From: <ama...@us...> - 2012-09-27 04:11:35
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Revision: 17479 http://pcgen.svn.sourceforge.net/pcgen/?rev=17479&view=rev Author: amaitland Date: 2012-09-27 04:11:28 +0000 (Thu, 27 Sep 2012) Log Message: ----------- [Paizo] Pathfinder RPG: Ultimate Combat - Alpha Release Issue#: NEWSOURCE-130 Added Paths: ----------- Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/ultimate_combat/pfuc.pcc Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/ultimate_combat/pfuc_abilities.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/ultimate_combat/pfuc_abilities_archetypes.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/ultimate_combat/pfuc_abilities_inprogress.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/ultimate_combat/pfuc_abilities_racial.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/ultimate_combat/pfuc_abilitycategories.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/ultimate_combat/pfuc_classes.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/ultimate_combat/pfuc_equip.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/ultimate_combat/pfuc_equip_armor.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/ultimate_combat/pfuc_equip_close_assault_siege.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/ultimate_combat/pfuc_equip_magic.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/ultimate_combat/pfuc_equip_weap_bronzeage.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/ultimate_combat/pfuc_equip_weap_eastern.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/ultimate_combat/pfuc_equip_weap_firearms.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/ultimate_combat/pfuc_equip_weap_gladiator.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/ultimate_combat/pfuc_equip_weap_siege.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/ultimate_combat/pfuc_equip_weap_stoneage.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/ultimate_combat/pfuc_equip_wondrous.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/ultimate_combat/pfuc_equipmods.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/ultimate_combat/pfuc_feats.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/ultimate_combat/pfuc_feats_inprogress.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/ultimate_combat/pfuc_feats_review.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/ultimate_combat/pfuc_profs_armor.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/ultimate_combat/pfuc_profs_weapon.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/ultimate_combat/pfuc_skills.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/ultimate_combat/pfuc_spells.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/ultimate_combat/pfuc_spells_shortdesc.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/ultimate_combat/ultimate_combat.jpeg Property Changed: ---------------- Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/ultimate_combat/ Property changes on: Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/ultimate_combat ___________________________________________________________________ Added: svn:ignore + install.lst Added: svn:mergeinfo + /Trunk/content/notfordistribution/paizo/pathfinder_rpg/ultimate_combat:15981-17478 Added: Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/ultimate_combat/pfuc.pcc =================================================================== --- Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/ultimate_combat/pfuc.pcc (rev 0) +++ Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/ultimate_combat/pfuc.pcc 2012-09-27 04:11:28 UTC (rev 17479) @@ -0,0 +1,73 @@ +# CVS $Revision$ $Author$ -- Tue Sep 4 07:13:30 2012 -- reformated by prettylst.pl v1.39 (build 15052) +CAMPAIGN:Paizo - Pathfinder Roleplaying Game Ultimate Combat +GAMEMODE:Pathfinder +TYPE:Paizo Publishing.Pathfinder Roleplaying Game +RANK:3 +STATUS:BETA +GENRE:Fantasy +BOOKTYPE:Supplement +PRECAMPAIGN:1,BOOKTYPE=Core Rules +PUBNAMELONG:Paizo Publishing LLC +PUBNAMESHORT:Paizo +PUBNAMEWEB:http://paizo.com +SETTING:Pathfinder Chronicles +SOURCELONG:Ultimate Combat +SOURCESHORT:PFUC +#SOURCEWEB: +#SOURCEDATE:2011-01 +ISOGL:YES + +COVER:ultimate_combat.jpg +LOGO:@/publisher_logos/Paizo_Publishing.png +URL:WEBSITE|http://www.paizo.com/|Visit Paizo Publishing! +URL:WEBSITE|http://www.paizo.com/communityuse|Paizo's Community Use Policy. +URL:Paizo Publishing|http://paizo.com/products/btpy8mcz?Pathfinder-Roleplaying-Game-Ultimate-Combat|Buy this publication from Paizo Publishing! + +INFOTEXT:This dataset uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This dataset is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com. +COPYRIGHT:System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. +COPYRIGHT:Pathfinder Roleplaying Game Core Rulebook. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. +COPYRIGHT:Marid from the Tome of Horrors III. Copyright 2005, Necromancer Games, Inc.; Author: Scott Greene. +COPYRIGHT:Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. +COPYRIGHT:PCGen dataset conversion for "Pathfinder Roleplaying Game Ultimate Combat" Copyright 2011, PCGen Data team (Including, but not limited to Andrew Maitland). + +# Do not remove the EXTRAFILE comment. +#EXTRAFILE:OGL.txt + +# Data files +ABILITY:pfuc_abilities.lst +ABILITY:pfuc_abilities_archetypes.lst +ABILITY:pfuc_abilities_racial.lst + +ABILITYCATEGORY:pfuc_abilitycategories.lst + +CLASS:pfuc_classes.lst + +EQUIPMENT:pfuc_equip.lst +EQUIPMENT:pfuc_equip_close_assault_siege.lst +EQUIPMENT:pfuc_equip_magic.lst + +EQUIPMENT:pfuc_equip_weap_bronzeage.lst +EQUIPMENT:pfuc_equip_weap_eastern.lst +EQUIPMENT:pfuc_equip_weap_firearms.lst +EQUIPMENT:pfuc_equip_weap_gladiator.lst +EQUIPMENT:pfuc_equip_weap_siege.lst +EQUIPMENT:pfuc_equip_weap_stoneage.lst +EQUIPMENT:pfuc_equip_wondrous.lst + +EQUIPMOD:pfuc_equipmods.lst + +EQUIPMENT:pfuc_equip_magic.lst + +FEAT:pfuc_feats.lst +#KIT:pfuc_kits_class.lst + +WEAPONPROF:pfuc_profs_weapon.lst +ARMORPROF:pfuc_profs_armor.lst + +SPELL:pfuc_spells.lst +SPELL:pfuc_spells_shortdesc.lst + +SKILL:pfuc_skills.lst +# +# End +# Property changes on: Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/ultimate_combat/pfuc.pcc ___________________________________________________________________ Added: svn:keywords + Author Revision Date Id Added: svn:eol-style + native Added: Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/ultimate_combat/pfuc_abilities.lst =================================================================== --- Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/ultimate_combat/pfuc_abilities.lst (rev 0) +++ Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/ultimate_combat/pfuc_abilities.lst 2012-09-27 04:11:28 UTC (rev 17479) @@ -0,0 +1,167 @@ +# CVS $Revision$ $Author$ -- Wed Sep 26 20:57:18 2012 -- reformated by prettylst.pl v1.39 (build 15052) +# All Material Used from this Web Site - http://www.d20pfsrd.com/classes/core-classes/wizard/archetypes/paizo---wizard-archetypes/spellslinger +# ORIGINAL ENTRY: Andrew Maitland (LegacyKing) +# ORIGINAL ENTRY DATE: 2012-02-03 + +###Block: Archetype Display Support +# Ability Name Ability +CATEGORY=Internal|Archetype Display.MOD ABILITY:Gunslinger Archetype|AUTOMATIC|Archetype Gunslinger|PRECLASS:1,Gunslinger=1 +CATEGORY=Internal|Archetype Display.MOD ABILITY:Ninja Archetype|AUTOMATIC|Archetype Ninja|PRECLASS:1,Ninja=1 +CATEGORY=Internal|Archetype Display.MOD ABILITY:Samurai Archetype|AUTOMATIC|Archetype Samurai|PRECLASS:1,Samurai=1 +###Block: Archetype Display Abilities +# Ability Name Category of Ability Type Visible Automatically Gained Weapon Prof. +Archetype Gunslinger CATEGORY:Archetype TYPE:GunslingerArchetype VISIBLE:YES +Archetype Ninja CATEGORY:Archetype TYPE:NinjaArchetype VISIBLE:YES +Archetype Samurai CATEGORY:Archetype TYPE:SamuraiArchetype VISIBLE:YES + +# Ability Name Category of Ability Type Visible Automatically Gained Weapon Prof. +Exotic Weapon Proficiency ~ Firearms CATEGORY:Internal AUTO:WEAPONPROF|TYPE=Firearm + +###Block: Alchemist Discoveries +# Ability Name Unique Key Category of Ability Type Required Ability Var. Min. Value Description +Breath Weapon Bomb* KEY:Discovery ~ Breath Weapon Bomb CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery.Supernatural PREVARGTEQ:classlevel("Alchemist"),6 DESC:Instead of drawing the components of, creating, and throwing a bomb, you can draw the components, drink them, mix them within your body, and then expel them as a breath weapon as a standard action. This breath weapon is a 15-foot cone. Each creature within the cone takes damage as if it had suffered a direct hit from your bomb, but succeeding at a Reflex save (DC = %1) halves the damage. Unlike throwing normal bombs, drawing, drinking, and expelling breath weapon bombs does not provoke attacks of opportunity.|AlchemistBombDC +Explosive Missile KEY:Discovery ~ Explosive Missile CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery.Supernatural PREVARGTEQ:classlevel("Alchemist"),4 DESC:As a standard action, the alchemist can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of his bomb, load the ammunition, and shoot the ranged weapon. He must be proficient with the weapon in order to accomplish this. When the infused ammunition hits its target, it deals damage normally and detonates as if the alchemist had thrown the bomb at the target. If the explosive missile misses, it does not detonate. +Immolation Bomb KEY:Discovery ~ Immolation Bomb CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery.Supernatural PREVARGTEQ:classlevel("Alchemist"),3 DESC:When the alchemist creates a bomb, he can choose to have its substance coat the direct target's body, causing the bomb to deal its damage over time instead of all at once. The bomb's effect lasts for a number of rounds equal to the number of damage dice the bomb would normally deal (for instance, a 5d6 bomb lasts for 5 rounds). When the bomb hits the direct target, the bomb deals 1d6 + the alchemist's Intelligence modifier in damage, and those within the splash zone take damage equal to 1 + the alchemist's Intelligence modifier. It repeats this damage against the direct target of the bomb each round the immolation bomb lasts, dealing the damage at the start of the alchemist's turn. Splash damage is dealt again to any creature that is adjacent to the direct target when it takes damage from the immolation bomb. A creature taking damage from an immolation bomb's direct hit can attempt to extinguish the flames as a full-round action that requires a Reflex save (DC = 10 + 1/2 the alchemist's level + the alchemist's Intelligent modifier). Because of the alchemical nature of this bomb, rolling on the ground does not grant a bonus on the saving throw, and dousing a creature with water does not stop it from burning. These bombs can be used underwater. +Nauseating Flesh KEY:Discovery ~ Nauseating Flesh CATEGORY:Special Ability TYPE:SpecialQuality.AlchemistDiscovery.Extraordinary PREVARGTEQ:classlevel("Alchemist"),12 DESC:The alchemist's body is suffused with poison. Any creature that bites, engulfs, or swallows the alchemist must make a Fortitude saving throw or be nauseated for 1d4 rounds. The alchemist with this discovery does not suffer the effect of the poison of his own nauseating flesh. +Poison Conversion KEY:Discovery ~ Poison Conversion CATEGORY:Special Ability TYPE:SpecialQuality.AlchemistDiscovery.Extraordinary PREVARGTEQ:classlevel("Alchemist"),6 DESC:By spending 1 minute, the alchemist can convert 1 dose of poison from its current type (contact, ingested, inhaled, or injury) to another type. For example, the alchemist can convert a dose of Small centipede poison (an injury poison) to an inhaled poison. This process requires an alchemy lab. +Siege Bomb KEY:Discovery ~ Siege Bomb CATEGORY:Special Ability TYPE:SpecialAttack.AlchemistDiscovery.Supernatural PREABILITY:1,CATEGORY=Special Ability,Discovery ~ Explosive Bomb PREVARGTEQ:classlevel("Alchemist"),12 DESC:As a standard action, the alchemist infuses a single piece of ammunition on a loaded siege weapon with the power of his bomb. As long as the siege weapon with this ammunition is fired before the start of the alchemist's next turn, the ammunition does damage normally, and also deals the damage of the alchemist's bomb. The splash radius of the bomb effect is 20 feet rather than 5 feet. Creatures that take the bomb's damage (either direct damage or splash damage), take 1d6 points of fire damage (or another energy type, if the alchemist is capable of modifying his bombs in that way) each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 bonus on the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames. + + +###Block: Class Abilities +# ~ Gunslinger +# Ability Name Unique Key SORTKEY Category of Ability Type Visible Var. Min. Value Define Description Stackable? Multiple? Choose Automatically Gained Feat Automatically Gained Weapon Prof. Virtual Feat Ability Bonus to Ability Pool Modify VAR Class Skill Source Page +Gunsmith KEY:Gunsmith ~ Gunslinger CATEGORY:Special Ability TYPE:SpecialQuality DESC:At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it's worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat. AUTO:FEAT|Gunsmithing SOURCEPAGE:p.9 +Grit KEY:Grit ~ Gunslinger CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DEFINE:GunslingerGritPoints|MAX(1,WIS) DEFINE:GritPoints|GunslingerGritPoints DEFINE:GunslingerGritMax|WIS DEFINE:GritMax|GunslingerGritMax DESC:A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger's ability to perform amazing actions in combat. At the start of each day, a gunslinger gains %1 grit points. Her grit goes up or down throughout the day, but usually cannot go higher than %2, though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds, and regains grit in the following ways.&nl;Critical Hit with a Firearm ~ Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger's character level does not restore grit.&nl;Killing Blow with a Firearm ~ When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger's character level to 0 or fewer hit points does not restore any grit.|GritPoints|GritMax SOURCEPAGE:p.9 +Deeds KEY:Deeds ~ Gunslinger CATEGORY:Special Ability TYPE:SpecialQuality DEFINE:DeedsLvl|GunslingerLvl DESC: Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longerlasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed. ABILITY:Special Ability|AUTOMATIC|TYPE=DeedsLvl1|PREVARGTEQ:DeedsLvl,1 ABILITY:Special Ability|AUTOMATIC|TYPE=DeedsLvl3|PREVARGTEQ:DeedsLvl,3 ABILITY:Special Ability|AUTOMATIC|TYPE=DeedsLvl7|PREVARGTEQ:DeedsLvl,7 ABILITY:Special Ability|AUTOMATIC|TYPE=DeedsLvl11|PREVARGTEQ:DeedsLvl,11 ABILITY:Special Ability|AUTOMATIC|TYPE=DeedsLvl15|PREVARGTEQ:DeedsLvl,15 ABILITY:Special Ability|AUTOMATIC|TYPE=DeedsLvl19|PREVARGTEQ:DeedsLvl,19 SOURCEPAGE:p.10 + +# Deeds: +Deadeye KEY:Deadeye ~ Gunslinger CATEGORY:Special Ability TYPE:SpecialQuality.DeedsLvl1.Extraordinary DESC:At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the -2 penalty on attack rolls for each range increment beyond the first when she performs this deed. SOURCEPAGE:p.10 +Gunslinger's Dodge KEY:Gunslinger's Dodge ~ Gunslinger CATEGORY:Special Ability TYPE:SpecialQuality.DeedsLvl1.Extraordinary DESC:At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load. SOURCEPAGE:p.10 +Quick Clear KEY:Quick Clear ~ Gunslinger CATEGORY:Special Ability TYPE:SpecialQuality.DeedsLvl1.Extraordinary DESC:At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action. SOURCEPAGE:p.10 + +# 3rd Level +Gunslinger Initiative KEY:Gunslinger Initiative ~ Gunslinger CATEGORY:Special Ability TYPE:SpecialQuality.DeedsLvl3.Extraordinary DESC:At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check. SOURCEPAGE:p.10 +Pistol-Whip KEY:Pistol-Whip ~ Gunslinger CATEGORY:Special Ability TYPE:SpecialQuality.DeedsLvl3.Extraordinary DESC:At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and twohanded firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger's size, the critical multiplier of this attack is 20/?2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point. SOURCEPAGE:p.11 +Utility Shot KEY:Utility Shot ~ Gunslinger CATEGORY:Special Ability TYPE:SpecialQuality.DeedsLvl3.Extraordinary DESC:At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot. &nl;Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell. &nl;Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot's origin. On a miss, she damages the object normally. &nl;Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally SOURCEPAGE:p.11 + +Dead Shot KEY:Dead Shot ~ Gunslinger CATEGORY:Special Ability TYPE:SpecialQuality.DeedsLvl7.Extraordinary DESC:At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, sheshoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger's single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7thlevel gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus -5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed. SOURCEPAGE:p.11 +Startling Shot KEY:Startling Shot ~ Gunslinger CATEGORY:Special Ability TYPE:SpecialQuality.DeedsLvl7.Extraordinary DESC:At 7th level, a gunslinger with least 1 grit point can spend a standard action to purposely miss a creature that she could normally hit with a firearm attack. When she does, that creature becomes flat-footed until the start of its next turn. SOURCEPAGE:p.11 +Targeting KEY:Targeting ~ Gunslinger CATEGORY:Special Ability TYPE:SpecialQuality.DeedsLvl7.Extraordinary DESC:At 7th level, as a full-round action, the gunslinger can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects. &nl;Arms - On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger's choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit. &nl;Head - On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect. &nl;Legs - On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect. &nl;Torso - Targeting the torso threatens a critical on a 19-20. &nl;Wings - On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft. SOURCEPAGE:p.11 + +Bleeding Wound KEY:Bleeding Wound ~ Gunslinger CATEGORY:Special Ability TYPE:SpecialQuality.DeedsLvl11.Extraordinary DESC:At 11th level, when the gunslinger hits a living creature with a firearm attack, she can spend 1 grit point as a free action to have that attack deal extra bleed damage. The amount of bleed damage is equal to the gunslinger's Dexterity modifier. Alternatively, the gunslinger can spend 2 grit points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (gunslinger's choice) instead. Creatures that are immune to sneak attacks are also immune to these types of bleed damage. SOURCEPAGE:p.12 +Expert Loading KEY:Expert Loading ~ Gunslinger CATEGORY:Special Ability TYPE:SpecialQuality.DeedsLvl11.Extraordinary DESC:At 11th level, whenever the gunslinger rolls a misfire with a gun that has the broken condition, she can spend 1 grit point to keep the gun from exploding, though it retains the broken condition. SOURCEPAGE:p.12 +Lightning Reload KEY:Lightning Reload ~ Gunslinger CATEGORY:Special Ability TYPE:SpecialQuality.DeedsLvl11.Extraordinary DESC:At 11th level, as long as the gunslinger has at least 1 grit point, she can reload a single barrel of a one-handed or two-handed firearm as a swift action once per round. If she has the Rapid Reload feat or is using an alchemical cartridge (or both), she can reload a single barrel of the weapon as a free action each round instead. Furthermore, using this deed does not provoke attacks of opportunity. SOURCEPAGE:p.12 + +Evasive KEY:Evasive ~ Gunslinger CATEGORY:Special Ability TYPE:SpecialQuality.DeedsLvl15.Extraordinary DESC:At 15th level, when the gunslinger has at least 1 grit point, she gains the benefit of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her gunslinger level as her rogue level for improved uncanny dodge. SOURCEPAGE:p.12 +Menacing Shot KEY:Menacing Shot ~ Gunslinger CATEGORY:Special Ability TYPE:SpecialQuality.DeedsLvl15.Extraordinary DESC:At 15th level, the gunslinger can spend 1 grit point, shoot a firearm into the air, and affect all living creatures within a 30-foot-radius burst as if they were subject to the fear spell. The DC of this effect is equal to 10 + 1/2 the gunslinger's level + the gunslinger's Wisdom modifier. SOURCEPAGE:p.12 +Slinger's Luck KEY:Slinger's Luck ~ Gunslinger CATEGORY:Special Ability TYPE:SpecialQuality.DeedsLvl15.Extraordinary DESC:At 15th level, the gunslinger can spend grit to reroll a saving throw or a skill check. It costs 2 grit points to reroll a saving throw, and 1 grit point to reroll a skill check. The gunslinger must take the result of the second roll, even if it is lower. The deed's cost cannot be reduced by the true grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs. SOURCEPAGE:p.12 + +Cheat Death KEY:Cheat Death ~ Gunslinger CATEGORY:Special Ability TYPE:SpecialQuality.DeedsLvl19.Extraordinary DESC:At 19th level, whenever the gunslinger is reduced to 0 or fewer hit points, she can spend all of her remaining grit points (minimum 1) to instead be reduced to 1 hit point. SOURCEPAGE:p.12 +Death's Shot KEY:Death's Shot ~ Gunslinger CATEGORY:Special Ability TYPE:SpecialQuality.DeedsLvl19.Extraordinary DESC:At 19th level, when the gunslinger scores a critical hit, she can spend 1 grit point to deal normal damage, and the target must succeed at a Fortitude saving throw with a DC equal to 10 + 1/2 the gunslinger's level + the gunslinger's Dexterity modifier. On a failed saving throw, the target dies. This is a death attack. Performing this deed does not allow the gunslinger to regain grit from confirming a critical hit or making a killing blow. SOURCEPAGE:p.12 +Stunning Shot KEY:Stunning Shot ~ Gunslinger CATEGORY:Special Ability TYPE:SpecialQuality.DeedsLvl19.Extraordinary DESC:At 19th level, when a gunslinger hits a creature, she can spend 2 grit points to stun the creature for 1 round. The creature must make a Fortitude saving throw (the DC = 10 + 1/2 the gunslinger's level + the gunslinger's Wisdom modifier). If the creature fails, it is stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect. SOURCEPAGE:p.12 +# + +Nimble KEY:Nimble ~ Gunslinger CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level). Bonus Feats: At 4th level, and every four levels thereafter, a gunslinger gains a bonus feat in addition to those gained by normal advancement. These bonus feats must be combat or grit feats. SOURCEPAGE:p.12 +Gun Training KEY:Gun Training ~ Gunslinger CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DEFINE:GunTrainingSelection|0 DESC:Starting at 5th level, a gunslinger can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the gunslinger picks up another type of firearm, gaining these bonuses for those types as well. BONUS:ABILITYPOOL|Gun Training Choice|GunTrainingSelection SOURCEPAGE:p.12 +Gun Training Choice KEY:Gun Training Choice ~ Gunslinger CATEGORY:Special Ability TYPE:SpecialQuality STACK:NO MULT:YES CHOOSE:WEAPONPROFICIENCY|TYPE=Firearm SOURCEPAGE:p.12 +True Grit KEY:True Grit ~ Gunslinger CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 20th level, a gunslinger picks two deeds that she has access to and that she must spend grit to perform. She can perform these deeds for 1 grit point fewer (minimum 0) than usual. If the number of grit points to perform a deed is reduced to 0, the gunslinger can perform this deed as long as she has at least 1 grit point. If a deed could already be performed as long as she had at least 1 grit point, she can now perform that deed even when she has no grit points. SOURCEPAGE:p.12 + + +# ~ Ninja +Ninja Weapon Proficiencies CATEGORY:Special Ability TYPE:Special VISIBLE:NO AUTO:WEAPONPROF|Shortbow|Sword (Short)|Kama|Katana|Kusarigama (Sickle and Chain)|Nunchaku|Sai|Shuriken|Siangham|Wakizashi + +Ninja Trick KEY:Ninja Trick ~ Ninja CATEGORY:Special Ability TYPE:Internal DEFINE:NinjaTrickLVL|0 BONUS:ABILITYPOOL|Ninja Trick|NinjaTrickLVL/2 +Trap Sense KEY:Trap Sense ~ Ninja CATEGORY:Special Ability TYPE:Internal DEFINE:NinjaTrapSenseLVL|0 BONUS:VAR|TrapSenseBonus|NinjaTrapSenseLVL/3 +Sneak Attack KEY:Sneak Attack ~ Ninja CATEGORY:Special Ability TYPE:Internal DEFINE:NinjaSneakAttackLVL|0 BONUS:VAR|SneakAttack|(NinjaSneakAttackLVL+1)/2 SOURCEPAGE:p. + +No Trace KEY:No Trace ~ Ninja CATEGORY:Special Ability TYPE:Extraordinary.SpecialQuality DEFINE:NoTraceLVL|0 DESC:At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1. BONUS:VAR|NoTrace|NoTraceLVL/3 SOURCEPAGE:p.16 +Light Steps KEY:Light Steps ~ Ninja CATEGORY:Special Ability TYPE:Extraordinary.SpecialQuality DEFINE:LightStepsLVL|0 DESC:At 6th level, a ninja learns to move while barely touching the surface underneath her. As a fullround action, she can move up to twice her speed, ignoring difficult terrain. While moving in this way, any surface will support her, no matter how much she weighs. This allows her to move across water, lava, or even the thinnest tree branches. She must end her move on a surface that can support her normally. She cannot move across air in this way, nor can she walk up walls or other vertical surfaces. When moving in this way, she does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does she need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the ninja ignores any mechanical traps that use a location-based trigger. SOURCEPAGE:p.16 +Hidden Master KEY:Hidden Master ~ Ninja CATEGORY:Special Ability TYPE:Supernatural.SpecialQuality DESC:At 20th level, a ninja becomes a true master of her art. She can, as a standard action, cast greater invisibility on herself. While invisible in this way, she cannot be detected by any means, and not even invisibility purge, see invisibility, and true seeing can reveal her. She uses her ninja level as her caster level for this ability. Using this ability consumes 3 ki points from her ki pool. In addition, whenever the ninja deals sneak attack damage, she can sacrifice additional damage dice to apply a penalty to one ability score of the target equal to the number of dice sacrificed for 1 minute. This penalty does not stack with itself and cannot reduce an ability score below 1. + + + +# Ninja Tricks +Acrobatic Master KEY:Acrobatic Master ~ Ninja Tricks CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural.NinjaTrick VISIBLE:DISPLAY DESC:As a swift action, a ninja with this trick can focus her ki to grant her a +20 bonus on one Acrobatics check of her choice made before the start of her next turn. Using this ability expends 1 ki point from her ki pool. +Bleeding Attack KEY:Bleeding Attack ~ Ninja Tricks CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.NinjaTrick.AttackOption VISIBLE:DISPLAY DESC:A ninja with this trick can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the ninja's sneak attack. Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleed damage from this ability does not stack with itself. Bleed damage bypasses any DR the creature might possess. +Choking Bomb KEY:Choking Bomb ~ Ninja Tricks CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.NinjaTrick DESC:Whenever a ninja throws a smoke bomb, all living creatures in the resulting cloud must make a Fortitude save or become staggered by the choking black smoke for 1d4 rounds. The DC of this saving throw is equal to 10 + 1/2 the ninja's level + the ninja's Charisma modifier. The ninja can decide to create an ordinary smoke bomb or add poison to this smoke bomb as normal. The ninja must have the poison bomb ninja trick before selecting this trick. +Combat Trick KEY:Combat Trick ~ Ninja Tricks CATEGORY:Special Ability TYPE:SpecialQuality.NinjaTrick VISIBLE:DISPLAY DESC:You gain a bonus combat feat. BONUS:ABILITYPOOL|Combat Trick Feat|1 +Darkvision KEY:Darkvision ~ Ninja Tricks CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.NinjaTrick VISIBLE:DISPLAY DESC:This trick allows the ninja to use her ki to enhance her sight, granting darkvision out to a range of 60 feet. Using this trick is a standard action that costs 1 ki point. The enhanced senses last for 1 hour. +Deadly Range KEY:Deadly Range ~ Ninja Tricks CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.NinjaTrick VISIBLE:DISPLAY DESC:A ninja with this ninja trick increases the range at which she can deal sneak attack damage by 10 feet. A ninja can take this trick more than once. Its effects stack. +Deflect Arrows KEY:Deflect Arrows ~ Ninja Tricks CATEGORY:Special Ability TYPE:SpecialQuality.NinjaTrick VISIBLE:DISPLAY DESC:A ninja who selects this ninja trick gains the Deflect Arrows feat as a bonus feat. The ninja must have the Improved Unarmed Strike combat feat before taking this trick. VFEAT:Deflect Arrows +Fast Stealth KEY:Fast Stealth ~ Ninja Tricks CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.NinjaTrick VISIBLE:DISPLAY DESC:A ninja with this trick can move at full speed using the Stealth skill without penalty. +Feather Fall KEY:Feather Fall ~ Ninja Tricks CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.NinjaTrick VISIBLE:DISPLAY DESC:As an immediate action, the ninja can slow her descent as if using feather fall. This ability uses her ninja level as the caster level. Each use of this ability uses up 1 ki point. +Flurry of Stars KEY:Flurry of Stars ~ Ninja Tricks CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.NinjaTrick.AttackOption VISIBLE:DISPLAY DESC:A ninja with this ability can expend 1 ki point from her ki pool as a swift action before she makes a full-attack attack with shuriken. During that attack, she can throw two additional shuriken at her highest attack bonus, but all of her shuriken attacks are made at a -2 penalty, including the two extra attacks. +Forgotten Trick KEY:Forgotten Trick ~ Ninja Tricks CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.NinjaTrick VISIBLE:DISPLAY DESC:A ninja with this ability can recall one trick taught to her by her ancient masters. When she uses this ability, she selects one ninja trick (not a master trick or rogue talent) that she does not know and can use that ninja trick for a number of rounds equal to her level. She must pay any ki costs associated with the trick as normal. Using this ability expends 2 ki point from her ki pool, plus the ki cost of the trick she chooses. +Hidden Weapons KEY:Hidden Weapons ~ Ninja Tricks CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.NinjaTrick VISIBLE:DISPLAY DESC:A ninja with this ability can easily conceal weapons on her body. The ninja adds her level on opposed Sleight of Hand checks made to conceal a weapon. In addition, she can draw hidden weapons as a move action, instead of as a standard action. +High Jumper KEY:High Jumper ~ Ninja Tricks CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.NinjaTrick VISIBLE:DISPLAY DESC:When a ninja with this trick makes a high jump, the DC for that jump is half the normal DC. The ninja must have the acrobatic master trick before taking this talent. +Ki Block KEY:Ki Block ~ Ninja Tricks CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.NinjaTrick VISIBLE:DISPLAY DESC:A ninja with this trick can prevent a creature from using its ki pool. Whenever the ninja deals sneak attack damage, the target must make a Will save or be unable to spend any points from its ki pool for a number of rounds equal to the ninja's Charisma modifier. The DC of this save is 10 + 1/2 the ninja's level + the ninja's Charisma modifier. The number of points in the target's ki pool is unaffected, and abilities that do not require the subject to spend ki still function. +Ki Charge KEY:Ki Charge ~ Ninja Tricks CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.NinjaTrick VISIBLE:DISPLAY DESC:A ninja with this trick can invest a portion of her ki into a single thrown weapon, such as a shuriken, and throw it as a standard action. The thrown weapon explodes on impact in a 5-foot burst, dealing 1d6 points of fire damage plus 1d6 points of fire damage for every four levels of the ninja above 2nd, to a maximum 4d6 at 18th level. Creatures caught in the blast receive a Reflex save to halve the damage. The DC of this save is 10 + 1/2 the ninja's level + the ninja's Charisma modifier. If the thrown weapon hits a creature, that creature takes a -2 penalty on the saving throw. If the thrown weapon misses, treat it as a thrown splash weapon. Using this ability expends 1 ki point from her ki pool. +Poison Bomb KEY:Poison Bomb ~ Ninja Tricks CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.NinjaTrick VISIBLE:DISPLAY DESC:Whenever the ninja throws a smoke bomb, she can decide to include 1 dose of any inhaled poison she possesses. This poison affects all creatures in the smoke and lasts as long as the smoke lasts. She must pay for the poison normally. The ninja must have the smoke bomb ninja trick before selecting this trick. +Pressure Points KEY:Pressure Points ~ Ninja Tricks CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.NinjaTrick VISIBLE:DISPLAY DESC:A ninja with this trick can strike at an opponent's vital pressure points, causing weakness and intense pain. Whenever the ninja deals sneak attack damage, she also deals 1 point of Strength or Dexterity damage, decided by the ninja. Unlike normal ability damage, this damage can be healed by a DC 15 Heal check. Each successful check heals 1 point of damage caused by this trick. A ninja with this trick receives a +10 insight bonus on this Heal check. +Rogue Talent KEY:Rogue Talent ~ Ninja Tricks CATEGORY:Special Ability TYPE:SpecialQuality.NinjaTrick VISIBLE:DISPLAY DESC:The ninja can select a rogue talent in place of a ninja trick. The ninja cannot select a rogue talent that has the same name as a ninja trick. The ninja can select this talent multiple times. +Shadow Clone KEY:Shadow Clone ~ Ninja Tricks CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.NinjaTrick VISIBLE:DISPLAY DESC:The ninja can create 1d4 shadowy duplicates of herself that conceal her true location. This ability functions as mirror image, using the ninja's level as her caster level. Using this ability is a standard action that uses up 1 ki point. +Slow Metabolism KEY:Slow Metabolism ~ Ninja Tricks CATEGORY:Special Ability TYPE:SpecialQuality.Ext... [truncated message content] |