controller School ~ Force of WillABILITY:Wizard Class Feature|AUTOMATIC|Wizard Controller School ~ Irresistible Demand|PREVARGTEQ:EnchantmentSchoolLVL,8COST:0SOURCEPAGE:p.144+Counterspell SchoolKEY:Wizard Focused School ~ Counterspell SchoolCATEGORY:Special AbilityTYPE:Focused School.WizardFocused School.WizardFocusedSchool.WizardAbjuration.WizardProtectiveWard.WizardEnergyAbsorptionPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Wizard Focused School ~ Counterspell School],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.WizardAbjuration]PRESUBCLASS:1,AbjurerABILITY:Wizard Class Feature|AUTOMATIC|Wizard Counterspell School ~ DisruptionABILITY:Wizard Class Feature|AUTOMATIC|Wizard Counterspell School ~ Counterspell Mastery|PREVARGTEQ:AbjurationSchoolLVL,6COST:0SOURCEPAGE:p.144+Creation SchoolKEY:Wizard Focused School ~ Creation SchoolCATEGORY:Special AbilityTYPE:Focused School.WizardFocused School.WizardFocusedSchool.WizardConjuration.WizardAcidDart.WizardDimensionalStepsPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Wizard Focused School ~ Creation School],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.WizardConjuration]PRESUBCLASS:1,ConjurerABILITY:Wizard Class Feature|AUTOMATIC|Wizard Creation School ~ Create GearABILITY:Wizard Class Feature|AUTOMATIC|Wizard Creation School ~ Creator's Will|PREVARGTEQ:ConjurerSchoolLVL,8COST:0SOURCEPAGE:p.144+Enhancement SchoolKEY:Wizard Focused School ~ Enhancement SchoolCATEGORY:Special AbilityTYPE:Focused School.WizardFocused School.WizardFocusedSchool.WizardTransmutation.WizardChangeShape.WizardTelekineticFistPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Wizard Focused School ~ Enhancement School],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.WizardTransmutation]PRESUBCLASS:1,TransmuterABILITY:Wizard Class Feature|AUTOMATIC|Wizard Enhancement School ~ AugmentABILITY:Wizard Class Feature|AUTOMATIC|Wizard Enhancement School ~ Perfection of Self|PREVARGTEQ:TransmutationSchoolLVL,8COST:0SOURCEPAGE:p.145+Foresight SchoolKEY:Wizard Focused School ~ Foresight SchoolCATEGORY:Special AbilityTYPE:Focused School.WizardFocused School.WizardFocusedSchool.WizardDivination.WizardScryingAdept.WizardDivinersFortunePREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Wizard Focused School ~ Foresight School],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.WizardDivination]PRESUBCLASS:1,DivinerABILITY:Wizard Class Feature|AUTOMATIC|Wizard Foresight School ~ PrescienceABILITY:Wizard Class Feature|AUTOMATIC|Wizard Foresight School ~ Foretell|PREVARGTEQ:DivinationSchoolLVL,8COST:0SOURCEPAGE:p.145+Generation SchoolKEY:Wizard Focused School ~ Generation SchoolCATEGORY:Special AbilityTYPE:Focused School.WizardFocused School.WizardFocusedSchool.WizardEvocation.WizardIntenseSpells.WizardForceMissilePREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Wizard Focused School ~ Generation School],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.WizardEvocation]PRESUBCLASS:1,EvokerABILITY:Wizard Class Feature|AUTOMATIC|Wizard Generation School ~ Lingering Evocations|Wizard Generation School ~ Wind ServantCOST:0SOURCEPAGE:p.146+Life SchoolKEY:Wizard Focused School ~ Life SchoolCATEGORY:Special AbilityTYPE:Focused School.WizardFocused School.WizardFocusedSchool.WizardNecromancy.WizardGraveTouch.WizardPowerOverUndeadPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Wizard Focused School ~ Life School],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.WizardNecromancy]PRESUBCLASS:1,NecromancerABILITY:Wizard Class Feature|AUTOMATIC|Wizard Life School ~ Healing Grace|Wizard Life School ~ Share EssenceCOST:0SOURCEPAGE:p.146+Manipulator SchoolKEY:Wizard Focused School ~ Manipulator SchoolCATEGORY:Special AbilityTYPE:Focused School.WizardFocused School.WizardFocusedSchool.WizardEnchantment.WizardDazingTouch.WizardAuraofDespairPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Wizard Focused School ~ Manipulator School],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.WizardEnchantment]PRESUBCLASS:1,EnchanterABILITY:Wizard Class Feature|AUTOMATIC|Wizard Manipulator School ~ Beguiling TouchABILITY:Wizard Class Feature|AUTOMATIC|Wizard Manipulator School ~ Shape Emotions|PREVARGTEQ:EnchantmentSchoolLVL,8COST:0SOURCEPAGE:p.146+Phantasm SchoolKEY:Wizard Focused School ~ Phantasm SchoolCATEGORY:Special AbilityTYPE:Focused School.WizardFocused School.WizardFocusedSchool.WizardIllusion.WizardBlindingRay.WizardInvisibilityFieldPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Wizard Focused School ~ Phantasm School],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.WizardIllusion]PRESUBCLASS:1,IllusionistABILITY:Wizard Class Feature|AUTOMATIC|Wizard Phantasm School ~ TerrorABILITY:Wizard Class Feature|AUTOMATIC|Wizard Phantasm School ~ Bedeviling Aura|PREVARGTEQ:IllusionSchoolLVL,8COST:0SOURCEPAGE:p.146+Scryer SchoolKEY:Wizard Focused School ~ Scryer SchoolCATEGORY:Special AbilityTYPE:Focused School.WizardFocused School.WizardFocusedSchool.WizardDivination.WizardDivinersFortunePREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Wizard Focused School ~ Scryer School],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.WizardDivination]PRESUBCLASS:1,DivinerABILITY:Wizard Class Feature|AUTOMATIC|Wizard Scryer School ~ Send SensesCOST:0SOURCEPAGE:p.147+Shadow SchoolKEY:Wizard Focused School ~ Shadow SchoolCATEGORY:Special AbilityTYPE:Focused School.WizardFocused School.WizardFocusedSchool.WizardIllusion.WizardBlindingRay.WizardInvisibilityFieldPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Wizard Focused School ~ Shadow School],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.WizardIllusion]PRESUBCLASS:1,IllusionistABILITY:Wizard Class Feature|AUTOMATIC|Wizard Shadow School ~ Binding DarknessABILITY:Wizard Class Feature|AUTOMATIC|Wizard Shadow School ~ Shadow Step|PREVARGTEQ:IllusionSchoolLVL,8COST:0SOURCEPAGE:p.147+Shapechange SchoolKEY:Wizard Focused School ~ Shapechange SchoolCATEGORY:Special AbilityTYPE:Focused School.WizardFocused School.WizardFocusedSchool.WizardTransmutation.WizardTelekineticFistPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Wizard Focused School ~ Shapechange School],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.WizardTransmutation]PRESUBCLASS:1,TransmuterABILITY:Wizard Class Feature|AUTOMATIC|Wizard Shapechange School ~ BattleshapingCOST:0SOURCEPAGE:p.147+Teleportation SchoolKEY:Wizard Focused School ~ Teleportation SchoolCATEGORY:Special AbilityTYPE:Focused School.WizardFocused School.WizardFocusedSchool.WizardConjuration.WizardAcidDartPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Wizard Focused School ~ Teleportation School],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.WizardConjuration]PRESUBCLASS:1,ConjurerABILITY:Wizard Class Feature|AUTOMATIC|Wizard Teleportation School ~ ShiftCOST:0SOURCEPAGE:p.147+Undead SchoolKEY:Wizard Focused School ~ Undead SchoolCATEGORY:Special AbilityTYPE:Focused School.WizardFocused School.WizardFocusedSchool.WizardNecromancy.WizardGraveTouchPREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Wizard Focused School ~ Undead School],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.WizardNecromancy]PRESUBCLASS:1,NecromancerABILITY:Wizard Class Feature|AUTOMATIC|Wizard Undead School ~ BolsterCOST:0SOURCEPAGE:p.147+No Focused SchoolKEY:Wizard Focused School ~ No Focused SchoolCATEGORY:Special AbilityTYPE:Focused School.WizardFocused School.WizardFocusedSchoolCOST:0 - ###Block: School Abilities # Admixture School # Ability NameUnique KeyCategory of AbilityTypeDefineDescriptionCaster levelBonus to spell cast/dayModify VARSource Page@@ -2772,7 +2773,7 @@ BattleshapingKEY:Wizard Shapechange School ~ BattleshapingCATEGORY:Special AbilityTYPE:WizardClassFeatures.SpecialQuality.SupernaturalDESC:As a swift action, you grow a single natural weapon. The natural weapon lasts for 1 round and has a +%1 enhancement bonus on attack and damage rolls. You can grow a claw, a bite, or a gore attack. These attacks deal the normal damage for a creature of your size (see page 302 of the Pathfinder RPG Bestiary). At 11th level, you can shape two natural weapons. You may not grow additional limbs or a tail with this ability. You can use this ability %2 times per day.|TransmutationSchoolLVL/4|INT+3SOURCEPAGE:p.147 # Teleportation School-ShiftKEY:Wizard Teleportation School ~ ShiftCATEGORY:Special AbilityTYPE:WizardClassFeatures.SpecialQuality.SupernaturalpernaturalDESC:At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move %1 feet. You can use this ability %2 times per day.|floor(max(ConjurationSchoolLVL/2,1))*5|INT+3SOURCEPAGE:p.147+ShiftKEY:Wizard Teleportation School ~ ShiftCATEGORY:Special AbilityTYPE:WizardClassFeatures.SpecialQuality.SupernaturalDESC:At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move %1 feet. You can use this ability %2 times per day.|floor(max(ConjurationSchoolLVL/2,1))*5|INT+3SOURCEPAGE:p.147 # Undead School BolsterKEY:Wizard Undead School ~ BolsterCATEGORY:Special AbilityTYPE:WizardClassFeatures.SpecialQuality.SpellLikeDESC:As a standard action, you can touch an undead creature and infuse it with negative energy. It gains a + %1 profane bonus on all attack rolls and saving throws, as well as 1 temporary hit point per Hit Die and a +2 bonus to its turn resistance. These bonuses last for %2 rounds. The bonuses and temporary hit points are immediately dispelled if the creature is within the area of a consecrate spell. You can use this ability %3 times per day.|NecromancySchoolLVL/5+1|max(NecromancySchoolLVL/2,1)|INT+3SOURCEPAGE:p.147@@ -2787,12 +2788,6 @@ ###BLOCK: Wild Shape, Shaman Wild Shape # # Ability NameCategory of AbilityTypeDefineDescriptionAbilityModify VARSource Page-CATEGORY=Archetype|Druid Archetype ~ Bear Shaman.MODABILITY:Special Ability|AUTOMATIC|Druid ~ Wild Shape|Shaman Druid Wild Shape|Shaman Druid Wild Shape Progression|Shaman Druid Wild Shape Times|Shaman Wild Shape|PRECLASS:1,Druid=6BONUS:VAR|DruidWildShape|-2BONUS:VAR|ShamanDruidWildShape|2BONUS:VAR|ShamanDruidWildShape|classlevel("Druid")-CATEGORY=Archetype|Druid Archetype ~ Eagle Shaman.MODABILITY:Special Ability|AUTOMATIC|Druid ~ Wild Shape|Shaman Druid Wild Shape|Shaman Druid Wild Shape Progression|Shaman Druid Wild Shape Times|Shaman Wild Shape|PRECLASS:1,Druid=6BONUS:VAR|DruidWildShape|-2BONUS:VAR|ShamanDruidWildShape|2BONUS:VAR|ShamanDruidWildShape|classlevel("Druid")-CATEGORY=Archetype|Druid Archetype ~ Lion Shaman.MODABILITY:Special Ability|AUTOMATIC|Druid ~ Wild Shape|Shaman Druid Wild Shape|Shaman Druid Wild Shape Progression|Shaman Druid Wild Shape Times|Shaman Wild Shape|PRECLASS:1,Druid=6BONUS:VAR|DruidWildShape|-2BONUS:VAR|ShamanDruidWildShape|2BONUS:VAR|ShamanDruidWildShape|classlevel("Druid")-CATEGORY=Archetype|Druid Archetype ~ Serpent Shaman.MODABILITY:Special Ability|AUTOMATIC|Druid ~ Wild Shape|Shaman Druid Wild Shape|Shaman Druid Wild Shape Progression|Shaman Druid Wild Shape Times|Shaman Wild Shape|PRECLASS:1,Druid=6BONUS:VAR|DruidWildShape|-2BONUS:VAR|ShamanDruidWildShape|2BONUS:VAR|ShamanDruidWildShape|classlevel("Druid")-CATEGORY=Archetype|Druid Archetype ~ Wolf Shaman.MODABILITY:Special Ability|AUTOMATIC|Druid ~ Wild Shape|Shaman Druid Wild Shape|Shaman Druid Wild Shape Progression|Shaman Druid Wild Shape Times|Shaman Wild Shape|PRECLASS:1,Druid=6BONUS:VAR|DruidWildShape|-2BONUS:VAR|ShamanDruidWildShape|2BONUS:VAR|ShamanDruidWildShape|classlevel("Druid")-# Shaman Wild ShapeCATEGORY:Special AbilityTYPE:SpecialQuality.Supernatural.DruidWildshapeDEFINE:ShamanWildShapeTimes|0DEFINE:ShamanWildShapeDuration|0DEFINE:ShamanWildShapeProgression|0DESC:You can change shape %1 time / day for up to %2 hours|ShamanWildShapeTimes|ShamanWildShapeDuration|PREVAREQ:ShamanWildShapeProgression,1DESC:You can change shape %1 times / day for up to %2 hours|ShamanWildShapeTimes|ShamanWildShapeDuration|PREMULT:2,[PREVARGTEQ:ShamanWildShapeProgression,2],[PREVARLT:ShamanWildShapeProgression,9]DESC:You can change shape at will for up to %1 hours|ShamanWildShapeDuration|PREVARGTEQ:ShamanWildShapeProgression,9SOURCEPAGE:p.51 ###Block: Shaman Wild Shape Size and Type Progression MODS@@ -2819,7 +2814,7 @@ ###BLOCK: Urban Ranger-#Urban RangerKEY:Ranger Archetype ~ Urban RangerCATEGORY:ArchetypeASPECT:Archetype Base Class|RangerTYPE:Archetype.RangerClassSkills.RangerFavoredTerrain.RangerEndurance.RangerHideInPlainSightPRECLASS:1,Ranger=1PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Ranger Archetype ~ Urban Ranger],[!PREABILITY:1,CATEGORY=Archetype,TYPE.RangerClassSkills.RangerFavoredTerrain.RangerEndurance.RangerHideInPlainSight]DESC:For the urban ranger, the streets and sewers of the city are just as dangerous as the barren wastelands or the deep forests. An urban ranger has the following class features.ABILITY:Special Ability|AUTOMATIC|Urban Ranger ~ Class Skills|PRECLASS:1,Ranger=1ABILITY:Special Ability|AUTOMATIC|Urban Ranger ~ Favored Community|PRECLASS:1,Ranger=3ABILITY:Special Ability|AUTOMATIC|Urban Ranger ~ Trapfinding|PRECLASS:1,Ranger=3ABILITY:Special Ability|AUTOMATIC|Urban Ranger ~ Push Through|PRECLASS:1,Ranger=7ABILITY:Special Ability|AUTOMATIC|Urban Ranger ~ Blend In|PRECLASS:1,Ranger=12ABILITY:Special Ability|AUTOMATIC|Urban Ranger ~ Invisibility Trick|PRECLASS:1,Ranger=17COST:0SOURCEPAGE:p.129+#Urban RangerKEY:Ranger Archetype ~ Urban RangerCATEGORY:ArchetypeASPECT:Archetype Base Class|RangerTYPE:Archetype.RangerClassSkills.RangerFavoredTerrain.RangerEndurance.RangerHideInPlainSightPRECLASS:1,Ranger=1PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Ranger Archetype ~ Urban Ranger],[!PREABILITY:1,CATEGORY=Special Ability,TYPE.RangerClassSkills.RangerFavoredTerrain.RangerEndurance.RangerHideInPlainSight]DESC:For the urban ranger, the streets and sewers of the city are just as dangerous as the barren wastelands or the deep forests. An urban ranger has the following class features.ABILITY:Special Ability|AUTOMATIC|Urban Ranger ~ Class Skills|PRECLASS:1,Ranger=1ABILITY:Special Ability|AUTOMATIC|Urban Ranger ~ Favored Community|PRECLASS:1,Ranger=3ABILITY:Special Ability|AUTOMATIC|Urban Ranger ~ Trapfinding|PRECLASS:1,Ranger=3ABILITY:Special Ability|AUTOMATIC|Urban Ranger ~ Push Through|PRECLASS:1,Ranger=7ABILITY:Special Ability|AUTOMATIC|Urban Ranger ~ Blend In|PRECLASS:1,Ranger=12ABILITY:Special Ability|AUTOMATIC|Urban Ranger ~ Invisibility Trick|PRECLASS:1,Ranger=17COST:0SOURCEPAGE:p.129 #Favored Community.MODABILITY:Special Ability|AUTOMATIC|Basic Favored Community|Ranger Favored Terrain #Modified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_abilitycategories.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_abilitycategories.lst2014-05-07 07:40:02 UTC (rev 23822)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_abilitycategories.lst2014-05-07 08:43:34 UTC (rev 23823)@@ -22,7 +22,7 @@ ABILITYCATEGORY:Witch Class FeatureVISIBLE:QUALIFYEDITABLE:NOEDITPOOL:NOCATEGORY:Special AbilityTYPE:WitchClassFeaturesPLURAL:Witch Class FeaturesDISPLAYLOCATION:Class Features ABILITYCATEGORY:Antipaladin Class FeatureVISIBLE:QUALIFYEDITABLE:NOEDITPOOL:NOCATEGORY:Special AbilityTYPE:AntipaladinClassFeaturesPLURAL:Antipaladin Class FeaturesDISPLAYLOCATION:Class Features -ABILITYCATEGORY:Wizard Focused SchoolVISIBLE:QUALIFYEDITABLE:YESEDITPOOL:NOCATEGORY:ArchetypeTYPE:WizardFocusedSchoolDISPLAYLOCATION:Class Features+ABILITYCATEGORY:Wizard Focused SchoolVISIBLE:QUALIFYEDITABLE:YESEDITPOOL:NOCATEGORY:Special AbilityTYPE:WizardFocusedSchoolDISPLAYLOCATION:Class Features # AlchemistModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_classes.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_classes.lst2014-05-07 07:40:02 UTC (rev 23822)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_players_guide/apg_classes.lst2014-05-07 08:43:34 UTC (rev 23823)@@ -540,38 +540,6 @@ SUBCLASSLEVEL:1BONUS:SPELLCAST|CLASS=Wizard;LEVEL=0|-1BONUS:VAR|FireSchoolLVL|CLABILITY:Wizard Class Feature|AUTOMATIC|Fire School|Water Opposition School SUBCLASS:WaterCHOICE:SCHOOL|WaterSchoolKNOWNSPELLSFROMSPECIALTY:1 SUBCLASSLEVEL:1BONUS:SPELLCAST|CLASS=Wizard;LEVEL=0|-1BONUS:VAR|WaterSchoolLVL|CLABILITY:Wizard Class Feature|AUTOMATIC|Fire Opposition School|Water School-SUBCLASS:Admixture SchoolCHOICE:SCHOOL|Evocation-SUBCLASSLEVEL:1BONUS:VAR|EvocationSchoolLVL|CLBONUS:VAR|DisallowWizardArcaneSchoolArchetype|1ABILITY:Wizard Class Feature|AUTOMATIC|Evocation School!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardArcaneSchoolABILITY:Archetype|AUTOMATIC|Wizard Archetype ~ Admixture School-SUBCLASS:Banishment SchoolCHOICE:SCHOOL|Abjuration-SUBCLASSLEVEL:1BONUS:VAR|AbjurationSchoolLVL|CLBONUS:VAR|DisallowWizardArcaneSchoolArchetype|1ABILITY:Wizard Class Feature|AUTOMATIC|Abjuration School!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardArcaneSchoolABILITY:Archetype|AUTOMATIC|Wizard Archetype ~ Banishment School-SUBCLASS:Controller SchoolCHOICE:SCHOOL|Enchantment-SUBCLASSLEVEL:1BONUS:VAR|EnchantmentSchoolLVL|CLBONUS:VAR|DisallowWizardArcaneSchoolArchetype|1ABILITY:Wizard Class Feature|AUTOMATIC|Enchantment School!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardArcaneSchoolABILITY:Archetype|AUTOMATIC|Wizard Archetype ~ Controller School-SUBCLASS:Counterspell SchoolCHOICE:SCHOOL|Abjuration-SUBCLASSLEVEL:1BONUS:VAR|AbjurationSchoolLVL|CLBONUS:VAR|DisallowWizardArcaneSchoolArchetype|1ABILITY:Wizard Class Feature|AUTOMATIC|Abjuration School!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardArcaneSchoolABILITY:Archetype|AUTOMATIC|Wizard Archetype ~ Counterspell School-SUBCLASS:Creation SchoolCHOICE:SCHOOL|Conjuration-SUBCLASSLEVEL:1BONUS:VAR|ConjurationSchoolLVL|CLBONUS:VAR|DisallowWizardArcaneSchoolArchetype|1ABILITY:Wizard Class Feature|AUTOMATIC|Conjuration School!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardArcaneSchoolABILITY:Archetype|AUTOMATIC|Wizard Archetype ~ Creation School-SUBCLASS:Enhancement SchoolCHOICE:SCHOOL|Transmutation-SUBCLASSLEVEL:1BONUS:VAR|TransmutationSchoolLVL|CLBONUS:VAR|DisallowWizardArcaneSchoolArchetype|1ABILITY:Wizard Class Feature|AUTOMATIC|Transmutation School!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardArcaneSchoolABILITY:Archetype|AUTOMATIC|Wizard Archetype ~ Enhancement School-SUBCLASS:Foresight SchoolCHOICE:SCHOOL|Divination-SUBCLASSLEVEL:1BONUS:VAR|DivinationSchoolLVL|CLBONUS:VAR|DisallowWizardArcaneSchoolArchetype|1ABILITY:Wizard Class Feature|AUTOMATIC|Divination School!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardArcaneSchoolABILITY:Archetype|AUTOMATIC|Wizard Archetype ~ Foresight School-SUBCLASS:Generation SchoolCHOICE:SCHOOL|Evocation-SUBCLASSLEVEL:1BONUS:VAR|EvocationSchoolLVL|CLBONUS:VAR|DisallowWizardArcaneSchoolArchetype|1ABILITY:Wizard Class Feature|AUTOMATIC|Evocation School!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardArcaneSchoolABILITY:Archetype|AUTOMATIC|Wizard Archetype ~ Generation School-SUBCLASS:Life SchoolCHOICE:SCHOOL|Necromancy-SUBCLASSLEVEL:1BONUS:VAR|NecromancySchoolLVL|CLBONUS:VAR|DisallowWizardArcaneSchoolArchetype|1ABILITY:Wizard Class Feature|AUTOMATIC|Necromancy School!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardArcaneSchoolABILITY:Archetype|AUTOMATIC|Wizard Archetype ~ Life School-SUBCLASS:Manipulator SchoolCHOICE:SCHOOL|Enchantment-SUBCLASSLEVEL:1BONUS:VAR|EnchantmentSchoolLVL|CLBONUS:VAR|DisallowWizardArcaneSchoolArchetype|1ABILITY:Wizard Class Feature|AUTOMATIC|Enchantment School!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardArcaneSchoolABILITY:Archetype|AUTOMATIC|Wizard Archetype ~ Manipulator School-SUBCLASS:Phantasm SchoolCHOICE:SCHOOL|Illusion-SUBCLASSLEVEL:1BONUS:VAR|IllusionSchoolLVL|CLBONUS:VAR|DisallowWizardArcaneSchoolArchetype|1ABILITY:Wizard Class Feature|AUTOMATIC|Illusion School!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardArcaneSchoolABILITY:Archetype|AUTOMATIC|Wizard Archetype ~ Phantasm School-SUBCLASS:Scryer SchoolCHOICE:SCHOOL|Divination-SUBCLASSLEVEL:1BONUS:VAR|DivinationSchoolLVL|CLBONUS:VAR|DisallowWizardArcaneSchoolArchetype|1ABILITY:Wizard Class Feature|AUTOMATIC|Divination School!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardArcaneSchoolABILITY:Archetype|AUTOMATIC|Wizard Archetype ~ Scryer School-SUBCLASS:Shadow SchoolCHOICE:SCHOOL|Illusion-SUBCLASSLEVEL:1BONUS:VAR|IllusionSchoolLVL|CLBONUS:VAR|DisallowWizardArcaneSchoolArchetype|1ABILITY:Wizard Class Feature|AUTOMATIC|Illusion School!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardArcaneSchoolABILITY:Archetype|AUTOMATIC|Wizard Archetype ~ Shadow School-SUBCLASS:Shapechange SchoolCHOICE:SCHOOL|Transmutation-SUBCLASSLEVEL:1BONUS:VAR|TransmutationSchoolLVL|CLBONUS:VAR|DisallowWizardArcaneSchoolArchetype|1ABILITY:Wizard Class Feature|AUTOMATIC|Transmutation School!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardArcaneSchoolABILITY:Archetype|AUTOMATIC|Wizard Archetype ~ Shapechange School-SUBCLASS:Teleportation SchoolCHOICE:SCHOOL|Conjuration-SUBCLASSLEVEL:1BONUS:VAR|ConjurationSchoolLVL|CLBONUS:VAR|DisallowWizardArcaneSchoolArchetype|1ABILITY:Wizard Class Feature|AUTOMATIC|Conjuration School!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardArcaneSchoolABILITY:Archetype|AUTOMATIC|Wizard Archetype ~ Teleportation School-SUBCLASS:Undead SchoolCHOICE:SCHOOL|Necromancy-SUBCLASSLEVEL:1BONUS:VAR|NecromancySchoolLVL|CLBONUS:VAR|DisallowWizardArcaneSchoolArchetype|1ABILITY:Wizard Class Feature|AUTOMATIC|Necromancy School!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardArcaneSchoolABILITY:Archetype|AUTOMATIC|Wizard Archetype ~ Undead School ### Block: Prestige Classes ###Block: Battle Herald --------------------------------------------------------------------------------------------------------------------------------------------Modified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_class.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_class.lst2014-05-07 07:40:02 UTC (rev 23822)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_class.lst2014-05-07 08:43:34 UTC (rev 23823)@@ -1254,15 +1254,15 @@ ###Block: Wizard Arcane Schools # Ability NameCategory of AbilityTypeDefineDescriptionAbilityBonus to Ability PoolBonus to specialty spells class getsSource Page-Abjuration SchoolCATEGORY:Special AbilityTYPE:WizardClassFeatures.SpecialQuality.ClassSpecialization.ArcaneSchoolDEFINE:AbjurationSchoolLVL|0DESC:You have chosen to specialize in abjuration spells.ABILITY:Special Ability|AUTOMATIC|Abjuration School ~ Resistance|!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardResistance|PREVARGTEQ:AbjurationSchoolLVL,1ABILITY:Special Ability|AUTOMATIC|Abjuration School ~ Protective Ward|!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardProtectiveWard|PREVARGTEQ:AbjurationSchoolLVL,1ABILITY:Special Ability|AUTOMATIC|Abjuration School ~ Energy Absorption|!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardEnergyAbsorption|PREVARGTEQ:AbjurationSchoolLVL,6ABILITY:Special Ability|AUTOMATIC|Abjuration School ~ Immunity|!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardImmunity|PREVARGTEQ:AbjurationSchoolLVL,20BONUS:ABILITYPOOL|Arcane Opposition School|2BONUS:SPECIALTYSPELLKNOWN|CLASS=Abjurer;LEVEL=1|1BONUS:SPECIALTYSPELLKNOWN|CLASS=Abjurer;LEVEL=2|1BONUS:SPECIALTYSPELLKNOWN|CLASS=Abjurer;LEVEL=3|1BONUS:SPECIALTYSPELLKNOWN|CLASS=Abjurer;LEVEL=4|1BONUS:SPECIALTYSPELLKNOWN|CLASS=Abjurer;LEVEL=5|1BONUS:SPECIALTYSPELLKNOWN|CLASS=Abjurer;LEVEL=6|1BONUS:SPECIALTYSPELLKNOWN|CLASS=Abjurer;LEVEL=7|1BONUS:SPECIALTYSPELLKNOWN|CLASS=Abjurer;LEVEL=8|1BONUS:SPECIALTYSPELLKNOWN|CLASS=Abjurer;LEVEL=9|1SOURCEPAGE:p.79BONUS:VAR|AbjurationSchoolLVL|WizardLVLBONUS:VAR|DisallowWizardArcaneSchoolArchetype|1-Conjuration SchoolCATEGORY:Special AbilityTYPE:WizardClassFeatures.SpecialQuality.ClassSpecialization.ArcaneSchoolDEFINE:ConjurationSchoolLVL|0DESC:You have chosen to specialize in conjuration spells.ABILITY:Special Ability|AUTOMATIC|Conjuration School ~ Summoner's Charm|!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardSummonersCharm|PREVARGTEQ:ConjurationSchoolLVL,1ABILITY:Special Ability|AUTOMATIC|Conjuration School ~ Acid Dart|!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardAcidDart|PREVARGTEQ:ConjurationSchoolLVL,1ABILITY:Special Ability|AUTOMATIC|Conjuration School ~ Dimensional Steps|!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardDimensionalSteps|PREVARGTEQ:ConjurationSchoolLVL,8BONUS:ABILITYPOOL|Arcane Opposition School|2BONUS:SPECIALTYSPELLKNOWN|CLASS=Conjurer;LEVEL=1|1BONUS:SPECIALTYSPELLKNOWN|CLASS=Conjurer;LEVEL=2|1BONUS:SPECIALTYSPELLKNOWN|CLASS=Conjurer;LEVEL=3|1BONUS:SPECIALTYSPELLKNOWN|CLASS=Conjurer;LEVEL=4|1BONUS:SPECIALTYSPELLKNOWN|CLASS=Conjurer;LEVEL=5|1BONUS:SPECIALTYSPELLKNOWN|CLASS=Conjurer;LEVEL=6|1BONUS:SPECIALTYSPELLKNOWN|CLASS=Conjurer;LEVEL=7|1BONUS:SPECIALTYSPELLKNOWN|CLASS=Conjurer;LEVEL=8|1BONUS:SPECIALTYSPELLKNOWN|CLASS=Conjurer;LEVEL=9|1SOURCEPAGE:p.80BONUS:VAR|ConjurationSchoolLVL|WizardLVLBONUS:VAR|DisallowWizardArcaneSchoolArchetype|1-Divination SchoolCATEGORY:Special AbilityTYPE:WizardClassFeatures.SpecialQuality.ClassSpecialization.ArcaneSchoolDEFINE:DivinationSchoolLVL|0DESC:You have chosen to specialize in divination spells.ABILITY:Special Ability|AUTOMATIC|Divination School ~ Forwarned|!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardForwarned|PREVARGTEQ:DivinationSchoolLVL,1ABILITY:Special Ability|AUTOMATIC|Divination School ~ Diviner's Fortune|!PREABILITY:1,CATEGO... 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[pcgen-commit-svn] SF.net SVN: pcgen:[23835]Trunk/pcgen/data/pathfinder/paizo/ roleplaying_game

From: <ama...@us...> - 2014-05-10 02:10:13

Revision: 23835 http://sourceforge.net/p/pcgen/code/23835Author: amaitlandDate: 2014-05-10 02:10:08 +0000 (Sat, 10 May 2014)Log Message:-----------DATA-1709Bring Pathfinder up to speed (Project)DATA-1484Ability Focus Doesn't Work. (Re-Do)Modified Paths:-------------- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_class.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_companion.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary/b1_abilities_race.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_essentials/ce_abilities.lst Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_essentials/ce_abilities_race.lstModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_class.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_class.lst2014-05-09 23:41:40 UTC (rev 23834)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_class.lst2014-05-10 02:10:08 UTC (rev 23835)@@ -827,7 +827,7 @@ #Discovery OptionsKEY:Bogborn Alchemist ~ Discovery OptionsSOURCEPAGE:p.191TYPE:ArchetypeAbility.SpecialQualityCATEGORY:Special AbilityDESC:A bogborn alchemist can select the toxic skin grippli racial trait in place of an alchemical discovery. DiscoveriesKEY:Bogborn Alchemist ~ DiscoveriesCATEGORY:Special AbilityTYPE:ArchetypeAbility.SpecialQualityDESC:The following discoveries complement the bogborn alchemist archetype: chameleon (Advanced Race Guide); concentrate poison, sticky poison (Advanced Player's Guide); nauseating flesh, poison conversion (Ultimate Combat); bottled ooze, tanglefoot bomb, tentacle (Ultimate Magic).SOURCEPAGE:p.191 #-Toxic SkinKEY:Bogborn Alchemist ~ Toxic SkinCATEGORY:Special AbilityTYPE:SpecialQuality.AlchemistDiscoveryPREABILITY:1,CATEGORY=Archetype,Bogborn Alchemist!PREABILITY:1,CATEGORY=Special Ability,Grippli ~ Toxic SkinDESC:A bogborn alchemist can select the toxic skin grippli racial trait in place of an alchemical discovery.ABILITY:Special Ability|AUTOMATIC|Toxic Skin ~ GrippliSOURCEPAGE:p.191+Toxic SkinKEY:Bogborn Alchemist ~ Toxic SkinCATEGORY:Special AbilityTYPE:SpecialQuality.AlchemistDiscoveryPREABILITY:1,CATEGORY=Archetype,Bogborn Alchemist!PREABILITY:1,CATEGORY=Special Ability,Grippli ~ Toxic SkinDESC:A bogborn alchemist can select the toxic skin grippli racial trait in place of an alchemical discovery.ABILITY:Special Ability|AUTOMATIC|Grippli ~ Toxic SkinSOURCEPAGE:p.191 #193 Kitsune: Kitsune trickster (rogue) Kitsune TricksterKEY:Rogue Archetype ~ Kitsune TricksterCATEGORY:ArchetypeTYPE:Archetype.RogueArchetype.RogueTrapfinding.RogueTrapSensePRECLASS:1,Rogue=1PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Rogue Archetype ~ Kitsune Trickster],[!PREABILITY:1,CATEGORY=Archetype,TYPE.RogueTrapfinding,TYPE.RogueTrapSense]PRERACE:1,Kitsune,RACESUBTYPE=KitsuneDESC:The kitsune trickster combines her sharpened wit with minor arcane powers of charm and persuasion. She uses her talents to spin convincing lies, riddles, and stories.ABILITY:Special Ability|AUTOMATIC|Kitsune Trickster ~ Kitsune's Guile|PRECLASS:1,Rogue=1ABILITY:Special Ability|AUTOMATIC|Kitsune Trickster ~ Kitsune's Charm|PRECLASS:1,Rogue=3ABILITY:Special Ability|AUTOMATIC|Kitsune Trickster ~ Rogue Talents|PRECLASS:1,Rogue=1COST:0SOURCEPAGE:p.193ASPECT:Archetype Base Class|RogueModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_companion.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_companion.lst2014-05-09 23:41:40 UTC (rev 23834)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_companion.lst2014-05-10 02:10:08 UTC (rev 23835)@@ -5,9 +5,9 @@ ###Block: Plant Companion Abilities # Ability NameUnique KeyCategory of AbilityTypeVisibleDefineDescriptionAbility-PoisonKEY:Poison ~ PuffballCATEGORY:Special AbilityTYPE:RaceAbility.SpecialAbilityDEFINE:PuffballPoisonDC|10+TL/2+CONDESC:(Frequency 1 round [6], Effect 1 Con damage, Cure 1 save, Con-based DC; DC %1).|PuffballPoisonDC-Double DamageKEY:Double Damage ~ Sapling TreantCATEGORY:Special AbilityTYPE:RaceAbility.SpecialAbilityDESC:Sapling treant attacks do double damage against objects-ConstrictKEY:Constrict ~ Crawling VineCATEGORY:Special AbilityTYPE:RaceAbility.SpecialAttack.SpecialAbilityDESC:1d6 bludgeoning with a successful grapple check+PoisonKEY:Puffball ~ PoisonCATEGORY:Special AbilityTYPE:RaceAbility.SpecialAbilityDEFINE:PuffballPoisonDC|10+TL/2+CONDESC:(Frequency 1 round [6], Effect 1 Con damage, Cure 1 save, Con-based DC; DC %1).|PuffballPoisonDC+Double DamageKEY:Sapling Treant ~ Double DamageCATEGORY:Special AbilityTYPE:RaceAbility.SpecialAbilityDESC:Sapling treant attacks do double damage against objects+ConstrictKEY:Crawling Vine ~ ConstrictCATEGORY:Special AbilityTYPE:RaceAbility.SpecialAttack.SpecialAbilityDESC:1d6 bludgeoning with a successful grapple check Plant Companion AdvancementCATEGORY:Special AbilityTYPE:InternalVISIBLE:NOABILITY:Special Ability|AUTOMATIC|Companion Advancement (Carnivorous Flower)|PRERACE:1,Companion (Carnivorous Flower)ABILITY:Special Ability|AUTOMATIC|Companion Advancement (Crawling Vine)|PRERACE:1,Companion (Crawling Vine)ABILITY:Special Ability|AUTOMATIC|Companion Advancement (Puffball)|PRERACE:1,Companion (Puffball)ABILITY:Special Ability|AUTOMATIC|Companion Advancement (Sapling Treant)|PRERACE:1,Companion (Sapling Treant) Eidolon ~ Wild Caller EidolonCATEGORY:Special AbilityTYPE:InternalDEFINE:IsWildCallerEidolon|1@@ -51,7 +51,7 @@ Companion Advancement (Carnivorous Flower)CATEGORY:Special AbilityTYPE:CompChoiceVISIBLE:DISPLAYPRERACE:1,Companion (Carnivorous Flower)ABILITY:Special Ability|AUTOMATIC|Rage|PREVARGTEQ:MasterLevel,4BONUS:SIZEMOD|NUMBER|1|PREVARGTEQ:MasterLevel,4BONUS:STAT|STR|4|PREVARGTEQ:MasterLevel,4BONUS:STAT|DEX|-2|PREVARGTEQ:MasterLevel,4BONUS:STAT|CON|2|PREVARGTEQ:MasterLevel,4BONUS:VAR|RageLVL|2BONUS:WEAPONPROF=Bite|DAMAGESIZE|1|PREVARGTEQ:MasterLevel,4 Companion Advancement (Crawling Vine)CATEGORY:Special AbilityTYPE:CompChoiceVISIBLE:DISPLAYPRERACE:1,Companion (Crawling Vine)ABILITY:Special Ability|AUTOMATIC|Constrict|PREVARGTEQ:MasterLevel,4BONUS:COMBAT|AC|1|TYPE=NaturalArmor.STACK|PREVARGTEQ:MasterLevel,4BONUS:SIZEMOD|NUMBER|1|PREVARGTEQ:MasterLevel,4BONUS:STAT|STR|8|PREVARGTEQ:MasterLevel,4BONUS:STAT|DEX|-2|PREVARGTEQ:MasterLevel,4BONUS:STAT|CON|4|PREVARGTEQ:MasterLevel,4BONUS:VAR|ConstrictDieSize|6BONUS:VAR|ConstrictBonusDamage|STR Companion Advancement (Puffball)CATEGORY:Special AbilityTYPE:CompChoiceVISIBLE:DISPLAYPRERACE:1,Companion (Puffball)BONUS:STAT|STR|2|PREVARGTEQ:MasterLevel,4BONUS:STAT|CON|2|PREVARGTEQ:MasterLevel,4-Companion Advancement (Sapling Treant)CATEGORY:Special AbilityTYPE:CompChoiceVISIBLE:DISPLAYPRERACE:1,Companion (Sapling Treant)ABILITY:Special Ability|AUTOMATIC|Double Damage ~ Sapling TreantBONUS:COMBAT|AC|2|TYPE=NaturalArmor.STACK|PREVARGTEQ:MasterLevel,4BONUS:SIZEMOD|NUMBER|1|PREVARGTEQ:MasterLevel,4BONUS:STAT|STR|8|PREVARGTEQ:MasterLevel,4BONUS:STAT|CON|4|PREVARGTEQ:MasterLevel,4BONUS:STAT|DEX|-2|PREVARGTEQ:MasterLevel,4+Companion Advancement (Sapling Treant)CATEGORY:Special AbilityTYPE:CompChoiceVISIBLE:DISPLAYPRERACE:1,Companion (Sapling Treant)ABILITY:Special Ability|AUTOMATIC|Sapling Treant ~ Double DamageBONUS:COMBAT|AC|2|TYPE=NaturalArmor.STACK|PREVARGTEQ:MasterLevel,4BONUS:SIZEMOD|NUMBER|1|PREVARGTEQ:MasterLevel,4BONUS:STAT|STR|8|PREVARGTEQ:MasterLevel,4BONUS:STAT|CON|4|PREVARGTEQ:MasterLevel,4BONUS:STAT|DEX|-2|PREVARGTEQ:MasterLevel,4 ###Block: Wild Caller Eidolon ability mods # Ability NameUnique KeyCategory of AbilityTypeRequired RaceRequired Var. valueStackable?Multiple?ChooseBonus to skillModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary/b1_abilities_race.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary/b1_abilities_race.lst2014-05-09 23:41:40 UTC (rev 23834)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/bestiary/b1_abilities_race.lst2014-05-10 02:10:08 UTC (rev 23835)@@ -281,7 +281,7 @@ # Ability NameUnique KeyCategory of AbilityTypeDescriptionSource PageAspects Change ShapeKEY:Angel ~ Change ShapeCATEGORY:Special AbilityTYPE:SpecialQuality.SupernaturalDESC:Alter selfSOURCEPAGE:p.11ASPECT:Ability Benefit|(alter self) Slaying ArrowKEY:Solar ~ Slaying ArrowCATEGORY:Special AbilityTYPE:SpecialAttack.SupernaturalDESC:A solar's bow needs no ammunition, and automatically creates a slaying arrow of the solar's choice when drawn.SOURCEPAGE:p.12-StunKEY:Angel ~ StunCATEGORY:Special AbilityTYPE:SpecialAttack.Supernatural+StunKEY:Angel ~ StunCATEGORY:Special AbilityTYPE:SpecialAttack.SupernaturalDEFINE:StunDC|10+(HD/2)+CONDESC:DC %1|StunDCBONUS:VAR|StunDC|2|PREFEAT:1,Ability Focus (Stun)ABILITY:Ability Focus|AUTOMATIC|Stun +4 Deflection bonus to AC vs. EvilKEY:Angel DeflectionCATEGORY:Special AbilityTYPE:SpecialQuality.ModifyACSOURCEPAGE:p.11 +4 Resistance to Saves vs. EvilKEY:Angel ResistanceCATEGORY:Special AbilityTYPE:SpecialQualitySOURCEPAGE:p.11ASPECT:SaveBonus|+4 vs. Evil @@ -560,7 +560,7 @@ ###Block: Devil (Bone) Abilities # Ability NameUnique KeyCategory of AbilityTypeDefineDescriptionModify VARSource PageAspects PoisonKEY:Bone Devil ~ PoisonCATEGORY:Special AbilityTYPE:SpecialAttack.ExtraordinaryDEFINE:PoisonDC|10+(HD/2)+CONDESC:Sting--injury; save Fort DC %1; frequency 1/ round for 6 rounds; effect 1d3 Str damage; cure 2 consecutive saves.|PoisonDCBONUS:VAR|PoisonDC|2|PREFEAT:1,Ability Focus (Poison)ABILITY:Ability Focus|AUTOMATIC|PoisonSOURCEPAGE:p.74ASPECT:Ability Benefit|(DC %1)|PoisonDC-Fear AuraKEY:Bone Devil ~ Fear AuraCATEGORY:Special AbilityTYPE:SpecialQuality.Supernatural.AuraDEFINE:FearAuraDC|10+(HD/2)+CHADESC:5 Ft., DC %1, 1d6 Rounds|FearAuraDCSOURCEPAGE:p.74ASPECT:Ability Benefit|(5 Ft., DC %1, 1d6 Rounds)|FearAuraDC+Fear AuraKEY:Bone Devil ~ Fear AuraCATEGORY:Special AbilityTYPE:SpecialQuality.Supernatural.AuraDEFINE:FearAuraDC|10+(HD/2)+CHADESC:5 Ft., DC %1, 1d6 Rounds|FearAuraDCBONUS:VAR|FearAuraDC|2|PREFEAT:1,Ability Focus (Fear Aura)SOURCEPAGE:p.74ASPECT:Ability Benefit|(5 Ft., DC %1, 1d6 Rounds)|FearAuraDCABILITY:Ability Focus|AUTOMATIC|Fear Aura ###Block: Devil (Erinyes) Abilities # Ability NameUnique KeyCategory of AbilityTypeDefineDescriptionModify VARSource PageAspectsDescription of the Benefits@@ -813,14 +813,14 @@ # Ability NameUnique KeyCategory of AbilityTypeDefineDescriptionModify VARSource PageAspectsDescription of the Benefits Water MasteryKEY:Marid ~ Water MasteryCATEGORY:Special AbilityTYPE:SpecialAttack.Extraordinary.AttackOptionDESC:A marid gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water.SOURCEPAGE:p.142BENEFIT:A marid gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the marid is touching the ground, the marid takes a -4 penalty on attack and damage rolls. Water's FuryKEY:Marid ~ Water's FuryCATEGORY:Special AbilityTYPE:SpecialAttack.Supernatural.AttackOptionDEFINE:WatersFuryDC|10+(HD/2)+CONDESC:As a standard action, a marid can release a jet of water in a 60-foot line that deals 1d6 points of damage and blinds the target struck for 1d6 rounds. A DC %1 Reflex save reduces the damage by half and negates the blinding effect.|WatersFuryDCBONUS:VAR|WatersFuryDC|2|PREFEAT:1,Ability Focus (Water's Fury)ABILITY:Ability Focus|AUTOMATIC|Water's FurySOURCEPAGE:p.142ASPECT:Ability Benefit|(DC %1)|WatersFuryDC-VortexKEY:Marid ~ VortexCATEGORY:Special AbilityTYPE:SpecialAttack.Supernatural.AttackOptionDEFINE:VortexDC|10+(HD/2)+STRDESC:A marid can transform into a vortex of swirling, churning water once every 10 mintues.SOURCEPAGE:p.142ASPECT:Ability Benefit|(DC %1)|VortexDCBENEFIT:A marid can transform into a vortex of swirling, churning water once every 10 mintues. This ability functions identically to the whirlwind ability (10-50 ft. tall, 1d8+4 damage, DC %1, see page 306 for full details on this special attack), save that it can only be used while the marid is underwater; a marid cannot leave a body of water while in vortex form.|VortexDC+VortexKEY:Marid ~ VortexCATEGORY:Special AbilityTYPE:SpecialAttack.Supernatural.AttackOptionDEFINE:VortexDC|10+(HD/2)+STRDESC:A marid can transform into a vortex of swirling, churning water once every 10 mintues.BONUS:VAR|VortexDC|2|PREFEAT:1,Ability Focus (Vortex)ABILITY:Ability Focus|AUTOMATIC|VortexSOURCEPAGE:p.142ASPECT:Ability Benefit|(DC %1)|VortexDCBENEFIT:A marid can transform into a vortex of swirling, churning water once every 10 mintues. This ability functions identically to the whirlwind ability (10-50 ft. tall, 1d8+4 damage, DC %1, see page 306 for full details on this special attack), save that it can only be used while the marid is underwater; a marid cannot leave a body of water while in vortex form.|VortexDC Change ShapeKEY:Marid ~ Change ShapeCATEGORY:Special AbilityTYPE:SpecialQuality.SupernaturalDESC:Water Elemental, Humanoid or Giant, Alter Self, Elemental Body III, or Giant Form ISOURCEPAGE:p.142 ###Block: Genie (Shaitan) abilities # Ability NameUnique KeyCategory of AbilityTypeDefineDescriptionModify VARSource PageDescription of the Benefits Earth MasteryKEY:Shaitan ~ Earth MasteryCATEGORY:Special AbilityTYPE:SpecialAttack.ExtraordinaryDESC:A shaitan gains a +1 bonus on attack and damage rolls and a +2 bonus on opposed Strength based checks if both it and its foe are touching the ground.SOURCEPAGE:p.143BENEFIT:A shaitan gains a +1 bonus on attack and damage rolls and a +2 bonus on opposed Strength based checks if both it and its foe are touching the ground. It takes a -4 penalty on attack and damage rolls against airborne or waterborne opponents. MetalmorphKEY:Shaitan ~ MetalmorphCATEGORY:Special AbilityTYPE:SpecialAttack.SupernaturalDESC:As a standard action, a shaitan may touch a single metal object of no more than 10 pounds and transform it into any other metal for 1 day.SOURCEPAGE:p.143-Stone CurseKEY:Shaitan ~ Stone CurseCATEGORY:Special AbilityTYPE:SpecialAttack.Supernatural.AttackOptionDEFINE:StoneCurseDC|10+(HD/2)+CONDESC:If a shaitan wins a bull rush check by 5 or more and pushes its target into a stone barrier, the target must make a DC 19 Reflex save or be forced into the barrier as if the target had cast meld into stone until the victim makes a successful DC 19 Fortitude save as a full-round action to exit the stone.BONUS:VAR|StoneCurseDC|2|PREFEAT:1,Ability Focus (Stone Curse)ABILITY:Ability Focus|AUTOMATIC|Stone CurseSOURCEPAGE:p.143+Stone CurseKEY:Shaitan ~ Stone CurseCATEGORY:Special AbilityTYPE:SpecialAttack.Supernatural.AttackOptionDEFINE:StoneCurseDC|10+(HD/2)+CONDESC:If a shaitan wins a bull rush check by 5 or more and pushes its target into a stone barrier, the target must make a DC %1 Reflex save or be forced into the barrier as if the target had cast meld into stone until the victim makes a successful DC %1 Fortitude save as a full-round action to exit the stone.BONUS:VAR|StoneCurseDC|2|PREFEAT:1,Ability Focus (Stone Curse)ABILITY:Ability Focus|AUTOMATIC|Stone CurseSOURCEPAGE:p.143 Stone GlideKEY:Shaitan ~ Stone GlideCATEGORY:Special AbilityTYPE:SpecialQuality.SupernaturalDESC:This functions as the earth elemental's earth glide ability, except the shaitan can move through stone, dirt, crystal, or metal.SOURCEPAGE:p.143 ###Block: Ghoul abilities@@ -1040,7 +1040,7 @@ ###Block: Medusa abilities # Ability NameUnique KeyCategory of AbilityTypeDefineModify VARSource PageAspectsDescription of the Benefits Petrifying GazeKEY:Medusa ~ Petrifying GazeCATEGORY:Special AbilityTYPE:SpecialAttack.SupernaturalDEFINE:PetrifyingGazeDC|10+(HD/2)+CHABONUS:VAR|PetrifyingGazeDC|2|PREFEAT:1,Ability Focus (Petrifying Gaze)ABILITY:Ability Focus|AUTOMATIC|Petrifying GazeSOURCEPAGE:p.201BENEFIT:Turn to stone permanently, 30 feet, Fortitude DC %1 negates.|PetrifyingGazeDC-PoisonKEY:Medusa ~ PoisonCATEGORY:Special AbilityTYPE:SpecialAttack.ExtraordinaryDEFINE:MedusaPoisonDC|10+(HD/2)+CONBONUS:VAR|MedusaPoisonDC|2|PREFEAT:1,Ability Focus (Poison)ABILITY:Ability Focus|AUTOMATIC|PoisonSOURCEPAGE:p.201ASPECT:Ability Benefit|(DC %1)|MedusaPoisonDCBENEFIT:Bite-injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive saves. The save DC is Constitution-based.+PoisonKEY:Medusa ~ PoisonCATEGORY:Special AbilityTYPE:SpecialAttack.ExtraordinaryDEFINE:MedusaPoisonDC|10+(HD/2)+CONBONUS:VAR|MedusaPoisonDC|2|PREFEAT:1,Ability Focus (Poison)ABILITY:Ability Focus|AUTOMATIC|PoisonSOURCEPAGE:p.201ASPECT:Ability Benefit|(DC %1)|MedusaPoisonDCBENEFIT:Bite-injury; save Fort DC %1; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive saves. The save DC is Constitution-based.|MedusaPoisonDC ###Block: Mephit abilities - in bestiary_core # Ability NameUnique KeyCategory of AbilityTypeDescriptionMultiple?ChooseSource Page@@ -1078,9 +1078,12 @@ ###Block: Mimic abilities # Ability NameUnique KeyCategory of AbilityTypeDescriptionSource Page-AdhesiveKEY:Mimic ~ AdhesiveCATEGORY:Special AbilityTYPE:SpecialAttack.ExtraordinaryDESC:A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first. A weapon that strikes an adhesivecoated mimic is stuck fast unless the wielder succeeds on a DC 17 Reflex save. A successful DC 17 Strength check is needed to pry off a stuck weapon. Strong alcohol or universal solvent dissolves the adhesive, but the mimic can still grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies. The save DC is Strength-based.SOURCEPAGE:p.205+AdhesiveKEY:Mimic ~ AdhesiveCATEGORY:Special AbilityTYPE:SpecialAttack.ExtraordinaryDESC:A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first. A weapon that strikes an adhesivecoated mimic is stuck fast unless the wielder succeeds on a DC %1 Reflex save. A successful DC %1 Strength check is needed to pry off a stuck weapon. Strong alcohol or universal solvent dissolves the adhesive, but the mimic can still grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies. The save DC is Strength-based.|AdhesiveDCSOURCEPAGE:p.205DEFINE:AdhesiveDC|10+(HD/2)+STRBONUS:VAR|AdhesiveDC|2|PREFEAT:1,Ability Focus (Adhesive)ABILITY:Ability Focus|AUTOMATIC|Adhesive Mimic ObjectKEY:Mimic ~ Mimic ObjectCATEGORY:Special AbilityTYPE:SpecialQuality.ExtraordinaryDESC:A mimic can assume the general shape of any Medium object, such as a massive chest, a stout bed, or a door. The creature cannot substantially alter its size, though. A mimic's body is hard and has a rough texture, no matter what appearance it might present. A mimic gains a +20 racial bonus on Disguise checks when imitating an object in this manner. Disguise is always a class skill for a mimic.SOURCEPAGE:p.205 +++ ###Block: Minotaur abilities # Ability NameUnique KeyCategory of AbilityTypeDescriptionSource Page Natural CunningKEY:Minotaur ~ Natural CunningCATEGORY:Special AbilityTYPE:SpecialQuality.Extraordinary.DefensiveDESC:You possess an innate cunning and logical ability granting an immunity to maze spells and prevents you from ever becoming lost. You are never caught flat-footed.SOURCEPAGE:p.206@@ -1250,7 +1253,7 @@ ###Block: Sea Hag Abilities # Ability NameUnique KeyCategory of AbilityTypeDefineDescriptionModify VARSource PageAspectsDescription of the Benefits Evil EyeKEY:Sea Hag ~ Evil EyeCATEGORY:Special AbilityTYPE:SpecialAttack.SupernaturalDEFINE:EvilEyeSaveDC|10+(HD/2)+CONDESC:Three times per day, a sea hag can cast her dire gaze upon any single creature within 30 feet.BONUS:VAR|EvilEyeSaveDC|2|PREFEAT:1,Ability Focus (Evil Eye)ABILITY:Ability Focus|AUTOMATIC|Evil EyeSOURCEPAGE:p.243BENEFIT:Three times per day, a sea hag can cast her dire gaze upon any single creature within 30 feet. The target must succeed on a DC %1 Will save or be staggered as strange nebulous distress and a gnawing sense of impending doom plagues the victim. If a sea hag uses her evil eye on someone already afflicted by this curse, the victim must make a DC %2 Fortitude save or be overwhelmed with fright and collapse into a comatose state for 3 days. Each day that passes, the comatose victim must make a DC %3 Fortitude save or perish. The evil eye is a mind-affecting fear effect.|EvilEyeSaveDC|EvilEyeSaveDC|EvilEyeSaveDC-Horrific AppearanceKEY:Sea Hag ~ Horrific AppearanceCATEGORY:Special AbilityTYPE:SpecialQuality.Supernatural.AuraDEFINE:HorrificAppearanceSaveDC|10+(HD/2)+CHADESC:The sight of a sea hag is so revolting that anyone within 60 feet (other than another hag) who sets eyes upon one must succeed on a DC %1 Fortitude save or instantly be weakened, taking 1d6 points of Strength damage. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same hag's horrific appearance for 24 hours. This is a mind-affecting effect.|HorrificAppearanceSaveDCSOURCEPAGE:p.243ASPECT:Ability Benefit|(60 ft.)+Horrific AppearanceKEY:Sea Hag ~ Horrific AppearanceCATEGORY:Special AbilityTYPE:SpecialQuality.Supernatural.AuraDEFINE:HorrificAppearanceSaveDC|10+(HD/2)+CHADESC:The sight of a sea hag is so revolting that anyone within 60 feet (other than another hag) who sets eyes upon one must succeed on a DC %1 Fortitude save or instantly be weakened, taking 1d6 points of Strength damage. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same hag's horrific appearance for 24 hours. This is a mind-affecting effect.|HorrificAppearanceSaveDCBONUS:VAR|HorrificAppearanceSaveDC|2|PREFEAT:1,Ability Focus (Horrific Appearance)ABILITY:Ability Focus|AUTOMATIC|Horrific AppearanceSOURCEPAGE:p.243ASPECT:Ability Benefit|(60 ft.) ###Block: Sea Serpent Abilities # Ability NameUnique KeyCategory of AbilityTypeDescriptionSource Page@@ -1288,7 +1291,7 @@ ###Block: Snake Abilities # Ability NameUnique KeyCategory of AbilityTypeDefineDescriptionModify VARSource PageAspects-PoisonKEY:Venomous Snake ~ PoisonCATEGORY:Special AbilityTYPE:SpecialAttack.ExtraordinaryDEFINE:PoisonSaveDC|10+(HD/2)+CONDESC:Bite-injury; save Fort DC %1; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.|PoisonSaveDCBONUS:VAR|PoisonDC|2|PREFEAT:1,Ability Focus (Poison)ABILITY:Ability Focus|AUTOMATIC|PoisonSOURCEPAGE:p.255ASPECT:Ability Benefit|(Fort DC %1; 1/round for 6 rounds;1d2 Con;1 save)|PoisonSaveDC+PoisonKEY:Venomous Snake ~ PoisonCATEGORY:Special AbilityTYPE:SpecialAttack.ExtraordinaryDEFINE:PoisonSaveDC|10+(HD/2)+CONDESC:Bite-injury; save Fort DC %1; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.|PoisonSaveDCBONUS:VAR|PoisonSaveDC|2|PREFEAT:1,Ability Focus (Poison)ABILITY:Ability Focus|AUTOMATIC|PoisonSOURCEPAGE:p.255ASPECT:Ability Benefit|(Fort DC %1; 1/round for 6 rounds;1d2 Con;1 save)|PoisonSaveDC ###Block: Spectre Abilities # Ability NameUnique KeyCategory of AbilityTypeDefineDescriptionModify VARSource PageAspectsDescription of the Benefits@@ -1430,7 +1433,7 @@ ###Block: Yeti Abilities # Ability NameUnique KeyCategory of AbilityTypeDefineDescriptionSource PageAspectsDescription of the Benefits ColdKEY:Yeti ~ ColdCATEGORY:Special AbilityTYPE:SpecialAttack.SupernaturalDESC:A yeti's body generates intense cold, dealing 1d6 points of cold damage to any creature that contacts it with a natural attack or unarmed strike, or whenever it hits a foe with its claws or rend attack.SOURCEPAGE:p.287-Frightful GazeKEY:Yeti ~ Frightful GazeCATEGORY:Special AbilityTYPE:SpecialAttack.SupernaturalDEFINE:FrightfulGazeDC|10+(HD/2)+CHADESC:Creatures within 30 feet that meet a yeti's gaze must succeed on a DC %1 Will save or stand paralyzed in fear for 1 round.|FrightfulGazeDCSOURCEPAGE:p.287ASPECT:Ability Benefit|(DC %1)|FrightfulGazeDCBENEFIT:Creatures within 30 feet that meet a yeti's gaze must succeed on a DC %1 Will save or stand paralyzed in fear for 1 round. This is a mind-affecting fear paralysis effect. A creature that successfully saves cannot be affected again by the frightful gaze of that yeti for 1 day.|FrightfulGazeDC+Frightful GazeKEY:Yeti ~ Frightful GazeCATEGORY:Special AbilityTYPE:SpecialAttack.SupernaturalDEFINE:FrightfulGazeDC|10+(HD/2)+CHADESC:Creatures within 30 feet that meet a yeti's gaze must succeed on a DC %1 Will save or stand paralyzed in fear for 1 round.|FrightfulGazeDCSOURCEPAGE:p.287ASPECT:Ability Benefit|(DC %1)|FrightfulGazeDCBENEFIT:Creatures within 30 feet that meet a yeti's gaze must succeed on a DC %1 Will save or stand paralyzed in fear for 1 round. This is a mind-affecting fear paralysis effect. A creature that successfully saves cannot be affected again by the frightful gaze of that yeti for 1 day.|FrightfulGazeDCBONUS:VAR|FrightfulGazeDC|2|PREFEAT:1,Ability Focus (Frightful Gaze)ABILITY:Ability Focus|AUTOMATIC|Frightful Gaze ###Block: Zombie Abilities # Ability NameUnique KeyCategory of AbilityTypeDefineDescriptionSource PageAspectsDescription of the Benefits@@ -1511,7 +1514,7 @@ Blood DrainKEY:Vampire ~ Blood DrainCATEGORY:Special AbilityTYPE:SpecialAttack.SupernaturalDESC:A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage.SOURCEPAGE:p.271BENEFIT:A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood. Children of the NightKEY:Vampire ~ Children of the NightCATEGORY:Special AbilityTYPE:SpecialAttack.SupernaturalDESC:Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action.SOURCEPAGE:p.271BENEFIT:Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour. Create SpawnKEY:Vampire ~ Create SpawnCATEGORY:Special AbilityTYPE:SpecialAttack.SupernaturalDESC:A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire's base creature type.SOURCEPAGE:p.271BENEFIT:A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire's base creature type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master's destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.-DominateKEY:Vampire ~ DominateCATEGORY:Special AbilityTYPE:SpecialAttack.SupernaturalDESC:A vampire can crush a humanoid opponent's will as a standard action.SOURCEPAGE:p.271BENEFIT:A vampire can crush a humanoid opponent's will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire's influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM's discretion, some vampires might be able to affect different creature types with this power.+DominateKEY:Vampire ~ DominateCATEGORY:Special AbilityTYPE:SpecialAttack.SupernaturalDESC:A vampire can crush a humanoid opponent's will as a standard action.SOURCEPAGE:p.271BENEFIT:A vampire can crush a humanoid opponent's will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire's influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM's discretion, some vampires might be able to affect different creature types with this power.DEFINE:DominateSaveDC|10+(HD/2)+CHABONUS:VAR|DominateSaveDC|2|PREFEAT:1,Ability Focus (Dominate)ABILITY:Ability Focus|AUTOMATIC|Dominate Energy DrainKEY:Vampire ~ Energy DrainCATEGORY:Special AbilityTYPE:SpecialAttack.SupernaturalDESC:A creature hit by a vampire's slam (or other natural weapon) gains two negative levels.SOURCEPAGE:p.271BENEFIT:A creature hit by a vampire's slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes. Change ShapeKEY:Vampire ~ Change ShapeCATEGORY:Special AbilityTYPE:SpecialQuality.SupernaturalDESC:A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.SOURCEPAGE:p.271ASPECT:Ability Benefit|(dire bat or wolf, beast shape II) Gaseous FormKEY:Vampire ~ Gaseous FormCATEGORY:Special AbilityTYPE:SpecialQuality.SupernaturalDESC:As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.SOURCEPAGE:p.271Modified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_essentials/ce_abilities.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_essentials/ce_abilities.lst2014-05-09 23:41:40 UTC (rev 23834)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_essentials/ce_abilities.lst2014-05-10 02:10:08 UTC (rev 23835)@@ -291,5 +291,6 @@ Haunting StepsCATEGORY:Ability FocusTYPE:Ability Focus Consuming NightmareCATEGORY:Ability FocusTYPE:Ability Focus Sap WillCATEGORY:Ability FocusTYPE:Ability Focus--+AdhesiveCATEGORY:Ability FocusTYPE:Ability Focus+DominateCATEGORY:Ability FocusTYPE:Ability Focus+Frightful GazeCATEGORY:Ability FocusTYPE:Ability FocusModified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_essentials/ce_abilities_race.lst===================================================================--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_essentials/ce_abilities_race.lst2014-05-09 23:41:40 UTC (rev 23834)+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_essentials/ce_abilities_race.lst2014-05-10 02:10:08 UTC (rev 23835)@@ -486,7 +486,7 @@ ScentCATEGORY:Special AbilityTYPE:SpecialQuality.Extraordinary.SenseDESC:You can detect approaching enemies, sniff out hidden foes, and track by sense of smell.SOURCEPAGE:p.304BENEFIT:You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility. -StenchCATEGORY:Special AbilityTYPE:SpecialQuality.Extraordinary.AuraDEFINE:StenchDC|10+(HD/2)+CONDEFINE:StenchDuration|0DESC:You secrete an oily chemical that nearly every other creature finds offensive.SOURCEPAGE:p.304ASPECT:Ability Benefit|(DC %1, %2 rounds)|StenchDC|StenchDurationBENEFIT:You secrete an oily chemical that nearly every other creature finds offensive. All living creatures (except those with the stench special ability) within 30 feet must succeed on a Fortitude save (DC %1) or be sickened for %2 rounds. Creatures that successfully save cannot be affected by your stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.|StenchDC|StenchDuration+StenchCATEGORY:Special AbilityTYPE:SpecialQuality.Extraordinary.AuraDEFINE:StenchDC|10+(HD/2)+CONDEFINE:StenchDuration|0DESC:You secrete an oily chemical that nearly every other creature finds offensive.SOURCEPAGE:p.304ASPECT:Ability Benefit|(DC %1, %2 rounds)|StenchDC|StenchDurationBENEFIT:You secrete an oily chemical that nearly every other creature finds offensive. All living creatures (except those with the stench special ability) within 30 feet must succeed on a Fortitude save (DC %1) or be sickened for %2 rounds. Creatures that successfully save cannot be affected by your stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.|StenchDC|StenchDurationBONUS:VAR|StenchDC|2|PREFEAT:1,Ability Focus (Stench)ABILITY:Ability Focus|AUTOMATIC|Stench # Set Stench Duration with BONUS:VAR|StenchDuration|x Swallow WholeCATEGORY:Special AbilityTYPE:SpecialAttack.Extraordinary.AttackOptionDEFINE:SwallowWholeDice|0DEFINE:SwallowWholeDamageDie|0DEFINE:SwallowWholeBonusDamage|0DEFINE:SwallowWholeAC|10+(var("AC.NaturalArmor")/2)DEFINE:SwallowWholeHP|HP/10DESC:If you begin your turn with an opponent grappled in your mouth, you can attempt a new combat maneuver check. If you succeed, you swallow your prey, and the opponent takes bite damage.SOURCEPAGE:p.304ASPECT:Ability Benefit|(%1d%2+%3, AC %4, %5 hp)|SwallowWholeDice|SwallowWholeDamageDie|SwallowWholeBonusDamage|SwallowWholeAC|SwallowWholeHPBENEFIT:If you begin your turn with an opponent grappled in your mouth, you can attempt a new combat maneuver check. If you succeed, you swallow your prey, and the opponent takes bite damage. The opponent can be up to one size category smaller than you. Being swallowed causes a creature to take damage each round. A swallowed creature keeps the grappled condition, while you do not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 of your total hit points), or it can just try to escape the grapple. The Armor Class of your interior is normally 10 + 1/2 of your natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, you cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in your mouth, where it may be bitten or swallowed again.This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site.

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