From: <ama...@us...> - 2014-10-18 07:32:05
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Revision: 25308 http://sourceforge.net/p/pcgen/code/25308 Author: amaitland Date: 2014-10-18 07:31:57 +0000 (Sat, 18 Oct 2014) Log Message: ----------- Merge pull request #116 from mjmeans/pfs ACG Skald work Modified Paths: -------------- Trunk/content/notfordistribution/pathfinder/paizo/roleplaying_game/advanced_class_guide/TODO.txt Trunk/content/notfordistribution/pathfinder/paizo/roleplaying_game/advanced_class_guide/acg_abilities_class.lst Trunk/content/notfordistribution/pathfinder/paizo/roleplaying_game/advanced_class_guide/acg_abilitycategories.lst Trunk/content/notfordistribution/pathfinder/paizo/roleplaying_game/advanced_class_guide/acg_classes.lst Modified: Trunk/content/notfordistribution/pathfinder/paizo/roleplaying_game/advanced_class_guide/TODO.txt =================================================================== --- Trunk/content/notfordistribution/pathfinder/paizo/roleplaying_game/advanced_class_guide/TODO.txt 2014-10-18 07:31:26 UTC (rev 25307) +++ Trunk/content/notfordistribution/pathfinder/paizo/roleplaying_game/advanced_class_guide/TODO.txt 2014-10-18 07:31:57 UTC (rev 25308) @@ -10,3 +10,5 @@ Primal Companion Hunter ~ Primal Master Verminous Hunter ~ Vermin Companion +Barbarian Rage Powers on page 80 +Skald rage powers should be limited to only those powers that DO NOT require a standard action or rounds of rage to activate Modified: Trunk/content/notfordistribution/pathfinder/paizo/roleplaying_game/advanced_class_guide/acg_abilities_class.lst =================================================================== --- Trunk/content/notfordistribution/pathfinder/paizo/roleplaying_game/advanced_class_guide/acg_abilities_class.lst 2014-10-18 07:31:26 UTC (rev 25307) +++ Trunk/content/notfordistribution/pathfinder/paizo/roleplaying_game/advanced_class_guide/acg_abilities_class.lst 2014-10-18 07:31:57 UTC (rev 25308) @@ -23,7 +23,7 @@ Class Skills KEY:Hunter ~ Class Skills CATEGORY:Internal TYPE:HunterClassFeatures CSKILL:Climb|TYPE=Craft|Handle Animal|Heal|Intimidate|Knowledge (Dungeoneering)|Knowledge (Geography)|Knowledge (Nature)|Perception|TYPE=Profession|Ride|Spellcraft|Stealth|Survival|Swim Class Skills KEY:Investigator ~ Class Skills CATEGORY:Internal TYPE:InvestigatorClassFeatures CSKILL:Acrobatics|Appraise|Bluff|Climb|TYPE=Craft|Diplomacy|Disable Device|Disguise|Escape Artist|Heal|Intimidate|TYPE=Knowledge|Linguistics|Perception|TYPE=Perform|TYPE=Profession|Sense Motive|Sleight of Hand|Spellcraft|Stealth|Use Magic Device Class Skills KEY:Shaman ~ Class Skills CATEGORY:Internal TYPE:ShamanClassAbility CSKILL:TYPE=Craft|Diplomacy|Fly|Handle Animal|Heal|Knowledge (nature)|Knowledge (planes)|Knowledge (religion)|TYPE=Profession|Ride|Spellcraft|Survival -Class Skills KEY:Skald ~ Class Skills CATEGORY:Internal TYPE:SkaldClassFeatures CSKILL:Acrobatics|Appraise|Bluff|Climb|TYPE=Craft|Diplomacy|Escape Artist|Handle Animal|Intimidate|TYPE=Knowledge|Linguistics|Perception|Perform (Oratory)|Perform (Percussion Instruments)|Perform (Sing)|Perform (String Instruments)|Perform (Wind Instruments)|TYPE=Profession|Ride|Sense Motive|Spellcraft|Stealth|Swim|Use Magic Device +Class Skills KEY:Skald ~ Class Skills CATEGORY:Internal TYPE:SkaldClassFeatures CSKILL:Acrobatics|Appraise|Bluff|Climb|TYPE=Craft|Diplomacy|Escape Artist|Handle Animal|Intimidate|TYPE=Knowledge|Linguistics|Perception|Perform (Oratory)|Perform (Percussion Instruments)|Perform (Sing)|Perform (String Instruments)|TYPE=Profession|Ride|Sense Motive|Spellcraft|Swim|Use Magic Device Class Skills KEY:Slayer ~ Class Skills CATEGORY:Internal TYPE:SlayerClassAbility CSKILL:Acrobatics|Bluff|Climb|TYPE=Craft|Disguise|Heal|Intimidate|Knowledge (dungeoneering)|Knowledge (geography)|Knowledge (local)|Perception|TYPE=Profession|Ride|Sense Motive|Stealth|Survival|Swim Class Skills KEY:Swashbuckler ~ Class Skills CATEGORY:Internal TYPE:SwashbucklerClassAbility CSKILL:Acrobatics|Bluff|Climb|TYPE=Craft|Diplomacy|Escape Artist|Intimidate|Knowledge (local)|Knowledge (nobility)|Perception|TYPE=Perform|TYPE=Profession|Ride|Sense Motive|Sleight of Hand|Swim Class Skills KEY:Warpriest ~ Class Skills CATEGORY:Internal TYPE:WarpriestClassFeatures CSKILL:Climb|TYPE=Craft|Diplomacy|Handle Animal|Heal|Intimidate|Knowledge (engineering)|Knowledge (religion)|TYPE=Profession|Ride|Sense Motive|Spellcraft|Survival|Swim @@ -568,7 +568,7 @@ Raise Animal Companion KEY:Hunter ~ Raise Animal Companion CATEGORY:Special Ability TYPE:HunterClassFeatures.HunterRaiseAnimalCompanion.SpecialQuality DESC:At 10th level, a hunter gains raise animal companionUM as a spell-like ability; this is not restricted to raising only her own animal companion. Using this spell-like ability gives the hunter a permanent negative level. This negative level cannot be overcome in any way (including by restoration), but automatically ends after 24 hours. At 16th level, this functions as resurrection instead of raise dead, but otherwise operates as normal. SOURCEPAGE:p.29 Speak With Master KEY:Hunter ~ Speak With Master CATEGORY:Special Ability TYPE:HunterClassFeatures.HunterSpeakWithMaster.SpecialQuality.Extraordinary DESC:At 11th level, a hunter and her animal companion can communicate verbally, as if they were using a common language. Other creatures cannot understand the communication without magical aid. SOURCEPAGE:p.29 Greater Empathic Link KEY:Hunter ~ Greater Empathic Link CATEGORY:Special Ability TYPE:HunterClassFeatures.HunterGreaterEmpatheticLink.SpecialQuality.Supernatural DESC:At 14th level, the range of the hunter's empathic link with her animal companion increases to 10 miles. If the animal companion is within 1 mile, the hunter can communicate with it telepathically. SOURCEPAGE:p.29 -One With The Wild KEY:Hunter ~ One With The Wild CATEGORY:Special Ability TYPE:HunterClassFeatures.HunterOneWithTheWild.SpecialQuality.Extraordinary DESC:At 17th level, the hunter and her animal companion are respected or even feared by other animals, so long as the animals are approximately of the same type as any of the hunter’s current animal foci: bat for bats, tiger with felines, falcon for birds, snake for reptiles, and so on. No animal in this category (including dire varieties) willingly attacks the hunter or her companion unless magically compelled to or if the hunter or companion attacks it first. The hunter and her companion can attempt to demoralize animals in the appropriate category as a swift action, rolling 1d20 and adding the hunter’s level and her Charisma modifier to determine the Intimidate check result. SOURCEPAGE:p.29 +One With The Wild KEY:Hunter ~ One With The Wild CATEGORY:Special Ability TYPE:HunterClassFeatures.HunterOneWithTheWild.SpecialQuality.Extraordinary DESC:At 17th level, the hunter and her animal companion are respected or even feared by other animals, so long as the animals are approximately of the same type as any of the hunter's current animal foci: bat for bats, tiger with felines, falcon for birds, snake for reptiles, and so on. No animal in this category (including dire varieties) willingly attacks the hunter or her companion unless magically compelled to or if the hunter or companion attacks it first. The hunter and her companion can attempt to demoralize animals in the appropriate category as a swift action, rolling 1d20 and adding the hunter's level and her Charisma modifier to determine the Intimidate check result. SOURCEPAGE:p.29 Master Hunter KEY:Hunter ~ Master Hunter CATEGORY:Special Ability TYPE:HunterClassFeatures.HunterMasterHunter.SpecialQuality.Extraordinary DESC:At 20th level, a hunter becomes a master hunter. She can always move at full speed while using Survival to follow tracks without penalty. Each day when the hunter prepares spells, she chooses one animal focus to be active on herself for the entire day. This focus is in addition to using her animal focus class ability. SOURCEPAGE:p.29 ###Block: Hunter Precise Compannion Feat @@ -588,8 +588,8 @@ # Ability Name Unique Key Category of Ability Type Required Class Multiple Requirements Description Ability Cost Source Page Aspects Divine Hunter KEY:Hunter Archetype ~ Divine Hunter CATEGORY:Archetype TYPE:Archetype.HunterArchetype.HunterClassSkills.HunterTeamworkFeats.HunterHunterTactics PREMULT:1,[PREMULT:2,[PREDEITYALIGN:LE],[PREALIGN:LE,LN,NE]],[PREMULT:2,[PREDEITYALIGN:LN],[PREALIGN:LN,LE,LG,TN]],[PREMULT:2,[PREDEITYALIGN:LG],[PREALIGN:LG,NG,LN]],[PREMULT:2,[PREDEITYALIGN:NE],[PREALIGN:NE,LE,CE,TN]],[PREMULT:2,[PREDEITYALIGN:TN],[PREALIGN:TN,LN,CN,NG,NE]],[PREMULT:2,[PREDEITYALIGN:NG],[PREALIGN:NG,TN,LG,CG]],[PREMULT:2,[PREDEITYALIGN:CE],[PREALIGN:CE,NE,CN]],[PREMULT:2,[PREDEITYALIGN:CN],[PREALIGN:CN,TN,CG,CE]],[PREMULT:2,[PREDEITYALIGN:CG],[PREALIGN:CG,CN,NG]] PRECLASS:1,Hunter=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Hunter Archetype ~ Divine Hunter],[!PREABILITY:1,CATEGORY=Archetype,TYPE.HunterClassSkills,TYPE.HunterTeamworkFeats,TYPE.HunterHunterTactics] DESC:While most hunters heed the call of nature and fight to protect its bounty, some are inspired to serve a higher power. These divine hunters use faith to aid them in their struggles, and their faith infuses their animal companions, making these companions champions of their deities. ABILITY:Internal|AUTOMATIC|Divine Hunter ~ Class Skills ABILITY:Hunter Class Features|AUTOMATIC|Divine Hunter ~ Domain|PRECLASS:1,Hunter=3 ABILITY:Hunter Class Features|AUTOMATIC|Divine Hunter ~ Otherworldly Companion|PRECLASS:1,Hunter=3 DEFINE:DivineHunterDomainCount|0 BONUS:DOMAIN|NUMBER|DivineHunterDomainCount BONUS:VAR|DivineHunterDomainCount|1 BONUS:VAR|DomainLVL|HunterLVL-2 COST:0 SOURCEPAGE:p.96 ASPECT:Archetype Base Class|Hunter -Feral Hunter KEY:Hunter Archetype ~ Feral Hunter CATEGORY:Archetype TYPE:Archetype.HunterArchetype.HunterAnimalCompanion.HunterAnimalFocus.HunterHunterTactics.HunterSpeakWithMaster.HunterPreciseCompanion.HunterBonusTricks.HunterImprovedEmpatheticLink.HunterGreaterEmpatheticLink.HunterMasterOfTheWild.HunterRaiseAnimalCompanion.HunterTeamworkFeat6.HunterTeamworkFeat9.HunterTeamworkFeat12.HunterTeamworkFeat15.HunterTeamworkFeat18 PRECLASS:1,Hunter=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Hunter Archetype ~ Feral Hunter],[!PREABILITY:1,CATEGORY=Archetype,TYPE.HunterAnimalCompanion,TYPE.HunterAnimalFocus,TYPE.HunterHunterTactics,TYPE.HunterSpeakWithMaster,TYPE.HunterPreciseCompanion,TYPE.HunterBonusTricks,TYPE.HunterImprovedEmpatheticLink,TYPE.HunterGreaterEmpatheticLink,TYPE.HunterMasterOfTheWild,TYPE.HunterRaiseAnimalCompanion,TYPE.HunterTeamworkFeat6,TYPE.HunterTeamworkFeat9,TYPE.HunterTeamworkFeat12,TYPE.HunterTeamworkFeat15,TYPE.HunterTeamworkFeat18] DESC:A feral hunter has forged a bond with nature that's so strong that she doesn’t merely channel the aspects of animals-she actually becomes an animal herself. Though she lacks an animal companion, a feral hunter is in tune with the beast lurking within her f lesh and spirit, and lives in a near-wild state of being. A feral hunter often resembles a lycanthrope, but her power comes from her own nature and is not inf luenced by moonlight or silver. ABILITY:Hunter Class Features|AUTOMATIC|Feral Hunter ~ Solitary ABILITY:Hunter Class Features|AUTOMATIC|Feral Hunter ~ Feral Focus|PRECLASS:1,Hunter=1 ABILITY:Hunter Class Features|AUTOMATIC|Feral Hunter ~ Precise Summoned Animal|PRECLASS:1,Hunter=2 ABILITY:Hunter Class Features|AUTOMATIC|Feral Hunter ~ Wild Shape|PRECLASS:1,Hunter=4 ABILITY:Hunter Class Features|AUTOMATIC|Feral Hunter ~ Summon Pack|PRECLASS:1,Hunter=6 COST:0 SOURCEPAGE:p.96 ASPECT:Archetype Base Class|Hunter -Packmaster KEY:Hunter Archetype ~ Packmaster CATEGORY:Archetype TYPE:Archetype.HunterArchetype.HunterAnimalCompanion.HunterAnimalFocus.HunterTeamworkFeats.HunterSecondAnimalFocus.HunterMasterHunter PRECLASS:1,Hunter=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Hunter Archetype ~ Packmaster],[!PREABILITY:1,CATEGORY=Archetype,TYPE.HunterAnimalCompanion,TYPE.HunterAnimalFocus,TYPE.HunterTeamworkFeats,TYPE.HunterSecondAnimalFocus,TYPE.HunterMasterHunter] DESC:Some hunters form bonds with packs of well-trained creatures. Whether such a hunter is a northern berserker running with a pack of timber wolves or a savage warrior dashing through the jungle alongside her herd of dimetrodons, the packmaster revels in the thrill of the hunt and the glory of the kill. A packmaster is more comfortable in groups than alone, and although her animal companions may be weaker than a typical hunter’s, what they lack in strength they make up for in numbers. ABILITY:Hunter Class Features|AUTOMATIC|Packmaster ~ Pack Bond|PRECLASS:1,Hunter=1 ABILITY:Hunter Class Features|AUTOMATIC|Packmaster ~ Pack Focus|PRECLASS:1,Hunter=1 ABILITY:Hunter Class Features|AUTOMATIC|Packmaster ~ Teamwork Feat|PRECLASS:1,Hunter=3 ABILITY:Hunter Class Features|AUTOMATIC|Packmaster ~ Second Pack Focus|PRECLASS:1,Hunter=8 ABILITY:Hunter Class Features|AUTOMATIC|Packmaster ~ Master Of The Pack|PRECLASS:1,Hunter=20 COST:0 SOURCEPAGE:p.96 ASPECT:Archetype Base Class|Hunter +Feral Hunter KEY:Hunter Archetype ~ Feral Hunter CATEGORY:Archetype TYPE:Archetype.HunterArchetype.HunterAnimalCompanion.HunterAnimalFocus.HunterHunterTactics.HunterSpeakWithMaster.HunterPreciseCompanion.HunterBonusTricks.HunterImprovedEmpatheticLink.HunterGreaterEmpatheticLink.HunterMasterOfTheWild.HunterRaiseAnimalCompanion.HunterTeamworkFeat6.HunterTeamworkFeat9.HunterTeamworkFeat12.HunterTeamworkFeat15.HunterTeamworkFeat18 PRECLASS:1,Hunter=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Hunter Archetype ~ Feral Hunter],[!PREABILITY:1,CATEGORY=Archetype,TYPE.HunterAnimalCompanion,TYPE.HunterAnimalFocus,TYPE.HunterHunterTactics,TYPE.HunterSpeakWithMaster,TYPE.HunterPreciseCompanion,TYPE.HunterBonusTricks,TYPE.HunterImprovedEmpatheticLink,TYPE.HunterGreaterEmpatheticLink,TYPE.HunterMasterOfTheWild,TYPE.HunterRaiseAnimalCompanion,TYPE.HunterTeamworkFeat6,TYPE.HunterTeamworkFeat9,TYPE.HunterTeamworkFeat12,TYPE.HunterTeamworkFeat15,TYPE.HunterTeamworkFeat18] DESC:A feral hunter has forged a bond with nature that's so strong that she doesn't merely channel the aspects of animals-she actually becomes an animal herself. Though she lacks an animal companion, a feral hunter is in tune with the beast lurking within her f lesh and spirit, and lives in a near-wild state of being. A feral hunter often resembles a lycanthrope, but her power comes from her own nature and is not inf luenced by moonlight or silver. ABILITY:Hunter Class Features|AUTOMATIC|Feral Hunter ~ Solitary ABILITY:Hunter Class Features|AUTOMATIC|Feral Hunter ~ Feral Focus|PRECLASS:1,Hunter=1 ABILITY:Hunter Class Features|AUTOMATIC|Feral Hunter ~ Precise Summoned Animal|PRECLASS:1,Hunter=2 ABILITY:Hunter Class Features|AUTOMATIC|Feral Hunter ~ Wild Shape|PRECLASS:1,Hunter=4 ABILITY:Hunter Class Features|AUTOMATIC|Feral Hunter ~ Summon Pack|PRECLASS:1,Hunter=6 COST:0 SOURCEPAGE:p.96 ASPECT:Archetype Base Class|Hunter +Packmaster KEY:Hunter Archetype ~ Packmaster CATEGORY:Archetype TYPE:Archetype.HunterArchetype.HunterAnimalCompanion.HunterAnimalFocus.HunterTeamworkFeats.HunterSecondAnimalFocus.HunterMasterHunter PRECLASS:1,Hunter=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Hunter Archetype ~ Packmaster],[!PREABILITY:1,CATEGORY=Archetype,TYPE.HunterAnimalCompanion,TYPE.HunterAnimalFocus,TYPE.HunterTeamworkFeats,TYPE.HunterSecondAnimalFocus,TYPE.HunterMasterHunter] DESC:Some hunters form bonds with packs of well-trained creatures. Whether such a hunter is a northern berserker running with a pack of timber wolves or a savage warrior dashing through the jungle alongside her herd of dimetrodons, the packmaster revels in the thrill of the hunt and the glory of the kill. A packmaster is more comfortable in groups than alone, and although her animal companions may be weaker than a typical hunter's, what they lack in strength they make up for in numbers. ABILITY:Hunter Class Features|AUTOMATIC|Packmaster ~ Pack Bond|PRECLASS:1,Hunter=1 ABILITY:Hunter Class Features|AUTOMATIC|Packmaster ~ Pack Focus|PRECLASS:1,Hunter=1 ABILITY:Hunter Class Features|AUTOMATIC|Packmaster ~ Teamwork Feat|PRECLASS:1,Hunter=3 ABILITY:Hunter Class Features|AUTOMATIC|Packmaster ~ Second Pack Focus|PRECLASS:1,Hunter=8 ABILITY:Hunter Class Features|AUTOMATIC|Packmaster ~ Master Of The Pack|PRECLASS:1,Hunter=20 COST:0 SOURCEPAGE:p.96 ASPECT:Archetype Base Class|Hunter Primal Companion Hunter KEY:Hunter Archetype ~ Primal Companion Hunter CATEGORY:Archetype TYPE:Archetype.HunterArchetype.HunterAnimalFocus.HunterSecondAnimalFocus.HunterMasterHunter PRECLASS:1,Hunter=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Hunter Archetype ~ Primal Companion Hunter],[!PREABILITY:1,CATEGORY=Archetype,TYPE.HunterAnimalFocus,TYPE.HunterSecondAnimalFocus,TYPE.HunterMasterHunter] DESC:Most hunters are skilled at awakening the primal beasts inside themselves. However, some can instead activate the primal essence within their animal companion. These primal companion hunters bestow upon their companions the ability to suddenly manifest new and terrifying powers—throwbacks to long-extinct beasts, bizarre mutations from extreme environments, or new abilities crafted from generations of selective breeding. ABILITY:Hunter Class Features|AUTOMATIC|Primal Companion Hunter ~ Primal Transformation|PRECLASS:1,Hunter=1 ABILITY:Hunter Class Features|AUTOMATIC|Primal Companion Hunter ~ Primal Surge|PRECLASS:1,Hunter=8 ABILITY:Hunter Class Features|AUTOMATIC|Primal Companion Hunter ~ Primal Master|PRECLASS:1,Hunter=20 COST:0 SOURCEPAGE:p.96 ASPECT:Archetype Base Class|Hunter Verminous Hunter KEY:Hunter Archetype ~ Verminous Hunter CATEGORY:Archetype TYPE:Archetype.HunterArchetype.HunterAnimalCompanion.HunterWildEmpathy.HunterAnimalFocus.HunterWoodlandStride PRECLASS:1,Hunter=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Hunter Archetype ~ Verminous Hunter],[!PREABILITY:1,CATEGORY=Archetype,TYPE.HunterAnimalCompanion,TYPE.HunterWildEmpathy,TYPE.HunterAnimalFocus,TYPE.HunterWoodlandStride] DESC:Most hunters are skilled at awakening the primal beasts inside themselves. However, some can instead activate the primal essence within their animal companion. These primal companion hunters bestow upon their companions the ability to suddenly manifest new and terrifying powers—throwbacks to long-extinct beasts, bizarre mutations from extreme environments, or new abilities crafted from generations of selective breeding. ABILITY:Hunter Class Features|AUTOMATIC|Verminous Hunter ~ Vermin Companion|PRECLASS:1,Hunter=1 ABILITY:Hunter Class Features|AUTOMATIC|Verminous Hunter ~ Vermin Empathy|PRECLASS:1,Hunter=1 ABILITY:Hunter Class Features|AUTOMATIC|Verminous Hunter ~ Vermin Focus|PRECLASS:1,Hunter=1 ABILITY:Hunter Class Features|AUTOMATIC|Verminous Hunter ~ Swarm Stride|PRECLASS:1,Hunter=5 COST:0 SOURCEPAGE:p.96 ASPECT:Archetype Base Class|Hunter @@ -599,27 +599,27 @@ Solitary KEY:Feral Hunter ~ Solitary CATEGORY:Special Ability TYPE:HunterClassFeatures.ArchetypeAbility.HunterAnimalCompanion DESC:Unlike most hunters, a feral hunter does not gain an animal companion. SOURCEPAGE:P.95 Feral Focus KEY:Feral Hunter ~ Feral Focus CATEGORY:Special Ability TYPE:HunterClassFeatures.ArchetypeAbility.Supernatural.HunterAnimalFocus.HunterHunterTactics,HunterSpeakWithMaster DESC:At 1st level, a feral hunter gains a limited ability to change her shape into hybrid animal forms. This functions as the animal focus class feature, except that the hunter always applies the animal aspect to herself, and there is no limit to this ability's duration. She can end this ability as a free action. When a feral hunter uses this ability, her body takes on cosmetic aspects of an animal, such as furry skin, longer nails, elongated teeth, and oddly colored eyes; these changes do not grant her any abilities other than what is stated in the animal focus, and end when she takes on a different aspect or ends the ability. This physical change is a polymorph effect, though the effects of the animal focus are not. This ability replaces the animal focus, hunter tactics, and speak with master class abilities. SOURCEPAGE:P.96 -Precise Summoned Animal KEY:Feral Hunter ~ Precise Summoned Animal CATEGORY:Special Ability TYPE:HunterClassFeatures.ArchetypeAbility.Extraordinary.HunterPreciseCompanion DESC:This functions like the precise companion class ability, except if the hunter chooses Outf lankAPG as a bonus feat, she grants it to all animals she summons with summon nature’s ally. This ability alters precise companion. ABILITY:Hunter Class Features|AUTOMATIC|Hunter ~ Precise Companion SOURCEPAGE:P.96 -Wild Shape KEY:Feral Hunter ~ Wild Shape CATEGORY:Special Ability TYPE:HunterClassFeatures.ArchetypeAbility.Supernatural.HunterBonusTricks.HunterImprovedEmpathicLink.HunterGreaterEmpathicLink.HunterMasterOfTheWild.HunterRaiseAnimalCompanion DESC:At 4th level, a feral hunter gains the ability to change shape. This ability functions like the druid wild shape ability, except the hunter can take only animal forms (not elemental or plant forms). The hunter’s effective druid level is equal to her class level. This ability replaces the bonus tricks, improved empathic link, greater empathic link, master of the wild, and raise animal companion class abilities. SOURCEPAGE:P.96 -Summon Pack KEY:Feral Hunter ~ Summon Pack CATEGORY:Special Ability TYPE:HunterClassFeatures.ArchetypeAbility.SpecialQuality.HunterTeamworkFeat6.HunterTeamworkFeat9.HunterTeamworkFeat12.HunterTeamworkFeat15.HunterTeamworkFeat18 DESC:Starting at 6th level, whenever a feral hunter casts a summon nature’s ally spell to summon one or more animals, she summons one additional animal of the same type. The summoned creature or creatures must be animals and must be of the same type as the hunter's current aspect or of a similar type (bears for bear aspect, dogs or wolves for wolf aspect, great cats for the tiger aspect, and so on). The additional creature immediately vanishes if the hunter chooses a different aspect or ends his feral focus ability. This ability replaces the teamwork feats gained at 6th, 9th, 12th, 15th, and 18th levels. SOURCEPAGE:P.96 +Precise Summoned Animal KEY:Feral Hunter ~ Precise Summoned Animal CATEGORY:Special Ability TYPE:HunterClassFeatures.ArchetypeAbility.Extraordinary.HunterPreciseCompanion DESC:This functions like the precise companion class ability, except if the hunter chooses Outf lankAPG as a bonus feat, she grants it to all animals she summons with summon nature's ally. This ability alters precise companion. ABILITY:Hunter Class Features|AUTOMATIC|Hunter ~ Precise Companion SOURCEPAGE:P.96 +Wild Shape KEY:Feral Hunter ~ Wild Shape CATEGORY:Special Ability TYPE:HunterClassFeatures.ArchetypeAbility.Supernatural.HunterBonusTricks.HunterImprovedEmpathicLink.HunterGreaterEmpathicLink.HunterMasterOfTheWild.HunterRaiseAnimalCompanion DESC:At 4th level, a feral hunter gains the ability to change shape. This ability functions like the druid wild shape ability, except the hunter can take only animal forms (not elemental or plant forms). The hunter's effective druid level is equal to her class level. This ability replaces the bonus tricks, improved empathic link, greater empathic link, master of the wild, and raise animal companion class abilities. SOURCEPAGE:P.96 +Summon Pack KEY:Feral Hunter ~ Summon Pack CATEGORY:Special Ability TYPE:HunterClassFeatures.ArchetypeAbility.SpecialQuality.HunterTeamworkFeat6.HunterTeamworkFeat9.HunterTeamworkFeat12.HunterTeamworkFeat15.HunterTeamworkFeat18 DESC:Starting at 6th level, whenever a feral hunter casts a summon nature's ally spell to summon one or more animals, she summons one additional animal of the same type. The summoned creature or creatures must be animals and must be of the same type as the hunter's current aspect or of a similar type (bears for bear aspect, dogs or wolves for wolf aspect, great cats for the tiger aspect, and so on). The additional creature immediately vanishes if the hunter chooses a different aspect or ends his feral focus ability. This ability replaces the teamwork feats gained at 6th, 9th, 12th, 15th, and 18th levels. SOURCEPAGE:P.96 Pack Bond KEY:Packmaster ~ Pack Bond CATEGORY:Special Ability TYPE:HunterClassFeatures.ArchetypeAbility.Extraordinary.HunterAnimalCompanion DESC:(NOT IMPLEMENTED) A packmaster can have more than one animal companion, but she must divide her effective druid level between her companions to determine the abilities of each one. For example, a 4th-level packmaster can have one 4th-level animal companion, two 2nd-level companions, one 3rd-level companion and one 1st-level companion, or four 1st-level companions. A packmaster's precise companion, woodland stride, and teamwork feats each apply to only one of her animal companions at a time. SOURCEPAGE:P.96 Pack Focus KEY:Packmaster ~ Pack Focus CATEGORY:Special Ability TYPE:HunterClassFeatures.ArchetypeAbility.Supernatural.HunterAnimalFocus DESC:(NOT IMPLEMENTED) This ability functions like animal focus, with the following exceptions. A packmaster can apply her animal aspect to only one of her animal companions at a time without it counting against the number of minutes per day she can use that ability. When using animal focus on herself or her other animal companion, the ability counts against her minutes per day as normal. She can have only two animal aspects in effect at a time-one that counts against her minutes per day and one that doesn't - and they can't both target the same companion. Unless both her companions are dead, the hunter can't apply the companion's aspect to herself (and thereby gain the benefit of its unlimited duration). This ability replaces animal focus. SOURCEPAGE:P.96 Teamwork Feat KEY:Packmaster ~ Teamwork Feat CATEGORY:Special Ability TYPE:HunterClassFeatures.ArchetypeAbility.Extraordinary.HunterTeamworkFeat DESC:At 3rd level or any level at which a packmaster would gain a bonus teamwork feat, she can instead increase the number of her animal companions that gain the benefits of her precise companion, woodland stride, and teamwork feats by 1. The current number of animal companions that can benefit from precise companion is %1. She can select this ability multiple times. This ability alters teamwork feats.|PackmasterPreciseCompanionAnimals DEFINE:PackmasterPreciseCompanionAnimals|0 BONUS:VAR|PackmasterPreciseCompanionAnimals|1 BONUS:ABILITYPOOL|Hunter Packmaster Teamwork Ability|1|PREMULT:1,[PRECLASS:1,Hunter=3],[!PREABILITY:1,CATEGORY=Archetype,TYPE.HunterTeamworkFeat3] BONUS:ABILITYPOOL|Hunter Packmaster Teamwork Ability|1|PREMULT:1,[PRECLASS:1,Hunter=6],[!PREABILITY:1,CATEGORY=Archetype,TYPE.HunterTeamworkFeat6] BONUS:ABILITYPOOL|Hunter Packmaster Teamwork Ability|1|PREMULT:1,[PRECLASS:1,Hunter=9],[!PREABILITY:1,CATEGORY=Archetype,TYPE.HunterTeamworkFeat9] BONUS:ABILITYPOOL|Hunter Packmaster Teamwork Ability|1|PREMULT:1,[PRECLASS:1,Hunter=12],[!PREABILITY:1,CATEGORY=Archetype,TYPE.HunterTeamworkFeat12] BONUS:ABILITYPOOL|Hunter Packmaster Teamwork Ability|1|PREMULT:1,[PRECLASS:1,Hunter=15],[!PREABILITY:1,CATEGORY=Archetype,TYPE.HunterTeamworkFeat15] BONUS:ABILITYPOOL|Hunter Packmaster Teamwork Ability|1|PREMULT:1,[PRECLASS:1,Hunter=18],[!PREABILITY:1,CATEGORY=Archetype,TYPE.HunterTeamworkFeat18] SOURCEPAGE:P.96 -Second Pack Focus KEY:Packmaster ~ Second Pack Focus CATEGORY:Special Ability TYPE:HunterClassFeatures.ArchetypeAbility.Supernatural.HunterSecondAnimalFocus DESC:(NOT IMPLEMENTED) At 8th level, the hunter gains an ability that functions like the second animal focus, but the hunter can either assign each companion one aspect each or assign both aspects to the same companion. The foci on the companions don’t need to be the same, nor do they need to be the same as the one assigned to the packmaster. This ability replaces second animal focus. SOURCEPAGE:P.96 +Second Pack Focus KEY:Packmaster ~ Second Pack Focus CATEGORY:Special Ability TYPE:HunterClassFeatures.ArchetypeAbility.Supernatural.HunterSecondAnimalFocus DESC:(NOT IMPLEMENTED) At 8th level, the hunter gains an ability that functions like the second animal focus, but the hunter can either assign each companion one aspect each or assign both aspects to the same companion. The foci on the companions don't need to be the same, nor do they need to be the same as the one assigned to the packmaster. This ability replaces second animal focus. SOURCEPAGE:P.96 Master Of The Pack KEY:Packmaster ~ Master Of The Pack CATEGORY:Special Ability TYPE:HunterClassFeatures.ArchetypeAbility.Extraordinary.HunterMasterHunter DESC:At 20th level, a packmaster and her animal companions can always move at full speed while using Survival to follow tracks without penalty. Each day when a packmaster gains new spells for the day, she chooses one animal focus to be active on herself or one of her animal companions for the entire day (if all of her animal companions are dead, she instead chooses two animal foci to be active on herself for the entire day). This focus is in addition to her pack focus class ability. This ability replaces master hunter. SOURCEPAGE:P.97 Teamwork Feat KEY:Packmaster Teamwork Ability ~ Teamwork Feat CATEGORY:Special Ability TYPE:HunterPackmasterTeamworkAbility BONUS:ABILITYPOOL|Hunter Teamwork Feats|1 DESC:Gain a teamwork feat. Increase Benefit KEY:Packmaster Teamwork Ability ~ Increase Benefit CATEGORY:Special Ability TYPE:HunterPackmasterTeamworkAbility BONUS:VAR|PackmasterPreciseCompanionAnimals|1 DESC:increase the number of her animal companions that gain the benefits of her precise companion, woodland stride, and teamwork feats by 1 -Primal Transformation KEY:Primal Companion Hunter ~ Primal Transformation CATEGORY:Special Ability TYPE:HunterClassFeatures.ArchetypeAbility.Supernatural.HunterAnimalFocus DESC:(NOT IMPLEMENTED) At first level, a primal companion hunter can awaken a primal creature from within his animal companion as a swift action. The animal companion gains a pool of evolution points (Advanced Player's Guide 60) that can be used to temporarily give the companion evolutions as if it were an eidolon. A primal companion hunter uses her hunter level to determine the number of evolution points gained, limitations on how often an evolution can be selected, and so on. Whenever she gains a level, she must decide how these points are spent, and they are set until she gains another level. Activating these evolutions on the animal companion is a swift action. A primal companion hunter can use this ability for 1 minute per day per hunter level. This duration need not to be consecutive, but it must be spent in 1-minute increments. An animal companion transformed in this way cannot exceed the maximum number of attacks available to the eidolon of a summoner whose class level equals that of the hunter. While transformed in this way, the animal companion’s type changes to magical beast, though the primal companion hunter still treats it as an animal for the purpose of the Handle Animal skill. If a primal companion hunter's animal companion is dead, she can apply these evolutions to herself instead of to her animal companion. Uses of this ability count toward the hunter's maximum daily duration of evolution use. This ability replaces animal focus. SOURCEPAGE:P.97 +Primal Transformation KEY:Primal Companion Hunter ~ Primal Transformation CATEGORY:Special Ability TYPE:HunterClassFeatures.ArchetypeAbility.Supernatural.HunterAnimalFocus DESC:(NOT IMPLEMENTED) At first level, a primal companion hunter can awaken a primal creature from within his animal companion as a swift action. The animal companion gains a pool of evolution points (Advanced Player's Guide 60) that can be used to temporarily give the companion evolutions as if it were an eidolon. A primal companion hunter uses her hunter level to determine the number of evolution points gained, limitations on how often an evolution can be selected, and so on. Whenever she gains a level, she must decide how these points are spent, and they are set until she gains another level. Activating these evolutions on the animal companion is a swift action. A primal companion hunter can use this ability for 1 minute per day per hunter level. This duration need not to be consecutive, but it must be spent in 1-minute increments. An animal companion transformed in this way cannot exceed the maximum number of attacks available to the eidolon of a summoner whose class level equals that of the hunter. While transformed in this way, the animal companion's type changes to magical beast, though the primal companion hunter still treats it as an animal for the purpose of the Handle Animal skill. If a primal companion hunter's animal companion is dead, she can apply these evolutions to herself instead of to her animal companion. Uses of this ability count toward the hunter's maximum daily duration of evolution use. This ability replaces animal focus. SOURCEPAGE:P.97 Primal Surge KEY:Primal Companion Hunter ~ Primal Surge CATEGORY:Special Ability TYPE:HunterClassFeatures.ArchetypeAbility.Supernatural.HunterSecondAnimalFocus DESC:(NOT IMPLEMENTED) At 8th level, once per day as a swift action, a primal companion hunter can touch her animal companion and grant it one evolution that costs up to 4 evolution points. The companion must meet the prerequisites of the selected evolution. Unlike the evolutions from primal transformation, this evolution is not set; it can be changed each time the hunter uses this ability. Using primal surge activates the primal transformation ability on the companion if it isn't already active. This effect lasts until the hunter ends the primal transformation. This does not allow a companion to exceed its maximum number of natural attacks. This ability can grant only one evolution at a time, even if the chosen evolution could be selected multiple times. This ability can grant an evolution that allows additional evolution points to be spent to upgrade that evolution (such as damage reduction or flight), and any points left over can be spent on such upgrades. This ability cannot be used to grant an upgrade to an evolution that the companion already possesses. This ability replaces second animal focus. SOURCEPAGE:P.97 -Primal Master KEY:Primal Companion Hunter ~ Primal Master CATEGORY:Special Ability TYPE:HunterClassFeatures.ArchetypeAbility.Supernatural.HunterMasterHunter DESC:(NOT IMPLEMENTED) At 20th level, a primal companion hunter becomes in tune with his primal nature. He can activate his companion’s primal aspect as a free action. When using primal surge, he can grant his companion two evolutions instead of one (each costing up to 4 evolution points). This ability replaces master hunter. SOURCEPAGE:P.98 +Primal Master KEY:Primal Companion Hunter ~ Primal Master CATEGORY:Special Ability TYPE:HunterClassFeatures.ArchetypeAbility.Supernatural.HunterMasterHunter DESC:(NOT IMPLEMENTED) At 20th level, a primal companion hunter becomes in tune with his primal nature. He can activate his companion's primal aspect as a free action. When using primal surge, he can grant his companion two evolutions instead of one (each costing up to 4 evolution points). This ability replaces master hunter. SOURCEPAGE:P.98 Vermin Companion KEY:Verminous Hunter ~ Vermin Companion CATEGORY:Special Ability TYPE:HunterClassFeatures.ArchetypeAbility.Extraordinary.HunterAnimalCompanion DESC:(NOT IMPLEMENTED) At 1st level, a verminous hunter must choose a vermin companion instead of an animal companion (Ultimate Magic 36). This ability alters animal companion. The hunter tactics class ability allows a verminous hunter to grant her teamwork feats to a mindless vermin companion. SOURCEPAGE:P.98 Vermin Empathy KEY:Verminous Hunter ~ Vermin Empathy CATEGORY:Special Ability TYPE:HunterClassFeatures.ArchetypeAbility.Extraordinary.HunterWildEmpathy ABILITY:Hunter Class Features|AUTOMATIC|Hunter ~ Wild Empathy DESC:A verminous hunter gains the wild empathy ability, but can use it only to influence vermin (not animals or magical beasts). This ability alters wild empathy. SOURCEPAGE:P.98 Vermin Focus KEY:Verminous Hunter ~ Vermin Focus CATEGORY:Special Ability TYPE:HunterClassFeatures.ArchetypeAbility.Supernatural.HunterAnimalFocus DESC:A verminous hunter can take on the aspect of a vermin. This functions as animal focus, but allows only the following choices. This ability replaces animal focus. SOURCEPAGE:P.98 -Swarm Stride KEY:Verminous Hunter ~ Swarm Stride CATEGORY:Special Ability TYPE:HunterClassFeatures.ArchetypeAbility.Extraordinary.HunterWoodlandStride DESC:At 5th level, a verminous hunter learns to move through vermin without danger. He can safely pass through swarms of vermin and does not take swarm damage while within a vermin swarm's space. In addition, he is immune to a swarm’s distraction ability. If the hunter or his animal companion attacks a swarm, they lose this protection against only that swarm. This ability replaces woodland stride. SOURCEPAGE:P.98 +Swarm Stride KEY:Verminous Hunter ~ Swarm Stride CATEGORY:Special Ability TYPE:HunterClassFeatures.ArchetypeAbility.Extraordinary.HunterWoodlandStride DESC:At 5th level, a verminous hunter learns to move through vermin without danger. He can safely pass through swarms of vermin and does not take swarm damage while within a vermin swarm's space. In addition, he is immune to a swarm's distraction ability. If the hunter or his animal companion attacks a swarm, they lose this protection against only that swarm. This ability replaces woodland stride. SOURCEPAGE:P.98 # ============================ @@ -642,27 +642,53 @@ # ============================ # ============================ -# Skald class abiltites +# Skald class features # ============================ ### Skald # Ability Name Unique Key Category of Ability Type Visible Var. Min. Value Define Description Automatically Gained Feat Bonus to Ability Pool Bonus to skill Modify VAR Source Page Aspects -Bardic Knowledge KEY:Skald ~ Bardic Knowledge CATEGORY:Special Ability TYPE:SkaldClassFeatures.SkaldBardicKnowledge.Extraordinary DEFINE:BardicKnowledgeSkillBonus|0 DESC:A skald adds half his class level (minimum 1) (the current bonus is +%1) on all Knowledge skill checks, and may make all Knowledge skill checks untrained.|BardicKnowledgeSkillBonus BONUS:SKILL|TYPE=Knowledge|BardicKnowledgeSkillBonus BONUS:VAR|BardicKnowledgeSkillBonus|max(1,SkaldLVL/2) -Cantrips KEY:Skald ~ Cantrips CATEGORY:Special Ability TYPE:SkaldClassFeatures.SkaldCantrips DESC:Skalds learn a number of cantrips, or 0-level spells, as noted on Table 1-9. These spells are cast like any other spell, but they do not consume any slots and may be used again. -Raging Song KEY:Skald ~ Raging Song CATEGORY:Special Ability TYPE:SkaldClassFeatures.SkaldRaginsSong DESC:A skald is trained to use the Perform skill to inspire allies (including himself, if so desired) to feats of strength and ferocity. He can use this ability for a number of rounds per day equal to 3+ his Charisma modifier. At each level after 1st, a skald can use raging song for 1 additional round per day. Affected allies gain +2 morale bonus to Strength and Constitution and a +%1 morale bonus to Will saves, but also take a -1 penalty to AC. While under the effects of a raging song, allies cannot use any Charisma, Dexterity or INtelligence based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.|RagingSongLVL/4+1 -Scribe Scroll KEY:Skald ~ Scribe Scroll CATEGORY:Special Ability TYPE:SkaldClassFeatures.SkaldScribeScroll DESC:At 1st level, a skald gains Scribe Scroll as a bonus feat. AUTO:FEAT|Scribe Scroll -Well-Versed KEY:Skald ~ Well-Versed CATEGORY:Special Ability TYPE:SkaldClassFeatures.SkaldWellVersed.Extraordinary DESC:At 2nd level, the skald becomes resistant to sonic effects. The skald gains a +4 bonus on saving throws made against bardic performance, as well as sonic and language-dependent effects. ASPECT:SaveBonus|+4 trait bonus on saving throws against bardic performance -Versatile Performance KEY:Skald ~ Versatile Performance CATEGORY:Special Ability TYPE:SkaldClassFeatures.SpecialQuality.Extraordinary VISIBLE:NO DEFINE:VersatilePerformanceLVL|0 BONUS:ABILITYPOOL|Versatile Performance|(VersatilePerformanceLVL+2)/4 BONUS:VAR|VersatilePerformanceLVL|SkaldLVL SOURCEPAGE:p.38 -Rage Powers KEY:Skald ~ Rage Powers CATEGORY:Special Ability TYPE:SkaldClassFeatures.SkaldRagePowers.Extraordinary VISIBLE:NO DEFINE:RagePowersLVL|0 DEFINE:RagePowersPrereqLVL|0 DESC:At 3rd level, a skald learns a rage power (see pages 32-34 in the Pathfinder RPG Core Rulebook) that affects the skald and any allies under the influence of his raging song. This cannot be a rage power that requires the creature to spend a standard action or rounds of rage to activate it. For example, the skald cannot choose terrifying howl (which requires a standard action to activate), but can choose knockback (which is made in place of a melee attack). Unless otherwise noted, a skald cannot select an individual power more than once. BONUS:ABILITYPOOL|Rage Power|RagePowersLVL/3 BONUS:VAR|RagePowersPrereqLVL|RagePowersLVL -Spell Kenning KEY:Skald ~ Spell Kenning CATEGORY:Special Ability TYPE:SkaldClassFeatures.SkaldSpellKenning.Supernatural DESC:At 5th level, a skald is learned in the magic of other spellcasters, and can use his own magic to duplicate those classes' spells. Once per day, a skald can cast any spell on the bard, cleric, or sorcerer/wizard spell list as if it were one of his skald's spells known, expending a skald spell slot of an appropriate level to cast the spell. Casting a spell with spell kenning always has a minimum casting time of 1 full round, regardless of the casting time of the spell. At 11th level, a skald can use this ability twice per day. At 17th level, he can use this ability three times per day. -Lore Master KEY:Skald ~ Lore Master CATEGORY:Special Ability TYPE:SkaldClassFeatures.SkaldLoreMaster.Extraordinary DESC:At 7th level, the skald becomes a master of lore, and can choose to take 10 on any Knowledge skill check that he has ranks in. Once per day, the skald can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level. -Damage Reduction KEY:Skald ~ Damage Reduction CATEGORY:Special Ability TYPE:SkaldClassFeatures.SkaldDamageReduction.Extraordinary DESC:At 9th level, a skald gains damage reduction. Subtract 1 from the damage the skald takes each time she is dealt damage from a weapon or a natural attack. At 14th and 19th level this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0. The skald grants this DR to all allies affected by his raging song. -Dirge of Doom KEY:Skald ~ Dirge of Doom CATEGORY:Special Ability TYPE:SkaldClassFeatures.SkaldDirgeOfDoom.Supernatural DESC:At 10th level, a skald can create a sense of growing dread in his enemies, causing them to become shaken. This works like raging song and expends rounds of raging song, but it only affects enemies within 30 feet who are able to hear the skald's performance. The effect persists for as long as the enemy is within 30 feet and the skald continues his performance. This cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. This is a sonic mind-affecting fear effect, and it relies on audible components. A skald may not use dirge of doom and raging song simultaneously. -Master Skald KEY:Skald ~ Master Skald CATEGORY:Special Ability TYPE:SkaldClassFeatures.SkaldMasterSkald.Supernatural DESC:At 20th level, a skald's raging song no longer gives allies a penalty to AC, nor limits what skills, abilities, or rage powers they can use. +Bardic Knowledge KEY:Skald ~ Bardic Knowledge CATEGORY:Special Ability TYPE:SkaldClassFeatures.SkaldBardicKnowledge.SpecialQuality.Extraordinary DEFINE:BardicKnowledgeSkillBonus|0 DESC:A skald adds half his class level (minimum 1) (the current bonus is +%1) on all Knowledge skill checks, and may make all Knowledge skill checks untrained.|BardicKnowledgeSkillBonus SOURCEPAGE:p.50 BONUS:SKILL|TYPE=Knowledge|BardicKnowledgeSkillBonus BONUS:VAR|BardicKnowledgeSkillBonus|max(1,SkaldLVL/2) +Cantrips KEY:Skald ~ Cantrips CATEGORY:Special Ability TYPE:SkaldClassFeatures.SkaldCantrips DESC:Skalds learn a number of cantrips, or 0-level spells, as noted on Table 1-11: Skald Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again. SOURCEPAGE:p.50 +Raging Song KEY:Skald ~ Raging Song CATEGORY:Special Ability TYPE:SkaldClassFeatures.SkaldRaginsSong DESC:A skald is trained to use music, oration, and similar performances to inspire his allies to feats of strength and ferocity. At 1st level, a skald can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. For each level thereafter, he can use raging song for 2 additional rounds per day. Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard's bardic performance special ability for any effect that affects bardic performances. A skald may learn bard masterpieces (Pathfinder RPG Ultimate Magic 21). A raging song has audible components, but not visual components. Affected allies must be able to hear the skald for the song to have any effect. A deaf skald has a 20%% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to raging songs. If a raging song affects allies, when the skald begins a raging song and at the start of each ally's turn in which they can hear the raging song, the skald's allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song's effects last for that ally's turn or until the song ends, whichever comes first. At 7th level, a skald can start a raging song as a move action instead of a standard action. At 13th level, a skald can start a raging song as a swift action instead. You have %1 rounds of raging song per day.|SkaldRagingSongRoundsPerDay SOURCEPAGE:p.50 DEFINE:SkaldRagingSongRoundsPerDay|0 BONUS:VAR|SkaldRagingSongRoundsPerDay|3+CHA+(2*SkaldLVL) +Scribe Scroll KEY:Skald ~ Scribe Scroll CATEGORY:Special Ability TYPE:SkaldClassFeatures.SkaldScribeScroll DESC:At 1st level, a skald gains Scribe Scroll as a bonus feat. AUTO:FEAT|Scribe Scroll SOURCEPAGE:p.51 +Versatile Performance KEY:Skald ~ Versatile Performance CATEGORY:Special Ability TYPE:SkaldClassFeatures.SpecialQuality.SpecialQuality.Extraordinary DEFINE:VersatilePerformanceLVL|0 BONUS:ABILITYPOOL|Skald Versatile Performance|min((SkaldLVL+3)/5) BONUS:VAR|SkaldVersatilePerformanceLVL|SkaldLVL DESC:At 2nd level, a skald can choose one type of Perform skill associated with the skald class. He can use his bonus in that skill in place of his bonus in the associated skills listed below. When substituting in this way, the skald uses his total Perform skill bonus, including class skill bonus, in place of the associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 7th level, and every 5 levels thereafter, the bard can select an additional type of Perform to substitute. The types of Perform and their associated skills are: Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), and String (Bluff, Diplomacy). SOURCEPAGE:p.51 +Well-Versed KEY:Skald ~ Well-Versed CATEGORY:Special Ability TYPE:SkaldClassFeatures.SkaldWellVersed.SpecialQuality.Extraordinary DESC:At 2nd level, the skald becomes resistant to sonic effects. The skald gains a +4 bonus on saving throws made against bardic performance, as well as sonic and language-dependent effects. SOURCEPAGE:p.51 ASPECT:SaveBonus|+4 bonus on saving throws against bardic performance, as well as all sonic or language-dependent effects +Rage Powers KEY:Skald ~ Rage Powers CATEGORY:Special Ability TYPE:SkaldClassFeatures.SkaldRagePowers.SpecialQuality.Extraordinary DESC:At 3rd level and every 3 levels thereafter, a skald learns a rage power (see pages 32–34 of the Core Rulebook) that affects the skald and any allies under the inf luence of his inspired rage. This cannot be a rage power that requires the creature to spend a standard action or rounds of rage to activate it. For example, the skald cannot choose terrifying howl (which requires a standard action to activate), but can choose knockback (which is made in place of a melee attack). Unless otherwise noted, a skald cannot select an individual rage power more than once. When starting an inspired rage, the skald chooses which rage powers (if any) to add to the song, and all affected allies gain the benefit of these rage powers, using the skald's level as their effective barbarian level. The skald uses his skald level as his barbarian level for the purpose of selecting rage powers that require a minimum barbarian level. If the rage power's effects depend on the skald's ability modif ier (such as lesser spirit totemAPG), affected allies use the skald's ability modif ier instead of their own for the purposes of this effect. If a rage power requires another rage power (such as disruptiveAPG, which requires superstition), the skald cannot grant that rage power to allies unless he can also grant that power's prerequisite. He may add multiple rage powers to an inspired rage at the same time using this ability (such as granting superstition and disruptive simultaneously). If a rage power can only be used a certain number of times per day or per rage (such as renewed vigor), each ally affected by the inspired rage song is subject to that limit (with once per rage abilities limited to once per inspired rage). If the skald has rage powers from another source, he (but not his allies) can use those rage powers during an inspired rage. He cannot select a duplicate rage power, unless that rage power can be taken multiple times. If the skald has the ability to rage from another source, he can use his skald rage powers during that rage as well. SOURCEPAGE:P.51 DEFINE:RagePowersLVL|0 BONUS:ABILITYPOOL|Rage Power|RagePowersLVL/3 DEFINE:RagePowersPrereqLVL|0 BONUS:VAR|RagePowersPrereqLVL|RagePowersLVL +Uncanny Dodge KEY:Skald ~ Uncanny Dodge CATEGORY:Special Ability TYPE:SkaldClassFeatures.SkaldUncannyDodge.SpecialQuality.Extraordinary DESC:At 4th level, a skald gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if he is immobilized. A skald with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. If a skald already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead. SOURCEPAGE:P.52 ABILITY:Special Ability|AUTOMATIC|Skald ~ Improved Uncanny Dodge|PREVARGTEQ:UncannyDodgeLVL,1 +Spell Kenning KEY:Skald ~ Spell Kenning CATEGORY:Special Ability TYPE:SkaldClassFeatures.SkaldSpellKenning.SpecialQuality.Supernatural DESC:At 5th level, a skald is learned in the magic of other spellcasters, and can use his own magic to duplicate those classes' spells. Once per day, a skald can cast any spell on the bard, cleric, or sorcerer/wizard spell list as if it were one of his skald spells known, expending a skald spell slot of the same spell level to cast the desired spell. Casting a spell with spell kenning always has a minimum casting time of 1 full round, regardless of the casting time of the spell. At 11th level, a skald can use this ability twice per day. At 17th level, he can use this ability three times per day. you have %1 uses per day.|SkaldSpellKenningUsesPerDay SOURCEPAGE:p.52 DEFINE:SkaldSpellKenningUsesPerDay|0 BONUS:VAR|SkaldSpellKenningUsesPerDay|(1+SkaldLVL)/6 +Lore Master KEY:Skald ~ Lore Master CATEGORY:Special Ability TYPE:SkaldClassFeatures.SkaldLoreMaster.SpecialQuality.Extraordinary DESC:At 7th level, the skald becomes a master of many different types of lore, and can choose to take 10 on any Knowledge skill check that he has ranks in. Once per day, the skald can take 20 on any Knowledge skill check as a standard action, instead of spending the normal time taking 20 requires. He can use this ability to take 20 on a Knowledge skill check twice per day at 13th level and three times per day 19th level. This ability can be used %1 times per day.|SkaldLoreMasterUsesPerDay SOURCEPAGE:p.52 DEFINE:SkaldLoreMasterUsesPerDay|0 BONUS:VAR|SkaldLoreMasterUsesPerDay|min((SkaldLVL-1)/6,3) +Improved Uncanny Dodge KEY:Skald ~ Improved Uncanny Dodge CATEGORY:Special Ability TYPE:SkaldClassFeatures.SkaldImprovedUncannyDodge.SpecialQuality.Extraordinary DESC:At 8th level and higher, a skald can no longer be flanked. This defense denies enemies the ability to sneak attack the skald by flanking him, unless the attacker has at least four more levels in a class that grants sneak attack than the target has skald levels. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character. SOURCEPAGE:P.52 +Damage Reduction KEY:Skald ~ Damage Reduction CATEGORY:Special Ability TYPE:SkaldClassFeatures.SkaldDamageReduction.SpecialQuality.Extraordinary DESC:At 9th level, a skald gains damage reduction. Subtract 1 from the damage the skald takes each time she is dealt damage from a weapon or a natural attack. At 14th and 19th level this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0. The skald grants this DR to all allies affected by his raging song. The current DR is %1.|SkaldDamageReductionAmount SOURCEPAGE:p.52 DEFINE:SkaldDamageReductionAmount|0 BONUS:VAR|SkaldDamageReductionAmount|min((SkaldLVL-4)/5,3) +Master Skald KEY:Skald ~ Master Skald CATEGORY:Special Ability TYPE:SkaldClassFeatures.SkaldMasterSkald.SpecialQuality.Supernatural DESC:At 20th level, a skald's inspired rage no longer gives allies a penalty to AC, nor limits what skills or abilities they can use. Allies with rage class abilities may use features dependent on those abilities without restriction, such as a barbarian's rage powers and a bloodrager's blood casting and bloodline abilities. Finally, when making a full attack, affected allies may make an additional attack each round (as if using a haste effect). SOURCEPAGE:p.52 -Weapon Proficiencies KEY:Skald ~ Weapon Proficiencies CATEGORY:Internal +### Skald Raging Songs +Inspired Rage KEY:Skald ~ Inspired Rage CATEGORY:Special Ability TYPE:SkaldClassFeatures.SkaldInspiredRage.SpecialQuality.Supernatural DESC:At 1st level, affected allies gain a +%1 morale bonus to Strength and Constitution and a +%2 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. (Unlike the barbarian's rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.|SkaldInspiredRageStrConBonus|SkaldInspiredRageWillBonus SOURCEPAGE:p.50 DEFINE:SkaldInspiredRageStrConBonus|0 BONUS:VAR|SkaldInspiredRageStrConBonus|2+(SkaldLVL/8)*2 DEFINE:SkaldInspiredRageWillBonus|0 BONUS:VAR|SkaldInspiredRageWillBonus|1+(SkaldLVL/4)*1 +Song of Marching KEY:Skald ~ Song of Marching CATEGORY:Special Ability TYPE:SkaldClassFeatures.SkaldSongOfMarching.SpecialQuality.Supernatural DESC:At 3rd level, a skald can use raging song to inspire his allies to move faster without suffering from fatigue. By expending 1 round of raging song, the skald invigorates allies within 60 feet, who may hustle (Core Rulebook 170) for the next hour; this movement counts as a walk (not a hustle) for the purpose of accruing nonlethal damage and fatigue. The skald must continue to perform the song for the remainder of the hour, otherwise its effects end, but only 1 round of raging song is expended for that hour. SOURCEPAGE:p.51 +Song of Strength KEY:Skald ~ Song of Strength CATEGORY:Special Ability TYPE:SkaldClassFeatures.SkaldSongOfStrength.SpecialQuality.Supernatural DESC:At 6th level, a skald can use raging song to inspire his allies to superhuman feats of strength. Once each round while the skald uses this performance, allies within 60 feet who can hear the skald may add 1/2 the skald's level to a Strength check or Strength-based skill check. SOURCEPAGE:p.51 +Dirge of Doom KEY:Skald ~ Dirge of Doom CATEGORY:Special Ability TYPE:SkaldClassFeatures.SkaldDirgeOfDoom.SpecialQuality.Supernatural DESC:At 10th level, a skald can create a sense of growing dread in his enemies, causing them to becom... [truncated message content] |