From: <ama...@us...> - 2012-11-18 09:32:37
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Revision: 18350 http://pcgen.svn.sourceforge.net/pcgen/?rev=18350&view=rev Author: amaitland Date: 2012-11-18 09:32:27 +0000 (Sun, 18 Nov 2012) Log Message: ----------- FREQ: [PF] Class Abilities/Special Abilities list in "Feats and Abilities"->"Class Abilities" Issue#: DATA-594 Modified Paths: -------------- Trunk/pcgen/data/d20ogl/paizo/pathfinder_rpg/core_rulebook/pfcr_abilities_class.lst Trunk/pcgen/data/d20ogl/paizo/pathfinder_rpg/core_rulebook/pfcr_abilities_class_common.lst Trunk/pcgen/data/d20ogl/paizo/pathfinder_rpg/core_rulebook/pfcr_abilities_class_prestige.lst Trunk/pcgen/data/d20ogl/paizo/pathfinder_rpg/core_rulebook/pfcr_classes_base.lst Trunk/pcgen/data/d20ogl/paizo/pathfinder_rpg/core_rulebook/pfcr_classes_npc.lst Trunk/pcgen/data/d20ogl/paizo/pathfinder_rpg/core_rulebook/pfcr_classes_prc.lst Modified: Trunk/pcgen/data/d20ogl/paizo/pathfinder_rpg/core_rulebook/pfcr_abilities_class.lst =================================================================== --- Trunk/pcgen/data/d20ogl/paizo/pathfinder_rpg/core_rulebook/pfcr_abilities_class.lst 2012-11-18 08:43:56 UTC (rev 18349) +++ Trunk/pcgen/data/d20ogl/paizo/pathfinder_rpg/core_rulebook/pfcr_abilities_class.lst 2012-11-18 09:32:27 UTC (rev 18350) @@ -8,12 +8,12 @@ # Ability Name Unique Key Category of Ability Type Visible Define Description Ability Bonus to Ability Pool Save checks bonus Combat bonus Add to base move Stat bonus Modify VAR Damage Reduction Source Page Aspects Description of the Benefits Fast Movement KEY:Fast Movement ~ Barbarian CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.ModifyMovement DESC:Your land speed is faster than the norm for your race by +10 feet. BONUS:MOVEADD|TYPE=Walk|10|PREVARLT:ENCUMBERANCE,2,var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1 SOURCEPAGE:p.31 BENEFIT:Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load. Rage CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.Rage.AttackOption DEFINE:RageLVL|0 DEFINE:RageDuration|0 DEFINE:Raging|0 DEFINE:RageStrBonus|0 DEFINE:RageConBonus|0 DEFINE:RageSaveBonus|0 DEFINE:RageACPenalty|0 DESC:You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. BONUS:CHECKS|Will|RageSaveBonus|TYPE=Rage|PREAPPLY:PC BONUS:COMBAT|AC|RageACPenalty|PREAPPLY:PC BONUS:STAT|STR|RageStrBonus|TYPE=Rage|PREAPPLY:PC BONUS:STAT|CON|RageConBonus|TYPE=Rage|PREAPPLY:PC BONUS:VAR|RageStrBonus,RageConBonus|4 BONUS:VAR|RageACPenalty|-2 BONUS:VAR|RageSaveBonus|2 BONUS:VAR|RageDuration|2+var("STAT.2.MOD.NOTEMP")+(2*RageLVL) BONUS:VAR|Raging|1|PREAPPLY:PC SOURCEPAGE:p.32 BENEFIT:You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for %1 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +%2 morale bonus to your Strength and a +%3 morale bonus to Constitution, as well as a +%4 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you %5 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.|RageDuration|RageStrBonus|RageConBonus|RageSaveBonus|(RageConBonus/2)*TL -Rage Powers CATEGORY:Special Ability TYPE:Internal VISIBLE:NO DEFINE:RagePowersLVL|0 DEFINE:RagePowersPrereqLVL|0 BONUS:ABILITYPOOL|Rage Power|RagePowersLVL/2 BONUS:VAR|RagePowersPrereqLVL|RagePowersLVL -Trap Sense ~ Barbarian CATEGORY:Special Ability TYPE:Internal VISIBLE:NO DEFINE:BarbarianTrapSenseLVL|0 ABILITY:Special Ability|AUTOMATIC|Trap Sense BONUS:VAR|TrapSenseBonus|BarbarianTrapSenseLVL/3 +Rage Powers CATEGORY:Special Ability TYPE:Internal.ClassAbility VISIBLE:NO DEFINE:RagePowersLVL|0 DEFINE:RagePowersPrereqLVL|0 BONUS:ABILITYPOOL|Rage Power|RagePowersLVL/2 BONUS:VAR|RagePowersPrereqLVL|RagePowersLVL +Trap Sense ~ Barbarian CATEGORY:Special Ability TYPE:Internal.ClassAbility VISIBLE:NO DEFINE:BarbarianTrapSenseLVL|0 ABILITY:Special Ability|AUTOMATIC|Trap Sense BONUS:VAR|TrapSenseBonus|BarbarianTrapSenseLVL/3 Damage Reduction KEY:Damage Reduction ~ Barbarian CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DEFINE:BarbarianDR|0 DEFINE:BarbarianDRLVL|0 DESC:You gain damage reduction. BONUS:VAR|BarbarianDR|(BarbarianDRLVL-4)/3 DR:BarbarianDR/- SOURCEPAGE:p.34 BENEFIT:You gain damage reduction. Substract %1 from the damage you take each time you are dealt damage from a weapon or natural attack. Damage reduction can reduce damage to 0 but not below 0.|BarbarianDR -Greater Rage CATEGORY:Special Ability TYPE:Internal VISIBLE:NO BONUS:VAR|RageStrBonus,RageConBonus|2 BONUS:VAR|RageSaveBonus|1 +Greater Rage CATEGORY:Special Ability TYPE:Internal.ClassAbility VISIBLE:NO BONUS:VAR|RageStrBonus,RageConBonus|2 BONUS:VAR|RageSaveBonus|1 Tireless Rage CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.Rage DESC:You no longer become fatigued at the end of your rage. SOURCEPAGE:p.34 -Mighty Rage CATEGORY:Special Ability TYPE:Internal VISIBLE:NO BONUS:VAR|RageStrBonus,RageConBonus|2 BONUS:VAR|RageSaveBonus|1 +Mighty Rage CATEGORY:Special Ability TYPE:Internal.ClassAbility VISIBLE:NO BONUS:VAR|RageStrBonus,RageConBonus|2 BONUS:VAR|RageSaveBonus|1 Indomitable Will CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.Rage.SaveBonus DESC:While in rage, you gain a +4 bonus on Will saves to resist enchantment spells. SOURCEPAGE:p.34 ASPECT:SaveBonus|When raging gain +4 bonus to Will saves vs. Enchantment spells. BENEFIT:While in rage, you gain a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves you also recieve during your rage. ###Block: Barbarian Rage Powers @@ -97,13 +97,13 @@ ###Block: Cleric Abilities # Ability Name Unique Key Category of Ability Type Visible Define Description Modify VAR Source Page Description of the Benefits -Domains CATEGORY:Special Ability TYPE:Internal VISIBLE:NO DEFINE:DomainLVL|0 DEFINE:DomainPowerTimes|0 DEFINE:DomainAbilityTriggerLVL|0 BONUS:VAR|DomainPowerTimes|3+WIS BONUS:VAR|DomainAbilityTriggerLVL|DomainLVL +Domains CATEGORY:Special Ability TYPE:Internal.ClassAbility VISIBLE:NO DEFINE:DomainLVL|0 DEFINE:DomainPowerTimes|0 DEFINE:DomainAbilityTriggerLVL|0 BONUS:VAR|DomainPowerTimes|3+WIS BONUS:VAR|DomainAbilityTriggerLVL|DomainLVL Orisons KEY:Orisons ~ Cleric CATEGORY:Special Ability TYPE:SpecialQuality DESC:You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again. SOURCEPAGE:p.41 Spontaneous Casting KEY:Spontaneous Casting ~ Cleric CATEGORY:Special Ability TYPE:SpecialQuality DESC:You can channel stored spell energy into healing spells that you did not prepare ahead of time.|PREABILITY:1,CATEGORY=Special Ability,Channel Positive Energy ~ Cleric DESC:You can channel stored spell energy into inflict spells that you did not prepare ahead of time.|PREABILITY:1,CATEGORY=Special Ability,Channel Negative Energy ~ Cleric SOURCEPAGE:p.41 BENEFIT:You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).|PREABILITY:1,CATEGORY=Special Ability,Channel Positive Energy ~ Cleric BENEFIT:You can channel stored spell energy into inflict spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any inflict spell of the same spell level or lower (an inflict spell is any spell with "Inflict" in its name).|PREABILITY:1,CATEGORY=Special Ability,Channel Negative Energy ~ Cleric ###Block: Cleric Channel Energy # Ability Name Unique Key Category of Ability Type Visible Required AL Multiple Requirements Serves As Define Description Bonus to Ability Pool Modify VAR Source Page Aspects Description of the Benefits -Channel Energy KEY:Channel Energy CATEGORY:Special Ability TYPE:Internal VISIBLE:NO DEFINE:ClericChannelEnergyLVL|0 DEFINE:ClericChannelEnergyTimes|0 BONUS:ABILITYPOOL|Channel Energy|1 BONUS:VAR|ClericChannelEnergyTimes|3+CHA SOURCEPAGE:p.22 +Channel Energy KEY:Channel Energy CATEGORY:Special Ability TYPE:Internal.ClassAbility VISIBLE:NO DEFINE:ClericChannelEnergyLVL|0 DEFINE:ClericChannelEnergyTimes|0 BONUS:ABILITYPOOL|Channel Energy|1 BONUS:VAR|ClericChannelEnergyTimes|3+CHA SOURCEPAGE:p.22 Channel Positive Energy KEY:Channel Positive Energy ~ Cleric CATEGORY:Special Ability TYPE:Supernatural.SpecialAttack.ChannelEnergy.CheckList PREALIGN:LG,NG,CG,LN,TN,CN PREMULT:1,[PREDEITYALIGN:LG,NG,CG,LN,TN,CN],[PREDEITY:1,None] SERVESAS:ABILITY=Special Ability|Channel Positive Energy DEFINE:ClericChannelPositiveEnergyDC|0 DEFINE:ClericChannelPositiveEnergyDice|0 DEFINE:ClericChannelPositiveEnergyDieSize|6 DEFINE:ClericChannelPositiveEnergyLVL|0 DESC:You can unleash a wave of positive energy dealing %1d%2 (DC %3 for half) %4/day.|ClericChannelPositiveEnergyDice|ClericChannelPositiveEnergyDieSize|ClericChannelPositiveEnergyDC|ClericChannelEnergyTimes BONUS:VAR|ClericChannelPositiveEnergyDice|(ClericChannelPositiveEnergyLVL+1)/2 BONUS:VAR|ClericChannelPositiveEnergyDC|10+(ClericChannelPositiveEnergyLVL/2)+CHA BONUS:VAR|ClericChannelPositiveEnergyLVL|ClericChannelEnergyLVL SOURCEPAGE:p.40 ASPECT:Ability Benefit|(%1d%2, DC %3, %4/day)|ClericChannelPositiveEnergyDice|ClericChannelPositiveEnergyDieSize|ClericChannelPositiveEnergyDC|ClericChannelEnergyTimes ASPECT:CheckCount|%1|ClericChannelEnergyTimes ASPECT:CheckType|Uses per day BENEFIT:You can unleash a wave of positive energy. You must choose to deal %1d%2 points of positive energy damage to undead creatures or to heal living creatures of %1d%2 points of damage. Creatures that take damage from channeled energy receive a DC %3 Will save to halve the damage. You can use this abilty %4 times per day.|ClericChannelPositiveEnergyDice|ClericChannelPositiveEnergyDieSize|ClericChannelPositiveEnergyDC|ClericChannelEnergyTimes Channel Negative Energy KEY:Channel Negative Energy ~ Cleric CATEGORY:Special Ability TYPE:Supernatural.SpecialAttack.ChannelEnergy.CheckList PREALIGN:LN,TN,CN,LE,NE,CE PREMULT:1,[PREDEITYALIGN:LN,TN,CN,LE,NE,CE],[PREDEITY:1,None] SERVESAS:ABILITY=Special Ability|Channel Negative Energy DEFINE:ClericChannelNegativeEnergyDC|0 DEFINE:ClericChannelNegativeEnergyDice|0 DEFINE:ClericChannelNegativeEnergyDieSize|6 DEFINE:ClericChannelNegativeEnergyLVL|0 DESC:You can unleash a wave of negative energy dealing %1d%2 (DC %3 for half) %4/day.|ClericChannelNegativeEnergyDice|ClericChannelNegativeEnergyDieSize|ClericChannelNegativeEnergyDC|ClericChannelEnergyTimes BONUS:VAR|ClericChannelNegativeEnergyDice|(ClericChannelNegativeEnergyLVL+1)/2 BONUS:VAR|ClericChannelNegativeEnergyDC|10+(ClericChannelNegativeEnergyLVL/2)+CHA BONUS:VAR|ClericChannelNegativeEnergyLVL|ClericChannelEnergyLVL SOURCEPAGE:p.40 ASPECT:Ability Benefit|(%1d%2, DC %3, %4/day)|ClericChannelNegativeEnergyDice|ClericChannelNegativeEnergyDieSize|ClericChannelNegativeEnergyDC|ClericChannelEnergyTimes ASPECT:CheckCount|%1|ClericChannelEnergyTimes ASPECT:CheckType|Uses per day BENEFIT:You can unleash a wave of negative energy. You must choose to deal %1d%2 points of negative energy damage to living creatures or to heal undead creatures of %1d%2 points of damage. Creatures that take damage from channeled energy receive a DC %3 Will save to halve the damage. You can use this abilty %4 times per day.|ClericChannelNegativeEnergyDice|ClericChannelNegativeEnergyDieSize|ClericChannelNegativeEnergyDC|ClericChannelEnergyTimes @@ -304,9 +304,9 @@ # Ability Name Category of Ability Type Visible Define Modify VAR # Wild Shape Progression | 1 = L4, 2 = L6, 3 = L8, 4 = L10, 5 = L12, 6 = L14, 7 = L16, 8 = L18, 9 = L20 # Ability Name Category of Ability Type Visible Define Modify VAR -Druid Wild Shape CATEGORY:Special Ability TYPE:Internal VISIBLE:NO DEFINE:DruidWildShape|0 BONUS:VAR|WildShapeDuration|DruidWildShape -Druid Wild Shape Times CATEGORY:Special Ability TYPE:Internal VISIBLE:NO BONUS:VAR|WildShapeTimes|WildShapeProgression -Druid Wild Shape Progression CATEGORY:Special Ability TYPE:Internal VISIBLE:NO BONUS:VAR|WildShapeProgression|1|PREVARGTEQ:DruidWildShape,4 BONUS:VAR|WildShapeProgression|1|PREVARGTEQ:DruidWildShape,6 BONUS:VAR|WildShapeProgression|1|PREVARGTEQ:DruidWildShape,8 BONUS:VAR|WildShapeProgression|1|PREVARGTEQ:DruidWildShape,10 BONUS:VAR|WildShapeProgression|1|PREVARGTEQ:DruidWildShape,12 BONUS:VAR|WildShapeProgression|1|PREVARGTEQ:DruidWildShape,14 BONUS:VAR|WildShapeProgression|1|PREVARGTEQ:DruidWildShape,16 BONUS:VAR|WildShapeProgression|1|PREVARGTEQ:DruidWildShape,18 BONUS:VAR|WildShapeProgression|1|PREVARGTEQ:DruidWildShape,20 +Druid Wild Shape CATEGORY:Special Ability TYPE:Internal.ClassAbility VISIBLE:NO DEFINE:DruidWildShape|0 BONUS:VAR|WildShapeDuration|DruidWildShape +Druid Wild Shape Times CATEGORY:Special Ability TYPE:Internal.ClassAbility VISIBLE:NO BONUS:VAR|WildShapeTimes|WildShapeProgression +Druid Wild Shape Progression CATEGORY:Special Ability TYPE:Internal.ClassAbility VISIBLE:NO BONUS:VAR|WildShapeProgression|1|PREVARGTEQ:DruidWildShape,4 BONUS:VAR|WildShapeProgression|1|PREVARGTEQ:DruidWildShape,6 BONUS:VAR|WildShapeProgression|1|PREVARGTEQ:DruidWildShape,8 BONUS:VAR|WildShapeProgression|1|PREVARGTEQ:DruidWildShape,10 BONUS:VAR|WildShapeProgression|1|PREVARGTEQ:DruidWildShape,12 BONUS:VAR|WildShapeProgression|1|PREVARGTEQ:DruidWildShape,14 BONUS:VAR|WildShapeProgression|1|PREVARGTEQ:DruidWildShape,16 BONUS:VAR|WildShapeProgression|1|PREVARGTEQ:DruidWildShape,18 BONUS:VAR|WildShapeProgression|1|PREVARGTEQ:DruidWildShape,20 ###Block: Fighter Internal Abilities # Ability Name Category of Ability Type Visible Define Modify VAR @@ -329,7 +329,7 @@ Armor Training ~ Heavy Armor CATEGORY:Special Ability TYPE:Internal VISIBLE:NO UNENCUMBEREDMOVE:HeavyArmor Armor Mastery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:You gain DR 5/-- whenever you are wearing armor or using a shield. DR:5/-|PREEQUIP:1,TYPE=Armor,TYPE=Shield SOURCEPAGE:p.56 Weapon Mastery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.WeaponMastery DESC:Any attacks made a %1 automatically confirm all critical threats and have their damage multiplier increased by 1 (x2 becomes x3, for example). In addition, you cannot be disarmed while wielding a weapon of this type.|%CHOICE STACK:NO MULT:YES CHOOSE:WEAPONPROFICIENCY|PC SOURCEPAGE:p.56 -Bonus Feats KEY:Bonus Feats ~ Fighter CATEGORY:Special Ability TYPE:Internal BONUS:ABILITYPOOL|Fighter Bonus Feat|FighterLvl/2+1 +Bonus Feats KEY:Bonus Feats ~ Fighter CATEGORY:Special Ability TYPE:SpecialQuality BONUS:ABILITYPOOL|Fighter Bonus Feat|FighterLvl/2+1 DESC:At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level. ###Block: Archetype Armor Training # Ability Name Modify VAR @@ -356,7 +356,7 @@ ###Block: Fighter Weapon Training Abilities # Ability Name Category of Ability Type Visible Define Description Bonus to Ability Pool Source Page Weapon Training CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary VISIBLE:EXPORT DESC:Attacks with a weapon from listed groups, gain a bonus on attack and damage rolls. (Included in weapon blocks) DESC:Axes +%1|WeaponTrainingAxes|PREVARGT:WeaponTrainingAxes,0 DESC:Heavy Blades +%1|WeaponTrainingBladesHeavy|PREVARGT:WeaponTrainingBladesHeavy,0 DESC:Light Blades +%1|WeaponTrainingBladesLight|PREVARGT:WeaponTrainingBladesLight,0 DESC:Bows +%1|WeaponTrainingBows|PREVARGT:WeaponTrainingBows,0 DESC:Close Weapons +%1|WeaponTrainingClose|PREVARGT:WeaponTrainingClose,0 DESC:Crossbows +%1|WeaponTrainingCrossbows|PREVARGT:WeaponTrainingCrossbows,0 DESC:Double Weapons +%1|WeaponTrainingDouble|PREVARGT:WeaponTrainingDouble,0 DESC:Flails +%1|WeaponTrainingFlails|PREVARGT:WeaponTrainingFlails,0 DESC:Hammers +%1|WeaponTrainingHammers|PREVARGT:WeaponTrainingHammers,0 DESC:Monk Weapons +%1|WeaponTrainingMonk|PREVARGT:WeaponTrainingMonk,0 DESC:Natural Weapons +%1|WeaponTrainingNatural|PREVARGT:WeaponTrainingNatural,0 DESC:Pole Arms +%1|WeaponTrainingPoleArms|PREVARGT:WeaponTrainingPoleArms,0 DESC:Spears +%1|WeaponTrainingSpears|PREVARGT:WeaponTrainingSpears,0 DESC:Thrown Weapons +%1|WeaponTrainingThrown|PREVARGT:WeaponTrainingThrown,0 SOURCEPAGE:p.56 -Fighter Weapon Training CATEGORY:Special Ability TYPE:Internal VISIBLE:NO DEFINE:FighterWeaponTrainingLVL|0 BONUS:ABILITYPOOL|Weapon Training I|1|PREVARGTEQ:FighterWeaponTrainingLVL,5 BONUS:ABILITYPOOL|Weapon Training II|1|PREVARGTEQ:FighterWeaponTrainingLVL,9 BONUS:ABILITYPOOL|Weapon Training III|1|PREVARGTEQ:FighterWeaponTrainingLVL,13 BONUS:ABILITYPOOL|Weapon Training IV|1|PREVARGTEQ:FighterWeaponTrainingLVL,17 SOURCEPAGE:p.56 +Fighter Weapon Training CATEGORY:Special Ability TYPE:Internal.ClassAbility VISIBLE:NO DEFINE:FighterWeaponTrainingLVL|0 BONUS:ABILITYPOOL|Weapon Training I|1|PREVARGTEQ:FighterWeaponTrainingLVL,5 BONUS:ABILITYPOOL|Weapon Training II|1|PREVARGTEQ:FighterWeaponTrainingLVL,9 BONUS:ABILITYPOOL|Weapon Training III|1|PREVARGTEQ:FighterWeaponTrainingLVL,13 BONUS:ABILITYPOOL|Weapon Training IV|1|PREVARGTEQ:FighterWeaponTrainingLVL,17 SOURCEPAGE:p.56 ###Block: # Ability Name Bonus to Ability Pool @@ -507,7 +507,7 @@ ###Block: Monk Abilities # Ability Name Unique Key Category of Ability Type Define Description Automatically Added to Inventory Virtual Feat Ability Bonus to Ability Pool Combat bonus Add to base move Bonus to skill Modify VAR Spell Res. Damage Reduction Source Page Aspects Description of the Benefits -Monk Bonus Feat CATEGORY:Special Ability TYPE:Internal DEFINE:MonkBonusFeatLVL|0 BONUS:ABILITYPOOL|Monk Bonus Feat|1+max((MonkBonusFeatLVL+2)/4,0) +Monk Bonus Feat CATEGORY:Special Ability TYPE:Internal.ClassAbility DEFINE:MonkBonusFeatLVL|0 BONUS:ABILITYPOOL|Monk Bonus Feat|1+max((MonkBonusFeatLVL+2)/4,0) AC Bonus KEY:AC Bonus ~ Monk CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DEFINE:MonkACBonus|0 DEFINE:MonkACLVL|0 DESC:When unarmored and unencumbered, you add +%1 to your AC and your CMD.|max(WIS,0)+MonkACBonus BONUS:COMBAT|AC|max(WIS,0)+MonkACBonus|PREVAREQ:ENCUMBERANCE,0,var("COUNT[EQTYPE.ARMOR.EQUIPPED]"),0,var("COUNT[EQTYPE.SHIELD.EQUIPPED]"),0 BONUS:VAR|MonkACBonus|min((MonkACLVL)/4,5) BONUS:VAR|CMD|max(WIS,0)+MonkACBonus|PREVAREQ:ENCUMBERANCE,0,var("COUNT[EQTYPE.ARMOR.EQUIPPED]"),0,var("COUNT[EQTYPE.SHIELD.EQUIPPED]"),0 SOURCEPAGE:p.57 Flurry of Blows CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary DEFINE:FlurryLVL|0 DEFINE:FlurryExtraAttacks|0 DEFINE:FlurryBABBonus|0 DEFINE:MonkBAB|0 DESC:You can make a flurry of blows as a full-attack action. AUTO:EQUIP|Flurry of Blows BONUS:VAR|FlurryExtraAttacks|min((FlurryLVL+6)/7,3) BONUS:VAR|FlurryBABBonus|FlurryLVL-MonkBAB SOURCEPAGE:p.57 Stunning Fist CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary DEFINE:StunningFistMonkLVL|0 DESC:You gain Stunning Fist as a bonus feat. VFEAT:Stunning Fist SOURCEPAGE:p.59 BENEFIT:You gain Stunning Fist as a bonus feat.|PREVARLT:StunningFistMonkLVL,4 @@ -583,7 +583,7 @@ Divine Grace CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural VISIBLE:NO DEFINE:DivineGrace|0 BONUS:CHECKS|ALL|DivineGrace BONUS:VAR|DivineGrace|max(CHA,0) SOURCEPAGE:p.61 Lay on Hands CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.LayOnHands DEFINE:LayOnHandsTimes|0 DEFINE:LayOnHandsDice|0 DEFINE:LayOnHandsLVL|0 DESC:You can heal wounds (your own or those of others) by touch. BONUS:VAR|LayOnHandsDice|LayOnHandsLVL/2 BONUS:VAR|LayOnHandsTimes|(LayOnHandsLVL/2)+CHA SOURCEPAGE:p.61 BENEFIT:You can heal wounds (your own or those of others) by touch. Each day you can use this ability %1 times per day. With one use of this ability, you can heal %2d6 hit points of damage. Using this ability is a standard action, unless you target yourself, in which case it is a swift action. Despite the name of this ability, you only need one free hand to use this ability. Alternatively, you can use this healing power to deal damage to undead creatures, dealing %2d6 points of damage. Using Lay in Hands in this way requires a melee touch attack and doesn't provide an attack of opportunity. Undead to not receive a saving throw against this damage.|LayOnHandsTimes|LayOnHandsDice Divine Health CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:You are immune to all diseases, including supernatural and magical diseases, including mummy rot. SOURCEPAGE:p.61 -Mercy CATEGORY:Special Ability TYPE:Internal VISIBLE:NO DEFINE:Mercies|0 DEFINE:MercyLVL|0 BONUS:ABILITYPOOL|Mercy|Mercies BONUS:VAR|Mercies|min(MercyLVL/3,4) +Mercy CATEGORY:Special Ability TYPE:Internal.ClassAbility VISIBLE:NO DEFINE:Mercies|0 DEFINE:MercyLVL|0 BONUS:ABILITYPOOL|Mercy|Mercies BONUS:VAR|Mercies|min(MercyLVL/3,4) Channel Positive Energy KEY:Channel Positive Energy ~ Paladin CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural SERVESAS:ABILITY=Special Ability|Channel Energy|Channel Positive Energy DEFINE:PaladinChannelDC|0 DEFINE:PaladinChannelDice|0 DEFINE:PaladinChannelDieSize|6 DEFINE:PaladinChannelLVL|0 DESC:You can unleash a wave of positive energy dealing %1d%2 (DC %3 for half) %4/day.|PaladinChannelDice|PaladinChannelDieSize|PaladinChannelDC BONUS:VAR|PaladinChannelDice|(PaladinChannelLVL+1)/2 BONUS:VAR|PaladinChannelDC|10+(PaladinChannelLVL/2)+CHA ASPECT:Ability Benefit|(%1d%2, DC %3)|PaladinChannelDice|PaladinChannelDieSize|PaladinChannelDC BENEFIT:You can unleash a wave of positive energy. You must choose to deal %1d%2 points of positive energy damage to undead creatures or to heal living creatures of %1d%2 points of damage. Creatures that take damage from channeled energy receive a DC %3 Will save to halve the damage. Using this ability consumes two uses of her lay on hands ability.|PaladinChannelDice|PaladinChannelDieSize|PaladinChannelDC Holy Champion CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DEFINE:HolyChampionCasterLevel|0 DEFINE:HolyChampionLVL|0 DESC:You are a conduit for the power of your god. BONUS:DR|Evil|5 BONUS:VAR|HolyChampionCasterLevel|HolyChampionLVL SOURCEPAGE:p.63 BENEFIT:You are a conduit for the power of your god. Your DR increases to 10/Evil. Whenever you use Smite Evil and successfully strike an evil outsider, the outsider is also subject to a Banishment at caster level %1 (your weapon and holy symbol automatically count as objects that the subject hates). After the Banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever you channel positive energy or uses Lay on Hands to heal a creature, you heal the maximum possible amount.|HolyChampionCasterLevel @@ -606,7 +606,7 @@ ###Block: Paladin Divine Bond # Ability Name Category of Ability Type Visible Restricted Ability Define Description Bonus to Ability Pool Modify VAR Allow Follower Allowed Companions Source Page Description of the Benefits -Divine Bond CATEGORY:Special Ability TYPE:Internal VISIBLE:NO DEFINE:DivineBondLVL|0 DEFINE:DivineBondTimes|0 BONUS:ABILITYPOOL|Divine Bond|1 BONUS:VAR|DivineBondTimes|min((DivineBondLVL-1)/4,4) +Divine Bond CATEGORY:Special Ability TYPE:Internal.ClassAbility VISIBLE:NO DEFINE:DivineBondLVL|0 DEFINE:DivineBondTimes|0 BONUS:ABILITYPOOL|Divine Bond|1 BONUS:VAR|DivineBondTimes|min((DivineBondLVL-1)/4,4) Celestial Spirit CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike.DivineBond !PREABILITY:1,CATEGORY=Archetype,TYPE.PaladinBondedWeapon DEFINE:CelestialSpiritDuration|0 DEFINE:CelestialSpiritBonus|0 DESC:Your divine bond allows you to enhance your weapon as a standard action by calling upon the aid of a celestial spirit. BONUS:VAR|CelestialSpiritDuration|DivineBondLVL BONUS:VAR|CelestialSpiritBonus|min((1+((DivineBondLVL-5)/3)),6) SOURCEPAGE:p.63 BENEFIT:Your divine bond allows you to enhance your weapon as a standard action by calling upon the aid of a celestial spirit for %1 minutes. When called, the spirit causes the weapon to shed light as a torch. This spirit grants the weapon a +%2 enhancement bonus. This bonus can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or it can be used to add any of the following weapon properties: defending, flaming, keen, merciful (+1), axiomatic, disruption, flaming burst, holy (+2), speed (+3), and brilliant energy (+4). Adding these properties consumes an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than you but resumes giving bonuses if returned to you. These bonuses apply to only one end of a double weapon. You can use this ability %3 times per day. If a weapon bonded with a celestial spirit is destroyed, you lose the use of this ability for 30 days, or until you gain a level, whichever comes first. During this 30-day period, you take a -1 penalty on attack and weapon damage rolls.|CelestialSpiritDuration|CelestialSpiritBonus|DivineBondTimes Special Mount CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike.DivineBond !PREABILITY:1,CATEGORY=Archetype,TYPE.PaladinBondedMount DEFINE:SpecialMountLVL|0 DEFINE:SpecialMountSpellLevel|0 DEFINE:SpecialMountSR|0 DESC:Your divine bond allows you to gain the service of an unusually intelligent, strong, and loyal steed to serve you in your crusade against evil. BONUS:VAR|SpecialMountLVL|DivineBondLVL BONUS:VAR|SpecialMountSpellLevel|DivineBondLVL/3 BONUS:VAR|SpecialMountSR|DivineBondLVL+11 FOLLOWERS:Special Mount|1 COMPANIONLIST:Special Mount|Companion (Boar),Companion (Cat (Big (Lion))),Companion (Cat (Big (Tiger))),Companion (Dog),Companion (Horse),Companion (Pony),Companion (Shark),Companion (Wolf) SOURCEPAGE:p.63 @@ -638,7 +638,7 @@ # Ability Name Unique Key Category of Ability Type Visible Define Description Ability Bonus to skill Modify VAR Source Page Aspects Description of the Benefits Track CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DEFINE:TrackLVL|0 DEFINE:TrackBonus|0 DESC:You gain +%1 to Survival checks made to follow or identify tracks.|TracKBonus BONUS:SKILL|Survival (Follow or identify tracks)|TrackBonus BONUS:VAR|TrackBonus|max(TrackLVL/2,1) SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|TrackBonus Swift Tracker CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:You can move at your normal speed while using Survival to follow tracks without taking the normal -5 penalty. SOURCEPAGE:p.67 BENEFIT:You can move at your normal speed while using Survival to follow tracks without taking the normal -5 penalty. You take only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking. -Quarry CATEGORY:Special Ability TYPE:Internal VISIBLE:NO ABILITY:Special Ability|AUTOMATIC|Quarry Output|!PREABILITY:1,CATEGORY=Special Ability,Quarry Evasion +Quarry CATEGORY:Special Ability TYPE:Internal.ClassAbility VISIBLE:NO ABILITY:Special Ability|AUTOMATIC|Quarry Output|!PREABILITY:1,CATEGORY=Special Ability,Quarry Evasion Quarry KEY:Quarry Output CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.AttackOption DESC:You can, as a standard action, denote one target within your line of sight as your quarry. SOURCEPAGE:p.67 BENEFIT:You can, as a standard action, denote one target within your line of sight as your quarry. Whenever you are following the tracks of your quarry, you can take 10 on Survival skill checks while moving at normal speed, without penalty. In addition, you receive a +2 insight bonus on attack rolls made against your quarry and all critical threats are automatically confirmed. You can have no more than one quarry at a time and the creature's type must correspond to one of your favored enemy types. You can end this effect at any time as a free action, but you cannot select a new quarry for 24 hours. If your quarry is killed, you can select a new quarry after waiting 1 hour. Camouflage CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:You can use the Stealth skill to hide in any of your favored terrains, even if the terrain doesn't grant cover or concealment. SOURCEPAGE:p.67 Hide in Plain Sight CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:While in any of your favored terrains, you can use the Stealth skill even while being observed. SOURCEPAGE:p.67 @@ -647,15 +647,15 @@ ###Block: Ranger Hunter's Bond # Ability Name Unique Key Category of Ability Type Visible Restricted Ability Define Description Bonus to Ability Pool Allow Follower Allowed Companions Source Page Description of the Benefits -Hunter's Bond CATEGORY:Special Ability TYPE:Internal VISIBLE:NO DEFINE:HuntersBondLVL|0 BONUS:ABILITYPOOL|Hunter's Bond|1 +Hunter's Bond CATEGORY:Special Ability TYPE:Internal.ClassAbility VISIBLE:NO DEFINE:HuntersBondLVL|0 BONUS:ABILITYPOOL|Hunter's Bond|1 Hunting Companions CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.HuntersBond DESC:You form a powerful band with your companions. SOURCEPAGE:p.66 BENEFIT:You form a powerful band with your companions. You may spend a move action to grant half your favored enemy bonus against a single target to all allies within 30 feet who can see or hear you for %1 rounds. This bonus does not stack with any favored enemy bonuses possessed by your allies; they use whichever bonus is higher.|max(1,WIS) Animal Companion KEY:Companion ~ Hunter's Bond CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.HuntersBond !PREABILITY:1,CATEGORY=Archetype,TYPE.RangerAnimalCompanion DEFINE:AnimalCompanionLVL|0 DESC:You form a close bond with an animal companion.|!PREABILITY:1,CATEGORY=Archetype,TYPE.RangerAnimalCompanion DESC:This is not Allowed with the Archetype you selected.|PREABILITY:1,CATEGORY=Archetype,TYPE.RangerAnimalCompanion FOLLOWERS:Animal Companion|1 COMPANIONLIST:Animal Companion|Companion (Badger (Wolverine)),Companion (Bird (Eagle)),Companion (Bird (Hawk)),Companion (Bird (Owl)),Companion (Camel),Companion (Cat (Small (Cheetah))),Companion (Cat (Small (Leopard))),Companion (Dire Rat),Companion (Dog),Companion (Horse),Companion (Pony),Companion (Shark),Companion (Snake (Constrictor)),Companion (Snake (Viper)),Companion (Wolf)|!PREABILITY:1,CATEGORY=Archetype,TYPE.RangerAnimalCompanion SOURCEPAGE:p.51 ###Block: Ranger Internals # Ability Name Category of Ability Type Visible Define Ability Bonus to Ability Pool Modify VAR Source Page -Combat Style CATEGORY:Special Ability TYPE:Internal VISIBLE:NO DEFINE:CombatStyleLVL|0 DEFINE:RangerDefaultCombatStyle|0 DEFINE:RangerBonusFeatCount|0 BONUS:ABILITYPOOL|Combat Style|1 BONUS:ABILITYPOOL|Ranger Bonus Feat|RangerBonusFeatCount BONUS:VAR|RangerBonusFeatCount|(CombatStyleLVL+2)/4 BONUS:VAR|RangerDefaultCombatStyle|1 SOURCEPAGE:p.65 -Ranger Favored Enemy CATEGORY:Special Ability TYPE:Internal VISIBLE:NO DEFINE:RangerFavoredEnemyLVL|0 DEFINE:RangerFavoredEnemyCount|0 DEFINE:FavoredEnemyBonusCount|0 BONUS:ABILITYPOOL|Favored Enemy|RangerFavoredEnemyCount BONUS:ABILITYPOOL|Favored Enemy Bonus|FavoredEnemyBonusCount BONUS:VAR|RangerFavoredEnemyCount|RangerFavoredEnemyLVL/5+1 BONUS:VAR|FavoredEnemyBonusCount|RangerFavoredEnemyLVL/5 -Ranger Favored Terrain CATEGORY:Special Ability TYPE:Internal VISIBLE:NO DEFINE:RangerFavoredTerrainLVL|0 ABILITY:Special Ability|AUTOMATIC|Common Favored Terrain BONUS:VAR|FavoredTerrainPool|(RangerFavoredTerrainLVL+2)/5 +Combat Style CATEGORY:Special Ability TYPE:Internal.ClassAbility VISIBLE:NO DEFINE:CombatStyleLVL|0 DEFINE:RangerDefaultCombatStyle|0 DEFINE:RangerBonusFeatCount|0 BONUS:ABILITYPOOL|Combat Style|1 BONUS:ABILITYPOOL|Ranger Bonus Feat|RangerBonusFeatCount BONUS:VAR|RangerBonusFeatCount|(CombatStyleLVL+2)/4 BONUS:VAR|RangerDefaultCombatStyle|1 SOURCEPAGE:p.65 +Ranger Favored Enemy CATEGORY:Special Ability TYPE:Internal.ClassAbility VISIBLE:NO DEFINE:RangerFavoredEnemyLVL|0 DEFINE:RangerFavoredEnemyCount|0 DEFINE:FavoredEnemyBonusCount|0 BONUS:ABILITYPOOL|Favored Enemy|RangerFavoredEnemyCount BONUS:ABILITYPOOL|Favored Enemy Bonus|FavoredEnemyBonusCount BONUS:VAR|RangerFavoredEnemyCount|RangerFavoredEnemyLVL/5+1 BONUS:VAR|FavoredEnemyBonusCount|RangerFavoredEnemyLVL/5 +Ranger Favored Terrain CATEGORY:Special Ability TYPE:Internal.ClassAbility VISIBLE:NO DEFINE:RangerFavoredTerrainLVL|0 ABILITY:Special Ability|AUTOMATIC|Common Favored Terrain BONUS:VAR|FavoredTerrainPool|(RangerFavoredTerrainLVL+2)/5 ###Block: Archetype Support # Ranger Combat Style @@ -675,8 +675,8 @@ ###Block: Ranger Combat Styles # Ability Name Category of Ability Type Visible Source Page -Archery CATEGORY:Special Ability TYPE:RangerCombatStyle VISIBLE:DISPLAY SOURCEPAGE:p.65 -Two-Weapon Combat CATEGORY:Special Ability TYPE:RangerCombatStyle VISIBLE:DISPLAY SOURCEPAGE:p.65 +Archery CATEGORY:Special Ability TYPE:RangerCombatStyle.ClassAbility VISIBLE:DISPLAY SOURCEPAGE:p.65 +Two-Weapon Combat CATEGORY:Special Ability TYPE:RangerCombatStyle.ClassAbility VISIBLE:DISPLAY SOURCEPAGE:p.65 ###Block# Archetype Support # Ability Name Category of Ability Ability @@ -707,7 +707,7 @@ ###Block: Favored Enemies ------------------------------------------------------------------------------------------------------ # Ability Name Category of Ability Type Visible Define Description Source Page Aspects Description of the Benefits -Basic Favored Enemy CATEGORY:Special Ability TYPE:Internal VISIBLE:NO DEFINE:FavoredBase|2 +Basic Favored Enemy CATEGORY:Special Ability TYPE:Internal.ClassAbility VISIBLE:NO DEFINE:FavoredBase|2 # Ability Name Category of Ability Type Visible Define Description Source Page Aspects Description of the Benefits Favored Enemy (Aberration) CATEGORY:Special Ability TYPE:FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredAberration|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against aberrations.|FavoredAberration SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredAberration BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against aberrations. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredAberration Favored Enemy (Animal) CATEGORY:Special Ability TYPE:FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredAnimal|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against animals.|FavoredAnimal SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredAnimal BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against animals. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredAnimal @@ -777,7 +777,7 @@ ###Block: Favored Terrain ------------------------------------------------------------------------------------------------------ # Ability Name Category of Ability Type Visible Define Description Multiple? Source Page Aspects Description of the Benefits -Basic Favored Terrain CATEGORY:Special Ability TYPE:Special VISIBLE:NO DEFINE:FavoredTerrainBase|2 +Basic Favored Terrain CATEGORY:Special Ability TYPE:Special.ClassAbility VISIBLE:NO DEFINE:FavoredTerrainBase|2 # Ability Name Category of Ability Type Visible Define Description Multiple? Source Page Aspects Description of the Benefits Favored Terrain (Cold) CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FavoredTerrain DEFINE:FavoredTerrainCold|FavoredTerrainBase DESC:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked in cold terrain|FavoredTerrainCold MULT:NO SOURCEPAGE:p.65 ASPECT:Ability Benefit|+%1|FavoredTerrainCold BENEFIT:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in cold terrain (ice, glaciers, snow, and tundra). Likewise, you get a +%1 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.|FavoredTerrainCold Favored Terrain (Desert) CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FavoredTerrain DEFINE:FavoredTerrainDesert|FavoredTerrainBase DESC:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked in desert terrain|FavoredTerrainDesert MULT:NO SOURCEPAGE:p.65 ASPECT:Ability Benefit|+%1|FavoredTerrainDesert BENEFIT:You gain a +%1 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in desert terrain (sand and wastelands). Likewise, you get a +%1 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.|FavoredTerrainDesert @@ -809,10 +809,10 @@ ###Block: Rogue Abilities ------------------------------------------------------------------------------------------------------------------------ # Ability Name Category of Ability Type Visible Define Description Ability Bonus to Ability Pool Bonus to skill Modify VAR Source Page Aspects Description of the Benefits Sneak Attack CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.AttackOption DEFINE:SneakAttackDieSize|0 DEFINE:SneakAttackDice|0 DEFINE:SneakAttackLVL|0 DESC:If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. [%1d%2]|SneakAttackDice|SneakAttackDieSize BONUS:VAR|SneakAttackDieSize|6 SOURCEPAGE:p.68 ASPECT:Ability Benefit|%1d%2|SneakAttackDice|SneakAttackDieSize BENEFIT:If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals %1d%2 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.|SneakAttackDice|SneakAttackDieSize -Sneak Attack ~ Rogue CATEGORY:Special Ability TYPE:Internal VISIBLE:NO DEFINE:RogueSneakAttackLVL|0 BONUS:VAR|SneakAttack|(RogueSneakAttackLVL+1)/2 -Rogue Talents CATEGORY:Special Ability TYPE:Internal VISIBLE:NO DEFINE:RogueTalentLVL|0 BONUS:ABILITYPOOL|Rogue Talent|RogueTalentLVL/2 +Sneak Attack ~ Rogue CATEGORY:Special Ability TYPE:Internal.ClassAbility VISIBLE:NO DEFINE:RogueSneakAttackLVL|0 BONUS:VAR|SneakAttack|(RogueSneakAttackLVL+1)/2 +Rogue Talents CATEGORY:Special Ability TYPE:Internal.ClassAbility VISIBLE:NO DEFINE:RogueTalentLVL|0 BONUS:ABILITYPOOL|Rogue Talent|RogueTalentLVL/2 Trapfinding CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DEFINE:TrapfindingLVL|0 DEFINE:TrapfindingBonus|0 DESC:You add +%1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.|TrapfindingBonus BONUS:SKILL|Disable Device|TrapfindingBonus BONUS:SKILL|Perception (Trapfinding)|TrapfindingBonus BONUS:VAR|TrapfindingBonus|max(TrapfindingLVL/2,1) SOURCEPAGE:p.68 -Trap Sense ~ Rogue CATEGORY:Special Ability TYPE:Internal VISIBLE:NO DEFINE:RogueTrapSenseLVL|0 ABILITY:Special Ability|AUTOMATIC|Trap Sense BONUS:VAR|TrapSenseBonus|RogueTrapSenseLVL/3 +Trap Sense ~ Rogue CATEGORY:Special Ability TYPE:Internal.ClassAbility VISIBLE:NO DEFINE:RogueTrapSenseLVL|0 ABILITY:Special Ability|AUTOMATIC|Trap Sense BONUS:VAR|TrapSenseBonus|RogueTrapSenseLVL/3 Master Strike CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.AttackOption DEFINE:MasterStrikeDC|0 DEFINE:MasterStrikeLVL|0 DESC:You are incredibly deadly when dealing sneak attack damage. BONUS:VAR|MasterStrikeDC|10+(MasterStrikeLVL/2)+INT SOURCEPAGE:p.70 BENEFIT:You are incredibly deadly when dealing sneak attack damage. Each time you deal sneak attack damage, you can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is %1. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to your master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.|MasterStrikeDC ###Block: Archetype Support @@ -866,7 +866,7 @@ ###Block: Sorcerer Abilities --------------------------------------------------------------------------------------------------------------- # Ability Name Unique Key Category of Ability Type Visible Define Description Bonus to Ability Pool Modify VAR Source Page Cantrips KEY:Cantrips ~ Sorcerer CATEGORY:Special Ability TYPE:SpecialQuality DESC:You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again. SOURCEPAGE:p.71 -Sorcerer Bloodline CATEGORY:Special Ability TYPE:Internal VISIBLE:NO DEFINE:BloodlineLVL|0 DEFINE:BloodlineCasterLVL|0 DEFINE:BloodlinePowerTimes|0 BONUS:ABILITYPOOL|Sorcerer Bloodline|1 BONUS:VAR|BloodlinePowerTimes|3+CHA SOURCEPAGE:p.71 +Sorcerer Bloodline CATEGORY:Special Ability TYPE:Internal.ClassAbility VISIBLE:NO DEFINE:BloodlineLVL|0 DEFINE:BloodlineCasterLVL|0 DEFINE:BloodlinePowerTimes|0 BONUS:ABILITYPOOL|Sorcerer Bloodline|1 BONUS:VAR|BloodlinePowerTimes|3+CHA SOURCEPAGE:p.71 ###Block: Make sure Bonus Spell Doesn't take from a Known Spell Slot # Ability Name Bonus to spell known/L @@ -978,7 +978,7 @@ Dragon Resistances (Copper) OUTPUTNAME:Dragon Resistances CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:You gain Acid Resistance %1 and a +%2 natural armor bonus |DragonResistance|DragonResistanceAC|PREVARLT:BloodlineLVL,20 DESC:You gain a +%1 natural armor bonus |DragonResistanceAC|PREVAREQ:BloodlineLVL,20 ABILITY:Special Ability|AUTOMATIC|Resistance to Acid BONUS:VAR|AcidResistanceBonus|DragonResistance SOURCEPAGE:p.75 Dragon Resistances (Gold) OUTPUTNAME:Dragon Resistances CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:You gain Fire Resistance %1 and a +%2 natural armor bonus |DragonResistance|DragonResistanceAC|PREVARLT:BloodlineLVL,20 DESC:You gain a +%1 natural armor bonus |DragonResistanceAC|PREVAREQ:BloodlineLVL,20 ABILITY:Special Ability|AUTOMATIC|Resistance to Fire BONUS:VAR|FireResistanceBonus|DragonResistance SOURCEPAGE:p.75 Dragon Resistances (Silver) OUTPUTNAME:Dragon Resistances CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:You gain Cold Resistance %1 and a +%2 natural armor bonus |DragonResistance|DragonResistanceAC|PREVARLT:BloodlineLVL,20 DESC:You gain a +%1 natural armor bonus |DragonResistanceAC|PREVAREQ:BloodlineLVL,20 ABILITY:Special Ability|AUTOMATIC|Resistance to Cold BONUS:VAR|ColdResistanceBonus|DragonResistance SOURCEPAGE:p.75 -Breath Weapon CATEGORY:Special Ability TYPE:Internal VISIBLE:NO DEFINE:BreathWeaponTimes|0 DEFINE:BreathWeaponDice|0 DEFINE:BreathWeaponDC|0 ABILITY:Special Ability|AUTOMATIC|Breath Weapon (Black)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Black) ABILITY:Special Ability|AUTOMATIC|Breath Weapon (Blue)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Blue) ABILITY:Special Ability|AUTOMATIC|Breath Weapon (Green)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Green) ABILITY:Special Ability|AUTOMATIC|Breath Weapon (Red)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Red) ABILITY:Special Ability|AUTOMATIC|Breath Weapon (White)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (White) ABILITY:Special Ability|AUTOMATIC|Breath Weapon (Brass)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Brass) ABILITY:Special Ability|AUTOMATIC|Breath Weapon (Bronze)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Bronze) ABILITY:Special Ability|AUTOMATIC|Breath Weapon (Copper)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Copper) ABILITY:Special Ability|AUTOMATIC|Breath Weapon (Gold)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Gold) ABILITY:Special Ability|AUTOMATIC|Breath Weapon (Silver)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Silver) BONUS:VAR|BreathWeaponTimes|1|PREVARGTEQ:BloodlineLVL,9 BONUS:VAR|BreathWeaponTimes|1|PREVARGTEQ:BloodlineLVL,17 BONUS:VAR|BreathWeaponTimes|1|PREVARGTEQ:BloodlineLVL,20 BONUS:VAR|BreathWeaponDice|BloodlineLVL BONUS:VAR|BreathWeaponDC|10+(BloodlineLVL/2)+CON +Breath Weapon CATEGORY:Special Ability TYPE:Internal.ClassAbility VISIBLE:NO DEFINE:BreathWeaponTimes|0 DEFINE:BreathWeaponDice|0 DEFINE:BreathWeaponDC|0 ABILITY:Special Ability|AUTOMATIC|Breath Weapon (Black)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Black) ABILITY:Special Ability|AUTOMATIC|Breath Weapon (Blue)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Blue) ABILITY:Special Ability|AUTOMATIC|Breath Weapon (Green)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Green) ABILITY:Special Ability|AUTOMATIC|Breath Weapon (Red)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Red) ABILITY:Special Ability|AUTOMATIC|Breath Weapon (White)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (White) ABILITY:Special Ability|AUTOMATIC|Breath Weapon (Brass)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Brass) ABILITY:Special Ability|AUTOMATIC|Breath Weapon (Bronze)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Bronze) ABILITY:Special Ability|AUTOMATIC|Breath Weapon (Copper)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Copper) ABILITY:Special Ability|AUTOMATIC|Breath Weapon (Gold)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Gold) ABILITY:Special Ability|AUTOMATIC|Breath Weapon (Silver)|PREABILITY:1,CATEGORY=Special Ability,Draconic Bloodline (Silver) BONUS:VAR|BreathWeaponTimes|1|PREVARGTEQ:BloodlineLVL,9 BONUS:VAR|BreathWeaponTimes|1|PREVARGTEQ:BloodlineLVL,17 BONUS:VAR|BreathWeaponTimes|1|PREVARGTEQ:BloodlineLVL,20 BONUS:VAR|BreathWeaponDice|BloodlineLVL BONUS:VAR|BreathWeaponDC|10+(BloodlineLVL/2)+CON Breath Weapon (Black) OUTPUTNAME:Breath Weapon CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DESC:You gain the use of a 60-ft.-line breath weapon %1/day that deals %2d6 points of acid damage. Those caught in the breath receive a Reflex save for half damage (DC %3).|BreathWeaponTimes|BreathWeaponDice|BreathWeaponDC SOURCEPAGE:p.75 ASPECT:Ability Benefit|(60 ft. line of acid, %2d6, DC %3, %1/day)|BreathWeaponTimes|BreathWeaponDice|BreathWeaponDC Breath Weapon (Blue) OUTPUTNAME:Breath Weapon CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DESC:You gain the use of a 60-ft.-line breath weapon %1/day that deals %2d6 points of electricity damage. Those caught in the breath receive a Reflex save for half damage (DC %3).|BreathWeaponTimes|BreathWeaponDice|BreathWeaponDC SOURCEPAGE:p.75 ASPECT:Ability Benefit|(60 ft. line of electricity, %2d6, DC %3, %1/day)|BreathWeaponTimes|BreathWeaponDice|BreathWeaponDC Breath Weapon (Green) OUTPUTNAME:Breath Weapon CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DESC:You gain the use of a 30-ft.-cone breath weapon %1/day that deals %2d6 points of acid damage. Those caught in the breath receive a Reflex save for half damage (DC %3).|BreathWeaponTimes|BreathWeaponDice|BreathWeaponDC SOURCEPAGE:p.75 ASPECT:Ability Benefit|(30 ft. cone of acid, %2d6, DC %3, %1/day)|BreathWeaponTimes|BreathWeaponDice|BreathWeaponDC @@ -1069,7 +1069,7 @@ Bonded Object KEY:Arcane Bond ~ Bonded Object CATEGORY:Special Ability TYPE:ArcaneBond.SpecialQuality DESC:Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly. ... 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