Revision: 13598
http://pcgen.svn.sourceforge.net/pcgen/?rev=13598&view=rev
Author: amaitland
Date: 2010-10-28 22:42:44 +0000 (Thu, 28 Oct 2010)
Log Message:
-----------
CHange 'classlevel' to variable
Modified Paths:
--------------
branches/5.16.x/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_abilities_archetypes.lst
Modified: branches/5.16.x/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_abilities_archetypes.lst
===================================================================
--- branches/5.16.x/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_abilities_archetypes.lst 2010-10-28 22:37:13 UTC (rev 13597)
+++ branches/5.16.x/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_abilities_archetypes.lst 2010-10-28 22:42:44 UTC (rev 13598)
@@ -25,8 +25,8 @@
###Block: Barbarian archetypes abilites
# Breaker
# Ability Name Unique Key Category of Ability Type Define Description Bonus to Ability Pool Modify VAR Damage Reduction Source Page Description of the Benefits
-Destructive KEY:Destructive ~ Breaker CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:Whenever the breaker barbarian makes a melee attack that targets an unattended object or makes a sunder combat maneuver, she adds +%1 on the damage roll.|DestructiveDamage DEFINE:DestructiveDamage|0 BONUS:VAR|DestructiveDamage|min(1,classlevel("Barbarian")/2) SOURCEPAGE:p.78
-Battle Scavenger KEY:Battle Scavenger ~ Breaker CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 3rd level, the breaker barbarian suffers no penalty on attack rolls when using an improvised weapon or a weapon with the broken condition. In addition, she gains a +%1 bonus on damage rolls with improvised or broken weapons for every three levels beyond 3rd. This ability replaces trap sense.|BattleScavengerDamage DEFINE:BattleScavengerDamage|0 BONUS:VAR|BattleScavengerDamage|classlevel("Barbarian")/3 SOURCEPAGE:p.78
+Destructive KEY:Destructive ~ Breaker CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:Whenever the breaker barbarian makes a melee attack that targets an unattended object or makes a sunder combat maneuver, she adds +%1 on the damage roll.|DestructiveDamage DEFINE:DestructiveDamage|0 BONUS:VAR|DestructiveDamage|min(1,BarbarianLvl/2) SOURCEPAGE:p.78
+Battle Scavenger KEY:Battle Scavenger ~ Breaker CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 3rd level, the breaker barbarian suffers no penalty on attack rolls when using an improvised weapon or a weapon with the broken condition. In addition, she gains a +%1 bonus on damage rolls with improvised or broken weapons for every three levels beyond 3rd. This ability replaces trap sense.|BattleScavengerDamage DEFINE:BattleScavengerDamage|0 BONUS:VAR|BattleScavengerDamage|BarbarianLvl/3 SOURCEPAGE:p.78
# Brutal Pugilist
Savage Grapple KEY:Savage Grapple ~ Brutal Pugilist CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 2nd level, the brutal pugilist takes only half the normal penalties to Dexterity, attack rolls, and combat maneuver checks when she has the grappled condition. She can make an attack of opportunity against creatures trying to grapple her even if they possess the Improved Grapple feat or the grab special attack. If she hits with this attack of opportunity, she gains a +2 circumstance bonus to her CMD against the grapple attempt. She cannot make these attacks of opportunity once a grapple has succeeded. This ability replaces uncanny dodge. SOURCEPAGE:p.78
@@ -43,7 +43,7 @@
Skilled Thrower KEY:Skilled Thrower ~ Hurler CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:The hurler is skilled at throwing objects in combat. Increase the range increment of any thrown weapon or object by 10 feet. This ability replaces fast movement. BONUS:RANGEADD|THROWN|10 SOURCEPAGE:p.78
# Invulnerable Rager
-Invulnerability KEY:Invulnerability ~ Invulnerable Rager CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DEFINE:InvulnerableRagerLvl|0 DESC:At 2nd level, the invulnerable rager gains DR/- equal to half her barbarian level. This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction. BONUS:VAR|InvulnerableRagerLvl|classlevel("Barbarian")/2 DR:InvulnerableRagerLvl/- SOURCEPAGE:p.79
+Invulnerability KEY:Invulnerability ~ Invulnerable Rager CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DEFINE:InvulnerableRagerLvl|0 DESC:At 2nd level, the invulnerable rager gains DR/- equal to half her barbarian level. This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction. BONUS:VAR|InvulnerableRagerLvl|BarbarianLvl/2 DR:InvulnerableRagerLvl/- SOURCEPAGE:p.79
Extreme Endurance KEY:Extreme Endurance ~ Invulnerable Rager CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DEFINE:InvulnerableRagerResistance|0 DESC:At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability replaces trap sense. BONUS:ABILITYPOOL|Extreme Endurance Selection|1 SOURCEPAGE:p.79
#
Extreme Endurance / Hot KEY:Extreme Endurance Hot ~ Invulnerable Rager CATEGORY:Special Ability TYPE:IRagerEndurance BENEFIT:%1|InvulnerableRagerResistance
@@ -51,14 +51,14 @@
# Mounted Fury
Fast Rider KEY:Fast Rider ~ Mounted Fury CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:The speed of any mount the barbarian rides is increased by 10 feet. This ability replaces fast movement. SOURCEPAGE:p.79 BONUS:MOVEADD|TYPE.Walk|10|PREAPPLY:ANYPC TEMPDESC:Apply to the Mount
-Bestial Mount KEY:Bestial Mount ~ Mounted Fury CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 5th level, the mounted fury gains the service of a feral mount. This ability functions as a druid's animal companion, using the barbarian's level -4 as her effective druid level. This companion must be one that she is capable of riding and is suitable as a mount. A Medium barbarian can select a camel or a horse. A Small barbarian can select a pony or a wolf, but can also select a boar or a dog if she is at least 8th level. Whenever a barbarian is raging while mounted on her bestial mount, the mount gains a +2 morale bonus to its Strength. This ability replaces uncanny dodge and improved uncanny dodge. SOURCEPAGE:p.79 BONUS:STAT|STR|2|TYPE=Morale|PREAPPLY:ANYPC DEFINE:CompLevel|0 BONUS:VAR|CompLevel|classlevel("Barbarian")-4 FOLLOWERS:Animal Companion|1 COMPANIONLIST:Animal Companion|Companion (Camel),Companion (Horse) COMPANIONLIST:Animal Companion|Companion (Pony),Companion (Wolf)|PRESIZELTEQ:S COMPANIONLIST:Animal Companion|Companion (Boar),Companion (Dog)|PRESIZELTEQ:S|PRECLASS:1,Barbarian=8
+Bestial Mount KEY:Bestial Mount ~ Mounted Fury CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 5th level, the mounted fury gains the service of a feral mount. This ability functions as a druid's animal companion, using the barbarian's level -4 as her effective druid level. This companion must be one that she is capable of riding and is suitable as a mount. A Medium barbarian can select a camel or a horse. A Small barbarian can select a pony or a wolf, but can also select a boar or a dog if she is at least 8th level. Whenever a barbarian is raging while mounted on her bestial mount, the mount gains a +2 morale bonus to its Strength. This ability replaces uncanny dodge and improved uncanny dodge. SOURCEPAGE:p.79 BONUS:STAT|STR|2|TYPE=Morale|PREAPPLY:ANYPC DEFINE:CompLevel|0 BONUS:VAR|CompLevel|BarbarianLvl-4 FOLLOWERS:Animal Companion|1 COMPANIONLIST:Animal Companion|Companion (Camel),Companion (Horse) COMPANIONLIST:Animal Companion|Companion (Pony),Companion (Wolf)|PRESIZELTEQ:S COMPANIONLIST:Animal Companion|Companion (Boar),Companion (Dog)|PRESIZELTEQ:S|PRECLASS:1,Barbarian=8
# Savage Barbarian
-Naked Courage KEY:Naked Courage ~ Savage Barbarian CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 3rd level, the savage barbarian gains a +%1 dodge bonus to AC and a +%1 morale bonus on saving throws against fear when wearing no armor (shields are allowed). This bonus increases by +1 for every six levels after 3rd. This ability replaces trap sense.|((classlevel("Barbarian")+3)/6) SOURCEPAGE:p.79
-Natural Toughness KEY:Natural Toughness ~ Savage Barbarian CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 7th level, the savage barbarian gains a +%1 natural armor bonus to AC when wearing no armor (shields are allowed). This bonus increases by +1 for every three levels beyond 7th. This ability replaces damage reduction.|NaturalToughness DEFINE:NaturalToughness|0 BONUS:VAR|NaturalToughness|(classlevel("Barbarian")-7)/3 SOURCEPAGE:p.79 BONUS:COMBAT|AC|NaturalToughness|TYPE=NaturalArmor.STACK|!PREEQUIP:1,TYPE=Armor
+Naked Courage KEY:Naked Courage ~ Savage Barbarian CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 3rd level, the savage barbarian gains a +%1 dodge bonus to AC and a +%1 morale bonus on saving throws against fear when wearing no armor (shields are allowed). This bonus increases by +1 for every six levels after 3rd. This ability replaces trap sense.|((BarbarianLvl+3)/6) SOURCEPAGE:p.79
+Natural Toughness KEY:Natural Toughness ~ Savage Barbarian CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 7th level, the savage barbarian gains a +%1 natural armor bonus to AC when wearing no armor (shields are allowed). This bonus increases by +1 for every three levels beyond 7th. This ability replaces damage reduction.|NaturalToughness DEFINE:NaturalToughness|0 BONUS:VAR|NaturalToughness|(BarbarianLvl-7)/3 SOURCEPAGE:p.79 BONUS:COMBAT|AC|NaturalToughness|TYPE=NaturalArmor.STACK|!PREEQUIP:1,TYPE=Armor
# Superstitious
-Sixth Sense KEY:Sixth Sense ~ Superstitious CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 3rd level, the superstitious barbarian gains a +%1 bonus on initiative and a +%1 insight bonus to AC during surprise rounds. This bonus increases by +1 for every three levels after 3rd. This ability replaces trap sense.|classlevel("Barbarian")/3 SOURCEPAGE:p.79
+Sixth Sense KEY:Sixth Sense ~ Superstitious CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 3rd level, the superstitious barbarian gains a +%1 bonus on initiative and a +%1 insight bonus to AC during surprise rounds. This bonus increases by +1 for every three levels after 3rd. This ability replaces trap sense.|BarbarianLvl/3 SOURCEPAGE:p.79
Keen Senses KEY:Keen Senses ~ Superstitious CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 7th level, the superstitious barbarian gains low-light vision (triple normal vision range in dim light if she already has low-light vision). At 10th level, she gains darkvision 60 feet (or adds 60 feet to the range of any darkvision already possessed). At 13th level, she gains scent. At 16th level, she gains blindsense 30 feet. At 19th level, she gains blindsight 30 feet. This ability replaces damage reduction. SOURCEPAGE:p.79 ABILITY:Special Ability|AUTOMATIC|Keen Senses ~ Low-Light Vision|PRECLASS:1,Barbarian=7 ABILITY:Special Ability|AUTOMATIC|Keen Senses ~ Darkvision|PRECLASS:1,Barbarian=10 ABILITY:Special Ability|AUTOMATIC|Keen Senses ~ Scent|PRECLASS:1,Barbarian=13 ABILITY:Special Ability|AUTOMATIC|Keen Senses ~ Blindsense|PRECLASS:1,Barbarian=16 ABILITY:Special Ability|AUTOMATIC|Keen Senses ~ Blindsight|PRECLASS:1,Barbarian=19
# Keen Sense Grouping
Low-Light Vision KEY:Keen Senses ~ Low-Light Vision CATEGORY:Special Ability TYPE:SpecialQuality VISION:Low-Light
@@ -148,28 +148,28 @@
Arcane Armor (Heavy) KEY:Arcane Armor ~ Heavy CATEGORY:Internal AUTO:FEAT|Armor Proficiency (Heavy)
# Archivist
-Naturalist KEY:Naturalist ~ Archivist CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BardInspireCourage DESC:An archivist who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against exceptional, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components. This ability replaces inspire courage.|NaturalistBonus DEFINE:NaturalistBonus|0 BONUS:VAR|NaturalistBonus|((classlevel("Bard")-1)/5)+1
-Lamentable Belabourment KEY:Lamentable Belabourment ~ Archivist CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BardInspireGreatness DESC:At 6th level, an archivist can bewilder a creature already fascinated by his performance. Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). The target must make a Will save DC %1 (DC 10 + 1/2 the bard's level + the bard's Cha modifier). Success renders the target immune to this power for 24 hours, but failure leaves the target either dazed or confused (archivist's choice) for as long as the performance continues. If the target takes damage, this effect ends immediately. This mind-affecting ability relies on audible components. This ability replaces inspire greatness.|10+(classlevel("Bard")/2)+CHA
+Naturalist KEY:Naturalist ~ Archivist CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BardInspireCourage DESC:An archivist who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against exceptional, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components. This ability replaces inspire courage.|NaturalistBonus DEFINE:NaturalistBonus|0 BONUS:VAR|NaturalistBonus|((BardLvl-1)/5)+1
+Lamentable Belabourment KEY:Lamentable Belabourment ~ Archivist CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BardInspireGreatness DESC:At 6th level, an archivist can bewilder a creature already fascinated by his performance. Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). The target must make a Will save DC %1 (DC 10 + 1/2 the bard's level + the bard's Cha modifier). Success renders the target immune to this power for 24 hours, but failure leaves the target either dazed or confused (archivist's choice) for as long as the performance continues. If the target takes damage, this effect ends immediately. This mind-affecting ability relies on audible components. This ability replaces inspire greatness.|10+(BardLvl/2)+CHA
Pedantic Lecture KEY:Pedantic Lecture ~ Archivist CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BardMassSuggestion DESC:At 18th level, an archivist can affect as many creatures with lamentable belaborment as he currently has fascinated. In addition, he may choose to cause targets to fall asleep rather than be dazed or confused. This ability replaces mass suggestion.
-Lore Master KEY:Lore Master ~ Archivist CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BardVersatilePerformance DESC:At 2nd level, an archivist may take 20 on Knowledge checks %1/day, plus once per six levels beyond 2nd. This ability replaces versatile performance.|((classlevel("Bard")-2)/6)+1
+Lore Master KEY:Lore Master ~ Archivist CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BardVersatilePerformance DESC:At 2nd level, an archivist may take 20 on Knowledge checks %1/day, plus once per six levels beyond 2nd. This ability replaces versatile performance.|((BardLvl-2)/6)+1
Magic Lore KEY:Magic Lore ~ Archivist CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BardWellVersed DESC:At 2nd level, an archivist gains a bonus on Spellcraft checks to identify magic items or decipher scrolls and may take 10 on such checks. An archivist can use Disable Device to disarm magical traps as per a rogue's trapfinding ability and gains a +4 bonus on saves against magical traps, language-dependent effects, and symbols, glyphs, and magical writings of any kind. This ability replaces well-versed.
Jack of All Trades KEY:Jack of All Trades ~ Archivist CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BardLoreMaster DESC:At 5th level, an archivist can use any skill, even if the skill normally requires him to be trained. At 11th level, he considers all skills to be class skills, and at 17th level he can take 10 on any skill check, even if it is not normally allowed. This ability replaces lore master.
# CLARIFY: Does this mean all skills become class Skills?
-Probable Path KEY:Probable Path ~ Archivist CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BardJackOfAllTrades DESC:At 10th level, an archivist can calculate the action likely to bring success with the least risk. %1/day, he can take 10 on any d20 roll. He may use this ability one additional time per day for every three levels after 10th. This ability replaces jack of all trades.|(classlevel("Bard")-7)/3
+Probable Path KEY:Probable Path ~ Archivist CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BardJackOfAllTrades DESC:At 10th level, an archivist can calculate the action likely to bring success with the least risk. %1/day, he can take 10 on any d20 roll. He may use this ability one additional time per day for every three levels after 10th. This ability replaces jack of all trades.|(BardLvl-7)/3
# Court Bard
-Satire KEY:Satire ~ Court Bard CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BardInspireCourage DESC:A court bard can use performance to undermine the confidence of enemies who hear it, causing them to take a -%1 penalty on attack and damage rolls (minimum 1) and a -%1 penalty on saves against fear and charm effects as long as the bard continues performing. This penalty increases by -1 at 5th level and every six levels thereafter. Satire is a language-dependent, mind-affecting ability that uses audible components. This performance replaces inspire courage.|(classlevel("Bard")+1)/6
-Mockery KEY:Mockery ~ Court Bard CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BardInspireCompetence DESC:A court bard of 3rd level or higher can subtly ridicule and defame a specific individual. The bard selects one target who can hear his performance. That individual takes a -2 penalty on Charisma checks and Charisma-related skill checks as long as the bard continues performing. This penalty increases by -1 every four levels after 3rd. Mockery is a language-dependent, mind-affecting ability that relies on audible components. This performance replaces inspire competence.|((classlevel("Bard")+1)/4)+2
-Glorious Epic KEY:Glorious Epic ~ Court Bard CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BardDirgeOfDoom DESC:A court bard of 8th level or higher can weave captivating tales that engross those who hear them. Enemies within 30 feet become flat-footed unless they succeed at a Will save DC %1 (DC 10 + 1/2 the bard's level + the bard's Cha modifier). A save renders them immune to this ability for 24 hours. Glorious epic is a language-dependent, mind-affecting ability that uses audible components. This performance replaces dirge of doom.|10+CHA+(classlevel("Bard")/2)
-Scandal KEY:Scandal ~ Court Bard CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BardFrighteningTune DESC:A court bard of 14th level or higher can combine salacious gossip and biting calumny to incite a riot. Each enemy within 30 feet is affected as if by a song of discord for as long as it can hear the performance. A successful Will save DC %1 (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect, and that creature is immune to this ability for 24 hours. Scandal is a language-dependent, mind-affecting ability that uses audible components. This performance replaces frightening tune.|10+CHA+(classlevel("Bard")/2)
-Heraldic Expertise KEY:Heraldic Expertise ~ Court Bard CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BardBardicKnowledge DESC:A court bard gains a bonus equal to half his bard level on Diplomacy, Knowledge (history), Knowledge (local), and Knowledge (nobility) checks [Bonus is %1] (minimum +1).%2/day, the court bard can also reroll a check against one of these skills, though he must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter. This ability replaces bardic knowledge.|classlevel("Bard")/2|(classlevel("Bard")/5)+1
-Wide Audience KEY:Wide Audience ~ Court Bard CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BardLoreMaster.BardJackOfAllTrades DESC:At 5th level, a court bard can choose to affect a %1-foot [60-foot] cone instead of a %2 [30-foot] radius with bardic performances that affect an area. In addition, for every five levels beyond 5th, the area of such powers is increased by 10 feet (radius) or 20 feet (cone). If the power instead affects multiple creatures, it affects one additional creature than normal for every five levels beyond 5th. This does not affect powers that affect only a single creature. This ability replaces lore master and jack of all trades.|WideAudienceCone|WideAudienceRadius DEFINE:WideAudienceCone|60 DEFINE:WideAudienceRadius|30 BONUS:VAR|WideAudienceCone|((classlevel("Bard")-5)/5)*10|PRECLASS:1,Bard=10 BONUS:VAR|WideAudienceRadius|((classlevel("Bard")-5)/5)*20|PRECLASS:1,Bard=10
+Satire KEY:Satire ~ Court Bard CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BardInspireCourage DESC:A court bard can use performance to undermine the confidence of enemies who hear it, causing them to take a -%1 penalty on attack and damage rolls (minimum 1) and a -%1 penalty on saves against fear and charm effects as long as the bard continues performing. This penalty increases by -1 at 5th level and every six levels thereafter. Satire is a language-dependent, mind-affecting ability that uses audible components. This performance replaces inspire courage.|(BardLvl+1)/6
+Mockery KEY:Mockery ~ Court Bard CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BardInspireCompetence DESC:A court bard of 3rd level or higher can subtly ridicule and defame a specific individual. The bard selects one target who can hear his performance. That individual takes a -2 penalty on Charisma checks and Charisma-related skill checks as long as the bard continues performing. This penalty increases by -1 every four levels after 3rd. Mockery is a language-dependent, mind-affecting ability that relies on audible components. This performance replaces inspire competence.|((BardLvl+1)/4)+2
+Glorious Epic KEY:Glorious Epic ~ Court Bard CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BardDirgeOfDoom DESC:A court bard of 8th level or higher can weave captivating tales that engross those who hear them. Enemies within 30 feet become flat-footed unless they succeed at a Will save DC %1 (DC 10 + 1/2 the bard's level + the bard's Cha modifier). A save renders them immune to this ability for 24 hours. Glorious epic is a language-dependent, mind-affecting ability that uses audible components. This performance replaces dirge of doom.|10+CHA+(BardLvl/2)
+Scandal KEY:Scandal ~ Court Bard CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BardFrighteningTune DESC:A court bard of 14th level or higher can combine salacious gossip and biting calumny to incite a riot. Each enemy within 30 feet is affected as if by a song of discord for as long as it can hear the performance. A successful Will save DC %1 (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect, and that creature is immune to this ability for 24 hours. Scandal is a language-dependent, mind-affecting ability that uses audible components. This performance replaces frightening tune.|10+CHA+(BardLvl/2)
+Heraldic Expertise KEY:Heraldic Expertise ~ Court Bard CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BardBardicKnowledge DESC:A court bard gains a bonus equal to half his bard level on Diplomacy, Knowledge (history), Knowledge (local), and Knowledge (nobility) checks [Bonus is %1] (minimum +1).%2/day, the court bard can also reroll a check against one of these skills, though he must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter. This ability replaces bardic knowledge.|BardLvl/2|(BardLvl/5)+1
+Wide Audience KEY:Wide Audience ~ Court Bard CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BardLoreMaster.BardJackOfAllTrades DESC:At 5th level, a court bard can choose to affect a %1-foot [60-foot] cone instead of a %2 [30-foot] radius with bardic performances that affect an area. In addition, for every five levels beyond 5th, the area of such powers is increased by 10 feet (radius) or 20 feet (cone). If the power instead affects multiple creatures, it affects one additional creature than normal for every five levels beyond 5th. This does not affect powers that affect only a single creature. This ability replaces lore master and jack of all trades.|WideAudienceCone|WideAudienceRadius DEFINE:WideAudienceCone|60 DEFINE:WideAudienceRadius|30 BONUS:VAR|WideAudienceCone|((BardLvl-5)/5)*10|PRECLASS:1,Bard=10 BONUS:VAR|WideAudienceRadius|((BardLvl-5)/5)*20|PRECLASS:1,Bard=10
# Detective
-Careful Teamwork KEY:Careful Teamwork ~ Detective CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BardInspireCourage DESC:A detective uses performance to keep allies coordinated, alert, and ready for action. All allies within 30 feet gain a +%1 bonus on Initiative checks, Perception, and Disable Device checks for 1 hour. They also gain a +%1 insight bonus on Reflex saves and to AC against traps and when they are flat-footed. These bonuses increase by +1 at 5th level and every six levels thereafter. Using this ability requires 3 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. This ability is languagedependent and requires visual and audible components. This performance replaces inspire courage.|(classlevel("Bard")+1)/6
-True Confession KEY:True Confession ~ Detective CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BardInspireGreatness DESC:At 9th level, a detective can use performance to trick a creature into revealing its secrets. Using this ability requires a successful Sense Motive check to see through a Bluff or notice mental compulsion. After 3 continuous rounds of performance, the target must make a Will save DC %1 (DC 10 + 1/2 the bard's level + the bard's Cha modifier). Success renders the target immune to this power for 24 hours. On a failed save, a liar inadvertently reveals the lie and the truth behind it. A creature under a charm or compulsion reveals the nature of its enchantment and who placed it (if the creature knows) and gains a new saving throw to break free from the enchantment. This ability is language-dependent and requires audible components. Using this power requires only 2 rounds of performance at 15th level, and 1 round of performance at 20th level. This performance replaces inspire greatness.|10+CHA+(classlevel("Bard")/2)
-Show Yourselves KEY:Show Yourselves ~ Detective CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BardInspireHeroics DESC:At 15th level, a detective can use performance to compel creatures to reveal themselves when hiding. All enemies within 30 feet must make a Will save DC %1 (DC 10 + 1/2 the bard's level + the bard's Cha modifier). If they fail, they must cease using Stealth, unlock and open doors between themselves and the detective, and dismiss, suppress, or dispel if necessary magical effects that grant invisibility or any other form of concealment from the detective. As long as they can hear the performance, affected creatures may not attack or flee until they have eliminated every such effect, though they are freed from this compulsion immediately if attacked. Creatures in the area must make this save each round the bard continues his performance. This ability is language-dependent and requires audible components. This performance replaces inspire heroics.|10+CHA+(classlevel("Bard")/2)
-Eye for Detail KEY:Eye for Detail ~ Detective CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BardBardicKnowledge DESC:A detective gains a bonus equal to half his level on Knowledge (local), Perception, and Sense Motive checks, as well as Diplomacy checks to gather information (minimum +1). This ability replaces bardic knowledge.|min(1,classlevel("Bard")/2) BONUS:SKILL|Knowledge (local),Perception,Sense Motive|min(1,classlevel("Bard")/2)
+Careful Teamwork KEY:Careful Teamwork ~ Detective CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BardInspireCourage DESC:A detective uses performance to keep allies coordinated, alert, and ready for action. All allies within 30 feet gain a +%1 bonus on Initiative checks, Perception, and Disable Device checks for 1 hour. They also gain a +%1 insight bonus on Reflex saves and to AC against traps and when they are flat-footed. These bonuses increase by +1 at 5th level and every six levels thereafter. Using this ability requires 3 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. This ability is languagedependent and requires visual and audible components. This performance replaces inspire courage.|(BardLvl+1)/6
+True Confession KEY:True Confession ~ Detective CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BardInspireGreatness DESC:At 9th level, a detective can use performance to trick a creature into revealing its secrets. Using this ability requires a successful Sense Motive check to see through a Bluff or notice mental compulsion. After 3 continuous rounds of performance, the target must make a Will save DC %1 (DC 10 + 1/2 the bard's level + the bard's Cha modifier). Success renders the target immune to this power for 24 hours. On a failed save, a liar inadvertently reveals the lie and the truth behind it. A creature under a charm or compulsion reveals the nature of its enchantment and who placed it (if the creature knows) and gains a new saving throw to break free from the enchantment. This ability is language-dependent and requires audible components. Using this power requires only 2 rounds of performance at 15th level, and 1 round of performance at 20th level. This performance replaces inspire greatness.|10+CHA+(BardLvl/2)
+Show Yourselves KEY:Show Yourselves ~ Detective CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BardInspireHeroics DESC:At 15th level, a detective can use performance to compel creatures to reveal themselves when hiding. All enemies within 30 feet must make a Will save DC %1 (DC 10 + 1/2 the bard's level + the bard's Cha modifier). If they fail, they must cease using Stealth, unlock and open doors between themselves and the detective, and dismiss, suppress, or dispel if necessary magical effects that grant invisibility or any other form of concealment from the detective. As long as they can hear the performance, affected creatures may not attack or flee until they have eliminated every such effect, though they are freed from this compulsion immediately if attacked. Creatures in the area must make this save each round the bard continues his performance. This ability is language-dependent and requires audible components. This performance replaces inspire heroics.|10+CHA+(BardLvl/2)
+Eye for Detail KEY:Eye for Detail ~ Detective CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BardBardicKnowledge DESC:A detective gains a bonus equal to half his level on Knowledge (local), Perception, and Sense Motive checks, as well as Diplomacy checks to gather information (minimum +1). This ability replaces bardic knowledge.|min(1,BardLvl/2) BONUS:SKILL|Knowledge (local),Perception,Sense Motive|min(1,BardLvl/2)
Arcane Insight KEY:Arcane Insight ~ Detective CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BardWellVersed DESC:At 2nd level, a detective can find and disable magical traps, like a rogue's trapfinding ability. In addition, he gains a +4 bonus on saving throws made against illusions and a +4 bonus on caster level checks and saving throws to see through disguises and protections against divination (such as magic aura, misdirection, and nondetection). This ability replaces well-versed.
Arcane Investigation KEY:Arcane Investigation ~ Detective CATEGORY:Special Ability TYPE:SpecialQuality.BardVersatilePerformance DESC:In addition, a detective's class spell list includes the following: 1st-detect chaos/evil/law/ good; 2nd-zone of truth; 3rd-arcane eye, speak with dead, speak with plants; 4th-discern lies; 5th-prying eyes, stone tell; 6th-discern location, find the path, greater prying eyes, moment of prescience. A detective may add one of these spells or any divination spell on the bard spell list to his list of spells known at 2nd level and every four levels thereafter. This ability replaces versatile performance.
# TODO: Implement extra spells for Arcane Investigation
@@ -178,32 +178,32 @@
# A detective may add one of these spells or any divination spell on the bard spell list to his list of spells known at 2nd level and every four levels thereafter.
# Magician
-Dweomercraft KEY:Dweomercraft ~ Magician CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BardInspireCourage DESC:A magician can use performance to manipulate magical energies. Allies of the magician gain a +%1 bonus on caster level checks, concentration checks, and attack rolls with spells and spell-like abilities. This bonus increases by +1 at 5th level and every six levels thereafter. This ability relies on visual and audible components. It replaces inspire courage.|(classlevel("Bard")/5)+1
+Dweomercraft KEY:Dweomercraft ~ Magician CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BardInspireCourage DESC:A magician can use performance to manipulate magical energies. Allies of the magician gain a +%1 bonus on caster level checks, concentration checks, and attack rolls with spells and spell-like abilities. This bonus increases by +1 at 5th level and every six levels thereafter. This ability relies on visual and audible components. It replaces inspire courage.|(BardLvl/5)+1
Spell Suppression KEY:Spell Suppression ~ Magician CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BardDirgeOfDoom DESC:A 8th level, a magician can use performance to counter the spells of his foes. Once the bard begins using this performance, he tracks the number of rounds it has been in use. While performing, as an immediate action, he can attempt to counter any spell that he can identify using Spellcraft, so long as that spell's level is equal or less than the total number of rounds he has been performing spell suppression. The attempt to counter the spell is made as if using dispel magic, using the bard's level as the caster level. If successful, the bardic performance immediately ends. This ability requires audible components. This performance replaces dirge of doom.
Metamagic Mastery KEY:Metamagic Mastery ~ Magician CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BardFrighteningTune DESC:At 14th level, a magician can use performance to apply a metamagic feat to a spell he is about to cast without increasing the casting time. The bard must still expend a higher-level slot to cast this spell. This causes the performance to immediately end. This ability requires audible components. This performance replaces frightening tune.
-Magical Talent KEY:Magical Talent ~ Magician CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BardCounterSong DESC:A magician gains a bonus [+%1] equal to half his level on Knowledge (arcana), Spellcraft, and Use Magic Device checks. This ability replaces bardic knowledge. Improved Counterspell: A magician gains Improved Counterspell as a bonus feat. This ability replaces countersong.|classlevel("Bard")/2
+Magical Talent KEY:Magical Talent ~ Magician CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BardCounterSong DESC:A magician gains a bonus [+%1] equal to half his level on Knowledge (arcana), Spellcraft, and Use Magic Device checks. This ability replaces bardic knowledge. Improved Counterspell: A magician gains Improved Counterspell as a bonus feat. This ability replaces countersong.|BardLvl/2
Extended Performance KEY:Extended Performance ~ Magician CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BardWellVersed DESC:At 2nd level, a magician can extend the duration of bardic performance after he stops concentrating by sacrificing a spell slot as a swift action. The performance effect lingers for 1 extra round per level of the spell. Only one spell may be sacrificed per performance, and performance types that take affect after a specific number of rounds cannot be extended. This ability replaces well-versed.
Expanded Repertoire KEY:Expanded Repertoire ~ Magician CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BardVersatilePerformance DESC:At 2nd level and every four levels thereafter, a magician can add one spell to his spells known from the spell list of any arcane spellcasting class. The spell must be of a level he can cast. This ability replaces versatile performance.
# TODO: Implement the ability to add ANY Arcane Spell to Known. CHOOSE:SPELLS|TYPE=Arcane[LEVELMAX=MAXCASTABLE]
# CODE: Requires Code to implement
-Arcane Bond KEY:Arcane Bond ~ Magician CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BardLoreMaster DESC:At 5th level, a magician gains the arcane bond ability as a wizard. He may not choose a familiar or a weapon as a bonded item. This ability replaces lore master. BONUS:ABILITYPOOL|Arcane Bond|1 DEFINE:FMLevel|0 BONUS:VAR|FMLevel|classlevel("Bard")|PREABILITY:1,CATEGORY=Special Ability,Arcane Bond ~ Familiar
+Arcane Bond KEY:Arcane Bond ~ Magician CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BardLoreMaster DESC:At 5th level, a magician gains the arcane bond ability as a wizard. He may not choose a familiar or a weapon as a bonded item. This ability replaces lore master. BONUS:ABILITYPOOL|Arcane Bond|1 DEFINE:FMLevel|0 BONUS:VAR|FMLevel|BardLvl|PREABILITY:1,CATEGORY=Special Ability,Arcane Bond ~ Familiar
Wand Mastery KEY:Wand Mastery ~ Magician CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BardJackOfAllTrades DESC:At 10th level, when a magician uses a wand containing a spell on his spell list, he uses his Charisma bonus to set the wand's save DC. At 16th level, when using such a wand, he uses his caster level in place of the wand's caster level. This ability replaces jack of all trades.
# Sandman
-Stealspell KEY:Stealspell ~ Sandman CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BardInspireCourage DESC:A sandman can use performance to steal spells from his foes and add them to his list of spells known. Once the performance is started, the bard can steal a prepared spell or a spell known from another creature with a touch attack as a standard action. The target receives a Will save DC %1 (DC 10 + the bard's level + the bard's Cha bonus) to negate the effect. The sandman may choose a spell to steal, but if the target does not possess the spell, the bardic performance immediately ends. Otherwise the spell stolen is random, but it is always of the highest level that the bard can cast, if possible. The target loses the prepared spell or spell known and the sandman adds it to his list of spells known for as long as the performance continues, after which it reverts to the original recipient. While stolen, the bard can cast the spell using his available spell slots. This use does not consume the stolen spell. If the bard steals another spell while a spell is stolen, the previous spell immediately reverts to its original owner. This ability requires visual components. This performance replaces inspire courage.|10+CHA+(classlevel("Bard")/2)
+Stealspell KEY:Stealspell ~ Sandman CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BardInspireCourage DESC:A sandman can use performance to steal spells from his foes and add them to his list of spells known. Once the performance is started, the bard can steal a prepared spell or a spell known from another creature with a touch attack as a standard action. The target receives a Will save DC %1 (DC 10 + the bard's level + the bard's Cha bonus) to negate the effect. The sandman may choose a spell to steal, but if the target does not possess the spell, the bardic performance immediately ends. Otherwise the spell stolen is random, but it is always of the highest level that the bard can cast, if possible. The target loses the prepared spell or spell known and the sandman adds it to his list of spells known for as long as the performance continues, after which it reverts to the original recipient. While stolen, the bard can cast the spell using his available spell slots. This use does not consume the stolen spell. If the bard steals another spell while a spell is stolen, the previous spell immediately reverts to its original owner. This ability requires visual components. This performance replaces inspire courage.|10+CHA+(BardLvl/2)
Slumber Song KEY:Slumber Song ~ Sandman CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike.BardSuggestion DESC:At 6th level, a sandman can use his performance to cause a creature he has already fascinated to fall asleep (as deep slumber, but with no HD limit). Otherwise, this ability functions like suggestion. This performance replaces suggestion.
Dramatic Subtext KEY:Dramatic Subtext ~ Sandman CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BardInspireGreatness DESC:At 9th level, a sandman can use bardic performance to cast spells without obvious visual or audible components while retaining the spell's normal effects. Observers must succeed at a Perception check opposed by a sandman's Sleight of Hand check to notice that the sandman is the source of the spellcasting (though spellcasting still provokes attacks of opportunity). The bard must use this performance for at least 2 rounds before casting a spell; otherwise he is automatically detected and the performance ends. This ability replaces inspire greatness.
Greater Stealspell KEY:Greater Stealspell ~ Sandman CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BardInspireHeroics DESC:A sandman's stealspell power improves at 15th level. When a target fails a save against his stealspell performance, the sandman discovers its spell resistance (if any) and all spells it has prepared or knows. He can then choose which spell to steal. The sandman may forgo stealing a spell and instead reduce the target's SR by an amount equal to half his bard level and gain that amount of spell resistance for as long as he continues performing. If he steals additional spell resistance, it stacks with previously stolen SR. If he steals a spell or ceases performing, the spell resistance immediately reverts back to its owner. This performance replaces inspire heroics.
Mass Slumber Song KEY:Mass Slumber Song ~ Sandman CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike.BardMassSuggestion DESC:At 18th level, a sandman can use slumber song to affect any number of fascinated creatures within 30 feet. Otherwise, this ability functions like mass suggestion. This performance replaces mass suggestion.
Spell Catching KEY:Spell Catching ~ Sandman CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BardDeadlyPerformace DESC:At 20th level, a sandman who saves against a spell or spell-like ability that targets only him (not including area spells) may use bardic performance as an immediate action. He must attempt a caster level check (DC 10 + the spell's original caster level). If it succeeds, the sandman can absorb the spell effect without harm and immediately recast that spell (using the original caster's level and save DC) or any spell he knows of that level or lower. Using this ability consumes a number of rounds of bardic performance equal to the spell's level, even if the check fails. This performance replaces deadly performance.
-Master of Deception KEY:Master of Deception ~ Sandman CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BardBardicKnowledge DESC:A sandman gains a bonus [+%1] equal to half his level on Bluff, Sleight of Hand, and Stealth checks. He may also disarm magical traps with Disable Device as a rogue's trapfinding ability. This ability replaces bardic knowledge.|classlevel("Bard")/2 BONUS:SKILL|Bluff,Sleight of Hand,Stealth|classlevel("Bard")/2
+Master of Deception KEY:Master of Deception ~ Sandman CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BardBardicKnowledge DESC:A sandman gains a bonus [+%1] equal to half his level on Bluff, Sleight of Hand, and Stealth checks. He may also disarm magical traps with Disable Device as a rogue's trapfinding ability. This ability replaces bardic knowledge.|BardLvl/2 BONUS:SKILL|Bluff,Sleight of Hand,Stealth|BardLvl/2
Sneakspell KEY:Sneakspell ~ Sandman CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BardVersatilePerformace DESC:At 2nd level, a sandman adds +1 to the save DC of spells and bardic performance against opponents who are denied their Dex bonus. This increases to +2 at 10th level and +3 at 18th level. In addition, at 6th level he gains a +2 bonus on caster level checks to overcome spell resistance against such foes, and this bonus increases to +4 at 14th level. This ability replaces versatile performance.
-Trap Sense KEY:Trap Sense ~ Sandman CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BardInspireCompetence DESC:At 3rd level, a sandman gains a +%1 bonus on Reflex saves against traps and a +$1 dodge bonus to AC against traps. These bonuses increase by +1 every three levels after 3rd. This ability replaces inspire competence.|classlevel("Bard")/3
-Sneak Attack KEY:Sneak Attack ~ Sandman CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BardLoreMaster DESC:At 5th level, a sandman inflicts +%1d6 points of damage against targets within 30 feet that he flanks or that are denied their Dex bonus to AC against him. This damage increases by +1d6 every five levels after 5th. This ability replaces lore master.|(classlevel("Bard")/5)+1
+Trap Sense KEY:Trap Sense ~ Sandman CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BardInspireCompetence DESC:At 3rd level, a sandman gains a +%1 bonus on Reflex saves against traps and a +$1 dodge bonus to AC against traps. These bonuses increase by +1 every three levels after 3rd. This ability replaces inspire competence.|BardLvl/3
+Sneak Attack KEY:Sneak Attack ~ Sandman CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BardLoreMaster DESC:At 5th level, a sandman inflicts +%1d6 points of damage against targets within 30 feet that he flanks or that are denied their Dex bonus to AC against him. This damage increases by +1d6 every five levels after 5th. This ability replaces lore master.|(BardLvl/5)+1
# Savage Skald
Inspiring Blow KEY:Inspiring Blow ~ Savage Skald CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BardFascinate DESC:A savage skald roars his war-cries with each telling blow. When he confirms a critical hit, he can start this performance as an immediate action (ending any other performances). He gains temporary hit points equal to his Charisma modifier (if positive), and all allies within 30 feet gain a +1 morale bonus on their next attack roll prior to the start of his next turn. These temporary hit points remain until the bard ends his performance. This performance replaces fascinate.
-Incite Rage KEY:Incite Rage ~ Savage Skald CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BardSuggestion DESC:At 6th level, a savage skald can induce a furious rage in one creature within 30 feet. This effect functions as a rage spell that lasts as long as the target can hear the bard's performance; however, unwilling creatures can be affected if they fail a Will save DC %1 (DC 10 + 1/2 the bard's level + the bard's Cha modifier). Success renders the target immune to this power for 24 hours. The bard cannot target himself with this ability. If the target has the rage class feature, it can instead immediately rage and stay in this rage without consuming rounds of rage per day as long as the bard continues performing. This mind-affecting effect requires audible components. This performance replaces suggestion.|10+CHA+(classlevel("Bard")/2)
+Incite Rage KEY:Incite Rage ~ Savage Skald CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BardSuggestion DESC:At 6th level, a savage skald can induce a furious rage in one creature within 30 feet. This effect functions as a rage spell that lasts as long as the target can hear the bard's performance; however, unwilling creatures can be affected if they fail a Will save DC %1 (DC 10 + 1/2 the bard's level + the bard's Cha modifier). Success renders the target immune to this power for 24 hours. The bard cannot target himself with this ability. If the target has the rage class feature, it can instead immediately rage and stay in this rage without consuming rounds of rage per day as long as the bard continues performing. This mind-affecting effect requires audible components. This performance replaces suggestion.|10+CHA+(BardLvl/2)
Song of the Fallen KEY:Song of the Fallen ~ Savage Skald CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike.BardJackOfAllTrades DESC:At 10th level, a savage skald can duplicate the effect of a horn of Valhalla. This effect requires 10 continuous rounds of performance and summons barbarians as a silver horn at 10th level, as a brass horn at 13th level, as a bronze horn at 16th level, and as an iron horn at 19th level. The warriors remain only as long as the bard continues his performance. This ability requires audible components. This performance replaces jack of all trades.
Berserkergang KEY:Berserkergang ~ Savage Skald CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BardSoothingPerformance DESC:At 12th level, a savage skald can inspire a rapturous battle trance that suppresses pain, stunning, and fear effects for one creature, plus one additional creature per three levels after 12th. Affected creatures also gain DR 5/- (DR 10/- against nonlethal damage); this benefit stacks with the damage reduction class ability of barbarians. This mind-affecting ability requires audible components. This performance replaces soothing performance.
Battle Song KEY:Battle Song ~ Savage Skald CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BardMassSugestion DESC:At 18th level, a savage skald can affect all allies within 30 feet when using performance to incite rage. This performance replaces mass suggestion.
@@ -213,17 +213,17 @@
Still Water KEY:Still Water ~ Sea Singer CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BardCounterSong DESC:At 3rd level, a sea singer can use performance to calm rough waters within 30 feet, reducing the DC for Profession (sailor) and Swim checks, as well as for Acrobatics and Climb checks aboard ship, by an amount equal to the bard's level (to a minimum of DC 10) for as long he continues to perform. He can extend this duration to 1 hour by playing for 10 consecutive rounds. This ability requires audible components. This performance replaces inspire competence.
Whistle the Wind KEY:Whistle the Wind ~ Sea Singer CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BardSuggestion DESC:A sea singer of 6th level or higher can use performance to create a gust of wind. This wind lasts for as long as he continues his performance. He can extend this duration to 1 minute by playing for 5 consecutive rounds. This performance replaces suggestion.
Call the Storm KEY:Call the Storm ~ Sea Singer CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BardMassSuggestion DESC:At 18th level, a sea singer can use performance to duplicate control water, control weather, control winds, or storm of vengeance, using his bard level as the caster level. Using this ability requires 1 round of continuous performance per level of the spell (as if he were a druid). These effects continue for as long as the bard continues performing, but not longer than the spell's normal duration. This performance replaces mass suggestion.
-World Traveler KEY:World Traveler ~ Sea Singer CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BardBardicKnowledge DESC:A sea singer gains a bonus equal to half his bard level on Knowledge (geography), Knowledge (local), Knowledge (nature), and Linguistics checks. He can reroll a check against one of these skills, but must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter. This ability replaces bardic knowledge. BONUS:SKILL|Knowledge (Geography),Knowledge (Local),Knowledge (Nature),Linguistics|min(1,classlevel("Bard")/2)
+World Traveler KEY:World Traveler ~ Sea Singer CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BardBardicKnowledge DESC:A sea singer gains a bonus equal to half his bard level on Knowledge (geography), Knowledge (local), Knowledge (nature), and Linguistics checks. He can reroll a check against one of these skills, but must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter. This ability replaces bardic knowledge. BONUS:SKILL|Knowledge (Geography),Knowledge (Local),Knowledge (Nature),Linguistics|min(1,BardLvl/2)
Familiar KEY:Familiar ~ Sea Singer CATEGORY:Special Ability TYPE:SpecialQuality.BardVersatilePerformace DESC:At 2nd level, a sea singer acquires an exotic pet, a monkey or parrot (treat as raven), that gains abilities as a wizard's familiar, using the sea singer's bard level as his wizard level. This ability replaces versatile performance.
Sea Legs KEY:Sea Legs ~ Sea Singer CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BardWellVersed DESC:At 2nd level, a sea singer gains a +4 bonus on saving throws against air and water effects and effects that would cause the sea singer to slip, trip, or otherwise be knocked prone. He gains a +2 bonus to CMD against grapple, overrun, and trip. This ability replaces well-versed. BONUS:VAR|CMD_Grapple,CMD_Overrun,CMD_Trip|2
# Street Performer
-Disappearing Act KEY:Disappearing Act ~ Street Performer CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BardInspireCourage DESC:A street performer can use performance to divert attention from an ally. All creatures within 30 feet that fail a Will save DC %1 (DC 10 + 1/2 the bard's level + the bard's Cha modifier) treat one creature chosen by the bard as if it were invisible. This performance affects one additional creature at 5th level and every 6 levels thereafter. If the targets take any action that would cause them to become visible, they become visible to everyone. The bard cannot use this ability on himself. This ability is a mind-affecting effect that requires visual components. This performance replaces inspire courage.|10+CHA+(classlevel("Bard")/2)
-Harmless Performer KEY:Harmless Performer ~ Street Performer CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BardInspireCompetence DESC:At 3rd level, a street performer can use performance to appear meek and unworthy of being attacked. While using this performance, whenever an enemy targets the street performer, the enemy must succeed at a Will save DC %1 (DC 10 + 1/2 the bard's level + the bard's Cha bonus) or be unable to attack the bard this round, as per sanctuary. The enemy loses the attack that targeted the bard, but may spend additional attacks targeting other creatures. If the opponent was targeting the street performer with a spell, it must succeed at a concentration check at the same DC or lose the spell. If this check succeeds, it may target another creature with the spell instead. This mind-affecting ability requires audible or visual components. This performance replaces inspire competence.|10+CHA+(classlevel("Bard")/2)
-Madcap Prank KEY:Madcap Prank ~ Street Performer CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BardInspireGreatness DESC:At 9th level, a street performer can use performance to discomfit a target within 30 feet, causing its clothing to become tangled, its headgear to fall down over its eyes, or even causing it to slip and fall or otherwise be made to appear a fool. The target must make a Reflex save DC %1 (DC 10 + 1/2 the bard's level + the bard's Cha modifier) each round that it hears or sees the performance, or it takes one of the following random effects each round: 1-blinded, 2-dazzled, 3-deafened, 4-entangled, 5-fall prone, 6-nauseated. Each effect lasts 1 round. This performance replaces inspire greatness.|10+CHA+(classlevel("Bard")/2)
+Disappearing Act KEY:Disappearing Act ~ Street Performer CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BardInspireCourage DESC:A street performer can use performance to divert attention from an ally. All creatures within 30 feet that fail a Will save DC %1 (DC 10 + 1/2 the bard's level + the bard's Cha modifier) treat one creature chosen by the bard as if it were invisible. This performance affects one additional creature at 5th level and every 6 levels thereafter. If the targets take any action that would cause them to become visible, they become visible to everyone. The bard cannot use this ability on himself. This ability is a mind-affecting effect that requires visual components. This performance replaces inspire courage.|10+CHA+(BardLvl/2)
+Harmless Performer KEY:Harmless Performer ~ Street Performer CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BardInspireCompetence DESC:At 3rd level, a street performer can use performance to appear meek and unworthy of being attacked. While using this performance, whenever an enemy targets the street performer, the enemy must succeed at a Will save DC %1 (DC 10 + 1/2 the bard's level + the bard's Cha bonus) or be unable to attack the bard this round, as per sanctuary. The enemy loses the attack that targeted the bard, but may spend additional attacks targeting other creatures. If the opponent was targeting the street performer with a spell, it must succeed at a concentration check at the same DC or lose the spell. If this check succeeds, it may target another creature with the spell instead. This mind-affecting ability requires audible or visual components. This performance replaces inspire competence.|10+CHA+(BardLvl/2)
+Madcap Prank KEY:Madcap Prank ~ Street Performer CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BardInspireGreatness DESC:At 9th level, a street performer can use performance to discomfit a target within 30 feet, causing its clothing to become tangled, its headgear to fall down over its eyes, or even causing it to slip and fall or otherwise be made to appear a fool. The target must make a Reflex save DC %1 (DC 10 + 1/2 the bard's level + the bard's Cha modifier) each round that it hears or sees the performance, or it takes one of the following random effects each round: 1-blinded, 2-dazzled, 3-deafened, 4-entangled, 5-fall prone, 6-nauseated. Each effect lasts 1 round. This performance replaces inspire greatness.|10+CHA+(BardLvl/2)
Slip through the Crowd KEY:Slip through the Crowd ~ Street Performer CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.BardInspireHeroics DESC:At 15th level, a street performer's disappearing act enables affected creatures to move through crowd squares and enemy-occupied squares without impediment. Affected creatures are treated as if having greater invisibility, but enemies gain a new saving throw to notice them each time they are attacked. This performance replaces inspire heroics.
Gladhanding KEY:Gladhanding ~ Street Performer CATEGORY:Special Ability TYPE:SpecialQuality.BardCountersong DESC:A street performer earns double the normal amount of money from Perform checks. As a standard action, he may use a Bluff check in place of a Diplomacy check to improve a creature's attitude for 1 minute, after which its attitude becomes one step worse than originally. This ability replaces countersong.
-Streetwise KEY:Streetwise ~ Street Performer CATEGORY:Special Ability TYPE:SpecialQuality.BardBardicKnowledge DESC:A street performer gains a bonus equal to half his level on Bluff, Disguise, Knowledge (local), and Sleight of Hand checks, Diplomacy or Intimidate checks made to influence crowds, and Diplomacy checks to gather information (minimum +1). This replaces bardic knowledge. BONUS:SKILL|Bluff,Disguise,Knowledge (Local),Sleight of Hand|min(1,classlevel("Bard")/2)
+Streetwise KEY:Streetwise ~ Street Performer CATEGORY:Special Ability TYPE:SpecialQuality.BardBardicKnowledge DESC:A street performer gains a bonus equal to half his level on Bluff, Disguise, Knowledge (local), and Sleight of Hand checks, Diplomacy or Intimidate checks made to influence crowds, and Diplomacy checks to gather information (minimum +1). This replaces bardic knowledge. BONUS:SKILL|Bluff,Disguise,Knowledge (Local),Sleight of Hand|min(1,BardLvl/2)
Quick Change KEY:Quick Change ~ Street Performer CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.BardLoreMaster DESC:At 5th level, a street performer can don a disguise as a standard action by taking a -5 penalty on his check. He can take 10 on Bluff and Disguise checks and use Bluff to create a diversion to hide as a swift action. He can take 20 on a Bluff or Disguise check once per day, plus one time per six levels beyond 5th. This ability replaces lore master.
###Block: Cleric subdomain abilities
@@ -301,7 +301,7 @@
# Aquatic Druid
# Ability Name Unique Key Category of Ability Type Define Description Clone Movement Ability Bonus to Ability Pool Damage reduction Bonus to skill Modify VAR Class Skill
Wild Empathy KEY:Wild Empathy ~ Aquatic Druid CATEGORY:Special Ability TYPE:ArchetypeAquaticDruid.SpecialQuality.Extraordinary DESC:An aquatic druid's wild empathy functions only on creatures that have a swim speed or the aquatic or water subtype; however, she can improve the attitude of any such creature with Intelligence 2 or less regardless of type, including mindless creatures.
-Aquatic Adaptation KEY:Aquatic Adaptation ~ Aquatic Druid CATEGORY:Special Ability TYPE:ArchetypeAquaticDruid.SpecialQuality.Extraordinary DESC:At 2nd level, an aquatic druid gains an insight bonus on Initiative checks and Knowledge (geography), Perception, Stealth, Survival, and Swim checks equal to 1/2 her druid level in aquatic terrain, and she cannot be tracked such environments. This ability replaces woodland stride. BONUS:COMBAT|INITIATIVE|min(1,classlevel("Druid"))|TYPE=Insight|PREAPPLY:PC BONUS:SKILL|Knowledge (Geography),Perception,Stealth,Survival,Swim|min(1,classlevel("Druid"))|TYPE=Insight|PREAPPLY:PC
+Aquatic Adaptation KEY:Aquatic Adaptation ~ Aquatic Druid CATEGORY:Special Ability TYPE:ArchetypeAquaticDruid.SpecialQuality.Extraordinary DESC:At 2nd level, an aquatic druid gains an insight bonus on Initiative checks and Knowledge (geography), Perception, Stealth, Survival, and Swim checks equal to 1/2 her druid level in aquatic terrain, and she cannot be tracked such environments. This ability replaces woodland stride. BONUS:COMBAT|INITIATIVE|min(1,DruidLvl)|TYPE=Insight|PREAPPLY:PC BONUS:SKILL|Knowledge (Geography),Perception,Stealth,Survival,Swim|min(1,DruidLvl)|TYPE=Insight|PREAPPLY:PC
Natural Swimmer KEY:Natural Swimmer ~ Aquatic Druid CATEGORY:Special Ability TYPE:ArchetypeAquaticDruid.SpecialQuality.Extraordinary DESC:At 3rd level, an aquatic druid gains a swim speed equal to half her land speed. This ability replaces trackless step. ABILITY:Internal|AUTOMATIC|HalfSwimSpeed|!PREABILITY:1,CATEGORY=Special Ability,Aquatic Druid ~ Seaborn
Resist Ocean's Fury KEY:Resist Oceans Fury ~ Aquatic Druid CATEGORY:Special Ability TYPE:ArchetypeAquaticDruid.SpecialQuality.Extraordinary DESC:At 4th level, an aquatic druid gains a +4 bonus on saving throws against spells of the water type or the exceptional or supernatural abilities of creatures with the aquatic or water subtype. This ability replaces resist nature's lure.
Wild Shape KEY:Wild Shape ~ Aquatic Druid CATEGORY:Special Ability TYPE:ArchetypeAquaticDruid.SpecialQuality.Supernatural DESC:An aquatic druid gains this ability at 6th level, except that her effective druid level for the ability is equal to her druid level - 2. ABILITY:Special Ability|AUTOMATIC|Druid Wild Shape|Druid Wild Shape Times|Druid Wild Shape Progression BONUS:VAR|DruidWildShape|-2
@@ -386,7 +386,7 @@
Mental Strength KEY:Mental Strength ~ Urban Druid CATEGORY:Special Ability TYPE:ArchetypeDruid.SpecialQuality.Extraordinary.DruidVenomImmunity DESC:At 9th level, an urban druid gains immunity to charm and compulsion effects. This ability replaces venom immunity.
#Alternatively druid can choose to be an animal shaman
-# TODO: Verify Formula works as intended - using BONUS:ABILITYPOOL|Druid Wolf Shaman Feat|(classlevel("Druid")-5)/4
+# TODO: Verify Formula works as intended - using BONUS:ABILITYPOOL|Druid Wolf Shaman Feat|(DruidLvl-5)/4
# Supposed to grant +1 at 9, and then +1 every four levels after.
# Bear Shaman
Nature Bond KEY:Nature Bond ~ Bear Shaman CATEGORY:Special Ability TYPE:ArchetypeDruid.SpecialQuality DESC:A bear shaman who chooses an animal companion must select a bear. If choosing a domain, the bear shaman must choose from the Animal, Earth, Protection, and Strength domains.
@@ -395,7 +395,7 @@
Totemic Summons KEY:Totemic Summons ~ Bear Shaman CATEGORY:Special Ability TYPE:ArchetypeDruid.SpecialQuality.Supernatural DESC:At 5th level, a bear shaman may cast summon nature's ally as a standard action when summoning bears, and summoned bears gain temporary hit points equal to her druid level. She can apply the young template to any bear 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.
Wild Shape KEY:Wild Shape ~ Bear Shaman CATEGORY:Special Ability TYPE:ArchetypeDruid.SpecialQuality.Supernatural.DruidWildShape DESC:At 6th level, a bear shaman's wild shape ability functions at her druid level - 2. If she takes on the form of a bear, she instead uses her druid level + 2.
# TODO: Need a method to separate out the -2 and +2 for the selected form
-Bonus Feat KEY:Bonus Feat ~ Bear Shaman CATEGORY:Special Ability TYPE:ArchetypeDruid.SpecialQuality DESC:At 9th level and every 4 levels thereafter, a bear shaman gains one of the following bonus feats: Diehard, Endurance, Great Fortitude, Improved Great Fortitude, Toughness. She must meet the prerequisites for these bonus feats. BONUS:ABILITYPOOL|Druid Bear Shaman Feat|(classlevel("Druid")-5)/4
+Bonus Feat KEY:Bonus Feat ~ Bear Shaman CATEGORY:Special Ability TYPE:ArchetypeDruid.SpecialQuality DESC:At 9th level and every 4 levels thereafter, a bear shaman gains one of the following bonus feats: Diehard, Endurance, Great Fortitude, Improved Great Fortitude, Toughness. She must meet the prerequisites for these bonus feats. BONUS:ABILITYPOOL|Druid Bear Shaman Feat|(DruidLvl-5)/4
# Eagle Shaman
Nature Bond KEY:Nature Bond ~ Eagle Shaman CATEGORY:Special Ability TYPE:ArchetypeDruid.SpecialQuality DESC:An eagle shaman who chooses an animal companion must select a bird (eagle). If choosing a domain, the eagle shaman must choose from the Air, Animal, Nobility, and Weather domains.
@@ -404,7 +404,7 @@
Totemic Summons KEY:Totemic Summons ~ Eagle Shaman CATEGORY:Special Ability TYPE:ArchetypeDruid.SpecialQuality.Supernatural DESC:At 5th level, an eagle shaman may cast summon nature's ally as a standard action when summoning eagles, rocs, and giant eagles (added to the 4th level list), and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the bear shaman ability.
Wild Shape KEY:Wild Shape ~ Eagle Shaman CATEGORY:Special Ability TYPE:ArchetypeDruid.SpecialQuality.Supernatural.DruidWildShape DESC:At 6th level, an eagle shaman's wild shape ability functions at her druid level - 2. If she takes on the form of an eagle or roc, she instead uses her druid level + 2.
# TODO: Need a method to separate out the -2 and +2 for the selected form
-Bonus Feat KEY:Bonus Feat ~ Eagle Shaman CATEGORY:Special Ability TYPE:ArchetypeDruid.SpecialQuality DESC:At 9th level and every 4 levels thereafter, an eagle shaman gains one of the following bonus feats: Flyby Attack, Improved Lightning Reflexes, Lightning Reflexes, Skill Focus (Perception), or Wind Stance. She must meet the prerequisites for these bonus feats. This ability replaces venom immunity. BONUS:ABILITYPOOL|Druid Eagle Shaman Feat|(classlevel("Druid")-5)/4
+Bonus Feat KEY:Bonus Feat ~ Eagle Shaman CATEGORY:Special Ability TYPE:ArchetypeDruid.SpecialQuality DESC:At 9th level and every 4 levels thereafter, an eagle shaman gains one of the following bonus feats: Flyby Attack, Improved Lightning Reflexes, Lightning Reflexes, Skill Focus (Perception), or Wind Stance. She must meet the prerequisites for these bonus feats. This ability replaces venom immunity. BONUS:ABILITYPOOL|Druid Eagle Shaman Feat|(DruidLvl-5)/4
# Lion Shaman
Nature Bond KEY:Nature Bond ~ Lion Shaman CATEGORY:Special Ability TYPE:ArchetypeDruid.SpecialQuality DESC:A lion shaman who chooses an animal companion must select a lion. If choosing a domain, the lion shaman must choose from the Animal, Glory, Nobility, and Sun domains.
@@ -413,7 +413,7 @@
Totemic Summons KEY:Totemic Summons ~ Lion Shaman CATEGORY:Special Ability TYPE:ArchetypeDruid.SpecialQuality.Supernatural DESC:At 5th level, a lion shaman may cast summon nature's ally as a standard action when summoning felines, and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the bear shaman ability.
Wild Shape KEY:Wild Shape ~ Lion Shaman CATEGORY:Special Ability TYPE:ArchetypeDruid.SpecialQuality.Supernatural.DruidWildShape DESC:At 6th level, a lion shaman's wild shape ability functions at her druid level - 2. If she takes on the form of a feline, she instead uses her druid level + 2.
# TODO: Need a method to separate out the -2 and +2 for the selected form
-Bonus Feat KEY:Bonus Feat ~ Lion Shaman CATEGORY:Special Ability TYPE:ArchetypeDruid.SpecialQuality DESC:At 9th level and every 4 levels thereafter, a lion shaman gains one of the following bonus feats: Dodge, Lunge, Improved Iron Will, Iron Will, or Skill Focus (Acrobatics). She must meet the prerequisites for these bonus feats. This ability replaces venom immunity. BONUS:ABILITYPOOL|Druid Lion Shaman Feat|(classlevel("Druid")-5)/4
+Bonus Feat KEY:Bonus Feat ~ Lion Shaman CATEGORY:Special Ability TYPE:ArchetypeDruid.SpecialQuality DESC:At 9th level and every 4 levels thereafter, a lion shaman gains one of the following bonus feats: Dodge, Lunge, Improved Iron Will, Iron Will, or Skill Focus (Acrobatics). She must meet the prerequisites for these bonus feats. This ability replaces venom immunity. BONUS:ABILITYPOOL|Druid Lion Shaman Feat|(DruidLvl-5)/4
# Serpent Shaman
Nature Bond KEY:Nature Bond ~ Serpent Shaman CATEGORY:Special Ability TYPE:ArchetypeDruid.SpecialQuality DESC:A serpent shaman who chooses an animal companion must select a snake. If choosing a domain, the serpent shaman must choose from the Animal, Charm, Trickery, and Water domains.
@@ -422,7 +422,7 @@
Totemic Summons KEY:Totemic Summons ~ Serpent Shaman CATEGORY:Special Ability TYPE:ArchetypeDruid.SpecialQuality.Supernatural DESC:At 5th level, a serpent shaman may cast summon nature's ally as a standard action when summoning snakes, and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the bear shaman ability.
Wild Shape KEY:Wild Shape ~ Serpent Shaman CATEGORY:Special Ability TYPE:ArchetypeDruid.SpecialQuality.Supernatural.DruidWildShape DESC:At 6th level, a serpent shaman's wild shape ability functions at her druid level - 2. If she takes on the form of a snake, she instead uses her druid level + 2.
# TODO: Need a method to separate out the -2 and +2 for the selected form
-Bonus Feat KEY:Bonus Feat ~ Serpent Shaman CATEGORY:Special Ability TYPE:ArchetypeDruid.SpecialQuality DESC:At 9th level and every 4 levels thereafter, a serpent shaman gains one of the following bonus feats: Combat Expertise, Improved Feint, Skill Focus (Bluff ), Stealthy, or Strike Back. She must meet the prerequisites for these bonus feats. This ability replaces venom immunity. BONUS:ABILITYPOOL|Druid Serpent Shaman Feat|(classlevel("Druid")-5)/4
+Bonus Feat KEY:Bonus Feat ~ Serpent Shaman CATEGORY:Special Ability TYPE:ArchetypeDruid.SpecialQuality DESC:At 9th level and every 4 levels thereafter, a serpent shaman gains one of the following bonus feats: Combat Expertise, Improved Feint, Skill Focus (Bluff ), Stealthy, or Strike Back. She must meet the prerequisites for these bonus feats. This ability replaces venom immunity. BONUS:ABILITYPOOL|Druid Serpent Shaman Feat|(DruidLvl-5)/4
# Wolf Shaman
Nature Bond KEY:Nature Bond ~ Wolf Shaman CATEGORY:Special Ability TYPE:ArchetypeDruid.SpecialQuality DESC:A wolf shaman who chooses an animal companion must select a wolf. If choosing a domain, the wolf shaman must choose from the Animal, Community, Liberation, and Travel domains.
@@ -431,7 +431,7 @@
Totemic Summons KEY:Totemic Summons ~ Wolf Shaman CATEGORY:Special Ability TYPE:ArchetypeDruid.SpecialQuality.Supernatural DESC:At 5th level, a wolf shaman may cast summon nature's ally as a standard action when summoning canines, and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the bear shaman ability.
Wild Shape KEY:Wild Shape ~ Wolf Shaman CATEGORY:Special Ability TYPE:ArchetypeDruid.SpecialQuality.Supernatural.DruidWildShape DESC:At 6th level, a wolf shaman's wild shape ability functions at her druid level + 2. If she takes on the form of a canine, she instead uses her druid level + 2.
# TODO: Need a method to separate out the -2 and +2 for the selected form
-Bonus Feat KEY:Bonus Feat ~ Wolf Shaman CATEGORY:Special Ability TYPE:ArchetypeDruid.SpecialQuality DESC:At 9th level and every 4 levels thereafter, a wolf shaman gains one of the following bonus feats: Greater Trip, Improved Trip, Mobility, Skill Focus (Stealth), or Spring Attack. She must meet the prerequisites for these bonus feats. This ability replaces venom immunity. BONUS:ABILITYPOOL|Druid Wolf Shaman Feat|(classlevel("Druid")-5)/4
+Bonus Feat KEY:Bonus Feat ~ Wolf Shaman CATEGORY:Special Ability TYPE:ArchetypeDruid.SpecialQuality DESC:At 9th level and every 4 levels thereafter, a wolf shaman gains one of the following bonus feats: Greater Trip, Improved Trip, Mobility, Skill Focus (Stealth), or Spring Attack. She must meet the prerequisites for these bonus feats. This ability replaces venom immunity. BONUS:ABILITYPOOL|Druid Wolf Shaman Feat|(DruidLvl-5)/4
###Block: Druid domain changes
# Ability Name Unique Key Output Name Category of Ability Type Required Var. value Var. Must Be Lower Source Page
@@ -605,7 +605,7 @@
Drunken Strength KEY:Drunken Master ~ Drunken Strength CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.MonkPurityOfBody DESC:At 5th level, a drunken master can spend 1 point of ki as a swift action to inflict 1d6 extra points of damage on a single successful melee attack. The monk can choose to apply the damage after the attack roll is made. At 10th level, the monk may spend 2 drunken ki points to increase the extra damage to 2d6. At 15th level, the monk may spend 3 drunken ki points to increase the extra damage to 3d6. At 20th level, the monk may spend 4 drunken ki points to increase the extra damage to 4d6. The monk must have at least 1 drunken ki point to use this ability. This ability replaces purity of body.
Drunken Courage KEY:Drunken Master ~ Drunken Courage CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.MonkDiamondBody DESC:At 11th level, a drunken master is immune to fear as long as he has at least 1 point of drunken ki. This ability replaces diamond body.
Drunken Resilience KEY:Drunken Master ~ Drunken Resilience CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.MonkDiamondSoul DESC:At 13th level, a drunken master gains DR 1/- as long as he has at least 1 point of drunken ki. At 16th level, the DR increases to 2/-. At 19th level, it increases to 3/-. This ability replaces diamond soul.
-Firewater Breath KEY:Drunken Master ~ Firewater Breath CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.MonkEmptyBody DESC:At 19th level, a drunken master can take a drink and expel a gout of alcohol-fueled fire in a 30-foot cone. Creatures within the cone take 20d6 points of fire damage. A successful Reflex saving throw DC %1 (DC 10 + 1/2 the monk's level + the monk's Wis modifier) halves the damage. Using this ability is a standard action that consumes 4 ki points from the monk's ki pool. The monk must have at least 1 drunken ki point to use this ability. This ability replaces empty body.|10+CHA+(classlevel("Monk")/2)
+Firewater Breath KEY:Drunken Master ~ Firewater Breath CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.MonkEmptyBody DESC:At 19th level, a drunken master can take a drink and expel a gout of alcohol-fueled fire in a 30-foot cone. Creatures within the cone take 20d6 points of fire damage. A successful Reflex saving throw DC %1 (DC 10 + 1/2 the monk's level + the monk's Wis modifier) halves the damage. Using this ability is a standard action that consumes 4 ki points from the monk's ki pool. The monk must have at least 1 drunken ki point to use this ability. This ability replaces empty body.|10+CHA+(MonkLvl/2)
# Hungry Ghost Monk
Punishing Kick KEY:Hungry Ghost Monk ~ Punishing Kick CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.MonkStunningFist DESC:At 1st level, a hungry ghost monk gains Punishing Kick as a bonus feat, even if he does not meet the prerequisites. At 10th level, and every five levels thereafter, the monk can push the target of his Punishing Kick an additional 5 feet (10 feet at 10th level, 15 feet at 15th level, and 20 feet at 20th level). At 15th level, he can instead choose to push the target 5 feet and knock the target prone with the same attack. The target still gets a saving throw to avoid being knocked prone. This ability replaces Stunning Fist.
@@ -634,7 +634,7 @@
Improvised Weapon Mastery KEY:Improvised Weapon Mastery ~ Monk of the Empty Hand CATEGORY:Special Ability TYPE:MonkBonusFeat PREABILITY:1,CATEGORY=Archetype,Monk Archetype ~ Monk of the Empty Hand PREVARGTEQ:MonkBonusFeatLVL,6 !PREFEAT:1,Improvised Weapon Mastery VFEAT:Improvised Weapon Mastery
# Monk of the Four Winds
-Elemental Fist KEY:Monk of the Four Winds ~ Elemental Fist CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.MonkStunningFist DESC:At 1st level, a monk of the four winds gains Elemental Fist as a bonus feat, even if he does not meet the prerequisites. At 5th level, and every five levels thereafter, the monk increases the damage of his Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, and so on). This ability replaces Stunning Fist. AUTO:FEAT|Elemental Fist BONUS:VAR|ElementalFistDamage|classlevel("Monk")/5
+Elemental Fist KEY:Monk of the Four Winds ~ Elemental Fist CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.MonkStunningFist DESC:At 1st level, a monk of the four winds gains Elemental Fist as a bonus feat, even if he does not meet the prerequisites. At 5th level, and every five levels thereafter, the monk increases the damage of his Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, and so on). This ability replaces Stunning Fist. AUTO:FEAT|Elemental Fist BONUS:VAR|ElementalFistDamage|MonkLvl/5
Slow Time KEY:Monk of the Four Winds ~ Slow Time CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.MonkAbundantStep DESC:At 12th level, a monk of the four winds can use his ki to slow time or quicken his movements, depending on the observer. As a swift action, the monk can expend 6 ki points to gain three standard actions during his turn instead of just one. The monk can use these actions to do the following: take a melee attack action, use a skill, use an extraordinary ability, or take a move action. The monk cannot use these actions to cast spells or use spell-like abilities, and cannot combine them to take full-attack actions. Any move actions the monk makes this turn do not provoke attacks of opportunity. This ability replaces abundant step.
Immortality KEY:Monk of the Four Winds ~ Immortality CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.MonkPerfectSelf DESC:At 20th level, a monk of the four winds no longer ages. He remains in his current age category forever. Even if the monk comes to a violent end, he spontaneously reincarnates (as the spell) 24 hours later in a place of his choosing within 20 miles of the place he died. The monk must have visited the place in which he returns back to life at least once. This ability replaces perfect self.
Aspect Master KEY:Monk of the Four Winds ~ Aspect Master CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.MonkTimelessBody DESC:At 17th level, a monk of the four winds must choose an aspect of one of the great spirits of the world. Once made, this choice cannot be changed. This spirit grants the monk a new appearance and new abilities, as well as changing or augmenting the monk's personality in some way. Once this choice is made, it cannot be changed. The monk must abide by the alignment restrictions of the aspect. If the monk ever changes his alignment to something outside the aspect's alignment restrictions, he loses this ability and cannot regain it unless his alignment later changes again to match that of the aspect. This ability replaces timeless body. BONUS:ABILITYPOOL|Aspect Master Selection|1
@@ -652,7 +652,7 @@
True Sacrifice KEY:Monk of the Healing Hand ~ True Sacrifice CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.MonkPerfectSelf DESC:At 20th level, in a final selfless act, a monk of the healing hand can draw in his entire ki, which then explodes outward in a 50-foot-radius emanation. All dead allies within the emanation are brought back to life, as if they were the subject of a true resurrection spell with a caster level equal to the monk's level. When the monk does this, he is truly and utterly destroyed. A monk destroyed in this way can never come back to life, not even by way of a wish or miracle spell or by the power of a deity. Furthermore, the monk's name can never be spoken or written down again. All written mentions of his name become nothing more than a blank space. This ability replaces perfect self.
# Monk of the Lotus
-Touch of Serenity KEY:Monk of the Lotus ~ Touch of Serenity CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.MonkStunningFist DESC:At 1st level, a monk of the lotus gains Touch of Serenity as a bonus feat, even if he does not meet the prerequisites. At 6th level, and every six levels thereafter, the duration of Touch of Serenity increases by 1 round. Each round on its turn, the target may attempt a new Will save to end the effect. This duration does not stack; only the longest remaining duration applies. This ability replaces Stunning Fist. AUTO:FEAT|Touch of Serenity BONUS:VAR|TouchOfSerenityDuration|classlevel("Monk")/6
+Touch of Serenity KEY:Monk of the Lotus ~ Touch of Serenity CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.MonkStunningFist DESC:At 1st level, a monk of the lotus gains Touch of Serenity as a bonus feat, even if he does not meet the prerequisites. At 6th level, and every six levels thereafter, the duration of Touch of Serenity increases by 1 round. Each round on its turn, the target may attempt a new Will save to end the effect. This duration does not stack; only the longest remaining duration applies. This ability replaces Stunning Fist. AUTO:FEAT|Touch of Serenity BONUS:VAR|TouchOfSerenityDuration|MonkLvl/6
Touch of Surrender KEY:Monk of the Lotus ~ Touch of Surrender CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.MonkAbundantStep DESC:At 12th level, a monk of the lotus makes a foe into a friend with a single show of mercy. As an immediate action, when one of his melee attacks would reduce a creature to 0 or fewer hit points, the monk can spend 6 ki points to make the target of that attack surrender. When the target surrenders, it is reduced to 0 hit points, becomes disabled, and is charmed, as if the monk had cast charm monster with a caster level equal to the monk's level. The target does not get a saving throw against this effect. This charm lasts until its duration expires, until the monk dismisses it or uses it on another creature, or until the target is again reduced to 0 or fewer hit points, whichever happens first. The monk can only have one creature charmed with touch of surrender at a time. This is a mind-affecting charm effect. This ability replaces abundant step.
Touch of Peace KEY:Monk of the Lotus ~ Touch of Peace CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.MonkQuiveringPalm DESC:At 15th level, a monk of the lotus can set up vibrations within the body of another creature to win over the creature's mind. The monk can use touch of peace once per day, and must announce his intent before making his attack roll. On a successful hit, the attack deals no damage, but the target is charmed as if the monk had cast charm monster with a caster level equal to the monk's level. The target does not get a saving throw against this effect. The creature is charmed for 1 day per level. If the monk or his allies attack the charmed creature, or if the monk asks or commands the charmed creature to take hostile actions, the effect ends. This is a mind-affecting charm effect. This ability replaces quivering palm.
Learned Master KEY:Monk of the Lotus ~ Learned Master CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.MonkTongueOfTheSunAndMoon DESC:At 17th level, a monk of the lotus gains all Knowledge skills and the Linguistics skill as class skills. The monk uses Wisdom instead of Intelligence as the key ability for these skills. This ability replaces tongue of the sun and the moon.
@@ -661,7 +661,7 @@
Iron Monk KEY:Monk of the Sacred Mountain ~ Iron Monk CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.MonkEvasion DESC:At 2nd level, a monk of the sacred mountain gains Toughness as a bonus feat. In addition, the monk gains a +1 natural armor bonus. This ability replaces evasion. AUTO:FEAT|Toughness BONUS:COMBAT|AC|1|NaturalArmor.STACK
Bastion Stance KEY:Monk of the Sacred Mountain ~ Bastion Stance CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.MonkSlowFall DESC:At 4th level, a monk of the sacred mountain becomes like stone, nearly impossible to move when he stands his ground. If the monk starts and ends his turn in the same space, he cannot be knocked prone or forcibly moved until the start of his next turn, except by mind-affecting or teleportation effects. At 16th level, he is immune to any attempts to force him to move, even mind-affecting and teleportation effects. This ability replaces slow fall.
Iron Limb Defense KEY:Monk of the Sacred Mountain ~ Iron Limb Defense CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.MonkHighJump DESC:At 5th level, a monk of the sacred mountain can deflect blows with an active defense that complements his bastion stance. If the monk starts and ends his turn in the same space, he gains a +2 shield bonus to AC and CMD until the start of his next turn. As a swift action, he can spend 1 ki point to increase this bonus to +4. This ability replaces high jump.
-Adamantine Monk KEY:Monk of the Sacred Mountain ~ Adamantine Monk CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.MonkImprovedEvasion DESC:At 9th level, a monk of the sacred mountain has muscles so strong and skin so resilient that he gains DR 1/-. This DR increases by 1 for every three levels thereafter. As a swift action, the monk can spend 1 ki point to double his DR until the beginning of his next turn. This ability replaces improved evasion. DR:MonkOfSacredMountainDR/- DEFINE:MonkOfSacredMountainDR|0 BONUS:VAR|MonkOfSacredMountainDR|((classlevel("Monk")-9)/3)
+Adamantine Monk KEY:Monk of the Sacred Mountain ~ Adamantine Monk CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.MonkImprovedEvasion DESC:At 9th level, a monk of the sacred mountain has muscles so strong and skin so resilient that he gains DR 1/-. This DR increases by 1 for every three levels thereafter. As a swift action, the monk can spend 1 ki point to double his DR until the beginning of his next turn. This ability replaces improved evasion. DR:MonkOfSacredMountainDR/- DEFINE:MonkOfSacredMountainDR|0 BONUS:VAR|MonkOfSacredMountainDR|((MonkLvl-9)/3)
Vow of Silence KEY:Monk of the Sacred Mountain ~ Vow of Silence CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.MonkTongueOfTheSunAndMoon DESC:At 17th level, a monk of the sacred mountain becomes as impassive as stone, making a vow of silence in exchange for greater abilities. The monk gains a +2 insight bonus to AC and CMD and a +4 bonus on Sense Motive, Stealth, and Perception checks. The monk does not lose the capacity for speech, but if he ever speaks, he loses this feature for 24 hours. This ability replaces tongue of the sun and the moon. BONUS:COMBAT|AC|2|TYPE=Insight BONUS:VAR|CMD|2|TYPE=Insight BONUS:SKILL|Sense Motive,Stealth,Perception|4
# Weapon Adept
@@ -745,17 +745,17 @@
# Shining Knight
Skilled Rider KEY:Shining Knight ~ Skilled Rider CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.Supernatural.PaladinDivineHealth DESC:At 3rd level, a shining knight does not take any penalty to her Ride skill due to her armor check penalty. In addition, any mount she is riding gains the benefit of her divine grace class feature, adding her Charisma bonus (if any) to its saving throws. This ability replaces divine health.
Divine Bond KEY:Shining Knight ~ Divine Bond CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.PaladinBondedWeapon DESC:Upon reaching 5th level, a shining knight must form a bond with a mount. This ability otherwise functions as the paladin ability. ABILITY:Special Ability|AUTOMATIC|Divine Bond ABILITY:Divine Bond|AUTOMATIC|Special Mount BONUS:ABILITYPOOL|Divine Bond|-1
-Knight's Charge KEY:Shining Knight ~ Knight's Charge CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.PaladinAuraofJustice DESC:At 11th level, whenever a mounted shining knight charges a foe, her movement does not provoke attacks of opportunity, for either her or her mount. In addition, if her target is also the target of her smite evil ability and the charge attack hits, the target must make a Will save DC %1 or be panicked for a number of rounds equal to %2 [1/2 the shining knight's level]. The DC of this save is equal to 10 + 1/2 the shining knight's level + the shining knight's Charisma modifier. This ability replaces aura of justice.|ShiningKnightDC|ShiningKnightDuration DEFINE:ShiningKnightDC|10+(classlevel("Paladin")/2)+CHA DEFINE:ShiningKnightDuration|0 BONUS:VAR|ShiningKnightDuration|(classlevel("Paladin")/2)
+Knight's Charge KEY:Shining Knight ~ Knight's Charge CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.PaladinAuraofJustice DESC:At 11th level, whenever a mounted shining knight charges a foe, her movement does not provoke attacks of opportunity, for either her or her mount. In addition, if her target is also the target of her smite evil ability and the charge attack hits, the target must make a Will save DC %1 or be panicked for a number of rounds equal to %2 [1/2 the shining knight's level]. The DC of this save is equal to 10 + 1/2 the shining knight's level + the shining knight's Charisma modifier. This ability replaces aura of justice.|ShiningKnightDC|ShiningKnightDuration DEFINE:ShiningKnightDC|10+(PaladinLvl/2)+CHA DEFINE:ShiningKnightDuration|0 BONUS:VAR|ShiningKnightDuration|(PaladinLvl/2)
# Undead Scourge
Smite Evil KEY:Undead Scourge ~ Smite Evil CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.PaladinSmiteEvil DESC:This functions as the paladin ability of the same name, but the undead scourge does not deal 2 points of damage per level on the first successful attack against evil dragons and evil outsiders. She does deal 2 points of damage per level on all smite attacks made against evil undead creatures.
# TODO: Correct Smite Evil Progression
Aura of Life KEY:Undead Scourge ~ Aura of Life CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.PaladinAuraOfResolve DESC:At 8th level, an undead scourge emits a 10-foot aura of life around her that weakens undead creatures. Undead in this aura take a -4 penalty on Will saves made to resist positive energy. In addition, undead in this aura do not regain hit points from channeled negative energy. This ability replaces aura of resolve.
-Undead Annihilation KEY:Undead Scourge ~ Undead Annihilation CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.PaladinAuraOfJustice DESC:At 11th level, an undead scourge can expend one use of her smite evil ability as a standard action and make a single melee attack against an undead creature. If this attack hits, the undead creature must make a Will save DC %1 or be destroyed. The save DC is equal to 10 + 1/2 the undead scourge's level + the undead scourge's Charisma modifier. Undead with twice as many Hit Dice as the undead scourge are unaffected by this ability. If the attack misses, the smite evil is wasted without effect. This ability replaces aura of justice.|10+(classlevel("Paladin")/2)+CHA
+Undead Annihilation KEY:Undead Scourge ~ Undead Annihilation CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.PaladinAuraOfJustice DESC:At 11th level, an undead scourge can expend one use of her smite evil ability as a standard action and make a single melee attack against an undead creature. If this attack hits, the undead creature must make a Will save DC %1 or be destroyed. The save DC is equal to 10 + 1/2 the undead scourge's level + the undead scourge's Charisma modifier. Undead with twice as many Hit Dice as the undead scourge are unaffected by this ability. If the attack misses, the smite evil is wasted without effect. This ability replaces aura of justice.|10+(PaladinLvl/2)+CHA
# Warrior of the Holy Light
Power of Faith KEY:Warrior of the Holy Light ~ Power of Faith CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.PaladinSpells DESC:At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces the paladin's spells class feature. A warrior of the holy light does not gain any spells or spellcasting abilities, does not have a caster level, and cannot use spell trigger or spell completion magic items. At 4th level, the warrior of the holy light gains one additional use of her lay on hands ability per day. She gains one additional use of lay on hands per day for every four levels she attains beyond 4th. She can call upon the power of her faith as a standard action. This causes a nimbus of light to emanate from the warrior of the holy light in a 30-foot radius. All allies in this area (including the warrior of the holy light) receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light. This power lasts for 1 minute. At 8th level, the nimbus of light heals the paladin and her allies, curing of them of 1d4 points of ability damage, as per the spell lesser restoration. A creature can only be healed in this way once per day. At 12th level, the nimbus of light is treated as daylight for the purposes of affecting creatures with sensitivity to light. In addition, the nimbus grants allies in the area resistance 10 to one type of energy, selected by the warrior of the holy light when this power is activated. At 16th level, the nimbus of light grants the warrior of the holy light and her allies protection from critical hits. There is a 25%% chance that critical hits made against the warrior of the holy light and her allies in the area are instead treated as normal hits. This does not stack with other abilities that grant similar protection (such as light fortification). At 20th level, the nimbus of light increases in size out to a range of 60 feet. In addition, all of its bonuses increase. The morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear increases to +2. The amount of ability damage healed increases to 2d4. The energy resistance increases to 20 against one energy type. Finally, protection against critical hits increases to 50%%.
-Shining Light KEY:Warrior of the Holy Light ~ Shining Light CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.PaladinAuraOfFaith DESC:At 14th level, a warrior of the holy light can unleash a 30-foot burst of pure, white light as a standard action. Evil creatures within this burst take %1d6 points of damage for every two paladin levels and are blinded for 1 round. Evil dragons, evil outsiders, and evil undead are blinded for 1d4 rounds on a failed save. A Reflex save DC %2 halves this damage and negates the blindness. The DC of this save is equal to 10 + 1/2 the warrior of the holy light's level + the warrior of the holy light's Charisma modifier. Good creatures within this burst are healed %1d6 points of damage per two paladin levels and receive a +2 sacred bonus on ability checks, attack rolls, saving throws, and skill checks for 1 round. A warrior of the holy light can use this ability %3/day [once per day at 14th level plus one additional time per day at 17th and 20th levels. This ability replaces aura of faith.|ShiningLightDamage|ShiningLightDC|ShiningLightTimes DEFINE:ShiningLightDamage|(classlevel("Paladin")/2) DEFINE:ShiningLightDC|10+(classlevel("Paladin")/2)+CHA DEFINE:ShiningLightTimes|0 BONUS:VAR|ShiningLightTimes|1 BONUS:VAR|ShiningLightTimes|1|PRECLASS:1,Paladin=17 BONUS:VAR|ShiningLightTimes|1|PRECLASS:1,Paladin=20
+Shining Light KEY:Warrior of the Holy Light ~ Shining Light CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.PaladinAuraOfFaith DESC:At 14th level, a warrior of the holy light can unleash a 30-foot burst of pure, white light as a standard action. Evil creatures within this burst take %1d6 points of damage for every two paladin levels and are blinded for 1 round. Evil dragons, evil outsiders, and evil undead are blinded for 1d4 rounds on a failed save. A Reflex save DC %2 halves this damage and negates the blindness. The DC of this save is equal to 10 + 1/2 the warrior of the holy light's level + the warrior of the holy light's Charisma modifier. Good creatures within this burst are healed %1d6 points of damage per two paladin levels and receive a +2 sacred bonus on ability checks, attack rolls, saving throws, and skill checks for 1 round. A warrior of the holy light can use this ability %3/day [once per day at 14th level plus one additional time per day at 17th and 20th levels. This ability replaces aura of faith.|ShiningLightDamage|ShiningLightDC|ShiningLightTimes DEFINE:ShiningLightDamage|(PaladinLvl/2) DEFINE:ShiningLightDC|10+(PaladinLvl/2)+CHA DEFINE:ShiningLightTimes|0 BONUS:VAR|ShiningLightTimes|1 BONUS:VAR|ShiningLightTimes|1|PRECLASS:1,Paladin=17 BONUS:VAR|ShiningLightTimes|1|PRECLASS:1,Paladin=20
###Block: Ranger archetypes ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -875,7 +875,7 @@
# Shapeshifter
Combat Style Feat KEY:Shapeshifter ~ Combat Style Feat CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 2nd level, a shapeshifter ranger must choose the natural weapon combat style. BONUS:VAR|RangerCombatStyleArcheryAllowed,RangerCombatStyleTwoWeaponAllowed,RangerCombatStyleCrossbowAllowed,RangerCombatStyleMountedCombatAllowed,RangerCombatStyleTwoHandedWeaponAllowed,RangerCombatStyleWeaponAndShieldAllowed|1
-Shifter's Blessing KEY:Shapeshifter ~ Shifter's Blessing CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DESC:At 3rd level, the shapeshifter can take on the aspects of a wild creature once per day as a swift action. He can remain in this form for a number of rounds equal to his ranger level + his Wisdom modifier. While in one of his shifter's blessing forms, the ranger gains the shapeshifter subtype. The shapeshifter must choose one of the following forms. Once this choice is made, it cannot be changed. BONUS:ABILITYPOOL|Shifter's Blessing Selection|1+var("ShifterAdditional") BONUS:VAR|ShifterAdditional|classlevel("Ranger")-3/5
+Shifter's Blessing KEY:Shapeshifter ~ Shifter's Blessing CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DESC:At 3rd level, the shapeshifter can take on the aspects of a wild creature once per day as a swift action. He can remain in this form for a number of rounds equal to his ranger level + his Wisdom modifier. While in one of his shifter's blessing forms, the ranger gains the shapeshifter subtype. The shapeshifter must choose one of the following forms. Once this choice is made, it cannot be changed. BONUS:ABILITYPOOL|Shifter's Blessing Selection|1+var("ShifterAdditional") BONUS:VAR|ShifterAdditional|RangerLvl-3/5
Dual Form Shifter KEY:Shapeshifter ~ Dual Form Shifter CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.RangerCamouflage DESC:At 12th level, when the shapeshifter takes on a shifter's blessing form, he can take on a hybrid of two of his forms. He gains the bonuses for both forms. This ability replaces camouflage.
Master Shifter KEY:Shapeshifter ~ Master Shifter CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.RangerMasterHunter DESC:At 20th level, the ranger's shifter's blessing forms improve, and he can take on true forms of beasts. The ranger can use dual form shifter with this ability, although he cannot use more than one polymorph effect at any one time. This ability replaces master hunter. The ranger's forms from shifter's blessing improve to the following. BONUS:ABILITYPOOL|Master Shifter Selection|1
@@ -895,7 +895,7 @@
Form of the Otter KEY:Master Shifter ~ Form of the Otter CATEGORY:Special Ability TYPE:SpecialQuality.MasterShifter DESC:The ranger's hands and feet grow webs, and his body grows an oily fur that is water resistant. While in this form, the ranger gains a swim speed of 60 feet and a +5 bonus on Swim checks. Alternatively, the ranger can polymorph into the form of an otter or similar river mammal as if the caster of beast shape IV.
# Skirmisher
-Hunter's Tricks KEY:Skirmisher ~ Hunter's Tricks CATEGORY:Special Ability TYPE:SpecialQuality.RangerSpells DESC:At 5th level, a skirmisher ranger learns the use of hunter's tricks, which typically grant a boon or bonus to the ranger or a nearby ally. At 5th level, the ranger learns one trick, selected from the list below. At 7th level, and every two levels thereafter, he learns another trick. A ranger can use these tricks a total number of times per day equal to 1/2 his ranger level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can't be retrained. A ranger cannot select an individual trick more than once. This ability replaces the ranger's spells class feature. Skirmishers do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items. The following is a list of hunter tricks and their effects. BONUS:ABILITYPOOL|Hunter's Trick Selection|max(0,(classlevel("Ranger")-3)/2)
+Hunter's Tricks KEY:Skirmisher ~ Hunter's Tricks CATEGORY:Special Ability TYPE:SpecialQuality.RangerSpells DESC:At 5th level, a skirmisher ranger learns the use of hunter's tricks, which typically grant a boon or bonus to the ranger or a nearby ally. At 5th level, the ranger learns one trick, selected from the list below. At 7th level, and every two levels thereafter, he learns another trick. A ranger can use these tricks a total number of times per day equal to 1/2 his ranger level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can't be retrained. A ranger cannot select an individual trick more than once. This ability replaces the ranger's spells class feature. Skirmishers do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items. The following is a list of hunter tricks and their effects. BONUS:ABILITYPOOL|Hunter's Trick Selection|max(0,(RangerLvl-3)/2)
# Tricks
Aiding Attack KEY:Skirmisher ~ Aiding Attack CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.HuntersTrickChoice DESC:The ranger can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the ranger's next turn gains a +2 circumstance bonus on that attack roll.
Bolster Companion KEY:Skirmisher ~ Bolster Companion CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.HuntersTrickChoice DESC:The ranger can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion's AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the animal companion only takes half damage (if any). The animal companion must be able to see and hear the ranger to benefit from this trick.
@@ -1055,7 +1055,7 @@
# Rake
Bravado's Blade KEY:Bravado's Blade ~ Rake CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary DESC:When a rake hits an opponent and deals sneak attack damage, she can forgo 1d6 points of that damage and make a free Intimidate check to demoralize the foe. For every additional 1d6 points of sneak attack damage she forgoes, she receives a +5 circumstance bonus on this check. This ability replaces trapfinding. SOURCEPAGE:p.134
-Rake's Smile KEY:Rake's Smile ~ Rake CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 3rd level, a rake gains a +1 morale bonus on Bluff and Diplomacy checks. This bonus increases by +1 for every 3 levels beyond 3rd. This ability replaces trap sense. SOURCEPAGE:p.134 BONUS:SKILL|Bluff and Diplomacy|(classlevel("Rogue")/3)
+Rake's Smile KEY:Rake's Smile ~ Rake CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 3rd level, a rake gains a +1 morale bonus on Bluff and Diplomacy checks. This bonus increases by +1 for every 3 levels beyond 3rd. This ability replaces trap sense. SOURCEPAGE:p.134 BONUS:SKILL|Bluff and Diplomacy|(RogueLvl/3)
# Scout
Scout's Charge KEY:Scout's Charge ~ Scout CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary DESC:Whenever you make a charge, your attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. SOURCEPAGE:p.134
@@ -1117,7 +1117,7 @@
# Aquatic Bloodline
Bloodline Arcana KEY:Bloodline Arcana ~ Aquatic CATEGORY:Special Ability TYPE:SpecialQuality DESC:Whenever you cast a spell of the water type, your effective caster level is increased by one, and summoned creatures with a swim speed or the aquatic or water type gain a +1 morale bonus on attack and damage rolls.
Bloodline Powers KEY:Bloodline Powers ~ Aquatic CATEGORY:Special Ability TYPE:SpecialQuality DESC:Your seaborn magical talents awaken changes in you, both mystical and physical, as you develop your powers.
-Dehydrating Touch KEY:Aquatic Bloodline ~ Dehydrating Touch CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike DESC:Starting at 1st level, you can make a melee touch attack as a standard action that inflicts %1d6 points of nonlethal damage + 1 for every two sorcerer levels you possess and sickens the target for 1 round. Oozes, plants, and creatures with the aquatic or water subtypes suffer lethal damage instead. You can use this ability a number of times per day equal to 3 + your Charisma modifier.|DehydratingTouchDamage|DehydratingTouchTimes DEFINE:DehydratingTouchDamage|0 DEFINE:DehydratingTouchTimes|0 BONUS:VAR|DehydratingTouchDamage|((classlevel("Sorcerer")+1)/2) BONUS:VAR|DehydratingTouchTimes|3+CHA
+Dehydrating Touch KEY:Aquatic Bloodline ~ Dehydrating Touch CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike DESC:Starting at 1st level, you can make a melee touch attack as a standard action that inflicts %1d6 points of nonlethal damage + 1 for every two sorcerer levels you possess and sickens the target for 1 round. Oozes, plants, and creatures with the aquatic or water subtypes suffer lethal damage instead. You can use this ability a number of times per day equal to 3 + your Charisma modifier.|DehydratingTouchDamage|DehydratingTouchTimes DEFINE:DehydratingTouchDamage|0 DEFINE:DehydratingTouchTimes|0 BONUS:VAR|DehydratingTouchDamage|((SorcererLvl+1)/2) BONUS:VAR|DehydratingTouchTimes|3+CHA
Aquatic Adaptation KEY:Aquatic Bloodline ~ Aquatic Adaptation CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 3rd level, you gain a swim speed of 30 feet. At 9th level, you gain the amphibious special quality and develop a fat layer that grants a +1 natural armor bonus and resist cold 5. When immersed in water, you gain blindsense 30 feet. At 15th level, you gain a swim speed of 60 feet and blindsense of 60 feet in water. BONUS:MOVEADD|TYPE.Swim|30 BONUS:COMBAT|AC|1|TYPE=NaturalArmor.STACK|PRECLASS:1,Sorcerer=9 ABILITY:Special Ability|AUTOMATIC|Resistance to Cold|PRECLASS:1,Sorcerer=9 BONUS:VAR|ColdResistanceBonus|5|PRECLASS:1,Sorcerer=9 BONUS:MOVEADD|TYPE.Swim|30|PRECLASS:1,Sorcerer=15
Aquatic Telepathy KEY:Aquatic Bloodline ~ Aquatic Telepathy CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DESC:At 9th level, you gain telepathy (100 feet) and can communicate with creatures with a swim speed or the aquatic or water types regardless of intelligence. You may cast suggestion on such creatures a number of times per day equal to your Charisma modifier. This ability is telepathic and does not require audible or visual components. At 15th level, once per day you can telepathically call and request a service from an aquatic, water, or swimming creature as if using demand or greater planar ally.
Raise the Deep KEY:Aquatic Bloodline ~ Raise the Deep CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike DESC:At 15th level, you raise water as per control water, but no water need be present. This created water is stationary and does not flow out of the area where you create it; it lasts 1 round per sorcerer level and then disappears. At 20th level, the dimensions of the effect are doubled. You may use this ability once per day.
@@ -1150,7 +1150,7 @@
Bloodline Arcana KEY:Bloodline Arcana ~ Dreamspun CATEGORY:Special Ability TYPE:SpecialQuality DESC:Whenever you target a single creature with a spell, you gain an insight bonus equal to half the spell's level (minimum +1) for 1 round to your AC and saving throws against any spell or attack made by that creature.
Bloodline Powers KEY:Bloodline Powers ~ Dreamspun CATEGORY:Special Ability TYPE:SpecialQuality DESC:You reach out into and through the world of dreams to touch the minds and destinies of those around you.
Lullaby KEY:Dreamspun Bloodline ~ Lullaby CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike DESC:At 1st level, you can use lullaby as a spelllike ability a number of times per day equal to 3 + your Charisma modifier. This effect lasts for 1 minute and does not require concentration. The penalty on saves versus sleep effects increases to -4.
-Combat Precognition KEY:Dreamspun Bloodline ~ Combat Precognition CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DESC:Your insight into the future grants you an advantage in combat. At 3rd level and every 4 levels thereafter, you gain a +1 insight bonus on initiative checks. BONUS:COMBAT|INITIATIVE|((classlevel("Sorcerer")+1)/4)|TYPE=Insight
+Combat Precognition KEY:Dreamspun Bloodline ~ Combat Precognition CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DESC:Your insight into the future grants you an advantage in combat. At 3rd level and every 4 levels thereafter, you gain a +1 insight bonus on initiative checks. BONUS:COMBAT|INITIATIVE|((SorcererLvl+1)/4)|TYPE=Insight
Dreamshaper KEY:Dreamspun Bloodline ~ Dreamshaper CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike DESC:At 9th level, you can manipulate the dreamscape of others, drawing forth or tampering with their subconscious minds. This power allows you to tamper with the target's memories as if using modify memory, or you may ask questions as if using speak with dead upon a corpse. A successful Will save negates the effect. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier, with further modifiers as the nightmare spell. You can use this ability once per day at 9th level. At 17th level you can use this ability twice per day, and at 20th, three times per day.
Eye of Somnus KEY:Dreamspun Bloodline ~ Eye of Somnus CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike DESC:At 15th level, you can project your consciousness as if using arcane eye. In addition, at any point you can cause the arcane eye to become visible. The eye can no longer be moved, but it acts as a symbol of sleep to all who see it. You may use this power once per day.
Solipsism KEY:Dreamspun Bloodline ~ Solipsism CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 20th level, you can drift into the dream world, fading from the world around you. You can become incorporeal for 1 minute per sorcerer level. You gain the incorporeal subtype and take only half damage from corporeal magical attacks (you take no damage from nonmagical weapons and objects). Your spells deal only half damage to corporeal creatures, but spells and abilities that do not deal damage function normally. The duration need not be continuous, but it must be used in 1-minute increments.
@@ -1199,7 +1199,7 @@
Bloodline Powers KEY:Bloodline Powers ~ Stormborn CATEGORY:Special Ability TYPE:SpecialQuality DESC:Your mastery of the storm is reflected in the unique panoply of powers you manifest.
Thunderstaff KEY:Stormborn Bloodline ~ Thunderstaff CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike DESC:At 1st level, you can touch a weapon as a standard action, giving it the shock property for a number of rounds equal to 1/2 your sorcerer level (minimum 1). At 9th level, you can confer the shocking burst property instead, but the duration of the power is halved. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Stormchild KEY:Stormborn Bloodline ~ Stormchild CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 3rd level, you gain resist electricity 5 and resist sonic 5, and treat wind effects as being one step less severe. At 9th level, you treat wind effects as being two steps less severe and gain blindsense 60 feet against concealment from natural or magical fog, mist, or weather effects. ABILITY:Special Ability|AUTOMATIC|Resistance to Sonic|Resistance to Electricity BONUS:VAR|SonicResistanceBonus,ElectricityResistanceBonus|5
-Thunderbolt KEY:Stormborn Bloodline ~ Thunderbolt CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike DESC:At 9th level, you can command a stroke of lightning to strike from above in a 5-foot-radius cylinder 60 feet high. The thunderbolt inflicts %1d6 points of damage per sorcerer level; half of this damage is electricity and half is sonic. A Reflex save DC %2 (DC 10 + 1/2 your sorcerer level + your Charisma modifier) halves this damage. Creatures failing their saves are deafened for 1 round. At 9th level, you can use this ability %1/day [once per day, at 17th twice per day, and at 20th three times per day]. This power has a range of 120 feet.|ThunderboltDamage|ThunderboltDC|ThunderboltTimes DEFINE:ThinderboltTimes|0 BONUS:VAR|ThunderboltTimes|1 BONUS:VAR|ThunderboltTimes|1|PRECLASS:1,Sorcerer=17 BONUS:VAR|ThunderboltTimes|1|PRECLASS:1,Sorcerer=20 DEFINE:ThunderboltDamage|0 DEFINE:ThunderboltDC|10+CHA+(classlevel("Sorcerer")/2) BONUS:VAR|ThunderboltDamage|(classlevel("Sorcerer")/2)
+Thunderbolt KEY:Stormborn Bloodline ~ Thunderbolt CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike DESC:At 9th level, you can command a stroke of lightning to strike from above in a 5-foot-radius cylinder 60 feet high. The thunderbolt inflicts %1d6 points of damage per sorcerer level; half of this damage is electricity and half is sonic. A Reflex save DC %2 (DC 10 + 1/2 your sorcerer level + your Charisma modifier) halves this damage. Creatures failing their saves are deafened for 1 round. At 9th level, you can use this ability %1/day [once per day, at 17th twice per day, and at 20th three times per day]. This power has a range of 120 feet.|ThunderboltDamage|ThunderboltDC|ThunderboltTimes DEFINE:ThinderboltTimes|0 BONUS:VAR|ThunderboltTimes|1 BONUS:VAR|ThunderboltTimes|1|PRECLASS:1,Sorcerer=17 BONUS:VAR|ThunderboltTimes|1|PRECLASS:1,Sorcerer=20 DEFINE:ThunderboltDamage|0 DEFINE:ThunderboltDC|10+CHA+(SorcererLvl/2) BONUS:VAR|ThunderboltDamage|(SorcererLvl/2)
Ride the Lightning KEY:Stormborn Bloodline ~ Ride the Lightning CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike DESC:At 15th level, as a full-round action you can become a living lightning bolt and move in a straight line up to 10 times your speed. You do not provoke attacks of opportunity while moving in this way. Creatures or objects in your path are affected as by your thunderbolt power. Creatures do not block your movement but solid barriers do unless they are reduced to 0 hit points. You can use this power once per day for a number of rounds equal to your sorcerer level.
Storm Lord KEY:Stormborn Bloodline ~ Storm Lord CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 20th level, you are one with the storm. You gain immunity to deafness, stunning, and wind effects and gain blindsight 120 feet against concealment from natural or magical fog, mist, or weather. Once per day, when attacked with an electricity or sonic effect, you may forgo your saving throw and absorb the energies of the attack, healing 1 point of damage for every 3 points of damage the attack would otherwise have dealt.
This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site.
|