From: <ama...@us...> - 2010-10-30 21:26:42
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Revision: 13641 http://pcgen.svn.sourceforge.net/pcgen/?rev=13641&view=rev Author: amaitland Date: 2010-10-30 21:26:35 +0000 (Sat, 30 Oct 2010) Log Message: ----------- Add remaining Rogue Talents and Advanced Talents Modified Paths: -------------- branches/5.16.x/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_abilities_archetypes.lst Modified: branches/5.16.x/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_abilities_archetypes.lst =================================================================== --- branches/5.16.x/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_abilities_archetypes.lst 2010-10-30 21:05:42 UTC (rev 13640) +++ branches/5.16.x/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_abilities_archetypes.lst 2010-10-30 21:26:35 UTC (rev 13641) @@ -1119,7 +1119,34 @@ Follow Clues KEY:Follow Clues ~ Rogue Talent CATEGORY:Special Ability TYPE:RogueTalent.SpecialQuality.Extraordinary DESC:A rogue with this talent can use Perception to follow tracks as per the Survival skill. Guileful Polyglot KEY:Guileful Polyglot ~ Rogue Talent CATEGORY:Special Ability TYPE:RogueTalent.SpecialQuality.Extraordinary DESC:A rogue with this talent who has at least one rank in Linguistics gains four additional languages. A rogue with this talent who does not have any ranks in Linguistics gains two additional languages. If the rogue later gains ranks in Linguistics, she gains two additional languages, to a total of four additional languages above those granted by the Linguistics skill itself. BONUS:VAR|AdditionalLanguage|4|PRESKILL:1,Linguists=1 Hard to Fool KEY:Hard to Fool ~ Rogue Talent CATEGORY:Special Ability TYPE:RogueTalent.SpecialQuality.Extraordinary DESC:Once per day, a rogue with this talent can roll two dice while making a Sense Motive check, and take the better result. She must choose to use this talent before making the Sense Motive check. A rogue can use this ability one additional time per day for every 5 rogue levels she possesses. +Honeyed Words KEY:Honeyed Words ~ Rogue Talent CATEGORY:Special Ability TYPE:RogueTalent.Extraordinary.SpecialQuality DESC:Once per day, a rogue with this talent can gain a +10 bonus on a single Bluff check. +Lasting Poison KEY:Lasting Poison ~ Rogue Talent CATEGORY:Special Ability TYPE:RogueTalent.Extraordinary.SpecialQuality DESC:A rogue with this talent can apply poison to a weapon in such a way that it is effective for two successful attacks instead of one. The poison has a reduced effect, however, and saves made against the poison receive a +2 circumstance bonus. Applying poison in this way requires a full-round action, or a standard action if the rogue has the swift poison talent. +Nimble Climber KEY:Nimble Climber ~ Rogue Talent CATEGORY:Special Ability TYPE:RogueTalent.Extraordinary.SpecialQuality DESC:When a rogue with this talent fails a Climb check by 5 or more, she can immediately make another Climb check at the surface's base DC +10. If successful, she stops her fall by clinging onto the surface. The rogue does not take falling damage when she stops her fall in this manner. +Offensive Defense KEY:Offensive Defense ~ Rogue Talent CATEGORY:Special Ability TYPE:RogueTalent.Extraordinary.SpecialAttack.AttackOption DESC:When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 circumstance bonus to AC against that creature for 1 round. +Peerless Maneuver KEY:Peerless Maneuver ~ Rogue Talent CATEGORY:Special Ability TYPE:RogueTalent.Extraordinary.SpecialQuality DESC:%1/day, a rogue with this talent can roll two dice while making an Acrobatics check, and take the better result. She must choose to use this talent before making the Acrobatics check. A rogue can use this ability one additional time per day for every 5 rogue levels she possesses.|(RogueLvl/5)+1 +Positioning Attack KEY:Positioning Attack ~ Rogue Talent CATEGORY:Special Ability TYPE:RogueTalent.Extraordinary.SpecialAttack.AttackOption DESC:Once per day, when a rogue with this talent hits a creature with a melee attack, she can move up to 30 feet without provoking attacks of opportunity. The movement must end in a space adjacent to the creature hit with the melee attack. +Powerful Sneak KEY:Powerful Sneak ~ Rogue Talent CATEGORY:Special Ability TYPE:RogueTalent.Extraordinary.SpecialAttack.AttackOption DESC:Whenever a rogue with this talent takes a full attack action, she can elect to take a -2 penalty on all attack rolls until the start of her next turn. If an attack during this time is a sneak attack, she treats all 1s on the sneak attack damage dice as 2s. +Quick Disguise KEY:Quick Disguise ~ Rogue Talent CATEGORY:Special Ability TYPE:RogueTalent.Extraordinary.SpecialQuality DESC:A rogue with this talent can use the items at hand and seemingly innocuous material hidden on her person to create startlingly effective disguises, reducing the amount of time it takes to create a disguise using the Disguise skill. The time needed for the rogue to alter her appearance in this manner is based on the complexity of the disguise, as noted on the following table. The times are cumulative, so if a female rogue wants to disguise herself as a male of a different race, that takes 2 minutes. +Quick Trapsmith KEY:Quick Trapsmith ~ Rogue Talent CATEGORY:Special Ability TYPE:RogueTalent.Extraordinary.SpecialQuality DESC:As a full-round action, a rogue with this talent can set a simple trap with a CR no greater than 1/2 her rogue level. To do this, she must purchase the components, spend the required time constructing the trap in advance, and have its components at hand. The type of trap that can be constructed in this way is subject to GM discretion. +Snap Shot KEY:Snap Shot ~ Rogue Talent CATEGORY:Special Ability TYPE:RogueTalent.Extraordinary.SpecialQuality DESC:A rogue with this talent may treat her intitiative roll as a 20 for a surprise round, regardless of her initiative, but she may only take an attack action with a ranged weapon. Her normal initiative roll is used in subsequent rounds. If two or more rogues possess this talent, their initiative determines the order in which they act, but they all go before any other creature. If a rogue is prevented from acting in the surprise round, this talent has no effect. +Sniper's Eye KEY:Sniper's Eye ~ Rogue Talent CATEGORY:Special Ability TYPE:RogueTalent.Extraordinary.SpecialAttack.AttackOption DESC:A rogue with this talent can apply her sneak attack damage on ranged attacks targeting foes within 30 feet that benefit from concealment. Foes with total concealment are still immune. +Strong Impression KEY:Strong Impression ~ Rogue Talent CATEGORY:Special Ability TYPE:RogueTalent.SpecialQuality DESC:You gain Intimidating Prowess as a bonus feat. VFEAT:Intimidating Prowess SOURCEPAGE:p.131 +Survivalist KEY:Survivalist ~ Rogue Talent CATEGORY:Special Ability TYPE:RogueTalent.SpecialQuality DESC:A rogue with this talent adds Heal and Survival to her list of class skills. CSKILL:Heal|Survival +Swift Poison KEY:Swift Poison ~ Rogue Talent CATEGORY:Special Ability TYPE:RogueTalent.Extraordinary.SpecialQuality DESC:A rogue with this talent can apply poison to a weapon as a move action, instead of a standard action. +# Block: Advanced Rogue Talents: +Another Day KEY:Another Day ~ Rogue Talent CATEGORY:Special Ability PREVARGTEQ:RogueLvl,10 TYPE:RogueTalent.Extraordinary.SpecialQuality DESC:Once per day, when the rogue would be reduced to 0 or fewer hit points by a melee attack, she can take a 5-foot step as an immediate action. If the movement takes her out of the reach of the attack, she takes no damage from the attack. The rogue is staggered for 1 round on her next turn. +Deadly Cocktail KEY:Deadly Cocktail ~ Rogue Talent CATEGORY:Special Ability PREVARGTEQ:RogueLvl,10 TYPE:RogueTalent.Extraordinary.SpecialQuality DESC:A rogue with this talent can apply two doses of poison to a weapon at once. These can be separate poisons, in which case they both affect the target individually, or two doses of the same toxin, in which case the poisons' frequency is extended by 50% and the save DC increases by +2. This talent is an exception to the rule that injury poisons can only be delivered one dose at a time. +Deadly Sneak** KEY:Deadly Sneak ~ Rogue Talent CATEGORY:Special Ability PREVARGTEQ:RogueLvl,10 TYPE:RogueTalent.Extraordinary.SpecialAttack.AttackOption DESC:Whenever a rogue with this talent uses the powerful sneak rogue talent, she treats all 1s and 2s on the sneak attack damage dice as 3s. A rogue must have the powerful sneak rogue talent before choosing this talent. +Entanglement of Blades** KEY:Entanglement of Blades ~ Rogue Talent CATEGORY:Special Ability PREVARGTEQ:RogueLvl,10 TYPE:RogueTalent.Extraordinary.SpecialAttack.AttackOption DESC:When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the target cannot take a 5-foot step until the beginning of the rogue's next turn. +Fast Tumble KEY:Fast Tumble ~ Rogue Talent CATEGORY:Special Ability PREVARGTEQ:RogueLvl,10 TYPE:RogueTalent.Extraordinary.SpecialQuality DESC:When a rogue with this talent uses Acrobatics to move at full speed through a threatened square without provoking an attack of opportunity, the DC of the Acrobatics check does not increase by 10. +Frugal Trapsmith KEY:Frugal Trapsmith ~ Rogue Talent CATEGORY:Special Ability PREVARGTEQ:RogueLvl,10 TYPE:RogueTalent.Extraordinary.SpecialQuality DESC:When a rogue with this talent constructs a mechanical trap, she only pays 75%% of the normal cost. +Hunter's Surprise KEY:Hunter's Surprise ~ Rogue Talent CATEGORY:Special Ability PREVARGTEQ:RogueLvl,10 TYPE:RogueTalent.Extraordinary.SpecialAttack.AttackOption DESC:Once per day, a rogue with this talent can designate a single enemy she is adjacent to as her prey. Until the end of her next turn, she can add her sneak attack damage to all attacks made against her prey, even if she is not flanking it or it is not flat-footed. +Knock-Out Blow KEY:Knock-Out Blow ~ Rogue Talent CATEGORY:Special Ability PREVARGTEQ:RogueLvl,10 TYPE:RogueTalent.Extraordinary.SpecialAttack.AttackOption DESC:Once per day, the rogue can forgo her sneak attack damage to attempt to knock out an opponent. She must declare the use of knock-out blow before she makes the attack. If the attack hits, it does normal damage, but instead of dealing sneak attack damage (and instead of any effect that triggers when the rogue deals sneak attack damage), the target falls unconscious for 1d4 rounds. A successful Fortitude save reduces this effect to staggered for 1 round. The DC is %1 [save is equal to 10 + 1/2 the rogue's level + the rogue's Intelligence modifier].|10+(RogueLvl/2)+INT +Master of Disguise KEY:Master of Disguise ~ Rogue Talent CATEGORY:Special Ability PREVARGTEQ:RogueLvl,10 TYPE:RogueTalent.Extraordinary.SpecialQuality DESC:Once per day, a rogue with this talent gains a +10 bonus on a single Disguise check. +Redirect Attack KEY:Redirect Attack ~ Rogue Talent CATEGORY:Special Ability PREVARGTEQ:RogueLvl,10 TYPE:RogueTalent.Extraordinary.SpecialQuality DESC:Once per day, when a rogue with this talent is hit with a melee attack, she can redirect the attack to strike at an adjacent creature with a free action. The creature targeted must be within melee reach of the attack that hit the rogue, and the creature that made the attack against the rogue must make a new attack roll against the new target. +Stealthy Sniper KEY:Stealthy Sniper ~ Rogue Talent CATEGORY:Special Ability PREVARGTEQ:RogueLvl,10 TYPE:RogueTalent.Extraordinary.SpecialQuality DESC:When a rogue with this talent uses the Stealth skill to snipe, she only suffers a -10 penalty on the Stealth check, instead of -20. +Thoughtful Reexamining KEY:Thoughtful Reexamining ~ Rogue Talent CATEGORY:Special Ability PREVARGTEQ:RogueLvl,10 TYPE:RogueTalent.Extraordinary.SpecialQuality DESC:Once per day, a rogue with this talent can reroll a Knowledge, Sense Motive, or Perception skill check to try to gain new or better information from the roll. This reroll can be made any time during the same day as the original check. ###Block: Sorcerer bloodlines -------------------------------------------------------------------------------------------------------- # Ability Name Unique Key Category of Ability Type Description Ability Bonus to Ability Pool Class Skill Source Page This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site. |
From: <ama...@us...> - 2010-11-04 23:57:18
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Revision: 13734 http://pcgen.svn.sourceforge.net/pcgen/?rev=13734&view=rev Author: amaitland Date: 2010-11-04 23:57:11 +0000 (Thu, 04 Nov 2010) Log Message: ----------- Move to Class Level Var for Class related items. Modified Paths: -------------- branches/5.16.x/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_abilities_archetypes.lst Modified: branches/5.16.x/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_abilities_archetypes.lst =================================================================== --- branches/5.16.x/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_abilities_archetypes.lst 2010-11-04 23:54:24 UTC (rev 13733) +++ branches/5.16.x/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_abilities_archetypes.lst 2010-11-04 23:57:11 UTC (rev 13734) @@ -500,9 +500,9 @@ ###Block: Fighter archetypes abilites # Archer # Ability Name Unique Key Category of Ability Type Var. Min. Value Define Description Choose Selections Automatically Gained Feat Bonus to Ability Pool Bonus to base range Bonus to skill Modify VAR Weapon prof. bonus Source Page -Hawkeye KEY:Fighter Archer ~ Hawkeye CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FighterBravery DESC:At 2nd level, an archer gains a +1 bonus on Perception checks, and the range increment for any bow he uses increases by 5 feet. These bonuses increase by +1 and 5 additional feet for every 4 levels beyond 2nd. This ability replaces bravery. BONUS:RANGEADD|PROJECTILE|5+(5*((classlevel("Fighter")-2)/4)) BONUS:SKILL|Perception|1+((classlevel("Fighter")-2)/4) SOURCEPAGE:p.104 +Hawkeye KEY:Fighter Archer ~ Hawkeye CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FighterBravery DESC:At 2nd level, an archer gains a +1 bonus on Perception checks, and the range increment for any bow he uses increases by 5 feet. These bonuses increase by +1 and 5 additional feet for every 4 levels beyond 2nd. This ability replaces bravery. BONUS:RANGEADD|PROJECTILE|5+(5*((FighterLvl-2)/4)) BONUS:SKILL|Perception|1+((FighterLvl-2)/4) SOURCEPAGE:p.104 Trick Shot KEY:Fighter Archer ~ Trick Shot CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FighterArmorTraining_One.FighterArmorTraining_Two.FighterArmorTraining_Three.FighterArmorTraining_Four DEFINE:CombatManueverTaken|0 DESC:At 3rd level, an archer can choose one of the following combat maneuvers or actions: disarm, feint, or sunder. He can perform this action with a bow against any target within 30 feet, with a -4 penalty to his CMB. Every four levels beyond 3rd, he may choose an additional trick shot to learn. These maneuvers use up arrows as normal. At 11th level, he may also choose from the following combat maneuvers: bull rush, grapple, trip. A target grappled by an arrow can break free by destroying the archer's arrow (hardness 5, hit points 1, break DC 13) or with an Escape Artist or CMB check (against the archer's CMD -4). This ability replaces armor training 1, 2, 3, and 4. BONUS:ABILITYPOOL|Archer Trick Shot Selection|(FighterLVL+1)/4 SOURCEPAGE:p.104 -Expert Archer KEY:Fighter Archer ~ Expert Archer CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_One DESC:At 5th level, an archer gains a +1 bonus on attack and damage rolls with bows. This bonus increases by +1 for every four levels beyond 5th. This ability replaces weapon training 1. BONUS:WEAPONPROF=TYPE.Bow|TOHIT,DAMAGE|(classlevel("Fighter")/5) SOURCEPAGE:p.104 +Expert Archer KEY:Fighter Archer ~ Expert Archer CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_One DESC:At 5th level, an archer gains a +1 bonus on attack and damage rolls with bows. This bonus increases by +1 for every four levels beyond 5th. This ability replaces weapon training 1. BONUS:WEAPONPROF=TYPE.Bow|TOHIT,DAMAGE|(FighterLvl/5) SOURCEPAGE:p.104 Safe Shot KEY:Fighter Archer ~ Safe Shot CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_Two DESC:At 9th level, an archer does not provoke attacks of opportunity when making ranged attacks with a bow. This ability replaces weapon training 2. SOURCEPAGE:p.104 Evasive Archer KEY:Fighter Archer ~ Evasive Archer CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_Three DESC:At 13th level, an archer gains a +2 dodge bonus to AC against ranged attacks. This bonus increases to +4 at 17th level. This ability replaces weapon training 3. SOURCEPAGE:p.104 Volley KEY:Fighter Archer ~ Volley CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_Four DESC:At 17th level, as a full-round action, an archer can make a single bow attack at his highest base attack bonus against any number of creatures in a 15-foot radius burst, making separate attack and damage rolls for each creature. This ability replaces weapon training 4. SOURCEPAGE:p.104 @@ -522,7 +522,7 @@ # Crossbowman Deadshot KEY:Fighter Crossbowman ~ Deadshot CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FighterArmorTraining_One DESC:At 3rd level, when a crossbowman attacks with a crossbow as a readied action, he may add 1/2 his Dexterity bonus (minimum +1) on his damage roll. This ability replaces armor training 1. SOURCEPAGE:p.104 -Crossbow Expert KEY:Fighter Crossbowman ~ Crossbow Expert CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_One DESC:At 5th level, a crossbowman gains a +1 bonus on attack and damage rolls with crossbows. This bonus increases by +1 per four levels after 5th. This ability replaces weapon training 1. BONUS:WEAPONPROF=TYPE.Crossbow|TOHIT,DAMAGE|(classlevel("Fighter")/5) SOURCEPAGE:p.104 +Crossbow Expert KEY:Fighter Crossbowman ~ Crossbow Expert CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_One DESC:At 5th level, a crossbowman gains a +1 bonus on attack and damage rolls with crossbows. This bonus increases by +1 per four levels after 5th. This ability replaces weapon training 1. BONUS:WEAPONPROF=TYPE.Crossbow|TOHIT,DAMAGE|(FighterLvl/5) SOURCEPAGE:p.104 Improved Deadshot KEY:Fighter Crossbowman ~ Improved Deadshot CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FighterArmorTraining_Two DESC:At 7th level, when a crossbowman attacks with a crossbow as a readied action, his target is denied its Dexterity bonus to its AC. This ability replaces armor training 2. SOURCEPAGE:p.104 Quick Sniper KEY:Fighter Crossbowman ~ Quick Sniper CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_Two DESC:At 9th level, a crossbowman gains a bonus equal to 1/2 his fighter level on Stealth checks when sniping. When he is hit with a ranged attack, he can shoot his crossbow at his attacker as an immediate action if it is loaded. This ability replaces weapon training 2. SOURCEPAGE:p.104 Greater Deadshot KEY:Fighter Crossbowman ~ Greater Deadshot CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FighterArmorTraining_Three DESC:At 11th level, when a crossbowman attacks with a crossbow as a readied action, he may add his Dexterity bonus (minimum +1) on his damage roll. This ability replaces armor training 3. SOURCEPAGE:p.104 @@ -549,7 +549,7 @@ Whirlwind Blitz KEY:Mobile Fighter ~ Whirlwind Blitz CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FighterWeaponMastery DESC:At 20th level, a mobile fighter can make a full-attack action as a standard action. He may also use the Whirlwind Attack feat as a standard action. This ability replaces weapon mastery. SOURCEPAGE:p.105 # Phalanx Soldier -Stand Firm KEY:Fighter Phlanx Soldier ~ Stand Firm CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FighterBravery DESC:At 2nd level, a phalanx soldier gains a +1 bonus to CMD against bull rush, overrun, pull, push, and trip attempts. This bonus also applies on saves against trample attacks. The bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery. BONUS:VAR|CMD_Bullrush,CMD_Overrun,CMD_Trip|1+((classlevel("Fighter")-2)/4) SOURCEPAGE:p.105 +Stand Firm KEY:Fighter Phlanx Soldier ~ Stand Firm CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FighterBravery DESC:At 2nd level, a phalanx soldier gains a +1 bonus to CMD against bull rush, overrun, pull, push, and trip attempts. This bonus also applies on saves against trample attacks. The bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery. BONUS:VAR|CMD_Bullrush,CMD_Overrun,CMD_Trip|1+((FighterLvl-2)/4) SOURCEPAGE:p.105 Phalanx Fighting KEY:Fighter Phlanx Soldier ~ Phalanx Fighting CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FighterArmorTraining_One DESC:At 3rd level, when a phalanx soldier wields a shield, he can use any polearm or spear of his size as a one-handed weapon. This ability replaces armor training 1. SOURCEPAGE:p.105 Ready Pike KEY:Fighter Phlanx Soldier ~ Ready Pike CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_One DESC:At 5th level, a phalanx soldier can, once per day, ready a weapon with the brace property as an immediate action, gaining a +1 bonus on attack and damage rolls. For every four levels beyond 5th, this bonus increases by +1, and he can use the ability one additional time per day. He cannot use this ability when flat-footed. This ability replaces weapon training 1. SOURCEPAGE:p.105 Deft Shield KEY:Fighter Phlanx Soldier ~ Deft Shield CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FighterArmorTraining_One.FighterArmorTraining_Two DESC:At 7th level, the armor check penalty from a shield and the attack roll penalty are reduced by -1 for a phalanx soldier using a tower shield. At 11th level, these penalties are reduced by -2. This ability replaces armor training 2 and 3. SOURCEPAGE:p.105 @@ -560,7 +560,7 @@ # Polearm Master Pole Fighting KEY:Fighter Polearm Master ~ Pole Fighting CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FighterBravery DESC:At 2nd level, as an immediate action, a polearm master can shorten the grip on his spear or polearm with reach and use it against adjacent targets. This action results in a -4 penalty on attack rolls with that weapon until he spends another immediate action to return to the normal grip. The penalty is reduced by -1 for every four levels beyond 2nd. This ability replaces bravery. SOURCEPAGE:p.106 Steadfast Pike KEY:Fighter Polearm Master ~ Steadfast Pike CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FighterArmorTraining_One.FighterArmorTraining_Two.FighterArmorTraining_Three.FighterArmorTraining_Four DESC:At 3rd level, a polearm master gains a +1 bonus on attack rolls with readied attacks and attacks of opportunity made with a spear or polearm. The bonus increases by +1 for every four levels beyond 3rd. This ability replaces armor training 1, 2, 3, and 4. SOURCEPAGE:p.106 -Polearm Training KEY:Fighter Polearm Master ~ Polearm Training CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_One DESC:A polearm master gains a +1 bonus on attack and damage rolls with spears and polearms. The bonus increases by +1 for every four levels beyond 5th. This ability replaces weapon training 1. BONUS:ABILITYPOOL|Weapon Training I|-1|PREVARGTEQ:FighterWeaponTrainingLVL,5 BONUS:WEAPONPROF=TYPE.Polearm|TOHIT,DAMAGE|1+((classlevel("Fighter")-5)/4) SOURCEPAGE:p.106 +Polearm Training KEY:Fighter Polearm Master ~ Polearm Training CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_One DESC:A polearm master gains a +1 bonus on attack and damage rolls with spears and polearms. The bonus increases by +1 for every four levels beyond 5th. This ability replaces weapon training 1. BONUS:ABILITYPOOL|Weapon Training I|-1|PREVARGTEQ:FighterWeaponTrainingLVL,5 BONUS:WEAPONPROF=TYPE.Polearm|TOHIT,DAMAGE|1+((FighterLvl-5)/4) SOURCEPAGE:p.106 Flexible Flanker KEY:Fighter Polearm Master ~ Flexible Flanker CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_Two DESC:At 9th level, a polearm master may choose any square adjacent to him and treat that square as his location for determining who he is flanking, even if that square is occupied by a creature, object, or solid barrier. This ability replaces weapon training 2. BONUS:ABILITYPOOL|Weapon Training II|-1|PREVARGTEQ:FighterWeaponTrainingLVL,9 SOURCEPAGE:p.106 Sweeping Fend KEY:Fighter Polearm Master ~ Sweeping Fend CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_Three DESC:At 13th level, a polearm master can use any spear or pole arm to make a bull rush or trip maneuver, though he takes a -4 penalty to his CMB when making such attempts. Weapons with the trip property do not incur this penalty on trip maneuvers. This ability replaces weapon training 3. BONUS:ABILITYPOOL|Weapon Training III|-1|PREVARGTEQ:FighterWeaponTrainingLVL,13 SOURCEPAGE:p.106 Step Aside KEY:Fighter Polearm Master ~ Step Aside CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_Four DESC:At 17th level, when a creature threatened by a polearm master takes a 5-foot step into a square adjacent to him, he can take a 5-foot step as an immediate action. This 5-foot step must be subtracted from his movement on the next turn. He also gains a +2 dodge bonus to his AC against that opponent until the end of his next turn. This ability replaces weapon training 4. BONUS:ABILITYPOOL|Weapon Training IV|-1|PREVARGTEQ:FighterWeaponTrainingLVL,17 SOURCEPAGE:p.106 @@ -579,7 +579,7 @@ # Savage Warrior Spark of Life KEY:Fighter Savage Warrior ~ Spark of Life CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FighterBravery DESC:At 2nd level, a savage warrior gains a +1 bonus on saving throws made against energy drain and death effects. This bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery. SOURCEPAGE:p.107 -Natural Savagery KEY:Fighter Savage Warrior ~ Natural Savagery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_One DESC:At 5th level, a savage warrior gains a +1 bonus on attack and damage rolls with natural weapons. This bonus also applies to CMB and CMD for grappling. This bonus increases by +1 for every four levels beyond 5th. This ability replaces weapon training 1. BONUS:WEAPONPROF=TYPE.Natural|TOHIT,DAMAGE|1+((classlevel("Fighter")-5)/4) SOURCEPAGE:p.107 +Natural Savagery KEY:Fighter Savage Warrior ~ Natural Savagery CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_One DESC:At 5th level, a savage warrior gains a +1 bonus on attack and damage rolls with natural weapons. This bonus also applies to CMB and CMD for grappling. This bonus increases by +1 for every four levels beyond 5th. This ability replaces weapon training 1. BONUS:WEAPONPROF=TYPE.Natural|TOHIT,DAMAGE|1+((FighterLvl-5)/4) SOURCEPAGE:p.107 Savage Charge KEY:Fighter Savage Warrior ~ Savage Charge CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_Two DESC:At 9th level, when a savage warrior attacks with a natural weapon at the end of a charge, he gains a bonus on his natural weapon attack rolls equal to half his fighter level, while suffering a penalty to his AC equal to half his fighter level. These replace the normal attack roll bonus and AC penalty for charging. This bonus also applies to his CMB for a bull rush or overrun combat maneuvers made when charging. This ability replaces weapon training 2. SOURCEPAGE:p.107 Careful Claw KEY:Fighter Savage Warrior ~ Careful Claw CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_Three DESC:At 13th level, when using a natural weapon to attack a creature using fire shield or a similar effect that damages creatures attacking it (such as a barbed devil's barbed defense), a savage warrior reduces the damage from such effects by an amount equal to 1/2 his fighter level. This ability replaces weapon training 3. SOURCEPAGE:p.108 Greater Savage Charge KEY:Fighter Savage Warrior ~ Greater Savage Charge CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_Four DESC:At 17th level, when using savage charge, the AC penalty is reduced to 1/4 his fighter level instead of 1/2 his fighter level. In addition, a savage warrior can charge through friendly creatures and difficult terrain. This ability replaces weapon training 4. SOURCEPAGE:p.108 @@ -621,7 +621,7 @@ Critical Specialist KEY:Fighter Weapon Master ~ Critical Specialist CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FighterWeaponTraining_Four DESC:At 17th level, the save DCs of any effects caused by a critical hit with a weapon master's chosen weapon increase by +4. This ability replaces weapon training 4. SOURCEPAGE:p.109 Unstoppable Strike KEY:Fighter Weapon Master ~ Unstoppable Strike CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FighterArmorMastery DESC:At 19th level, a weapon master can take a standard action to make one attack with his chosen weapon as a touch attack that ignores damage reduction (or hardness, if attacking an object). This ability replaces armor mastery. SOURCEPAGE:p.109 # -Weapon Choice KEY:Weapon Choice ~ Weapon Training CATEGORY:Special Ability TYPE:WeaponMasterChosenWeapon CHOOSE:WEAPONPROFS|LIST SELECT:1 BONUS:WEAPONPROF=LIST|TOHIT,DAMAGE|1+((classlevel("Fighter")-3)/4) SOURCEPAGE:p.109 +Weapon Choice KEY:Weapon Choice ~ Weapon Training CATEGORY:Special Ability TYPE:WeaponMasterChosenWeapon CHOOSE:WEAPONPROFS|LIST SELECT:1 BONUS:WEAPONPROF=LIST|TOHIT,DAMAGE|1+((FighterLvl-3)/4) SOURCEPAGE:p.109 ###Block: Monk archetypes ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- @@ -1058,7 +1058,7 @@ Form of the Otter KEY:Master Shifter ~ Form of the Otter CATEGORY:Special Ability TYPE:SpecialQuality.MasterShifter DESC:The ranger's hands and feet grow webs, and his body grows an oily fur that is water resistant. While in this form, the ranger gains a swim speed of 60 feet and a +5 bonus on Swim checks. Alternatively, the ranger can polymorph into the form of an otter or similar river mammal as if the caster of beast shape IV. SOURCEPAGE:p.128 # Skirmisher -Hunter's Tricks KEY:Skirmisher ~ Hunter's Tricks CATEGORY:Special Ability TYPE:SpecialQuality.RangerSpells DESC:At 5th level, a skirmisher ranger learns the use of hunter's tricks, which typically grant a boon or bonus to the ranger or a nearby ally. At 5th level, the ranger learns one trick, selected from the list below. At 7th level, and every two levels thereafter, he learns another trick. A ranger can use these tricks a total number of times per day equal to 1/2 his ranger level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can't be retrained. A ranger cannot select an individual trick more than once. This ability replaces the ranger's spells class feature. Skirmishers do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items. The following is a list of hunter tricks and their effects. BONUS:ABILITYPOOL|Hunter's Trick Selection|max(0,(classlevel("Ranger")-3)/2) SOURCEPAGE:p.128 +Hunter's Tricks KEY:Skirmisher ~ Hunter's Tricks CATEGORY:Special Ability TYPE:SpecialQuality.RangerSpells DESC:At 5th level, a skirmisher ranger learns the use of hunter's tricks, which typically grant a boon or bonus to the ranger or a nearby ally. At 5th level, the ranger learns one trick, selected from the list below. At 7th level, and every two levels thereafter, he learns another trick. A ranger can use these tricks a total number of times per day equal to 1/2 his ranger level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can't be retrained. A ranger cannot select an individual trick more than once. This ability replaces the ranger's spells class feature. Skirmishers do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items. The following is a list of hunter tricks and their effects. BONUS:ABILITYPOOL|Hunter's Trick Selection|max(0,(RangerLvl-3)/2) SOURCEPAGE:p.128 # Hunter's Tricks Selections Aiding Attack KEY:Skirmisher ~ Aiding Attack CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.HuntersTrickChoice DESC:The ranger can use this trick as a free action when he hits a creature with an attack. The next ally who makes an attack against the target creature before the start of the ranger's next turn gains a +2 circumstance bonus on that attack roll. SOURCEPAGE:p.128 Bolster Companion KEY:Skirmisher ~ Bolster Companion CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.HuntersTrickChoice DESC:The ranger can use this trick as an immediate action when his animal companion is hit with an attack or a combat maneuver. The companion's AC and combat maneuver defense increase by +4 for the purposes of that attack. If the attack still hits, the animal companion only takes half damage (if any). The animal companion must be able to see and hear the ranger to benefit from this trick. SOURCEPAGE:p.128 This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site. |
From: <elr...@us...> - 2010-11-05 10:08:27
|
Revision: 13742 http://pcgen.svn.sourceforge.net/pcgen/?rev=13742&view=rev Author: elrotheonk Date: 2010-11-05 10:08:21 +0000 (Fri, 05 Nov 2010) Log Message: ----------- Fixed typo in Expert Acrobat key Issue#: DATA-148 Modified Paths: -------------- branches/5.16.x/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_abilities_archetypes.lst Modified: branches/5.16.x/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_abilities_archetypes.lst =================================================================== --- branches/5.16.x/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_abilities_archetypes.lst 2010-11-05 10:03:05 UTC (rev 13741) +++ branches/5.16.x/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_abilities_archetypes.lst 2010-11-05 10:08:21 UTC (rev 13742) @@ -1170,7 +1170,7 @@ ###Block: Rogue Archetypes abilities # Acrobat # Ability Name Unique Key Category of Ability Type Define Description Bonus to Ability Pool Bonus to skill Source Page Aspects -Expert Acrobat KEY:Expert $Acrobat ~ Acrobat CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 1st level, an acrobat does not suffer any armor check penalties on Acrobatics, Climb, Fly, Sleight of Hand, or Stealth skill checks while wearing light armor. When she is not wearing armor, she gains a +2 competency bonus on Acrobatics and Fly skill checks. This ability replaces trapfinding. SOURCEPAGE:p.132 +Expert Acrobat KEY:Expert Acrobat ~ Acrobat CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 1st level, an acrobat does not suffer any armor check penalties on Acrobatics, Climb, Fly, Sleight of Hand, or Stealth skill checks while wearing light armor. When she is not wearing armor, she gains a +2 competency bonus on Acrobatics and Fly skill checks. This ability replaces trapfinding. SOURCEPAGE:p.132 Second Chance KEY:Second Chance ~ Acrobat CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 3rd level, an acrobat can reroll any Acrobatics, Climb, or Fly skill check she has just made. This reroll is made at a -5 penalty. She must take the second result, even if it is worse. An acrobat can use this ability only once on any given skill check. She can use this ability once per day at 3rd level, plus one additional time per day for every 3 levels beyond 3rd. This ability replaces trap sense. SOURCEPAGE:p.132 # Burglar This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site. |
From: <pap...@us...> - 2010-11-05 14:39:16
|
Revision: 13743 http://pcgen.svn.sourceforge.net/pcgen/?rev=13743&view=rev Author: papa_drb Date: 2010-11-05 14:39:09 +0000 (Fri, 05 Nov 2010) Log Message: ----------- Beastmaster update. RangerLvl-3 till 12th level, then RangerLvl Modified Paths: -------------- branches/5.16.x/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_abilities_archetypes.lst Modified: branches/5.16.x/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_abilities_archetypes.lst =================================================================== --- branches/5.16.x/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_abilities_archetypes.lst 2010-11-05 10:08:21 UTC (rev 13742) +++ branches/5.16.x/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_abilities_archetypes.lst 2010-11-05 14:39:09 UTC (rev 13743) @@ -898,7 +898,7 @@ # Beast Master # Ability Name Unique Key Category of Ability Type Required Ability Var. Min. Value Define Description Stackable? Multiple? Choose Ability Bonus to Ability Pool Modify VAR Allow Follower Allowed Companions Class Skill Source Page Class Skills KEY:Beast Master ~ Class Skills CATEGORY:Special Ability TYPE:SpecialQuality.RangerClassSkills DESC:A beast master's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Wis). These replace the standard ranger class skills. CSKILL:Acrobatics|Climb|TYPE.Craft|Escape Artist|Handle Animal|Heal|Intimidate|Knowledge (Nature)|Perception|Ride|Stealth|Survival|Swim SOURCEPAGE:p.124 -Animal Companion KEY:Beast Master ~ Animal Companion CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.RangerHuntersBond DESC:A beast master forms a close bond with an animal companion. This ability functions like the druid animal companion ability except that the ranger's effective druid level is equal to his ranger level - 3. The ranger gains a +2 bonus on wild empathy and Handle Animal checks made regarding his animal companion. Unlike a normal ranger, a beast master's choice of animal companion is not limited to a subset of all possibile animal companion choices-he may choose freely among all animal companion choices, just as a druid can. The beast master may have more than one animal companion, but he must divide up his effective druid level between his companions to determine the abilities of each companion. For example, a beast master with an effective druid level of 4 can have one 4th-level companion, two 2nd-level companions, or one 1st-level and one 3rd-level companion. Each time a beast master's effective druid level increases, he must decide how to allocate the increase among his animal companions (including the option of adding a new 1st-level companion). Once an effective druid level is allocated to a particular companion, it cannot be redistributed while that companion is in the ranger's service (he must release a companion or wait until a companion dies to allocate its levels to another companion). The share spells animal companion ability does not give the ranger the ability to cast a single spell so that it affects all of his animal companions. This ability replaces hunter's bond. BONUS:ABILITYPOOL|Beastmaster Companion Choice|RangerLvl SOURCEPAGE:p.124 +Animal Companion KEY:Beast Master ~ Animal Companion CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.RangerHuntersBond DESC:A beast master forms a close bond with an animal companion. This ability functions like the druid animal companion ability except that the ranger's effective druid level is equal to his ranger level - 3. The ranger gains a +2 bonus on wild empathy and Handle Animal checks made regarding his animal companion. Unlike a normal ranger, a beast master's choice of animal companion is not limited to a subset of all possibile animal companion choices-he may choose freely among all animal companion choices, just as a druid can. The beast master may have more than one animal companion, but he must divide up his effective druid level between his companions to determine the abilities of each companion. For example, a beast master with an effective druid level of 4 can have one 4th-level companion, two 2nd-level companions, or one 1st-level and one 3rd-level companion. Each time a beast master's effective druid level increases, he must decide how to allocate the increase among his animal companions (including the option of adding a new 1st-level companion). Once an effective druid level is allocated to a particular companion, it cannot be redistributed while that companion is in the ranger's service (he must release a companion or wait until a companion dies to allocate its levels to another companion). The share spells animal companion ability does not give the ranger the ability to cast a single spell so that it affects all of his animal companions. This ability replaces hunter's bond. BONUS:ABILITYPOOL|Beastmaster Companion Choice|RangerLvl-3|PRECLASS:1,Ranger=4 BONUS:ABILITYPOOL|Beastmaster Companion Choice|3|PRECLASS:1,Ranger=12 SOURCEPAGE:p.124 Improved Empathic Link KEY:Beast Master ~ Improved Empathic Link CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.RangerCombatStyleFeat_Six DESC:The beast master gains an empathic link with all of his animal companions. This functions like an empathic link with a familiar, except the ranger can also see through a companion's eyes as a swift action, maintaining this connection as long as he likes (as long as the companion is within 1 mile) and ending it as a free action. The ranger can only see through the eyes of one companion at a time, and is blinded while maintaining this connection. This replaces the 6th-level combat style feat. BONUS:ABILITYPOOL|Ranger Bonus Feat|-1|PRECLASS:1,Ranger=6 SOURCEPAGE:p.125 Strong Bond KEY:Beast Master ~ Strong Bond CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.RangerCamouflage DESC:At 12th level, the ranger strengthens his bond with his animal companions. The ranger's effective druid level for his animal companions is now equal to his ranger level; he may immediately allocate these additional levels to his companions as he sees fit. This ability replaces camouflage. SOURCEPAGE:p.125 This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site. |
From: <pap...@us...> - 2010-11-20 18:30:15
|
Revision: 13908 http://pcgen.svn.sourceforge.net/pcgen/?rev=13908&view=rev Author: papa_drb Date: 2010-11-20 18:30:08 +0000 (Sat, 20 Nov 2010) Log Message: ----------- Ranger and Druid Archetype updates Modified Paths: -------------- branches/5.16.x/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_abilities_archetypes.lst Modified: branches/5.16.x/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_abilities_archetypes.lst =================================================================== --- branches/5.16.x/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_abilities_archetypes.lst 2010-11-20 18:29:59 UTC (rev 13907) +++ branches/5.16.x/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_abilities_archetypes.lst 2010-11-20 18:30:08 UTC (rev 13908) @@ -914,13 +914,13 @@ Shapeshifter KEY:Ranger Archetype ~ Shapeshifter CATEGORY:Archetype TYPE:Archetype.RangerCamouflage.RangerMasterHunter PRECLASS:1,Ranger=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Ranger Archetype ~ Shapeshifter],[!PREABILITY:1,CATEGORY=Archetype,TYPE.RangerCamouflage.RangerMasterHunter] DESC:Most rangers venture into the wilderness, but there are some who let the wilderness seep into them. Whether by curse, disease, ancient rite, a slight lycanthropic influence in the blood, or the corrupting influence of chaos, these rangers embrace the wild to transform themselves into something untamed and feral. Shapeshifters are often held in awe, but are even more often feared. A shapeshifter has the following class features. ABILITY:Special Ability|AUTOMATIC|Shapeshifter ~ Combat Style Feat|PRECLASS:1,Ranger=2 ABILITY:Special Ability|AUTOMATIC|Shapeshifter ~ Shifter's Blessing|PRECLASS:1,Ranger=3 ABILITY:Special Ability|AUTOMATIC|Shapeshifter ~ Dual Form Shifter|PRECLASS:1,Ranger=12 ABILITY:Special Ability|AUTOMATIC|Shapeshifter ~ Master Shifter|PRECLASS:1,Ranger=20 COST:0 SOURCEPAGE:p.126 Skirmisher KEY:Ranger Archetype ~ Skirmisher CATEGORY:Archetype TYPE:Archetype.RangerSpells PRECLASS:1,Ranger=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Ranger Archetype ~ Skirmisher],[!PREABILITY:1,CATEGORY=Archetype,TYPE.RangerSpells] DESC:Many rangers rely on spells, but there are some who eschew aid from divine powers for their own reasons. Skirmishers rely on their wits, their wisdom, and sometimes even instinct to aid in their quests. A skirmisher has the following class features. ABILITY:Special Ability|AUTOMATIC|No Spellcasting ~ Ranger ABILITY:Special Ability|AUTOMATIC|Skirmisher ~ Hunter's Tricks COST:0 SOURCEPAGE:p.128 Spirit Ranger KEY:Ranger Archetype ~ Spirit Ranger CATEGORY:Archetype TYPE:Archetype.RangerHuntersBond.RangerCamouflage PRECLASS:1,Ranger=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Ranger Archetype ~ Spirit Ranger],[!PREABILITY:1,CATEGORY=Archetype,TYPE.RangerHuntersBond.RangerCamouflage] DESC:Some rangers nurture a connection with the spirits that reside in all things. By communing with these spirits, the spirit ranger can gain glimpses of things to come. A spirit ranger has the following class features. ABILITY:Special Ability|AUTOMATIC|Spirit Ranger ~ Spirit Bond|PRECLASS:1,Ranger=4 ABILITY:Special Ability|AUTOMATIC|Spirit Ranger ~ Wisdom of the Spirits|PRECLASS:1,Ranger=12 COST:0 SOURCEPAGE:p.129 -Urban Ranger KEY:Ranger Archetype ~ Urban Ranger CATEGORY:Archetype TYPE:Archetype.RangerClassSkills.RangerFavoredTerrain.RangerEndurance.RangerHideInPlainSight PRECLASS:1,Ranger=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Ranger Archetype ~ Urban Ranger],[!PREABILITY:1,CATEGORY=Archetype,TYPE.RangerClassSkills.RangerFavoredTerrain.RangerEndurance.RangerHideInPlainSight] DESC:For the urban ranger, the streets and sewers of the city are just as dangerous as the barren wastelands or the deep forests. An urban ranger has the following class features. ABILITY:Special Ability|AUTOMATIC|Urban Ranger ~ Urban Ranger|PRECLASS:1,Ranger=1 ABILITY:Special Ability|AUTOMATIC|Urban Ranger ~ Favored Community|PRECLASS:1,Ranger=3 ABILITY:Special Ability|AUTOMATIC|Urban Ranger ~ Trapfinding|PRECLASS:1,Ranger=3 ABILITY:Special Ability|AUTOMATIC|Urban Ranger ~ Push Through|PRECLASS:1,Ranger=7 ABILITY:Special Ability|AUTOMATIC|Urban Ranger ~ Blend In|PRECLASS:1,Ranger=12 ABILITY:Special Ability|AUTOMATIC|Urban Ranger ~ Invisibility Trick|PRECLASS:1,Ranger=17 COST:0 SOURCEPAGE:p.129 +Urban Ranger KEY:Ranger Archetype ~ Urban Ranger CATEGORY:Archetype TYPE:Archetype.RangerClassSkills.RangerFavoredTerrain.RangerEndurance.RangerHideInPlainSight PRECLASS:1,Ranger=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Ranger Archetype ~ Urban Ranger],[!PREABILITY:1,CATEGORY=Archetype,TYPE.RangerClassSkills.RangerFavoredTerrain.RangerEndurance.RangerHideInPlainSight] DESC:For the urban ranger, the streets and sewers of the city are just as dangerous as the barren wastelands or the deep forests. An urban ranger has the following class features. ABILITY:Special Ability|AUTOMATIC|Urban Ranger ~ Class Skills|PRECLASS:1,Ranger=1 ABILITY:Special Ability|AUTOMATIC|Urban Ranger ~ Favored Community|PRECLASS:1,Ranger=3 ABILITY:Special Ability|AUTOMATIC|Urban Ranger ~ Trapfinding|PRECLASS:1,Ranger=3 ABILITY:Special Ability|AUTOMATIC|Urban Ranger ~ Push Through|PRECLASS:1,Ranger=7 ABILITY:Special Ability|AUTOMATIC|Urban Ranger ~ Blend In|PRECLASS:1,Ranger=12 ABILITY:Special Ability|AUTOMATIC|Urban Ranger ~ Invisibility Trick|PRECLASS:1,Ranger=17 COST:0 SOURCEPAGE:p.129 ###Block: Ranger archetype abilities # Beast Master # Ability Name Unique Key Category of Ability Type Required Ability Var. Min. Value Define Description Stackable? Multiple? Choose Ability Bonus to Ability Pool Modify VAR Allow Follower Allowed Companions Class Skill Source Page -Class Skills KEY:Beast Master ~ Class Skills CATEGORY:Special Ability TYPE:SpecialQuality.RangerClassSkills DESC:A beast master's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Wis). These replace the standard ranger class skills. CSKILL:Acrobatics|Climb|TYPE.Craft|Escape Artist|Handle Animal|Heal|Intimidate|Knowledge (Nature)|Perception|Ride|Stealth|Survival|Swim SOURCEPAGE:p.124 +Class Skills KEY:Beast Master ~ Class Skills CATEGORY:Special Ability TYPE:SpecialQuality.RangerClassSkills DESC:A beast master's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Wis). These replace the standard ranger class skills. CSKILL:Acrobatics|Climb|TYPE.Craft|Escape Artist|Handle Animal|Heal|Intimidate|Knowledge (Nature)|Perception|Ride|Stealth|Survival|Swim SOURCEPAGE:p.124 Animal Companion KEY:Beast Master ~ Animal Companion CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.RangerHuntersBond.AnimalCompanion DESC:A beast master forms a close bond with an animal companion. This ability functions like the druid animal companion ability except that the ranger's effective druid level is equal to his ranger level - 3. The ranger gains a +2 bonus on wild empathy and Handle Animal checks made regarding his animal companion. Unlike a normal ranger, a beast master's choice of animal companion is not limited to a subset of all possibile animal companion choices-he may choose freely among all animal companion choices, just as a druid can. The beast master may have more than one animal companion, but he must divide up his effective druid level between his companions to determine the abilities of each companion. For example, a beast master with an effective druid level of 4 can have one 4th-level companion, two 2nd-level companions, or one 1st-level and one 3rd-level companion. Each time a beast master's effective druid level increases, he must decide how to allocate the increase among his animal companions (including the option of adding a new 1st-level companion). Once an effective druid level is allocated to a particular companion, it cannot be redistributed while that companion is in the ranger's service (he must release a companion or wait until a companion dies to allocate its levels to another companion). The share spells animal companion ability does not give the ranger the ability to cast a single spell so that it affects all of his animal companions. This ability replaces hunter's bond. BONUS:ABILITYPOOL|Beastmaster Companion Choice|RangerLvl-3|PRECLASS:1,Ranger=4 BONUS:ABILITYPOOL|Beastmaster Companion Choice|3|PRECLASS:1,Ranger=12 SOURCEPAGE:p.124 Improved Empathic Link KEY:Beast Master ~ Improved Empathic Link CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.RangerCombatStyleFeat_Six DESC:The beast master gains an empathic link with all of his animal companions. This functions like an empathic link with a familiar, except the ranger can also see through a companion's eyes as a swift action, maintaining this connection as long as he likes (as long as the companion is within 1 mile) and ending it as a free action. The ranger can only see through the eyes of one companion at a time, and is blinded while maintaining this connection. This replaces the 6th-level combat style feat. BONUS:ABILITYPOOL|Ranger Bonus Feat|-1|PRECLASS:1,Ranger=6 SOURCEPAGE:p.125 Strong Bond KEY:Beast Master ~ Strong Bond CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.RangerCamouflage DESC:At 12th level, the ranger strengthens his bond with his animal companions. The ranger's effective druid level for his animal companions is now equal to his ranger level; he may immediately allocate these additional levels to his companions as he sees fit. This ability replaces camouflage. SOURCEPAGE:p.125 @@ -1115,9 +1115,9 @@ Wisdom of the Spirits KEY:Spirit Ranger ~ Wisdom of the Spirits CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike.RangerCamouflage DESC:At 12th level, the spirit ranger can use his augury spell-like ability even when he is not in one of his favored terrains. If he is within one of his favored terrains, the ranger can cast divination (Pathfinder RPG Core Rulebook 273) instead. Like augury, the caster level of the divination is equal to the ranger's level. This ability replaces camouflage. SOURCEPAGE:p.129 # Urban Ranger -Urban Ranger KEY:Urban Ranger ~ Urban Ranger CATEGORY:Special Ability TYPE:SpecialQuality DESC:At 1st level, an urban ranger adds Disable Device and Knowledge (local) to his list of class skills and removes Handle Animal and Knowledge (nature) from his list of class skills. CSKILL:Climb|TYPE.Craft|Heal|Intimidate|Knowledge (Dungeoneering)|Knowledge (Geography)|Perception|TYPE.Profession|Ride|Spellcraft|Stealth|Survival|Swim|Disable Device|Knowledge (Local) SOURCEPAGE:p.129 -Favored Community KEY:Urban Ranger ~ Favored Community CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.RangerFavoredTerrain DESC:At 3rd level, the urban ranger forms a bond with a community. While inside the limits of this community, he gains a +2 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks. An urban ranger traveling through his favored community leaves no trail and cannot be tracked (although he may leave a trail if he so desires). At 8th level, and every five levels thereafter, an urban ranger may select an additional favored community. In addition, at each such interval, the skill bonus and initiative bonus in any one favored community (including the one just selected, if so desired) increases by +2. For the purposes of this ability, a community is any settlement consisting of 100 or more individuals. The community may be larger than this minimum. Outlying farms, fields, and houses are not considered part of a community. This ability replaces favored terrain. SOURCEPAGE:p.129 -Trapfinding KEY:Urban Ranger ~ Trapfinding CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.RangerEndurance DESC:At 3rd level, an urban ranger can find and disable traps, as the rogue class feature of the same name. This ability replaces endurance. SOURCEPAGE:p.129 +Urban Ranger KEY:Urban Ranger ~ Class Skills CATEGORY:Special Ability TYPE:SpecialQuality DESC:At 1st level, an urban ranger adds Disable Device and Knowledge (local) to his list of class skills and removes Handle Animal and Knowledge (nature) from his list of class skills. CSKILL:Climb|TYPE.Craft|Heal|Intimidate|Knowledge (Dungeoneering)|Knowledge (Geography)|Perception|TYPE.Profession|Ride|Spellcraft|Stealth|Survival|Swim|Disable Device|Knowledge (Local) SOURCEPAGE:p.129 +Favored Community KEY:Urban Ranger ~ Favored Community CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.RangerFavoredTerrain DESC:At 3rd level, the urban ranger forms a bond with a community. While inside the limits of this community, he gains a +2 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks. An urban ranger traveling through his favored community leaves no trail and cannot be tracked (although he may leave a trail if he so desires). At 8th level, and every five levels thereafter, an urban ranger may select an additional favored community. In addition, at each such interval, the skill bonus and initiative bonus in any one favored community (including the one just selected, if so desired) increases by +2. For the purposes of this ability, a community is any settlement consisting of 100 or more individuals. The community may be larger than this minimum. Outlying farms, fields, and houses are not considered part of a community. This ability replaces favored terrain. ABILITY:Special Ability|AUTOMATIC|Ranger Favored Community SOURCEPAGE:p.129 +Trapfinding KEY:Urban Ranger ~ Trapfinding CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.RangerEndurance DESC:At 3rd level, an urban ranger can find and disable traps, as the rogue class feature of the same name. This ability replaces endurance. SOURCEPAGE:p.129 Push Through KEY:Urban Ranger ~ Push Through CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:At 7th level, an urban ranger is never slowed by difficult terrain in his favored communities. In addition, he can move through the space occupied by local citizens as if they were allies. This does not apply to creatures intent on harming the ranger. Areas that are enchanted or magically manipulated to impede motion, however, still affect him. SOURCEPAGE:p.129 Blend In KEY:Urban Ranger ~ Blend In CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:An urban ranger of 12th level or higher can use his Stealth bonus in place of a Disguise skill check in any of his favored communities. This disguise does not take an action to don. He must make a check whenever someone attempts to pick him out from the local citizens. If his check is successful, he blends into the crowd. While not invisible, enemies do not notice his presence and take no actions against him unless they are taking actions against the local citizens in general. SOURCEPAGE:p.129 Invisibility Trick KEY:Urban Ranger ~ Invisibility Trick CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike.RangerHideInPlainSight DESC:At 17th level, the urban ranger can cast improved invisibility on himself as a wizard of his ranger level as a swift action. He can use this spell-like ability a number of times per day equal to his Wisdom modifier (minimum 1). This ability replaces hide in plain sight. SOURCEPAGE:p.129 This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site. |
From: <pap...@us...> - 2010-11-23 11:22:19
|
Revision: 13961 http://pcgen.svn.sourceforge.net/pcgen/?rev=13961&view=rev Author: papa_drb Date: 2010-11-23 11:22:13 +0000 (Tue, 23 Nov 2010) Log Message: ----------- Removed test Urban Ranger II Modified Paths: -------------- branches/5.16.x/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_abilities_archetypes.lst Modified: branches/5.16.x/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_abilities_archetypes.lst =================================================================== --- branches/5.16.x/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_abilities_archetypes.lst 2010-11-22 23:23:28 UTC (rev 13960) +++ branches/5.16.x/pcgen/data/alpha/paizo/pathfinder_rpg/advanced_players_guide/pfapg_abilities_archetypes.lst 2010-11-23 11:22:13 UTC (rev 13961) @@ -915,7 +915,7 @@ Skirmisher KEY:Ranger Archetype ~ Skirmisher CATEGORY:Archetype TYPE:Archetype.RangerSpells PRECLASS:1,Ranger=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Ranger Archetype ~ Skirmisher],[!PREABILITY:1,CATEGORY=Archetype,TYPE.RangerSpells] DESC:Many rangers rely on spells, but there are some who eschew aid from divine powers for their own reasons. Skirmishers rely on their wits, their wisdom, and sometimes even instinct to aid in their quests. A skirmisher has the following class features. ABILITY:Special Ability|AUTOMATIC|No Spellcasting ~ Ranger ABILITY:Special Ability|AUTOMATIC|Skirmisher ~ Hunter's Tricks COST:0 SOURCEPAGE:p.128 Spirit Ranger KEY:Ranger Archetype ~ Spirit Ranger CATEGORY:Archetype TYPE:Archetype.RangerHuntersBond.RangerCamouflage PRECLASS:1,Ranger=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Ranger Archetype ~ Spirit Ranger],[!PREABILITY:1,CATEGORY=Archetype,TYPE.RangerHuntersBond.RangerCamouflage] DESC:Some rangers nurture a connection with the spirits that reside in all things. By communing with these spirits, the spirit ranger can gain glimpses of things to come. A spirit ranger has the following class features. ABILITY:Special Ability|AUTOMATIC|Spirit Ranger ~ Spirit Bond|PRECLASS:1,Ranger=4 ABILITY:Special Ability|AUTOMATIC|Spirit Ranger ~ Wisdom of the Spirits|PRECLASS:1,Ranger=12 COST:0 SOURCEPAGE:p.129 Urban Ranger KEY:Ranger Archetype ~ Urban Ranger CATEGORY:Archetype TYPE:Archetype.RangerClassSkills.RangerFavoredTerrain.RangerEndurance.RangerHideInPlainSight PRECLASS:1,Ranger=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Ranger Archetype ~ Urban Ranger],[!PREABILITY:1,CATEGORY=Archetype,TYPE.RangerClassSkills.RangerFavoredTerrain.RangerEndurance.RangerHideInPlainSight] DESC:For the urban ranger, the streets and sewers of the city are just as dangerous as the barren wastelands or the deep forests. An urban ranger has the following class features. ABILITY:Special Ability|AUTOMATIC|Urban Ranger ~ Class Skills|PRECLASS:1,Ranger=1 ABILITY:Special Ability|AUTOMATIC|Urban Ranger ~ Favored Community|PRECLASS:1,Ranger=3 ABILITY:Special Ability|AUTOMATIC|Urban Ranger ~ Trapfinding|PRECLASS:1,Ranger=3 ABILITY:Special Ability|AUTOMATIC|Urban Ranger ~ Push Through|PRECLASS:1,Ranger=7 ABILITY:Special Ability|AUTOMATIC|Urban Ranger ~ Blend In|PRECLASS:1,Ranger=12 ABILITY:Special Ability|AUTOMATIC|Urban Ranger ~ Invisibility Trick|PRECLASS:1,Ranger=17 COST:0 SOURCEPAGE:p.129 -Urban Ranger II KEY:Ranger Archetype ~ Test CATEGORY:Archetype TYPE:Archetype.RangerClassSkills.RangerFavoredTerrain.RangerEndurance.RangerHideInPlainSight +#Urban Ranger II KEY:Ranger Archetype ~ Test CATEGORY:Archetype TYPE:Archetype.RangerClassSkills.RangerFavoredTerrain.RangerEndurance.RangerHideInPlainSight This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site. |