From: <edd...@us...> - 2010-06-05 21:11:59
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Revision: 12097 http://pcgen.svn.sourceforge.net/pcgen/?rev=12097&view=rev Author: eddyanthony Date: 2010-06-05 21:11:52 +0000 (Sat, 05 Jun 2010) Log Message: ----------- Amulet of Might Fists should allow same powers as melee weapons + prettylst run Issue#: DATA-32 Modified Paths: -------------- Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/pathfinder_rpg_core_rulebook/pathfinder_rpg_core_rulebook.pcc Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/pathfinder_rpg_core_rulebook/pathfinder_rpg_core_rulebook_abilities_class.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/pathfinder_rpg_core_rulebook/pathfinder_rpg_core_rulebook_equip_wondrousitems.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/pathfinder_rpg_core_rulebook/pathfinder_rpg_core_rulebook_equipmods_enhancing.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/pathfinder_rpg_core_rulebook/pathfinder_rpg_core_rulebook_equipmods_weapons.lst Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/pathfinder_rpg_core_rulebook/pathfinder_rpg_core_rulebook_feats.lst Modified: Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/pathfinder_rpg_core_rulebook/pathfinder_rpg_core_rulebook.pcc =================================================================== --- Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/pathfinder_rpg_core_rulebook/pathfinder_rpg_core_rulebook.pcc 2010-06-05 19:30:37 UTC (rev 12096) +++ Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/pathfinder_rpg_core_rulebook/pathfinder_rpg_core_rulebook.pcc 2010-06-05 21:11:52 UTC (rev 12097) @@ -99,6 +99,7 @@ HIDETYPE:FEAT|SpecialQuality|SpecialAttack|Extraordinary|SpellLike|Supernatural|AttackOption|Aura|Immunity|ModifyAC|Resistance|Weakness HIDETYPE:FEAT|WizardBonus|SkillFocus|WeaponFocus HIDETYPE:FEAT|AberrantBloodline|AbyssalBloodline|ArcaneBloodline|CelestialBloodline|DestinedBloodline|DraconicBloodline|ElementalBloodline|FeyBloodline|InfernalBloodline|UndeadBloodline +HIDETYPE:EQUIP|AmuletOfMightyFists BONUS:ABILITYPOOL|Favored Class|1|PREPCLEVEL:MIN=1 Modified: Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/pathfinder_rpg_core_rulebook/pathfinder_rpg_core_rulebook_abilities_class.lst =================================================================== --- Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/pathfinder_rpg_core_rulebook/pathfinder_rpg_core_rulebook_abilities_class.lst 2010-06-05 19:30:37 UTC (rev 12096) +++ Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/pathfinder_rpg_core_rulebook/pathfinder_rpg_core_rulebook_abilities_class.lst 2010-06-05 21:11:52 UTC (rev 12097) @@ -1,4 +1,4 @@ -# CVS $Revision$ $Author$ -- Fri Mar 12 11:44:08 2010 -- reformated by prettylst.pl v1.39 (build 10232) +# CVS $Revision$ $Author$ -- Sat Jun 5 14:44:02 2010 -- reformated by prettylst.pl v1.39 (build 11455) SOURCELONG:Pathfinder Roleplaying Game Core Rulebook SOURCESHORT:PFCR SOURCEWEB:http://paizo.com/store/byCompany/p/paizoPublishingLLC/pathfinder/pathfinderRPG/v5748btpy8255 SOURCEDATE:2009-08 # Original Entry by: Stefan Radermacher and Maredudd (Eric C. Smith) # Incorporated 05/26/2010 errata (Stefan Radermacher) @@ -423,15 +423,15 @@ ###Block: Paladin abilities -# Ability Name Unique Key Category of Ability Type Visible Define Innate Spells Description Bonus to Ability Pool Save checks bonus Damage reduction Modify VAR Source Page Description of the Benefits -Detect Evil CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike DEFINE:DetectEvilLVL|0 SPELLS:Class|TIMES=ATWILL|CASTERLEVEL=DetectEvilLVL|Detect Evil,11+WIS DESC:At will, you can use Detect Evil, as the Spell. SOURCEPAGE:p.60 BENEFIT:At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect evil in any other object or individual within range. -Smite Evil CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DEFINE:SmiteEvilTimes|0 DEFINE:SmiteEvilAttackBonus|0 DEFINE:SmiteEvilDamageBonus|0 DEFINE:SmiteEvilACBonus|0 DEFINE:SmiteEvilLVL|0 DESC:You can call out to the powers of good to aid you in your struggle against evil. BONUS:VAR|SmiteEvilTimes|min((SmiteEvilLVL+2)/3,7) BONUS:VAR|SmiteEvilAttackBonus,SmiteEvilACBonus|max(CHA,0) BONUS:VAR|SmiteEvilDamageBonus|SmiteEvilLVL SOURCEPAGE:p.60 BENEFIT:You can call out to the powers of good to aid you in your struggle against evil %1 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +%2 to your attack rolls and adds +%3 to all damage rolls made against the target of your smite. If the target of Smite Evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to +%4. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +%5 deflection bonus to your AC against attacks made by the target of the smite. If you target a creature that is not evil, the smite is wasted with no effect. The Smite Evil effect remains until the target of the smite is dead or the next time you rest and regain your uses of this ability.|SmiteEvilTimes|SmiteEvilAttackBonus|SmiteEvilDamageBonus|SmiteEvilDamageBonus*2|SmiteEvilACBonus -Divine Grace CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural VISIBLE:NO DEFINE:DivineGrace|0 BONUS:CHECKS|ALL|DivineGrace BONUS:VAR|DivineGrace|max(CHA,0) SOURCEPAGE:p.61 -Lay on Hands CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.LayOnHands DEFINE:LayOnHandsTimes|0 DEFINE:LayOnHandsDice|0 DEFINE:LayOnHandsLVL|0 DESC:You can heal wounds (your own or those of others) by touch. BONUS:VAR|LayOnHandsDice|LayOnHandsLVL/2 BONUS:VAR|LayOnHandsTimes|(LayOnHandsLVL/2)+CHA SOURCEPAGE:p.61 BENEFIT:You can heal wounds (your own or those of others) by touch. Each day you can use this ability %1 times per day. With one use of this ability, you can heal %2d6 hit points of damage. Using this ability is a standard action, unless you target yourself, in which case it is a swift action. Despite the name of this ability, you only need one free hand to use this ability. Alternatively, you can use this healing power to deal damage to undead creatures, dealing %2d6 points of damage. Using Lay in Hands in this way requires a melee touch attack and doesn't provide an attack of opportunity. Undead to not receive a saving throw against this damage.|LayOnHandsTimes|LayOnHandsDice -Divine Health CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:You are immune to all diseases, including supernatural and magical diseases. SOURCEPAGE:p.61 -Mercy CATEGORY:Special Ability TYPE:Internal VISIBLE:NO DEFINE:Mercies|0 DEFINE:MercyLVL|0 BONUS:ABILITYPOOL|Mercy|Mercies BONUS:VAR|Mercies|min(MercyLVL/3,4) -Channel Positive Energy KEY:Channel Positive Energy ~ Paladin CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DEFINE:ChannelEnergyPaladinDice|0 DEFINE:ChannelEnergyPaladinDC|0 DEFINE:ChannelEnergyPaladinLVL|0 DEFINE:ChannelEnergyPaladinDieSize|6 DEFINE:ChannelEnergyPaladinDC|0 DESC:You can unleash a wave of positive energy. BONUS:VAR|ChannelEnergyPaladinDice|(ChannelEnergyPaladinLVL+1)/2 BONUS:VAR|ChannelEnergyPaladinDC|10+(ChannelEnergyPaladinLVL/2)+CHA SOURCEPAGE:p.62 BENEFIT:You can unleash a wave of positive energy. You must choose to deal %1d%2 points of positive energy damage to undead creatures or to heal living creatures of %1d%2 points of damage. Creatures that take damage from channeled energy receive a DC %3 Will save to halve the damage. Using this ability consumes two uses of your Lay on Hands ability.|ChannelEnergyPaladinDice|ChannelEnergyPaladinDieSize|ChannelEnergyPaladinDC SERVESAS:ABILITY=Special Ability|Channel Energy -Holy Champion CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DEFINE:HolyChampionCasterLevel|0 DEFINE:HolyChampionLVL|0 DESC:You are a conduit for the power of your god. BONUS:DR|Evil|5 BONUS:VAR|HolyChampionCasterLevel|HolyChampionLVL SOURCEPAGE:p.63 BENEFIT:You are a conduit for the power of your god. Your DR increases to 10/Evil. Whenever you use Smite Evil and successfully strike an evil outsider, the outsider is also subject to a Banishment at caster level %1 (your weapon and holy symbol automatically count as objects that the subject hates). After the Banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever you channel positive energy or uses Lay on Hands to heal a creature, you heal the maximum possible amount.|HolyChampionCasterLevel +# Ability Name Unique Key Category of Ability Type Visible Serves As Define Innate Spells Description Bonus to Ability Pool Save checks bonus Damage reduction Modify VAR Source Page Description of the Benefits +Detect Evil CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike DEFINE:DetectEvilLVL|0 SPELLS:Class|TIMES=ATWILL|CASTERLEVEL=DetectEvilLVL|Detect Evil,11+WIS DESC:At will, you can use Detect Evil, as the Spell. SOURCEPAGE:p.60 BENEFIT:At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect evil in any other object or individual within range. +Smite Evil CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DEFINE:SmiteEvilTimes|0 DEFINE:SmiteEvilAttackBonus|0 DEFINE:SmiteEvilDamageBonus|0 DEFINE:SmiteEvilACBonus|0 DEFINE:SmiteEvilLVL|0 DESC:You can call out to the powers of good to aid you in your struggle against evil. BONUS:VAR|SmiteEvilTimes|min((SmiteEvilLVL+2)/3,7) BONUS:VAR|SmiteEvilAttackBonus,SmiteEvilACBonus|max(CHA,0) BONUS:VAR|SmiteEvilDamageBonus|SmiteEvilLVL SOURCEPAGE:p.60 BENEFIT:You can call out to the powers of good to aid you in your struggle against evil %1 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +%2 to your attack rolls and adds +%3 to all damage rolls made against the target of your smite. If the target of Smite Evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to +%4. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +%5 deflection bonus to your AC against attacks made by the target of the smite. If you target a creature that is not evil, the smite is wasted with no effect. The Smite Evil effect remains until the target of the smite is dead or the next time you rest and regain your uses of this ability.|SmiteEvilTimes|SmiteEvilAttackBonus|SmiteEvilDamageBonus|SmiteEvilDamageBonus*2|SmiteEvilACBonus +Divine Grace CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural VISIBLE:NO DEFINE:DivineGrace|0 BONUS:CHECKS|ALL|DivineGrace BONUS:VAR|DivineGrace|max(CHA,0) SOURCEPAGE:p.61 +Lay on Hands CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.LayOnHands DEFINE:LayOnHandsTimes|0 DEFINE:LayOnHandsDice|0 DEFINE:LayOnHandsLVL|0 DESC:You can heal wounds (your own or those of others) by touch. BONUS:VAR|LayOnHandsDice|LayOnHandsLVL/2 BONUS:VAR|LayOnHandsTimes|(LayOnHandsLVL/2)+CHA SOURCEPAGE:p.61 BENEFIT:You can heal wounds (your own or those of others) by touch. Each day you can use this ability %1 times per day. With one use of this ability, you can heal %2d6 hit points of damage. Using this ability is a standard action, unless you target yourself, in which case it is a swift action. Despite the name of this ability, you only need one free hand to use this ability. Alternatively, you can use this healing power to deal damage to undead creatures, dealing %2d6 points of damage. Using Lay in Hands in this way requires a melee touch attack and doesn't provide an attack of opportunity. Undead to not receive a saving throw against this damage.|LayOnHandsTimes|LayOnHandsDice +Divine Health CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:You are immune to all diseases, including supernatural and magical diseases. SOURCEPAGE:p.61 +Mercy CATEGORY:Special Ability TYPE:Internal VISIBLE:NO DEFINE:Mercies|0 DEFINE:MercyLVL|0 BONUS:ABILITYPOOL|Mercy|Mercies BONUS:VAR|Mercies|min(MercyLVL/3,4) +Channel Positive Energy KEY:Channel Positive Energy ~ Paladin CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural SERVESAS:ABILITY=Special Ability|Channel Energy DEFINE:ChannelEnergyPaladinDice|0 DEFINE:ChannelEnergyPaladinDC|0 DEFINE:ChannelEnergyPaladinLVL|0 DEFINE:ChannelEnergyPaladinDieSize|6 DEFINE:ChannelEnergyPaladinDC|0 DESC:You can unleash a wave of positive energy. BONUS:VAR|ChannelEnergyPaladinDice|(ChannelEnergyPaladinLVL+1)/2 BONUS:VAR|ChannelEnergyPaladinDC|10+(ChannelEnergyPaladinLVL/2)+CHA SOURCEPAGE:p.62 BENEFIT:You can unleash a wave of positive energy. You must choose to deal %1d%2 points of positive energy damage to undead creatures or to heal living creatures of %1d%2 points of damage. Creatures that take damage from channeled energy receive a DC %3 Will save to halve the damage. Using this ability consumes two uses of your Lay on Hands ability.|ChannelEnergyPaladinDice|ChannelEnergyPaladinDieSize|ChannelEnergyPaladinDC +Holy Champion CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DEFINE:HolyChampionCasterLevel|0 DEFINE:HolyChampionLVL|0 DESC:You are a conduit for the power of your god. BONUS:DR|Evil|5 BONUS:VAR|HolyChampionCasterLevel|HolyChampionLVL SOURCEPAGE:p.63 BENEFIT:You are a conduit for the power of your god. Your DR increases to 10/Evil. Whenever you use Smite Evil and successfully strike an evil outsider, the outsider is also subject to a Banishment at caster level %1 (your weapon and holy symbol automatically count as objects that the subject hates). After the Banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever you channel positive energy or uses Lay on Hands to heal a creature, you heal the maximum possible amount.|HolyChampionCasterLevel ###Block: Paladin Aura abilities @@ -859,12 +859,12 @@ Transmutation Opposition School CATEGORY:Special Ability TYPE:SpecialQuality.ClassSpecialization.ArcaneOppositionSchool !PREABILITY:1,CATEGORY=Special Ability,Transmutation School DESC:You have chosen transmutation spells as an opposition school. SOURCEPAGE:p.78 BENEFIT:You have chosen transmutation spells as an opposition school. Preparing an transmutaion spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an transmutation spell as a prerequisite. ###Block: Abjuration School Abilities -# Ability Name Unique Key Category of Ability Type Restricted Ability Define Description Modify VAR Source Page Aspects -Resistance KEY:Resistance ~ Abjuration School CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.ArcaneSchoolPower !PREABILITY:1,CATEGORY=Special Ability,Immunity ~ Abjuration School DEFINE:AbjurationResistanceBonus|0 DESC:You gain resistance %1 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day.|AbjurationResistanceBonus BONUS:VAR|AbjurationResistanceBonus|5 BONUS:VAR|AbjurationResistanceBonus|5|PREVARGTEQ:AbjurationSchoolLVL,11 SOURCEPAGE:p.79 ASPECT:Ability Benefit|%1|AbjurationResistanceBonus -Immunity KEY:Immunity ~ Abjuration School CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.ArcaneSchoolPower.AbjurationElementalImmunity.Immunity DESC:You gain resistance %1 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. SOURCEPAGE:p.79 +# Ability Name Unique Key Category of Ability Type Restricted Ability Define Description Modify VAR Source Page Aspects +Resistance KEY:Resistance ~ Abjuration School CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.ArcaneSchoolPower !PREABILITY:1,CATEGORY=Special Ability,Immunity ~ Abjuration School DEFINE:AbjurationResistanceBonus|0 DESC:You gain resistance %1 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day.|AbjurationResistanceBonus BONUS:VAR|AbjurationResistanceBonus|5 BONUS:VAR|AbjurationResistanceBonus|5|PREVARGTEQ:AbjurationSchoolLVL,11 SOURCEPAGE:p.79 ASPECT:Ability Benefit|%1|AbjurationResistanceBonus +Immunity KEY:Immunity ~ Abjuration School CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.ArcaneSchoolPower.AbjurationElementalImmunity.Immunity DESC:You gain resistance %1 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. SOURCEPAGE:p.79 # Resistance should be prereq'd to NOT having Immunity ! Abjuration School Protective Ward KEY:Protective Ward ~ Abjuration School CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.ArcaneSchoolPower.Aura.CheckList DEFINE:AbjurationProtectiveWardTimes|0 DEFINE:AbjurationProtectiveWardDuration|0 DEFINE:AbjurationProtectiveWardBonus|0 DESC:As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts %1 rounds. All allies in this area (including you) receive a +%2 deflection bonus to their AC. You can use this ability %3 times a day.|AbjurationProtectiveWardDuration|AbjurationProtectiveWardBonus|AbjurationProtectiveWardTimes BONUS:VAR|AbjurationProtectiveWardTimes|INT+3 BONUS:VAR|AbjurationProtectiveWardDuration|INT BONUS:VAR|AbjurationProtectiveWardBonus|(AbjurationSchoolLVL/5)+1 SOURCEPAGE:p.80 ASPECT:Ability Benefit|+%1|AbjurationProtectiveWardBonus ASPECT:CheckCount|%1|AbjurationProtectiveWardTimes ASPECT:CheckType|Uses per day -Energy Absorption KEY:Energy Absorption ~ Abjuration School CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.ArcaneSchoolPower DEFINE:AbjurationEnergyAbsorption|0 DESC:You gain energy absorption %1 per day. Whenever you take energy damage, apply resistance and immunity first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally.|AbjurationEnergyAbsorption BONUS:VAR|AbjurationEnergyAbsorption|AbjurationSchoolLVL*3 SOURCEPAGE:p.80 ASPECT:Ability Benefit|%1|AbjurationEnergyAbsorption +Energy Absorption KEY:Energy Absorption ~ Abjuration School CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.ArcaneSchoolPower DEFINE:AbjurationEnergyAbsorption|0 DESC:You gain energy absorption %1 per day. Whenever you take energy damage, apply resistance and immunity first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally.|AbjurationEnergyAbsorption BONUS:VAR|AbjurationEnergyAbsorption|AbjurationSchoolLVL*3 SOURCEPAGE:p.80 ASPECT:Ability Benefit|%1|AbjurationEnergyAbsorption ###Block: Conjuration School Abilities # Ability Name Unique Key Category of Ability Type Define Description Modify VAR Source Page Aspects @@ -879,7 +879,7 @@ Scrying Adept KEY:Scrying Adept ~ Divination School CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.ArcaneSchoolPower.Sense DESC:You are always aware when you are being observed via magic, as if you had a permanent Detect Scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a -10 penalty on their save to avoid your scrying attempts. SOURCEPAGE:p.81 ###Block: Enchantment School Abilities -# Ability Name Unique Key Category of Ability Type Define Description Bonus to skill Modify VAR Source Page Aspects +# Ability Name Unique Key Category of Ability Type Define Description Bonus to skill Modify VAR Source Page Aspects Enchanting Smile KEY:Enchanting Smile ~ Enchantment School CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.ArcaneSchoolPower DEFINE:EnchantmentEnchantingSmileBonus|0 DESC:You gain a +%1 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks.|EnchantmentEnchantingSmileBonus DESC:Whenever you succeed at a saving throw against a spell of the enchantment school, that spell is reflected back at its caster, as per Spell Turning.|PREVARGTEQ:EnchantmentSchoolLVL,20 BONUS:SKILL|Bluff,Diplomacy,Intimidate|EnchantmentEnchantingSmileBonus|TYPE=Enhancement BONUS:VAR|EnchantmentEnchantingSmileBonus|min(6,EnchantmentSchoolLVL/5+2) SOURCEPAGE:p.81 Dazing Touch KEY:Dazing Touch ~ Enchantment School CATEGORY:Special Ability TYPE:SpecialAttack.SpellLike.ArcaneSchoolPower.CheckList DEFINE:EnchantmentDazingTouchLimit|0 DEFINE:EnchantmentDazingTouchTimes|0 DESC:You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more than %1 hit dice are unaffected. You may use this ability %2 times per day.|EnchantmentDazingTouchLimit|EnchantmentDazingTouchTimes BONUS:VAR|EnchantmentDazingTouchLimit|EnchantmentSchoolLVL BONUS:VAR|EnchantmentDazingTouchTimes|INT+3 SOURCEPAGE:p.81 ASPECT:CheckCount|%1|EnchantmentDazingTouchTimes ASPECT:CheckType|Uses per day Aura of Despair KEY:Aura of Despair ~ Enchantment School CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.ArcaneSchoolPower.Aura.CheckList DEFINE:EnchantmentAuraOfDespairRounds|0 DESC:You can emit a 30-foot aura of despair for %1 rounds per day. Enemies within this aura take a -2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive.|EnchantmentSchoolLVL BONUS:VAR|EnchantmentAuraOfDespairRounds|EnchantmentSchoolLVL SOURCEPAGE:p.81 ASPECT:CheckCount|%1|EnchantmentAuraOfDespairRounds ASPECT:CheckType|Rounds per day Modified: Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/pathfinder_rpg_core_rulebook/pathfinder_rpg_core_rulebook_equip_wondrousitems.lst =================================================================== --- Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/pathfinder_rpg_core_rulebook/pathfinder_rpg_core_rulebook_equip_wondrousitems.lst 2010-06-05 19:30:37 UTC (rev 12096) +++ Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/pathfinder_rpg_core_rulebook/pathfinder_rpg_core_rulebook_equip_wondrousitems.lst 2010-06-05 21:11:52 UTC (rev 12097) @@ -1,24 +1,19 @@ -# CVS $Revision$ $Author$ -- Wed Oct 14 23:30:54 2009 -- reformated by prettylst.pl v1.39 (build 10232) +# CVS $Revision$ $Author$ -- Sat Jun 5 14:44:02 2010 -- reformated by prettylst.pl v1.39 (build 11455) SOURCELONG:Pathfinder Roleplaying Game Core Rulebook SOURCESHORT:PFCR SOURCEWEB:http://paizo.com/store/byCompany/p/paizoPublishingLLC/pathfinder/pathfinderRPG/v5748btpy8255 SOURCEDATE:2009-08 # Original RSRD Entry by: PCGen Data Team # Pathfinder RPG Entry by: Stefan Radermacher and Andrew McDougall (Tir Gwaith) and Maredudd (Eric C Smith) ###Block:A -# Equipment Name Type Cost Weight Source Page Combat bonus Weapon prof. bonus Special Property -Amulet of Mighty Fists +1 TYPE:Magic.Wondrous.Amulet COST:5000 WT:.02 SOURCEPAGE:p.496 BONUS:WEAPONPROF=Unarmed Strike|TOHIT,DAMAGE|1|TYPE=Enhancement BONUS:WEAPONPROF=TYPE.Natural|TOHIT,DAMAGE|1|TYPE=Enhancement -Amulet of Mighty Fists +2 TYPE:Magic.Wondrous.Amulet COST:20000 WT:.02 SOURCEPAGE:p.496 BONUS:WEAPONPROF=Unarmed Strike|TOHIT,DAMAGE|2|TYPE=Enhancement BONUS:WEAPONPROF=TYPE.Natural|TOHIT,DAMAGE|2|TYPE=Enhancement -Amulet of Mighty Fists +3 TYPE:Magic.Wondrous.Amulet COST:45000 WT:.02 SOURCEPAGE:p.496 BONUS:WEAPONPROF=Unarmed Strike|TOHIT,DAMAGE|3|TYPE=Enhancement BONUS:WEAPONPROF=TYPE.Natural|TOHIT,DAMAGE|3|TYPE=Enhancement -Amulet of Mighty Fists +4 TYPE:Magic.Wondrous.Amulet COST:80000 WT:.02 SOURCEPAGE:p.496 BONUS:WEAPONPROF=Unarmed Strike|TOHIT,DAMAGE|4|TYPE=Enhancement BONUS:WEAPONPROF=TYPE.Natural|TOHIT,DAMAGE|4|TYPE=Enhancement -Amulet of Mighty Fists +5 TYPE:Magic.Wondrous.Amulet COST:125000 WT:.02 SOURCEPAGE:p.496 BONUS:WEAPONPROF=Unarmed Strike|TOHIT,DAMAGE|5|TYPE=Enhancement BONUS:WEAPONPROF=TYPE.Natural|TOHIT,DAMAGE|5|TYPE=Enhancement -#Amulet of Mighty Fists: Need to make modifier for this. COST=PLUS*PLUS*5000, max PLUS w/o Epic is +5, must have +1 minimum. -Amulet of Natural Armor +1 TYPE:Magic.Wondrous.Amulet COST:2000 WT:.02 SOURCEPAGE:p.500 BONUS:COMBAT|AC|1|TYPE=NaturalArmor.REPLACE -Amulet of Natural Armor +2 TYPE:Magic.Wondrous.Amulet COST:8000 WT:.02 SOURCEPAGE:p.500 BONUS:COMBAT|AC|2|TYPE=NaturalArmor.REPLACE -Amulet of Natural Armor +3 TYPE:Magic.Wondrous.Amulet COST:18000 WT:.02 SOURCEPAGE:p.500 BONUS:COMBAT|AC|3|TYPE=NaturalArmor.REPLACE -Amulet of Natural Armor +4 TYPE:Magic.Wondrous.Amulet COST:32000 WT:.02 SOURCEPAGE:p.500 BONUS:COMBAT|AC|4|TYPE=NaturalArmor.REPLACE -Amulet of Natural Armor +5 TYPE:Magic.Wondrous.Amulet COST:50000 WT:.02 SOURCEPAGE:p.500 BONUS:COMBAT|AC|5|TYPE=NaturalArmor.REPLACE -Amulet of the Planes TYPE:Magic.Wondrous.Amulet COST:120000 WT:.02 SOURCEPAGE:p.500 SPROP:This amulet allows its wearer to utilize Plane Shift. -Amulet of Proof Against Detection and Location TYPE:Magic.Wondrous.Amulet COST:35000 WT:.02 SOURCEPAGE:p.500 SPROP:Protects the wearer from scrying and magical location as Nondetection. -Apparatus of the Crab TYPE:Magic.Wondrous COST:90000 WT:500 SOURCEPAGE:p.500 +# Equipment Name Type Cost Weight Modifier Requires Modification? Source Page Combat bonus Special Property +Amulet of Mighty Fists TYPE:Magic.Wondrous.Amulet.AmuletOfMightyFists COST:0 WT:.02 EQMOD:AMF MODS:REQUIRED SOURCEPAGE:p.496 +Amulet of Natural Armor +1 TYPE:Magic.Wondrous.Amulet COST:2000 WT:.02 SOURCEPAGE:p.500 BONUS:COMBAT|AC|1|TYPE=NaturalArmor.REPLACE +Amulet of Natural Armor +2 TYPE:Magic.Wondrous.Amulet COST:8000 WT:.02 SOURCEPAGE:p.500 BONUS:COMBAT|AC|2|TYPE=NaturalArmor.REPLACE +Amulet of Natural Armor +3 TYPE:Magic.Wondrous.Amulet COST:18000 WT:.02 SOURCEPAGE:p.500 BONUS:COMBAT|AC|3|TYPE=NaturalArmor.REPLACE +Amulet of Natural Armor +4 TYPE:Magic.Wondrous.Amulet COST:32000 WT:.02 SOURCEPAGE:p.500 BONUS:COMBAT|AC|4|TYPE=NaturalArmor.REPLACE +Amulet of Natural Armor +5 TYPE:Magic.Wondrous.Amulet COST:50000 WT:.02 SOURCEPAGE:p.500 BONUS:COMBAT|AC|5|TYPE=NaturalArmor.REPLACE +Amulet of the Planes TYPE:Magic.Wondrous.Amulet COST:120000 WT:.02 SOURCEPAGE:p.500 SPROP:This amulet allows its wearer to utilize Plane Shift. +Amulet of Proof Against Detection and Location TYPE:Magic.Wondrous.Amulet COST:35000 WT:.02 SOURCEPAGE:p.500 SPROP:Protects the wearer from scrying and magical location as Nondetection. +Apparatus of the Crab TYPE:Magic.Wondrous COST:90000 WT:500 SOURCEPAGE:p.500 ###Block:B # Equipment Name Output Name Type Contains Number of Pages Page Usage Cost Weight Slot Needed Modifier Source Page Ability Vision Innate Spells Combat bonus Add to magical move Bonus to skill Stat bonus Weapon prof. bonus Automatic Languages Special Property @@ -193,48 +188,48 @@ Golem Manual (Stone/Greater) TYPE:Magic.Wondrous COST:44000 WT:5 SOURCEPAGE:p.515 ###Block:H -# Equipment Name Output Name Type Contains Cost Weight Slot Needed Source Page Innate Spells Add to magical move Bonus to skill Bonus to nb of slots Stat bonus Special Property -Hand of Glory TYPE:Magic.Wondrous.Amulet COST:8000 WT:2 SOURCEPAGE:p.516 SPELLS:Hand of Glory|CASTERLEVEL=5|TIMES=1|Daylight|See Invisibility BONUS:SLOTS|RING|1 -Hand of the Mage TYPE:Magic.Wondrous.Amulet COST:900 WT:2 SOURCEPAGE:p.516 SPELLS:Hand of the Mage|TIMES=ATWILL|CASTERLEVEL=2|Mage Hand -Handy Haversack TYPE:Magic.Wondrous.Container CONTAINS:*120 COST:2000 WT:5 SOURCEPAGE:p.516 -Harp of Charming TYPE:Magic.Wondrous.Instrument COST:7500 WT:5 SOURCEPAGE:p.516 -Hat of Disguise TYPE:Magic.Wondrous.Headgear COST:1800 WT:.02 SOURCEPAGE:p.516 -Headband of Alluring Charisma +2 TYPE:Magic.Wondrous.Headband COST:4000 WT:1 SOURCEPAGE:p.516 BONUS:STAT|CHA|2|TYPE=Enhancement -Headband of Alluring Charisma +4 TYPE:Magic.Wondrous.Headband COST:16000 WT:1 SOURCEPAGE:p.516 BONUS:STAT|CHA|4|TYPE=Enhancement -Headband of Alluring Charisma +6 TYPE:Magic.Wondrous.Headband COST:36000 WT:1 SOURCEPAGE:p.516 BONUS:STAT|CHA|6|TYPE=Enhancement -Headband of Inspired Wisdom +2 TYPE:Magic.Wondrous.Headband COST:4000 WT:1 SOURCEPAGE:p.516 BONUS:STAT|WIS|2|TYPE=Enhancement -Headband of Inspired Wisdom +4 TYPE:Magic.Wondrous.Headband COST:16000 WT:1 SOURCEPAGE:p.516 BONUS:STAT|WIS|4|TYPE=Enhancement -Headband of Inspired Wisdom +6 TYPE:Magic.Wondrous.Headband COST:36000 WT:1 SOURCEPAGE:p.516 BONUS:STAT|WIS|6|TYPE=Enhancement -Headband of Mental Prowess (INT/WIS) +2 TYPE:Magic.Wondrous.Headband.Intelligence COST:10000 WT:1 SOURCEPAGE:p.517 BONUS:STAT|INT,WIS|2|TYPE=Enhancement -Headband of Mental Prowess (INT/WIS) +4 TYPE:Magic.Wondrous.Headband.Intelligence COST:40000 WT:1 SOURCEPAGE:p.517 BONUS:STAT|INT,WIS|4|TYPE=Enhancement -Headband of Mental Prowess (INT/WIS) +6 TYPE:Magic.Wondrous.Headband.Intelligence COST:90000 WT:1 SOURCEPAGE:p.517 BONUS:STAT|INT,WIS|6|TYPE=Enhancement -Headband of Mental Prowess (INT/CHA) +2 TYPE:Magic.Wondrous.Headband COST:10000 WT:1 SOURCEPAGE:p.517 BONUS:STAT|INT,CHA|2|TYPE=Enhancement -Headband of Mental Prowess (INT/CHA) +4 TYPE:Magic.Wondrous.Headband COST:40000 WT:1 SOURCEPAGE:p.517 BONUS:STAT|INT,CHA|4|TYPE=Enhancement -Headband of Mental Prowess (INT/CHA) +6 TYPE:Magic.Wondrous.Headband COST:90000 WT:1 SOURCEPAGE:p.517 BONUS:STAT|INT,CHA|6|TYPE=Enhancement -Headband of Mental Prowess (WIS/CHA) +2 TYPE:Magic.Wondrous.Headband COST:10000 WT:1 SOURCEPAGE:p.517 BONUS:STAT|WIS,CHA|2|TYPE=Enhancement -Headband of Mental Prowess (WIS/CHA) +4 TYPE:Magic.Wondrous.Headband COST:40000 WT:1 SOURCEPAGE:p.517 BONUS:STAT|WIS,CHA|4|TYPE=Enhancement -Headband of Mental Prowess (WIS/CHA) +6 TYPE:Magic.Wondrous.Headband COST:90000 WT:1 SOURCEPAGE:p.517 BONUS:STAT|WIS,CHA|6|TYPE=Enhancement -Headband of Mental Superiority +2 TYPE:Magic.Wondrous.Headband.Intelligence COST:16000 WT:1 SOURCEPAGE:p.517 BONUS:STAT|INT,WIS,CHA|2|TYPE=Enhancement -Headband of Mental Superiority +4 TYPE:Magic.Wondrous.Headband.Intelligence COST:64000 WT:1 SOURCEPAGE:p.517 BONUS:STAT|INT,WIS,CHA|4|TYPE=Enhancement -Headband of Mental Superiority +6 TYPE:Magic.Wondrous.Headband.Intelligence COST:144000 WT:1 SOURCEPAGE:p.517 BONUS:STAT|INT,WIS,CHA|6|TYPE=Enhancement -Headband of Vast Intelligence +2 TYPE:Magic.Wondrous.Headband.Intelligence COST:4000 WT:1 SOURCEPAGE:p.517 BONUS:STAT|INT|2|TYPE=Enhancement -Headband of Vast Intelligence +4 TYPE:Magic.Wondrous.Headband.Intelligence COST:16000 WT:1 SOURCEPAGE:p.517 BONUS:STAT|INT|4|TYPE=Enhancement -Headband of Vast Intelligence +6 TYPE:Magic.Wondrous.Headband.Intelligence COST:36000 WT:1 SOURCEPAGE:p.517 BONUS:STAT|INT|6|TYPE=Enhancement -Helm of Brilliance TYPE:Magic.Wondrous.Headgear COST:125000 WT:3 SOURCEPAGE:p.518 -Helm of Comprehend Languages and Read Magic TYPE:Magic.Wondrous.Headgear COST:5200 WT:3 SOURCEPAGE:p.318 BONUS:SKILL|Linguistics (Understand exotic written messages)|5|TYPE=Competence -Helm of Telepathy TYPE:Magic.Wondrous.Headgear COST:27000 WT:3 SOURCEPAGE:p.518 SPELLS:Helm of Telepathy|TIMES=ATWILL|CASTERLEVEL=5|Detect Thoughts SPROP:Suggestion 1/day with Telepathy -Helm of Teleportation TYPE:Magic.Wondrous.Headgear COST:73500 WT:3 SOURCEPAGE:p.518 SPELLS:Helm of Teleportation|TIMES=3|CASTERLEVEL=9|Teleport -Helm of Underwater Action TYPE:Magic.Wondrous.Headgear COST:24000 WT:3 SOURCEPAGE:p.518 -Horn of Blasting TYPE:Magic.Wondrous.Instrument COST:20000 WT:1 SOURCEPAGE:p.519 SPROP:On command, 5d6 sonic damage and deafened for 2d6 rounds -Horn of Blasting (Greater) OUTPUTNAME:Horn of Blasting, [NAME] TYPE:Magic.Wondrous.Instrument COST:70000 WT:1 SOURCEPAGE:p.519 SPROP:On command, 10d6 sonic damage and deafened for 4d6 rounds -Horn of Fog TYPE:Magic.Wondrous.Instrument COST:2000 WT:1 SOURCEPAGE:p.519 -Horn of Goodness/Evil TYPE:Magic.Wondrous.Instrument COST:6500 WT:1 SOURCEPAGE:p.519 SPELLS:Horn of Goodness/Evil|TIMES=1|CASTERLEVEL=6|Magic Circle against Good|PREALIGN:LE,NE,CE SPELLS:Horn of Goodness/Evil|TIMES=1|CASTERLEVEL=6|Magic Circle against Evil|PREALIGN:LG,NG,CG -Horn of Valhalla (Silver) OUTPUTNAME:Horn of Valhalla, [NAME] TYPE:Magic.Wondrous.Instrument COST:50000 WT:2 SOURCEPAGE:p.519 SPROP:Once per week can summon 2d4+2 2nd level human barbarians to fight for the character who summoned them. -Horn of Valhalla (Brass) OUTPUTNAME:Horn of Valhalla, [NAME] TYPE:Magic.Wondrous.Instrument COST:50000 WT:2 SOURCEPAGE:p.519 SPROP:Once per week can summon 2d4+1 3rd level human barbarians to fight for the character who summoned them.|PRECLASS:1,SPELLCASTER=1 SPROP:Once per week can summon 2d4+1 3rd level human barbarians that attack the character who summoned them.|!PRECLASS:1,SPELLCASTER=1 -Horn of Valhalla (Bronze) OUTPUTNAME:Horn of Valhalla, [NAME] TYPE:Magic.Wondrous.Instrument COST:50000 WT:2 SOURCEPAGE:p.519 SPROP:Once per week can summon 2d4 4th level human barbarians to fight for the character who summoned them.|PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,All Martial Weapon Proficiencies],[PREVARGTEQ:BardicPerformanceLVL,1] SPROP:Once per week can summon 2d4 4th level human barbarians that attack the character who summoned them.|!PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,All Martial Weapon Proficiencies],[PREVARGTEQ:BardicPerformanceLVL,1] -Horn of Valhalla (Iron) OUTPUTNAME:Horn of Valhalla, [NAME] TYPE:Magic.Wondrous.Instrument COST:50000 WT:2 SOURCEPAGE:p.519 SPROP:Once per week can summon 1d4+1 5th level human barbarians to fight for the character who summoned them.|PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,All Martial Weapon Proficiencies],[PREVARGTEQ:BardicPerformanceLVL,1] SPROP:Once per week can summon 1d4+1 5th level human barbarians that attack the character who summoned them.|!PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,All Martial Weapon Proficiencies],[PREVARGTEQ:BardicPerformanceLVL,1] -Horseshoes of Speed TYPE:Magic.Wondrous.Feet COST:3000 WT:12 SLOTS:4 SOURCEPAGE:p.520 BONUS:POSTMOVEADD|TYPE.Walk|30|TYPE=Enhancement -Horseshoes of a Zephyr TYPE:Magic.Wondrous.Feet COST:6000 WT:4 SLOTS:4 SOURCEPAGE:p.520 SPROP:Nonsolid or unstable surfaces can be crossed, and movement is possible without leaving tracks on any sort of ground +# Equipment Name Output Name Type Contains Cost Weight Slot Needed Source Page Innate Spells Add to magical move Bonus to skill Bonus to nb of slots Stat bonus Special Property +Hand of Glory TYPE:Magic.Wondrous.Amulet COST:8000 WT:2 SOURCEPAGE:p.516 SPELLS:Hand of Glory|CASTERLEVEL=5|TIMES=1|Daylight|See Invisibility BONUS:SLOTS|RING|1 +Hand of the Mage TYPE:Magic.Wondrous.Amulet COST:900 WT:2 SOURCEPAGE:p.516 SPELLS:Hand of the Mage|TIMES=ATWILL|CASTERLEVEL=2|Mage Hand +Handy Haversack TYPE:Magic.Wondrous.Container CONTAINS:*120 COST:2000 WT:5 SOURCEPAGE:p.516 +Harp of Charming TYPE:Magic.Wondrous.Instrument COST:7500 WT:5 SOURCEPAGE:p.516 +Hat of Disguise TYPE:Magic.Wondrous.Headgear COST:1800 WT:.02 SOURCEPAGE:p.516 +Headband of Alluring Charisma +2 TYPE:Magic.Wondrous.Headband COST:4000 WT:1 SOURCEPAGE:p.516 BONUS:STAT|CHA|2|TYPE=Enhancement +Headband of Alluring Charisma +4 TYPE:Magic.Wondrous.Headband COST:16000 WT:1 SOURCEPAGE:p.516 BONUS:STAT|CHA|4|TYPE=Enhancement +Headband of Alluring Charisma +6 TYPE:Magic.Wondrous.Headband COST:36000 WT:1 SOURCEPAGE:p.516 BONUS:STAT|CHA|6|TYPE=Enhancement +Headband of Inspired Wisdom +2 TYPE:Magic.Wondrous.Headband COST:4000 WT:1 SOURCEPAGE:p.516 BONUS:STAT|WIS|2|TYPE=Enhancement +Headband of Inspired Wisdom +4 TYPE:Magic.Wondrous.Headband COST:16000 WT:1 SOURCEPAGE:p.516 BONUS:STAT|WIS|4|TYPE=Enhancement +Headband of Inspired Wisdom +6 TYPE:Magic.Wondrous.Headband COST:36000 WT:1 SOURCEPAGE:p.516 BONUS:STAT|WIS|6|TYPE=Enhancement +Headband of Mental Prowess (INT/WIS) +2 TYPE:Magic.Wondrous.Headband.Intelligence COST:10000 WT:1 SOURCEPAGE:p.517 BONUS:STAT|INT,WIS|2|TYPE=Enhancement +Headband of Mental Prowess (INT/WIS) +4 TYPE:Magic.Wondrous.Headband.Intelligence COST:40000 WT:1 SOURCEPAGE:p.517 BONUS:STAT|INT,WIS|4|TYPE=Enhancement +Headband of Mental Prowess (INT/WIS) +6 TYPE:Magic.Wondrous.Headband.Intelligence COST:90000 WT:1 SOURCEPAGE:p.517 BONUS:STAT|INT,WIS|6|TYPE=Enhancement +Headband of Mental Prowess (INT/CHA) +2 TYPE:Magic.Wondrous.Headband COST:10000 WT:1 SOURCEPAGE:p.517 BONUS:STAT|INT,CHA|2|TYPE=Enhancement +Headband of Mental Prowess (INT/CHA) +4 TYPE:Magic.Wondrous.Headband COST:40000 WT:1 SOURCEPAGE:p.517 BONUS:STAT|INT,CHA|4|TYPE=Enhancement +Headband of Mental Prowess (INT/CHA) +6 TYPE:Magic.Wondrous.Headband COST:90000 WT:1 SOURCEPAGE:p.517 BONUS:STAT|INT,CHA|6|TYPE=Enhancement +Headband of Mental Prowess (WIS/CHA) +2 TYPE:Magic.Wondrous.Headband COST:10000 WT:1 SOURCEPAGE:p.517 BONUS:STAT|WIS,CHA|2|TYPE=Enhancement +Headband of Mental Prowess (WIS/CHA) +4 TYPE:Magic.Wondrous.Headband COST:40000 WT:1 SOURCEPAGE:p.517 BONUS:STAT|WIS,CHA|4|TYPE=Enhancement +Headband of Mental Prowess (WIS/CHA) +6 TYPE:Magic.Wondrous.Headband COST:90000 WT:1 SOURCEPAGE:p.517 BONUS:STAT|WIS,CHA|6|TYPE=Enhancement +Headband of Mental Superiority +2 TYPE:Magic.Wondrous.Headband.Intelligence COST:16000 WT:1 SOURCEPAGE:p.517 BONUS:STAT|INT,WIS,CHA|2|TYPE=Enhancement +Headband of Mental Superiority +4 TYPE:Magic.Wondrous.Headband.Intelligence COST:64000 WT:1 SOURCEPAGE:p.517 BONUS:STAT|INT,WIS,CHA|4|TYPE=Enhancement +Headband of Mental Superiority +6 TYPE:Magic.Wondrous.Headband.Intelligence COST:144000 WT:1 SOURCEPAGE:p.517 BONUS:STAT|INT,WIS,CHA|6|TYPE=Enhancement +Headband of Vast Intelligence +2 TYPE:Magic.Wondrous.Headband.Intelligence COST:4000 WT:1 SOURCEPAGE:p.517 BONUS:STAT|INT|2|TYPE=Enhancement +Headband of Vast Intelligence +4 TYPE:Magic.Wondrous.Headband.Intelligence COST:16000 WT:1 SOURCEPAGE:p.517 BONUS:STAT|INT|4|TYPE=Enhancement +Headband of Vast Intelligence +6 TYPE:Magic.Wondrous.Headband.Intelligence COST:36000 WT:1 SOURCEPAGE:p.517 BONUS:STAT|INT|6|TYPE=Enhancement +Helm of Brilliance TYPE:Magic.Wondrous.Headgear COST:125000 WT:3 SOURCEPAGE:p.518 +Helm of Comprehend Languages and Read Magic TYPE:Magic.Wondrous.Headgear COST:5200 WT:3 SOURCEPAGE:p.318 BONUS:SKILL|Linguistics (Understand exotic written messages)|5|TYPE=Competence +Helm of Telepathy TYPE:Magic.Wondrous.Headgear COST:27000 WT:3 SOURCEPAGE:p.518 SPELLS:Helm of Telepathy|TIMES=ATWILL|CASTERLEVEL=5|Detect Thoughts SPROP:Suggestion 1/day with Telepathy +Helm of Teleportation TYPE:Magic.Wondrous.Headgear COST:73500 WT:3 SOURCEPAGE:p.518 SPELLS:Helm of Teleportation|TIMES=3|CASTERLEVEL=9|Teleport +Helm of Underwater Action TYPE:Magic.Wondrous.Headgear COST:24000 WT:3 SOURCEPAGE:p.518 +Horn of Blasting TYPE:Magic.Wondrous.Instrument COST:20000 WT:1 SOURCEPAGE:p.519 SPROP:On command, 5d6 sonic damage and deafened for 2d6 rounds +Horn of Blasting (Greater) OUTPUTNAME:Horn of Blasting, [NAME] TYPE:Magic.Wondrous.Instrument COST:70000 WT:1 SOURCEPAGE:p.519 SPROP:On command, 10d6 sonic damage and deafened for 4d6 rounds +Horn of Fog TYPE:Magic.Wondrous.Instrument COST:2000 WT:1 SOURCEPAGE:p.519 +Horn of Goodness/Evil TYPE:Magic.Wondrous.Instrument COST:6500 WT:1 SOURCEPAGE:p.519 SPELLS:Horn of Goodness/Evil|TIMES=1|CASTERLEVEL=6|Magic Circle against Good|PREALIGN:LE,NE,CE SPELLS:Horn of Goodness/Evil|TIMES=1|CASTERLEVEL=6|Magic Circle against Evil|PREALIGN:LG,NG,CG +Horn of Valhalla (Silver) OUTPUTNAME:Horn of Valhalla, [NAME] TYPE:Magic.Wondrous.Instrument COST:50000 WT:2 SOURCEPAGE:p.519 SPROP:Once per week can summon 2d4+2 2nd level human barbarians to fight for the character who summoned them. +Horn of Valhalla (Brass) OUTPUTNAME:Horn of Valhalla, [NAME] TYPE:Magic.Wondrous.Instrument COST:50000 WT:2 SOURCEPAGE:p.519 SPROP:Once per week can summon 2d4+1 3rd level human barbarians to fight for the character who summoned them.|PRECLASS:1,SPELLCASTER=1 SPROP:Once per week can summon 2d4+1 3rd level human barbarians that attack the character who summoned them.|!PRECLASS:1,SPELLCASTER=1 +Horn of Valhalla (Bronze) OUTPUTNAME:Horn of Valhalla, [NAME] TYPE:Magic.Wondrous.Instrument COST:50000 WT:2 SOURCEPAGE:p.519 SPROP:Once per week can summon 2d4 4th level human barbarians to fight for the character who summoned them.|PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,All Martial Weapon Proficiencies],[PREVARGTEQ:BardicPerformanceLVL,1] SPROP:Once per week can summon 2d4 4th level human barbarians that attack the character who summoned them.|!PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,All Martial Weapon Proficiencies],[PREVARGTEQ:BardicPerformanceLVL,1] +Horn of Valhalla (Iron) OUTPUTNAME:Horn of Valhalla, [NAME] TYPE:Magic.Wondrous.Instrument COST:50000 WT:2 SOURCEPAGE:p.519 SPROP:Once per week can summon 1d4+1 5th level human barbarians to fight for the character who summoned them.|PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,All Martial Weapon Proficiencies],[PREVARGTEQ:BardicPerformanceLVL,1] SPROP:Once per week can summon 1d4+1 5th level human barbarians that attack the character who summoned them.|!PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,All Martial Weapon Proficiencies],[PREVARGTEQ:BardicPerformanceLVL,1] +Horseshoes of Speed TYPE:Magic.Wondrous.Feet COST:3000 WT:12 SLOTS:4 SOURCEPAGE:p.520 BONUS:POSTMOVEADD|TYPE.Walk|30|TYPE=Enhancement +Horseshoes of a Zephyr TYPE:Magic.Wondrous.Feet COST:6000 WT:4 SLOTS:4 SOURCEPAGE:p.520 SPROP:Nonsolid or unstable surfaces can be crossed, and movement is possible without leaving tracks on any sort of ground # Equipment Name Output Name Type Contains Cost Weight Slot Needed Source Page Innate Spells Add to magical move Bonus to skill Bonus to nb of slots Stat bonus Special Property Modified: Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/pathfinder_rpg_core_rulebook/pathfinder_rpg_core_rulebook_equipmods_enhancing.lst =================================================================== --- Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/pathfinder_rpg_core_rulebook/pathfinder_rpg_core_rulebook_equipmods_enhancing.lst 2010-06-05 19:30:37 UTC (rev 12096) +++ Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/pathfinder_rpg_core_rulebook/pathfinder_rpg_core_rulebook_equipmods_enhancing.lst 2010-06-05 21:11:52 UTC (rev 12097) @@ -1,4 +1,4 @@ -# CVS $Revision$ $Author$ -- Wed Oct 14 21:58:56 2009 -- reformated by prettylst.pl v1.39 (build 10232) +# CVS $Revision$ $Author$ -- Sat Jun 5 14:44:02 2010 -- reformated by prettylst.pl v1.39 (build 11455) SOURCELONG:Pathfinder Roleplaying Game Core Rulebook SOURCESHORT:PFCR SOURCEWEB:http://paizo.com/store/byCompany/p/paizoPublishingLLC/pathfinder/pathfinderRPG/v5748btpy8255 SOURCEDATE:2009-08 # Original RSRD Entry by: PCGen Data Team # Pathfinder RPG Entry by: Stefan Radermacher @@ -74,8 +74,8 @@ |Spell Resistance KEY:BNS_SPL_RST TYPE:Weapon.Amulet.Belt.Bracer.Cape.Glove.Headgear.Headband.Instrument.Ring.Robe.Shirt.Eyegear.Boot.Staff.Rod COST:10000*(%CHOICE-12) VISIBLE:QUALIFY ITYPE:Enhancement.Magic SOURCEPAGE:p.550 PREMULT:1,[PRETYPE:2,Enhancement,Weapon],[PRETYPE:1,Amulet,Belt,Bracer,Cape,Glove,Headgear.Headband,Instrument,Ring,Robe,Shirt,Eyegear,Boot,Staff,Rod] SR:%CHOICE SPROP:base spell resistance of %CHOICE CHOOSE:NUMBER|MIN=13|MAX=32|NOSIGN|TITLE=Spell Resistance ###Block: Magic Item abilities -# Modifier Name Unique Key Naming Option Type Visible -|Maximize Knowledge Skill KEY:MAX_KNW NAMEOPT:NONAME TYPE:Intelligence VISIBLE:QUALIFY BONUS:SKILLRANK|%CHOICE|99 SPROP:Grants maximum skill ranks in %CHOICE CHOOSE:SKILL|TYPE=Knowledge|TITLE=Maximized Knowledge Skill +# Modifier Name Unique Key Naming Option Type Visible Bonus to skill rank Special Property Choose +|Maximize Knowledge Skill KEY:MAX_KNW NAMEOPT:NONAME TYPE:Intelligence VISIBLE:QUALIFY BONUS:SKILLRANK|%CHOICE|99 SPROP:Grants maximum skill ranks in %CHOICE CHOOSE:SKILL|TYPE=Knowledge|TITLE=Maximized Knowledge Skill ###Block: Continuous Spell Effect Work Arounds # Modifier Name Unique Key Naming Option Type Cost Visible Type granted Source Page Multiple Requirements Choose Modified: Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/pathfinder_rpg_core_rulebook/pathfinder_rpg_core_rulebook_equipmods_weapons.lst =================================================================== --- Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/pathfinder_rpg_core_rulebook/pathfinder_rpg_core_rulebook_equipmods_weapons.lst 2010-06-05 19:30:37 UTC (rev 12096) +++ Trunk/pcgen/data/alpha/paizo/pathfinder_rpg/pathfinder_rpg_core_rulebook/pathfinder_rpg_core_rulebook_equipmods_weapons.lst 2010-06-05 21:11:52 UTC (rev 12097) @@ -1,4 +1,4 @@ -# CVS $Revision$ $Author$ -- Tue Dec 29 13:24:04 2009 -- reformated by prettylst.pl v1.39 (build 10232) +# CVS $Revision$ $Author$ -- Sat Jun 5 14:52:39 2010 -- reformated by prettylst.pl v1.39 (build 11455) SOURCELONG:Pathfinder Roleplaying Game Core Rulebook SOURCESHORT:PFCR SOURCEWEB:http://paizo.com/store/byCompany/p/paizoPublishingLLC/pathfinder/pathfinderRPG/v5748btpy8255 SOURCEDATE:2009-08 # Original RSRD Entry by: PCGen Data Team # Pathfinder RPG Entry by: Stefan Radermacher @@ -51,3 +51,37 @@ Vicious KEY:VICIOUS TYPE:Weapon.Melee PLUS:1 VISIBLE:QUALIFY SOURCEPAGE:p.349 PRETYPE:3,Enhancement,Weapon,Melee SPROP:+2d6 damage to target, plus 1d6 damage to user Vorpal KEY:VORPAL TYPE:Weapon.Melee.Slashing PLUS:5 VISIBLE:QUALIFY SOURCEPAGE:p.349 PRETYPE:4,Enhancement,Weapon,Melee,Slashing SPROP:severs opponents head on natural 20 critical hit Wounding KEY:WOUND TYPE:Ammunition.Weapon PLUS:2 VISIBLE:QUALIFY SOURCEPAGE:p.349 PREMULT:1,[PRETYPE:1,Enhancement],[PRETYPE:1,Ammunition.Weapon] SPROP:deals 1 point of Constitution damage per hit + +###Block: Enhancements for Amulet of Mighty Fists +# Modifier Name Unique Key Naming Format Naming Option Type Plus Visible Type granted Keys to replace Source Page Modify VAR Weapon prof. bonus Modify the item cost Special Property Ability Choose +Amulet of Mighty Fists KEY:AMF BONUS:ITEMCOST|TYPE=AmuletOfMightyFists|PLUSTOTAL*PLUSTOTAL*5000 + ++1 (Enhancement to Amulet of Mighty Fists) KEY:PLUS1AMF FORMATCAT:MIDDLE NAMEOPT:TEXT=+1 TYPE:AmuletOfMightyFists PLUS:1 VISIBLE:QUALIFY ITYPE:Plus1 REPLACES:PLUS2AMF,PLUS3AMF,PLUS4AMF,PLUS5AMF SOURCEPAGE:p.344 BONUS:WEAPONPROF=Unarmed Strike|TOHIT,DAMAGE|1|TYPE=Enhancement BONUS:WEAPONPROF=TYPE.Natural|TOHIT,DAMAGE|1|TYPE=Enhancement ++2 (Enhancement to Amulet of Mighty Fists) KEY:PLUS2AMF FORMATCAT:MIDDLE NAMEOPT:TEXT=+2 TYPE:AmuletOfMightyFists PLUS:2 VISIBLE:QUALIFY ITYPE:Plus2 REPLACES:PLUS1AMF,PLUS3AMF,PLUS4AMF,PLUS5AMF SOURCEPAGE:p.344 BONUS:WEAPONPROF=Unarmed Strike|TOHIT,DAMAGE|2|TYPE=Enhancement BONUS:WEAPONPROF=TYPE.Natural|TOHIT,DAMAGE|2|TYPE=Enhancement ++3 (Enhancement to Amulet of Mighty Fists) KEY:PLUS3AMF FORMATCAT:MIDDLE NAMEOPT:TEXT=+3 TYPE:AmuletOfMightyFists PLUS:3 VISIBLE:QUALIFY ITYPE:Plus3 REPLACES:PLUS1AMF,PLUS2AMF,PLUS4AMF,PLUS5AMF SOURCEPAGE:p.344 BONUS:WEAPONPROF=Unarmed Strike|TOHIT,DAMAGE|3|TYPE=Enhancement BONUS:WEAPONPROF=TYPE.Natural|TOHIT,DAMAGE|3|TYPE=Enhancement ++4 (Enhancement to Amulet of Mighty Fists) KEY:PLUS4AMF FORMATCAT:MIDDLE NAMEOPT:TEXT=+4 TYPE:AmuletOfMightyFists PLUS:4 VISIBLE:QUALIFY ITYPE:Plus4 REPLACES:PLUS1AMF,PLUS2AMF,PLUS3AMF,PLUS5AMF SOURCEPAGE:p.344 BONUS:WEAPONPROF=Unarmed Strike|TOHIT,DAMAGE|4|TYPE=Enhancement BONUS:WEAPONPROF=TYPE.Natural|TOHIT,DAMAGE|4|TYPE=Enhancement ++5 (Enhancement to Amulet of Mighty Fists) KEY:PLUS5AMF FORMATCAT:MIDDLE NAMEOPT:TEXT=+5 TYPE:AmuletOfMightyFists PLUS:5 VISIBLE:QUALIFY ITYPE:Plus5 REPLACES:PLUS1AMF,PLUS2AMF,PLUS3AMF,PLUS4AMF SOURCEPAGE:p.344 BONUS:WEAPONPROF=Unarmed Strike|TOHIT,DAMAGE|5|TYPE=Enhancement BONUS:WEAPONPROF=TYPE.Natural|TOHIT,DAMAGE|5|TYPE=Enhancement + +Anarchic KEY:ANARCH_AMF TYPE:AmuletOfMightyFists PLUS:2 VISIBLE:QUALIFY SOURCEPAGE:p.468 BONUS:VAR|NegLevels|1|PREALIGN:LG,LN,LE SPROP:unarmed and natural attacks are chaotically aligned, +2d6 damage against lawful targets, 1 negative level bestowed on lawful wielder ABILITY:Special Ability|AUTOMATIC|Negative Levels|PREALIGN:LG,LN,LE +Axiomatic KEY:AXIOM_AMF TYPE:AmuletOfMightyFists PLUS:2 VISIBLE:QUALIFY SOURCEPAGE:p.468 BONUS:VAR|NegLevels|1|PREALIGN:CG,CN,CE SPROP:unarmed and natural attacks are lawfully aligned, +2d6 damage against chaotic targets, 1 negative level bestowed to chaotic wielder ABILITY:Special Ability|AUTOMATIC|Negative Levels|PREALIGN:CG,CN,CE +Bane KEY:BANE_AMF TYPE:AmuletOfMightyFists PLUS:1 VISIBLE:QUALIFY SOURCEPAGE:p.469 SPROP:unarmed and natural attacks gain a +2 enhancement bonus and do +2d6 bonus damage against %CHOICE CHOOSE:STRING|Aberrations|Animals|Constructs|Dragons|Fey|Humanoids (Aquatic)|Humanoids (Dwarf)|Humanoids (Elf)|Humanoids (Giant)|Humanoids (Gnoll)|Humanoids (Gnome)|Humanoids (Goblinoid)|Humanoids (Halfling)|Humanoids (Human)|Humanoids (Reptilian)|Humanoids (Orc)|Magical Beasts|Monstrous Humanoids|Oozes|Outsiders (Air)|Outsiders (Chaotic)|Outsiders (Earth)|Outsiders (Evil)|Outsiders (Fire)|Outsiders (Good)|Outsiders (Lawful)|Outsiders (Water)|Plants|Undead|Vermin|TITLE=Designated Foe +Brilliant Energy KEY:BRILL_AMF TYPE:AmuletOfMightyFists PLUS:4 VISIBLE:QUALIFY SOURCEPAGE:p.470 SPROP:unarmed and natural attacks ignore armor and shield bonuses including enhancement, cannot harm undead, constructs, and objects +Defending KEY:DEFEND_AMF TYPE:AmuletOfMightyFists PLUS:1 VISIBLE:QUALIFY SOURCEPAGE:p.347 SPROP:can transfer some or all of its enhancement bonus to AC +Disruption KEY:DISRPT_AMF TYPE:AmuletOfMightyFists PLUS:2 VISIBLE:QUALIFY SOURCEPAGE:p.347 SPROP:undead hit by unarmed and natural attacks must make Will save (DC 14) or be destroyed +Flaming KEY:FLAME_AMF TYPE:AmuletOfMightyFists PLUS:1 VISIBLE:QUALIFY SOURCEPAGE:p.347 SPROP:unarmed and natural attacks do +1d6 fire damage +Flaming Burst KEY:FLM_BRST_AMF TYPE:AmuletOfMightyFists PLUS:2 VISIBLE:QUALIFY SOURCEPAGE:p.347 SPROP:unarmed and natural attacks do +1d6 fire damage, on a critical hit deals +%d10 additional fire damage|CRITMULT-1 +Frost KEY:FROST_AMF TYPE:AmuletOfMightyFists PLUS:1 VISIBLE:QUALIFY SOURCEPAGE:p.347 SPROP:unarmed and natural attacks do +1d6 cold damage +Ghost Touch KEY:GHOST_AMF TYPE:AmuletOfMightyFists PLUS:1 VISIBLE:QUALIFY SOURCEPAGE:p.347 SPROP:unarmed and natural attacks deal damage normally against incorporeal creatures regardless of bonus +Holy KEY:HOLY_AMF TYPE:AmuletOfMightyFists PLUS:2 VISIBLE:QUALIFY SOURCEPAGE:p.347 BONUS:VAR|NegLevels|1|PREALIGN:LE,NE,CE SPROP:unarmed and natural attacks are good aligned, +2d6 damage against evil targets, 1 negative level bestowed to evil wielder ABILITY:Special Ability|AUTOMATIC|Negative Levels|PREALIGN:LE,NE,CE +Icy Burst KEY:ICY_BRST_AMF TYPE:AmuletOfMightyFists PLUS:2 VISIBLE:QUALIFY SOURCEPAGE:p.347 SPROP:unarmed and natural attacks do +1d6 cold damage, on a critical hit deals +%d10 additional cold damage|CRITMULT-1 +Ki Focus KEY:KI_AMF TYPE:AmuletOfMightyFists PLUS:1 VISIBLE:QUALIFY SOURCEPAGE:p.347 SPROP:can use ki attacks through unarmed and natural attacks +Merciful KEY:MERCY_AMF TYPE:AmuletOfMightyFists PLUS:1 VISIBLE:QUALIFY SOURCEPAGE:p.348 SPROP:unarmed and natural attacks do +1d6 d... 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