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From: <hen...@us...> - 2011-05-29 15:13:21
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Revision: 15053
http://pcgen.svn.sourceforge.net/pcgen/?rev=15053&view=rev
Author: henkslaaf2
Date: 2011-05-29 15:13:15 +0000 (Sun, 29 May 2011)
Log Message:
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Add a couple more feats from PFUM (page 154)
Modified Paths:
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Trunk/content/notfordistribution/paizo/pathfinder_rpg/ultimate_magic/pfum_feats.lst
Modified: Trunk/content/notfordistribution/paizo/pathfinder_rpg/ultimate_magic/pfum_feats.lst
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--- Trunk/content/notfordistribution/paizo/pathfinder_rpg/ultimate_magic/pfum_feats.lst 2011-05-29 15:12:57 UTC (rev 15052)
+++ Trunk/content/notfordistribution/paizo/pathfinder_rpg/ultimate_magic/pfum_feats.lst 2011-05-29 15:13:15 UTC (rev 15053)
@@ -85,21 +85,26 @@
Ki Stand TYPE:General PREABILITY:1,CATEGORY:Special Ability,Ki Pool DESC:If an opponent knocks you down, you swiftly rebound with an attack. SOURCEPAGE:p.153 BENEFIT:While you have at least 1 ki point in your ki pool, you can stand up as a swift action that provokes attacks of opportunity. BENEFIT:You may spend 1 point of your ki pool to stand up as a swift action without provoking attacks of opportunity.
# TODO: Actually add a Ranger Trap
Learn Ranger Trap TYPE:General PRESKILL:1,Survival=5 DESC:You learn how to create one kind of ranger trap. SOURCEPAGE:p.153 BENEFIT:Select one ranger trap (see page 64 of Ultimate Magic). You may use this trap %1 times per day. The DC for your trap is %2, and it lasts 1 day per two character levels.|MAX(1, WIS)|10 + ECL/2 + WIS BENEFIT:If you are not a ranger, you can only set extraordinary traps with this feat; like all extraordinary ranger traps, this decreases the trap DC by 2. BENEFIT:Special - A ranger may use ranger traps a number of times per day equal to 1/2 his ranger level plus his Wisdom bonus (%3). See the description of ranger traps for durations.|WIS + classlevel("Ranger")/2
-Life Lure TYPE:General DESC:iYour channeled positive energy is irresistibly sweet to nearby undead. SOURCEPAGE:p.153 BENEFIT:As a standard action, you can channel positive energy to fascinate all undead within 30 feet for a %1 rounds. Undead that succeed at a Will save (DC %2) are unaffected. Channeling energy for this purpose does not heal or harm creatures.|MAX(1,CHA)|10 + (classlevel("Cleric") + classlevel("Oracle"))/2 + CHA
-Moonlight Summons TYPE:General DESC: SOURCEPAGE:p.153 BENEFIT:
-Mystic Stride TYPE:General DESC: SOURCEPAGE:p.153 BENEFIT:
-Oracular Intuition TYPE:General DESC: SOURCEPAGE:p.153 BENEFIT:
-Painful Anchor TYPE:General DESC: SOURCEPAGE:p.153 BENEFIT:
-Piercing Spell TYPE:Metamagic
-Planar Preservationist TYPE:General
-Powerful Shape TYPE:General
-Prodigy TYPE:General
-Prophetic Visionary TYPE:General
-Pure Fiath TYPE:General
-Quarterstaff Master TYPE:Combat
-Quick Channel TYPE:General
-Quick Wild Shape TYPE:General
-Radiant Charge TYPE:General
+# TODO: Instead of adding tons of variables to the sources, reference the DC of channeling itself. Players can look at text as well :)
+Life Lure TYPE:General DESC:Your channeled positive energy is irresistibly sweet to nearby undead. PREABILITY:1,CATEGORY:Special Ability,Channel Positive Energy SOURCEPAGE:p.153 BENEFIT:As a standard action, you can channel positive energy to fascinate all undead within 30 feet for a %1 rounds. Undead that succeed at a Will save are unaffected. Use the same DC for this ability as the DC for channeling energy to harm undead. Channeling energy for this purpose does not heal or harm creatures.|MAX(1,CHA)
+Moonlight Summons TYPE:General DESC:Your summoned minions are infused with the power of the moon. PREFEAT:1,Spell Focus(Conjuration) PRESPELL:1,Summon Nature's Ally I,Summon Nature's Ally II,Summon Nature's Ally III,Summon Nature's Ally IV,Summon Nature's Ally V,Summon Nature's Ally VI,Summon Nature's Ally VII,Summon Nature's Ally VIII,Summon Nature's Ally IX SOURCEPAGE:p.153 BENEFIT:Creatures you summon shed light as a light spell. They are immune to confusion and sleep effects, and their natural weapons are treated as silver for the purposes of overcoming damage reduction.
+Mystic Stride TYPE:General DESC:Enchanted vegetation does not bar your path. PRESTAT:1,DEX=15 PREABILITY:1,CATEGORY:Special Ability,Woodland Stride SOURCEPAGE:p.153 BENEFIT:You can move at full speed even through thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, even if those areas confer the entangled condition.
+Oracular Intuition TYPE:General DESC:You are highly sensitive to magic and changes in a person’s demeanor. PREABILITY:1,CATEGORY:Special Ability,TYPE:OracleMystery BONUS:SKILL|Sense Motive|if(skillinfo("RANK","Sense Motive")>=10,4,2) BONUS:SKILL|Spellcraft|if(skillinfo("RANK","Spellcraft")>=10,4,2) SOURCEPAGE:p.153 BENEFIT:You get a +2 bonus on Sense Motive checks and Spellcraft checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
+# TODO: Depend on anchoring aura paladin ability
+Painful Anchor TYPE:General DESC:Evil outsiders take damage when they attempt to connect to other planes. SOURCEPAGE:p.153 BENEFIT:When an evil outsider uses a calling, summoning, or teleportation effect, or any ability that physically transports a creature to or from another plane (such as blink or etherealness) within your anchoring aura, it takes damage equal to 4d8 + %1. This damage comes from holy power and is not subject to damage reduction, energy immunities, or energy resistances.|CHA
+Piercing Spell TYPE:Metamagic ADDSPELLLEVEL:1 DESC:Your studies have helped you develop methods to overcome spell resistance. SOURCEPAGE:p.154 BENEFIT:When you cast a piercing spell against a target with spell resistance, it treats the spell resistance of the target as 5 lower than its actual SR. A piercing spell uses up a spell slot one level higher than the spell’s actual level.
+# TODO: Actually add the bonus extracts
+Planar Preservationist TYPE:General PREABILITY:1,CATEGORY:Archetype,Alchemist Archetype ~ Preservationist DESC:You know how to preserve and reconstitute extraplanar monsters as well as normal animals. SOURCEPAGE:p.154 BENEFIT:For every summon nature’s ally extract you know, you learn the equivalent summon monster spell as an extract. If you later learn other summon nature’s ally extracts, you automatically learn the equivalent summon monster spell as an extract.
+Powerful Shape TYPE:General PREABILITY:1,CATEGORY:Special Ability,Wild Shape PRECLASS:1,Druid=8 DESC:Your wild shapes are mighty and muscular. SOURCEPAGE:p.154 BENEFIT:When in wild shape, treat your size as one category larger for the purpose of calculating CMB, CMD, carrying capacity, and any size-based special attacks you use or that are used against you (such as grab, swallow whole, and trample).
+# TODO: Implement the chooser
+Prodigy TYPE:General DESC:You are naturally skilled at arts, professions, and the acquisition of knowledge. SOURCEPAGE:p.154 BENEFIT:Choose two Craft, Perform, or Profession skills in any combination (two Craft skills, a Craft skill and a Perform skill, and so on). You receive a +2 bonus on checks with these skills. If you have 10 or more ranks in any one of these skills, the bonus increases to +4 for that skill. MULT:YES STACK:NO
+Prophetic Visionary TYPE:General PREABILITY:1,CATEGORY:Special Ability,TYPE:OracleMystery DESC:Your oracular abilities give you a glimpse into the future. SOURCEPAGE:p.154 BENEFIT:Once per day, you can enter a deep trance to receive a vision of the future. The trance lasts for 10 minutes, during which time you can take no other actions. If you are interrupted, you must begin again. When you come out of the trance, you know whether a particular action in the immediate future will bring good or bad results, as an augury spell with a 70% chance of success.
+Pure Faith TYPE:General DESC:Not only are you immune to disease, like most paladins, but you also are highly resilient to poisons. PREABILITY:1,CATEGORY:Special Ability,Divine Health SOURCEPAGE:p.154 BENEFIT:You gain a +4 sacred bonus to saving throws against poison.
+# TODO: How to make the character qualify for Weapon Specialization in the quarterstaff, but not for other WS? The variable WeapSpecQualify cannot be set to 1 for this. Maybe we should create a special Weapon Specialization ~ Quarterstaff for this?
+Quarterstaff Master TYPE:Combat DESC:You can wield a quarterstaff as either a two-handed or one-handed weapon. PREFEAT:1,Weapon Focus(Quarterstaff) PREATT:5 SOURCEPAGE:p.154 BENEFIT:By employing a number of different stances and techniques, you can wield a quarterstaff as a onehanded weapon. At the start of your turn, you decide whether or not you are going to wield the quarterstaff as a one-handed or two-handed weapon. When you wield it as a one-handed weapon, your other hand is free, and you cannot use the staff as a double weapon. You can take the feat Weapon Specialization in the quarterstaff even if you have no levels in fighter.
+Quick Channel TYPE:General DESC:Your divine energies f lash with dazzling speed. PRESKILL:1,Knowledge (Religion)=5 PREABILITY:1,CATEGORY:Special Ability,Channel Energy SOURCEPAGE:p.154 BENEFIT:You may channel energy as a move action by spending 2 daily uses of that ability.
+Quick Wild Shape TYPE:General DESC:You sacrifice power for speed in changing form. PREABILITY:1,CATEGORY:Special Ability,Wild Shape PRECLASS:1,Druid=8 SOURCEPAGE:p.154 BENEFIT:You can wild shape as a move action or a swift action. However, you are limited to forms available to a druid two levels lower when changing form as a move action, or four levels lower as a swift action.
+Radiant Charge TYPE:General DESC:When you charge, you do so with the power of faith. PREABILITY:1,CATEGORY:Special Ability,Lay On Hands SOURCEPAGE:p.154 BENEFIT:When you hit with a charge attack, you can expend all of your remaining uses of lay on hands to deal extra damage equal to 1d6 per use of lay on hands expended + your Charisma bonus. This damage comes from holy power and is not subject to damage reduction, energy immunities, or energy resistances.
Remote Bomb TYPE:General
Resilient Eidolon TYPE:General
Reward of Grace TYPE:General
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