From: <elr...@us...> - 2011-06-09 21:23:39
|
Revision: 15092 http://pcgen.svn.sourceforge.net/pcgen/?rev=15092&view=rev Author: elrotheonk Date: 2011-06-09 20:05:25 +0000 (Thu, 09 Jun 2011) Log Message: ----------- - Fixed a bunch of tag errors Issue#: NEWSOURCE-80 Modified Paths: -------------- Trunk/content/notfordistribution/paizo/pathfinder_rpg/ultimate_magic/pfum_feats.lst Modified: Trunk/content/notfordistribution/paizo/pathfinder_rpg/ultimate_magic/pfum_feats.lst =================================================================== --- Trunk/content/notfordistribution/paizo/pathfinder_rpg/ultimate_magic/pfum_feats.lst 2011-06-08 14:07:42 UTC (rev 15091) +++ Trunk/content/notfordistribution/paizo/pathfinder_rpg/ultimate_magic/pfum_feats.lst 2011-06-09 20:05:25 UTC (rev 15092) @@ -40,17 +40,17 @@ Echoing Spell TYPE:Metamagic DESC:You have learned how to release most, but not all, of a spell’s potential when you cast it. ADDSPELLLEVEL:3 SOURCEPAGE:p.149 BENEFIT:When you cast an echoing spell, it does not disappear entirely from memory, and you can cast it one additional time during that day. If you prepare spells, this second casting does not require you to prepare it in another spell slot. If you spontaneously cast spells, this second casting does not expend another available spell slot. An echoing spell uses up a spe # TODO: how to select a bloodline power? Characters are not required to actually have the bloodline # TODO: how to make a select option? The chooser must select only those bloodline for which the character has the appropriate Skill Focus -Eldritch Heritage TYPE:General PREABILITY:1,CATEGORY=Special Ability,Sorcerer Bloodline PREFEAT:1,Skill Focus PRELEVEL:MIN=3 PRESTAT:1,CHA=13 DESC:You are descended from a long line of sorcerers, and some portion of their power f lows in your veins. BENEFIT:Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This bloodline cannot be a bloodline you already have. You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to your character level -2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities. SOURCEPAGE=p.149: -Ensemble TYPE:Teamwork PRESKILL:1,TYPE.Perform=5 DESC:You can create an ensemble of skilled and amateur performers to aid you in your performance. BENEFIT:When you are performing, allies within 20 feet who also have this feat can aid you with your Perform checks (including those made as part of bardic performance) as if they were aiding another as an immediate action. The allies make their aid another rolls before you make your check. No more than four allies can grant you a bonus with aid another. Allies aiding you do not need to use the same category of the Perform skill that you are using in order to aid you. SOURCEPAGE=p.149: -Evolved Familiar TYPE:General PREABILITY:1,CATEGORY=Special Ability,Arcane Bond ~ Familiar PRESTAT:2,INT=13,CHA=13 DESC:Your familiar is different from others of its kind. BENEFIT:Select an evolution from the list of 1-point evolutions available to a summoner’s eidolon. Your familiar has this evolution. The familiar must conform to any limitations of the evolution. For instance, no familiars can benefit from the mount evolution and only familiars with wings can take the wing buffet evolution. If you gain a new familiar, your old familiar loses all evolutions, and you can select a new 1-point evolution for the new familiar. SOURCEPAGE=p.149: -Exploit Lore TYPE:General PREABILITY:1,CATEGORY=Special Ability,Monster Lore ~ Inquisitor PREATT:11 DESC:You can use your knowledge of a creature’s weaknesses to deliver a driving and relentless assault against it. BENEFIT:Once per day, when you successfully identify all abilities and weaknesses of a creature using the appropriate Knowledge check, you gain a +2 bonus on attack and damage rolls against that creature for 1 minute. If you identify the abilities and weaknesses of numerous creatures, you must pick one creature to be the target of this effect. SOURCEPAGE=p.149: -Extra Arcana TYPE:General PREABILITY:1,CATEGORY=Special Ability,Magus Arcana ~ Magus DESC:You have unlocked the secret of a new magus arcana. STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:ABILITYPOOL|Magus Arcana|1 BENEFIT:You gain one additional magus arcana. You must meet all the prerequisites for this magus arcana. Special - You can gain this feat multiple times. SOURCEPAGE=p.149: -Extra Arcane Pool TYPE:General PREABILITY:1,CATEGORY=Special Ability,Magus Arcana ~ Magus DESC:You have learned how to draw more power from your arcane pool. STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:ABILITYPOOL|MagusArcanePool|2 BENEFIT:Your arcane pool increases by 2. Special - you can gain this feat multiple times. SOURCEPAGE=p.150: -Extended Bane TYPE:General PREABILITY:1,CATEGORY=Special Ability,Bane ~ Inquisitor DESC:Your dedication knows no limit. Your wrath dies hard. BONUS:ABILITYPOOL|InquisitorBanePool|MAX(0,WIS) BENEFIT:Add your Wisdom bonus (+%1) to the number of rounds per day that you can use your bane ability.|MAX(0,WIS) SOURCEPAGE=p.150: +Eldritch Heritage TYPE:General PREABILITY:1,CATEGORY=Special Ability,Sorcerer Bloodline PREFEAT:1,Skill Focus PRELEVEL:MIN=3 PRESTAT:1,CHA=13 DESC:You are descended from a long line of sorcerers, and some portion of their power f lows in your veins. BENEFIT:Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This bloodline cannot be a bloodline you already have. You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to your character level -2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities. SOURCEPAGE:p.149 +Ensemble TYPE:Teamwork PRESKILL:1,TYPE.Perform=5 DESC:You can create an ensemble of skilled and amateur performers to aid you in your performance. BENEFIT:When you are performing, allies within 20 feet who also have this feat can aid you with your Perform checks (including those made as part of bardic performance) as if they were aiding another as an immediate action. The allies make their aid another rolls before you make your check. No more than four allies can grant you a bonus with aid another. Allies aiding you do not need to use the same category of the Perform skill that you are using in order to aid you. SOURCEPAGE:p.149 +Evolved Familiar TYPE:General PREABILITY:1,CATEGORY=Special Ability,Arcane Bond ~ Familiar PRESTAT:2,INT=13,CHA=13 DESC:Your familiar is different from others of its kind. BENEFIT:Select an evolution from the list of 1-point evolutions available to a summoner’s eidolon. Your familiar has this evolution. The familiar must conform to any limitations of the evolution. For instance, no familiars can benefit from the mount evolution and only familiars with wings can take the wing buffet evolution. If you gain a new familiar, your old familiar loses all evolutions, and you can select a new 1-point evolution for the new familiar. SOURCEPAGE:p.149 +Exploit Lore TYPE:General PREABILITY:1,CATEGORY=Special Ability,Monster Lore ~ Inquisitor PREATT:11 DESC:You can use your knowledge of a creature’s weaknesses to deliver a driving and relentless assault against it. BENEFIT:Once per day, when you successfully identify all abilities and weaknesses of a creature using the appropriate Knowledge check, you gain a +2 bonus on attack and damage rolls against that creature for 1 minute. If you identify the abilities and weaknesses of numerous creatures, you must pick one creature to be the target of this effect. SOURCEPAGE:p.149 +Extra Arcana TYPE:General PREABILITY:1,CATEGORY=Special Ability,Magus Arcana ~ Magus DESC:You have unlocked the secret of a new magus arcana. STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:ABILITYPOOL|Magus Arcana|1 BENEFIT:You gain one additional magus arcana. You must meet all the prerequisites for this magus arcana. Special - You can gain this feat multiple times. SOURCEPAGE:p.149 +Extra Arcane Pool TYPE:General PREABILITY:1,CATEGORY=Special Ability,Magus Arcana ~ Magus DESC:You have learned how to draw more power from your arcane pool. STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:ABILITYPOOL|MagusArcanePool|2 BENEFIT:Your arcane pool increases by 2. Special - you can gain this feat multiple times. SOURCEPAGE:p.150 +Extended Bane TYPE:General PREABILITY:1,CATEGORY=Special Ability,Bane ~ Inquisitor DESC:Your dedication knows no limit. Your wrath dies hard. BONUS:ABILITYPOOL|InquisitorBanePool|MAX(0,WIS) BENEFIT:Add your Wisdom bonus (+%1) to the number of rounds per day that you can use your bane ability.|MAX(0,WIS) SOURCEPAGE:p.150 # TODO: How to select Cantrips or Orisons? How to add to the Cantrips or Orisons spells known? This feat is broken. Wizards have no cantrips known, just number of spells in spellbook? -Extra Cantrips or Orisons TYPE:General PREABILITY:1,CATEGORY=Special Ability,TYPE.CantripsOrisons SOURCEPAGE=p.150: +Extra Cantrips or Orisons TYPE:General PREABILITY:1,CATEGORY=Special Ability,TYPE.CantripsOrisons SOURCEPAGE:p.150 # TODO: How to add to the Evolution pool? -Extra Evolution TYPE:General PREABILITY:1,CATEGORY=Special Ability,Eidolon STACK:YES MULT:YES SOURCEPAGE=p.150: +Extra Evolution TYPE:General PREABILITY:1,CATEGORY=Special Ability,Eidolon STACK:YES MULT:YES CHOOSE:NOCHOICE SOURCEPAGE:p.150 # TODO: How to add to the Ranger Trap pool? Extra Ranger Trap TYPE:General PREABILITY:1,CATEGORY=Special Ability,Trap ~ Ranger # TODO: How to add to the Summon pool? @@ -63,59 +63,59 @@ # TODO: prereq ability to cast bard spells, ability to cast an arcane fire spell from some other spellcasting class. Fire Music TYPE:General PRESKILL:1,Spellcraft=5 DESC:Your ability to command fire and bardic music has created a strange blend of both magics. SOURCEPAGE:p.151 BENEFIT:When you cast a bard spell that deals damage, you may replace the spell’s normal damage with fire damage or split the spell’s damage so that half of it is the normal damage type and half is fire damage. BENEFIT:If you cast a summon monster spell as a bard spell, you may choose to give the summoned creature a fiery appearance, which gives it fire resistance 5 and adds +1 fire damage to all of its natural attacks. The creature sheds dim light in a 5-foot radius. This aspect of the feat has no effect if the creature already has the fire subtype. BENEFIT:When you use this feat, the affected spell gains the fire descriptor. Flaring Spell TYPE:Metamagic DESC:You dazzle creatures when you affect them with a spell that has the fire, light, or electricity descriptor. ADDSPELLLEVEL:1 SOURCEPAGE:p.151 BENEFIT:The electricity, fire, or light effects of the affected spell create a f laring that dazzles creatures that take damage from the spell. A f lare spell causes a creature that takes fire or electricity damage from the affected spell to become dazzled for a number of rounds equal to the actual level of the spell. A f laring spell only affects spells with a fire, light, or electricity descriptor. A f laring spell uses up a spell slot one level higher than the spell’s actual level. -Focused Eidolon TYPE:General PREABILITY:1,CATEGORY:Special Ability,Shield Ally DESC:Your bond with your eidolon helps to focus your concentration. SOURCEPAGE:p.151 BENEFIT:While you are adjacent to your eidolon, you receive a +4 bonus on concentration checks. -Gliding Steps TYPE:General PREABILITY:1,CATEGORY:Special Ability,Ki Pool PREFEAT:1,Dodge PREFEAT:1,Mobility PREFEAT:1,Nimble Moves DESC:You skate across the surface of the earth as if gliding on ice. SOURCEPAGE:p.151 BENEFIT:If you have at least one ki in your ki pool, when you move you do not provoke attacks of opportunity when leaving the first square of that movement. You can spend 1 ki point to avoid provoking attacks of opportunity during that entire move. -Grant Initiative TYPE:General PREABILITY:1,CATEGORY:Special Ability,Cunning Initiative ~ Inquisitor DESC:Not only are you a master at taking the initiative, but you can also grant it to someone else. SOURCEPAGE:p.151 BENEFIT:At the start of each encounter, you can either choose to keep the bonus granted to you by your Wisdom modifier on initiative checks or choose to give that bonus to one of your allies that you can see. You must make this choice before you or the ally you are granting the bonus to makes the initiative check. +Focused Eidolon TYPE:General PREABILITY:1,CATEGORY=Special Ability,Shield Ally DESC:Your bond with your eidolon helps to focus your concentration. SOURCEPAGE:p.151 BENEFIT:While you are adjacent to your eidolon, you receive a +4 bonus on concentration checks. +Gliding Steps TYPE:General PREABILITY:1,CATEGORY=Special Ability,Ki Pool PREFEAT:1,Dodge PREFEAT:1,Mobility PREFEAT:1,Nimble Moves DESC:You skate across the surface of the earth as if gliding on ice. SOURCEPAGE:p.151 BENEFIT:If you have at least one ki in your ki pool, when you move you do not provoke attacks of opportunity when leaving the first square of that movement. You can spend 1 ki point to avoid provoking attacks of opportunity during that entire move. +Grant Initiative TYPE:General PREABILITY:1,CATEGORY=Special Ability,Cunning Initiative ~ Inquisitor DESC:Not only are you a master at taking the initiative, but you can also grant it to someone else. SOURCEPAGE:p.151 BENEFIT:At the start of each encounter, you can either choose to keep the bonus granted to you by your Wisdom modifier on initiative checks or choose to give that bonus to one of your allies that you can see. You must make this choice before you or the ally you are granting the bonus to makes the initiative check. Greater Blighted Critical TYPE:Critical PRECLASS:1,SPELLCASTER=12 PREFEAT:1,Blighted Critical PREFEAT:1,Critical Focus DESC:Your critical hit from a spell or spell-like ability aff licts the target with a major spellblight. SOURCEPAGE:p.151 BENEFIT:Whenever you confirm a critical hit with a touch spell, ranged touch spell, or spell-like ability against an opponent, the victim gains a random major spellblight (see page 96 of Ultimate Magic). BENEFIT:Special - You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery. # TODO: how to select a bloodline power? Characters are not required to actually have the bloodline Greater Eldritch Heritage TYPE:General PREFEAT:1,Eldritch Heritage PREFEAT:1,Improved Eldritch Heritage PRELEVEL:MIN=17 PRESTAT:1,CHA=17 DESC:Your discovered bloodline power reaches its zenith. SOURCEPAGE:p.152 BENEFIT:You gain an additional power from the bloodline you selected with the Eldritch Heritage feat. You gain a 15th-level (or lower) sorcerer bloodline power that you do not already have. For purposes of using that power, treat your character level as your sorcerer level for all your sorcerer bloodline powers granted by this feat, Eldritch Heritage, and Improved Eldritch Heritage. -Greater Mercy TYPE:General PREABILITY:1,CATEGORY:Special Ability,Lay on Hands PREABILITY:1,CATEGORY:Special Ability,Mercy PRESTAT:1,CHA=13 DESC:Your mercy has incredible recuperative properties. SOURCEPAGE:p.152 BENEFIT:When you use your lay on hands ability and the target of that ability does not have any conditions your mercies can remove, it instead heals an additional +1d6 points of damage. +Greater Mercy TYPE:General PREABILITY:1,CATEGORY=Special Ability,Lay on Hands PREABILITY:1,CATEGORY=Special Ability,Mercy PRESTAT:1,CHA=13 DESC:Your mercy has incredible recuperative properties. SOURCEPAGE:p.152 BENEFIT:When you use your lay on hands ability and the target of that ability does not have any conditions your mercies can remove, it instead heals an additional +1d6 points of damage. # TODO: should depend on the ability to PREPARE spells, not on the ability to CAST them Greater Spell Specialization TYPE:General PREFEAT:1,Spell Focus PREFEAT:1,Spell Specialization PRESPELLTYPE:1,Arcane=5,Divine=5 PRESTAT:1,INT=13 DESC:You can sacrifice a prepared spell in order to spontaneously cast your specialized spell. SOURCEPAGE:p.152 BENEFIT:By sacrificing a prepared spell of the same or higher level than your specialized spell, you may spontaneously cast your specialized spell. The specialized spell is treated as its normal level, regardless of the spell slot used to cast it. You may add a metamagic feat to the spell by increasing the spell slot and casting time, just like a cleric spontaneously casting a cure or inf lict spell with a metamagic feat. # TODO: should check if the chooser works -Greater Wild Empathy TYPE:General PREABILITY:1,CATEGORY:Special Ability,Wild Empathy PRESKILL:1,Knowledge (Nature)=5 STACK:NO MULT:YES CHOOSE:STRING|Elementals|Fey|Lycanthropes|Plants|Vermin SOURCEPAGE:p.152 BENEFIT:You gain a +2 insight bonus on wild empathy checks, and you may use wild empathy to duplicate an Intimidate check rather than a Diplomacy check. In addition, choose one of the following creature types: elementals, fey, lycanthropes, plants, or vermin. You may inf luence creatures of that type with wild empathy, if their Intelligence score is 1 or 2. Once you choose the type of creature, it cannot be changed. BENEFIT:Special - You may select this feat more than once. Each time, you may choose an additional creature type to influence. +Greater Wild Empathy TYPE:General PREABILITY:1,CATEGORY=Special Ability,Wild Empathy PRESKILL:1,Knowledge (Nature)=5 STACK:NO MULT:YES CHOOSE:STRING|Elementals|Fey|Lycanthropes|Plants|Vermin SOURCEPAGE:p.152 BENEFIT:You gain a +2 insight bonus on wild empathy checks, and you may use wild empathy to duplicate an Intimidate check rather than a Diplomacy check. In addition, choose one of the following creature types: elementals, fey, lycanthropes, plants, or vermin. You may inf luence creatures of that type with wild empathy, if their Intelligence score is 1 or 2. Once you choose the type of creature, it cannot be changed. BENEFIT:Special - You may select this feat more than once. Each time, you may choose an additional creature type to influence. Implant Bomb TYPE:General DESC:You can attach a bomb to a creature that explodes when the creature dies or after 24 hours. SOURCEPAGE:p.152 BENEFIT:You may implant a bomb in a willing or helpless creature (a mindless creature under your control, such as a zombie, counts as willing for this purpose). This takes 1 hour and expends 1 use of your bomb ability for the day. When the implanted creature dies or is destroyed, the bomb detonates in the creature’s square as if it were a delayed bomb set by you (though you can set the bomb’s damage to less than your normal bomb damage). You can use any bomb-affecting discoveries on this implanted bomb (acid bomb, frost bomb, smoke bomb, and so on) as normal. The bomb automatically detonates 24 hours after you implant it in the creature. BENEFIT:If you expend 150 gp worth of alchemical reagents per die of the bomb’s damage (for example, 750 gp for a 5d6 bomb), the bomb does not automatically detonate after 24 hours, and only detonates if the creature dies or is destroyed (24 hours after implantation, this bomb no longer counts toward your daily total). BENEFIT:Implanting a bomb is as invasive as using the Heal skill to treat deadly wounds and leaves surgical scars unless the creature is healed by magic or abilities such as regeneration or fast healing. Some creatures (such as oozes, elementals, and creatures with the incorporeal quality) cannot have bombs implanted in them. Removing an implanted bomb requires a Heal check to treat deadly wounds, followed by a dispel magic spell or Disable Device check to neutralize the bomb (DC %1).|11 + classlevel("Alchemist") # TODO - Choosing the bloodline, choosing the abilities, granting the abilities, adjusting the level -Improved Eldritch Heritage TYPE:General PREABILITY:1,CHA=15 PREFEAT:1,Eldritch Heritage PRELEVEL:MIN=11 DESC:The power of your discovered bloodline continues to grow. STACK:NO MULT:YES SOURCEPAGE:p.152 BENEFIT:You gain either the 3rd-level or the 9th-level power (your choice) of the bloodline you selected with the Eldritch Heritage feat. For purposes of using that power, treat your sorcerer level as equal to your character level - 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities. BENEFIT:Special - You may select this feat multiple times. Its effects do not stack. Each time you select the feat, it applies to a different bloodline power for that bloodline available at sorcerer level 3 or 9. +Improved Eldritch Heritage TYPE:General PREFEAT:1,Eldritch Heritage PRELEVEL:MIN=11 PRESTAT:1,CHA=15 DESC:The power of your discovered bloodline continues to grow. STACK:NO MULT:YES SOURCEPAGE:p.152 BENEFIT:You gain either the 3rd-level or the 9th-level power (your choice) of the bloodline you selected with the Eldritch Heritage feat. For purposes of using that power, treat your sorcerer level as equal to your character level - 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities. BENEFIT:Special - You may select this feat multiple times. Its effects do not stack. Each time you select the feat, it applies to a different bloodline power for that bloodline available at sorcerer level 3 or 9. # TODO: when another class starts to grant monster lore bonusses, add them here, or create a second variable (MonsterLoreLevels) to which all classes add, too much work now, anyway :) -Improved Monster Lore TYPE:General PREABILITY:1,CATEGORY:Special Ability,Monster Lore ~ Inquisitor DESC:You are obsessed with the abilities and weaknesses of monsters. BONUS:VAR|MonsterLoreBonus|1/2 * InquisitorLvl SOURCEPAGE:p.153 BENEFIT:You gain a sacred bonus on all skill checks to identify the abilities and weaknesses of creatures equal to 1/2 your level in classes that grant you the monster lore class feature. -Insightful Gaze TYPE:General PREABILITY:1,CATEGORY:Special Ability,Stern Gaze ~ Inquisitor PRESKILL:1,Sense Motive=5 DESC:In your personal interactions, you notice what others don’t. It’s hard to get anything past you. SOURCEPAGE:p.153 BENEFIT:Whenever you make a Sense Motive check to oppose someone's Bluff check, you can roll two dice and take the higher result. -Intimidating Gaze TYPE:General PREABILITY:1,CATEGORY:Special Ability,Stern Gaze ~ Inquisitor PRESTAT:1,CHA=13 DESC:There is something in your eyes that scares people. SOURCEPAGE:p.153 BENEFIT:Once per day, as a free action, when making an Intimidate skill check, you can roll two dice and take the higher result. -Judgment Surge TYPE:General PREABILITY:1,CATEGORY:Special Ability,TYPE:SpecialQuality.Supernatural.InquisitorJudgment DESC:Once per day, the power of your faith surges, further empowering your judgments. SOURCEPAGE:p.153 BENEFIT:Once per day, you can treat your class level for your judgment class feature as if it were 3 higher than normal. If you have multiple judgments active at the same time, this benefit applies to all of them. -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. +Improved Monster Lore TYPE:General PREABILITY:1,CATEGORY=Special Ability,Monster Lore ~ Inquisitor DESC:You are obsessed with the abilities and weaknesses of monsters. BONUS:VAR|MonsterLoreBonus|1/2 * InquisitorLvl SOURCEPAGE:p.153 BENEFIT:You gain a sacred bonus on all skill checks to identify the abilities and weaknesses of creatures equal to 1/2 your level in classes that grant you the monster lore class feature. +Insightful Gaze TYPE:General PREABILITY:1,CATEGORY=Special Ability,Stern Gaze ~ Inquisitor PRESKILL:1,Sense Motive=5 DESC:In your personal interactions, you notice what others don’t. It’s hard to get anything past you. SOURCEPAGE:p.153 BENEFIT:Whenever you make a Sense Motive check to oppose someone's Bluff check, you can roll two dice and take the higher result. +Intimidating Gaze TYPE:General PREABILITY:1,CATEGORY=Special Ability,Stern Gaze ~ Inquisitor PRESTAT:1,CHA=13 DESC:There is something in your eyes that scares people. SOURCEPAGE:p.153 BENEFIT:Once per day, as a free action, when making an Intimidate skill check, you can roll two dice and take the higher result. +Judgment Surge TYPE:General PREABILITY:1,CATEGORY=Special Ability,TYPE:SpecialQuality.Supernatural.InquisitorJudgment DESC:Once per day, the power of your faith surges, further empowering your judgments. SOURCEPAGE:p.153 BENEFIT:Once per day, you can treat your class level for your judgment class feature as if it were 3 higher than normal. If you have multiple judgments active at the same time, this benefit applies to all of them. +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 # 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 PREABILITY:1,CATEGORY:Special Ability,Channel Positive Energy DESC:Your 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 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) +Life Lure TYPE:General PREABILITY:1,CATEGORY=Special Ability,Channel Positive Energy DESC:Your 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 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 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 DESC:Your summoned minions are infused with the power of the moon. 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 PREABILITY:1,CATEGORY:Special Ability,Woodland Stride PRESTAT:1,DEX=15 DESC:Enchanted vegetation does not bar your path. 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 PREABILITY:1,CATEGORY:Special Ability,TYPE:OracleMystery DESC:You are highly sensitive to magic and changes in a person’s demeanor. 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. +Mystic Stride TYPE:General PREABILITY:1,CATEGORY=Special Ability,Woodland Stride PRESTAT:1,DEX=15 DESC:Enchanted vegetation does not bar your path. 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 PREABILITY:1,CATEGORY=Special Ability,TYPE:OracleMystery DESC:You are highly sensitive to magic and changes in a person’s demeanor. 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 DESC:Your studies have helped you develop methods to overcome spell resistance. ADDSPELLLEVEL:1 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). +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. STACK:NO MULT:YES 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. -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 PREABILITY:1,CATEGORY:Special Ability,Divine Health DESC:Not only are you immune to disease, like most paladins, but you also are highly resilient to poisons. SOURCEPAGE:p.154 BENEFIT:You gain a +4 sacred bonus to saving throws against poison. +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 PREABILITY:1,CATEGORY=Special Ability,Divine Health DESC:Not only are you immune to disease, like most paladins, but you also are highly resilient to poisons. 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 PREATT:5 PREFEAT:1,Weapon Focus(Quarterstaff) DESC:You can wield a quarterstaff as either a two-handed or one-handed weapon. 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 PREABILITY:1,CATEGORY:Special Ability,Channel Energy PRESKILL:1,Knowledge (Religion)=5 DESC:Your divine energies flash with dazzling speed. 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 PREABILITY:1,CATEGORY:Special Ability,Wild Shape PRECLASS:1,Druid=8 DESC:You sacrifice power for speed in changing form. 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 PREABILITY:1,CATEGORY:Special Ability,Lay On Hands DESC:When you charge, you do so with the power of faith. 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 PREABILITY:1,CATEGORY:Special Ability,Discovery ~ Delayed Bomb DESC:You can set off your delayed bombs at great distances. SOURCEPAGE:p.155 BENEFIT:The maximum delay for your delayed bombs increases to a number of minutes equal to your level. If you have line of effect to your delayed bomb, you may detonate it earlier than its preset time by making a DC 20 Intelligence check; the DC increases by +1 for every 10 feet of distance between you and the bomb.|ECL -Resilient Eidolon TYPE:General PREABILITY:1,CATEGORY:Special Ability,Eidolon DESC:Your link with your eidolon is strong enough that it can remain with you for a short time after you fall unconscious or are killed. SOURCEPAGE:p.155 BENEFIT:If you are knocked unconscious, fall asleep, or are killed, your eidolon remains for a number of rounds equal to your summoner level before it is banished. If you are brought back to consciousness before this duration expires, your eidolon is not banished. If the duration expires before you are brought back to consciousness, your eidolon is banished normally. -Reward of Grace TYPE:General PREABILITY:1,CATEGORY:Special Ability,Lay On Hands DESC:When you lay on hands, divine energy ripples through you, granting you grace. SOURCEPAGE:p.155 BENEFIT:Each time you use your lay on hands ability, you gain a +1 sacred bonus on all attack rolls for 1 round. -Reward of Life TYPE:General PREABILITY:1,CATEGORY:Special Ability,Lay On Hands DESC:When you lay on hands, you are also healed. SOURCEPAGE:p.155 BENEFIT:Each time you use your lay on hands ability to heal a creature other than yourself, you heal a number of hit points equal to your Charisma bonus (%1). This ability has no effect if you use lay on hands to harm undead.|CHA +Quick Channel TYPE:General PREABILITY:1,CATEGORY=Special Ability,Channel Energy PRESKILL:1,Knowledge (Religion)=5 DESC:Your divine energies flash with dazzling speed. 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 PREABILITY:1,CATEGORY=Special Ability,Wild Shape PRECLASS:1,Druid=8 DESC:You sacrifice power for speed in changing form. 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 PREABILITY:1,CATEGORY=Special Ability,Lay On Hands DESC:When you charge, you do so with the power of faith. 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 PREABILITY:1,CATEGORY=Special Ability,Discovery ~ Delayed Bomb DESC:You can set off your delayed bombs at great distances. SOURCEPAGE:p.155 BENEFIT:The maximum delay for your delayed bombs increases to a number of minutes equal to your level. If you have line of effect to your delayed bomb, you may detonate it earlier than its preset time by making a DC 20 Intelligence check; the DC increases by +1 for every 10 feet of distance between you and the bomb.|ECL +Resilient Eidolon TYPE:General PREABILITY:1,CATEGORY=Special Ability,Eidolon DESC:Your link with your eidolon is strong enough that it can remain with you for a short time after you fall unconscious or are killed. SOURCEPAGE:p.155 BENEFIT:If you are knocked unconscious, fall asleep, or are killed, your eidolon remains for a number of rounds equal to your summoner level before it is banished. If you are brought back to consciousness before this duration expires, your eidolon is not banished. If the duration expires before you are brought back to consciousness, your eidolon is banished normally. +Reward of Grace TYPE:General PREABILITY:1,CATEGORY=Special Ability,Lay On Hands DESC:When you lay on hands, divine energy ripples through you, granting you grace. SOURCEPAGE:p.155 BENEFIT:Each time you use your lay on hands ability, you gain a +1 sacred bonus on all attack rolls for 1 round. +Reward of Life TYPE:General PREABILITY:1,CATEGORY=Special Ability,Lay On Hands DESC:When you lay on hands, you are also healed. SOURCEPAGE:p.155 BENEFIT:Each time you use your lay on hands ability to heal a creature other than yourself, you heal a number of hit points equal to your Charisma bonus (%1). This ability has no effect if you use lay on hands to harm undead.|CHA Ricochet Splash Weapon TYPE:General PREFEAT:1,Throw Anything PRESTAT:1,DEX=13 DESC:Even when your thrown splash weapons miss, they are especially dangerous. SOURCEPAGE:p.155 BENEFIT:Whenever your splash weapon misses and the misdirection roll indicates it lands in a square occupied by a creature, you may make an attack roll (at a –5 penalty) as if you had thrown the splash weapon at that creature. If this attack roll succeeds, the splash weapon hits and the creature takes full damage instead of splash damage. Squares adjacent to this creature still take splash damage as normal. Rime Spell TYPE:Metamagic DESC:Creatures damaged by your spells with the cold descriptor become entangled. ADDSPELLLEVEL:1 SOURCEPAGE:p.155 BENEFIT:The frost of your cold spell clings to the target, impeding it for a short time. A rime spell causes creatures that takes cold damage from the spell to become entangled for a number of rounds equal to the original level of the spell. This feat only affects spells with the cold descriptor. A rime spell uses up a spell slot one level higher than the spell’s actual level. -Sacred Summons TYPE:General PREABILITY:1,CATEGORY:Special Ability,Aura of Chaos,Aura of Evil,Aura of Good,Aura of Law PRESPELL:1,Summon Monster I,Summon Monster II,Summon Monster III,Summon Monster IV,Summon Monster V,Summon Monster VI,Summon Monster VII,Summon Monster VIII,Summon Monster IX DESC:The minions of your divine patrons stand ready to answer your call. SOURCEPAGE:p.155 BENEFIT:When using summon monster to summon creatures whose alignment subtype or subtypes exactly match your aura, you may cast the spell as a standard action instead of with a casti... [truncated message content] |