From: <dis...@us...> - 2012-06-07 13:50:39
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Revision: 16839 http://pcgen.svn.sourceforge.net/pcgen/?rev=16839&view=rev Author: distant-scholar Date: 2012-06-07 13:50:31 +0000 (Thu, 07 Jun 2012) Log Message: ----------- Feats through Spell Hex updated, except for Eldritch Heritage feat chain. 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 2012-06-07 13:16:03 UTC (rev 16838) +++ Trunk/content/notfordistribution/paizo/pathfinder_rpg/ultimate_magic/pfum_feats.lst 2012-06-07 13:50:31 UTC (rev 16839) @@ -5,15 +5,19 @@ ###Block: Feats # Feat Name Type Required Ability Req. Att. Required Class Required Feat Required Lvl Multiple Requirements Required Shield Proficiencies Required Skill Req. Known Spell Required Casting Type Req. Spell Type Required Stat Var. Min. Value Define Description Stackable? Multiple? Choose Add Spell Lvl Bonus to Ability Pool Bonus to skill Modify VAR Source Page Description of the Benefits -Abundant Revelations TYPE:General PREABILITY:1,CATEGORY=Special Ability,Oracle's Mystery DESC:You can plumb the depths of your mystery to use your revelations more often. SOURCEPAGE:p.142 BENEFIT:Choose one of your revelations that has a number of uses per day. You gain 1 additional use per day of that revelation. +# NEEDS DATA WORK: CHOOSE:ABILITY|Special Ability|PC[TYPE=PerDayOracleRevelation] didn't work. +# WORKAROUND: Went with user input. +# NEEDS CODE/DATA WORK: No way to add 1 to the uses per day, since all the variables are different. +# NEEDS DATA WORK: The APG oracle revelations need a lot of work. +Abundant Revelations TYPE:General PREABILITY:1,CATEGORY=Special Ability,Oracle's Mystery DESC:You can plumb the depths of your mystery to use your revelations more often. SOURCEPAGE:p.142 BENEFIT:Choose one of your revelations that has a number of uses per day. You gain 1 additional use per day of that revelation. MULT:YES STACK:NO CHOOSE:USERINPUT|1|TITLE="Daily Use Revelation" Accursed Critical TYPE:Critical PRECLASS:1,SPELLCASTER=9 PREFEAT:1,Critical Focus PRESPELL:1,Bestow Curse,Major Curse DESC:Your spells carry an embedded curse that manifests when they strike true. SOURCEPAGE:p.142 BENEFIT:When you confirm a critical hit with a spell or spell-like ability, you may cast bestow curse or major curse on that target as an immediate action. This works even with ranged spells. You must have bestow curse or major curse prepared or otherwise available to cast, and using this ability casts the corresponding spell. Accursed Hex TYPE:General PREABILITY:1,CATEGORY=Special Ability,TYPE.WitchHex DESC:You can make a second attempt at failed hexes. SOURCEPAGE:p.143 BENEFIT:When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at its saving throw against the hex's effect, you can target the creature with the same hex a second time before the end of your next turn. If the second attempt fails, you can make no further attempts to target that creature with the same hex for 1 day. -Advanced Ranger Trap TYPE:General PREABILITY:1,CATEGORY=Special Ability,Trap ~ Ranger PRECLASS:1,Ranger=5 DESC:Your ranger traps are especially difficult to notice and avoid. SOURCEPAGE:p.143 BENEFIT:Add +1 to the Difficulty Class on all Perception and Disable Device skill checks to find or disable the traps you make with your trap class feature. Add a +1 to the Difficulty Class on all saving throws against the effects of the trap you make with your trap class feature. +Advanced Ranger Trap TYPE:General PREABILITY:1,CATEGORY=Special Ability,Trap ~ Trapper PRECLASS:1,Ranger=5 DESC:Your ranger traps are especially difficult to notice and avoid. SOURCEPAGE:p.143 BENEFIT:Add +1 to the Difficulty Class on all Perception and Disable Device skill checks to find or disable the traps you make with your trap class feature. Add a +1 to the Difficulty Class on all saving throws against the effects of the trap you make with your trap class feature. Antagonize TYPE:General DESC:Whether with biting remarks or hurtful words, you are adept at making creatures angry with you. SOURCEPAGE:p.143 BENEFIT:You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility. No matter which skill you use, antagonizing a creature takes a standard action that does not provoke attacks of opportunity, and has a DC equal to 10 + the target's Hit Dice + the target's Wisdom modifier. The benefits you gain for this check depend on the skill you use. This is a mind-affecting effect. Blighted Critical TYPE:Critical PRECLASS:1,SPELLCASTER=5 DESC:With a critical hit from a spell or spell-like ability, you give the target a minor spellblight. SOURCEPAGE:p.143 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 minor spellblight. Blighted Critical Mastery TYPE:General PRECLASS:1,SPELLCASTER=9 PREFEAT:1,Blighted Critical DESC:You control the type of spellblight your critical hits give your opponent. SOURCEPAGE:p.143 BENEFIT:Whenever you apply a spellblight by way of the Blighted Critical or Greater Blighted critical feat, you can choose the spellblight you apply rather than determining it randomly. -Burning Spell TYPE:Metamagic DESC:You cause creatures to take extra damage when you affect them with a spell that has the acid or fire descriptor. ADDSPELLLEVEL:2 SOURCEPAGE:p.143 BENEFIT:The acid or fire effects of the affected spell adhere to the creature, causing more damage the next round. When a creature takes acid or fire damage from the affected spell, that creature takes damage equal to 2 \xC3- the spell's actual level at the start of its next turn. The damage is acid or fire, as determined by the spell's descriptor. If a burning spell has both the fire and acid descriptor, the caster chooses what kind of damage is dealt by the burning spell effect. A burning spell uses up a slot two levels higher than the spell's actual level. -Channeled Shield Wall TYPE:General PREABILITY:1,CATEGORY=Special Ability,Channel Energy PREPROFWITHSHIELD:1,TYPE.Light,TYPE.Heavy PREVARGTEQ:ChannelEnergyDice,3 DESC:You draw upon your channel energy to enhance the protective ability of your shield and those of allies while they are adjacent to you. SOURCEPAGE:p.143 BENEFIT:As a swift action, you can spend a use of your channel energy to grant yourself a +2 deflection bonus while using a shield. This bonus lasts 1 minute per cleric level or effective cleric level. While you benefit from this bonus, allies with shields also gain a +2 deflection bonus while they are adjacent to you. +Burning Spell TYPE:Metamagic DESC:You cause creatures to take extra damage when you affect them with a spell that has the acid or fire descriptor. ADDSPELLLEVEL:2 SOURCEPAGE:p.143 BENEFIT:The acid or fire effects of the affected spell adhere to the creature, causing more damage the next round. When a creature takes acid or fire damage from the affected spell, that creature takes damage equal to 2 x the spell's actual level at the start of its next turn. The damage is acid or fire, as determined by the spell's descriptor. If a burning spell has both the fire and acid descriptor, the caster chooses what kind of damage is dealt by the burning spell effect. A burning spell uses up a slot two levels higher than the spell's actual level. +Channeled Shield Wall TYPE:General PREABILITY:1,CATEGORY=Special Ability,Channel Energy PREPROFWITHSHIELD:1,TYPE.Light,TYPE.Heavy PREVARGTEQ:ChannelEnergyDice,3 DESC:You draw upon your channel energy to enhance the protective ability of your shield and those of allies while they are adjacent to you. SOURCEPAGE:p.143 BENEFIT:As a swift action, you can spend a use of your channel energy to grant yourself a +2 deflection bonus while using a shield. This bonus lasts 1 minute per cleric level or effective cleric level. While you benefit from this bonus, allies with shields also gain a +2 deflection bonus while they are adjacent to you. BONUS:COMBAT|AC|2|TYPE=Deflection|PREAPPLY:ANYPC Concussive Spell TYPE:Metamagic DESC:You cause creatures to be disoriented when you affect them with a spell that has the sonic descriptor. ADDSPELLLEVEL:2 SOURCEPAGE:p.143 BENEFIT:With sonic damage comes a concussive wave of energy that rattles creatures affected by the spell. A concussive spell causes creatures that take damage from a spell that has the sonic descriptor to take a -2 penalty on attack rolls, saving throws, skill checks, and ability checks for a number of rounds equal to the actual spell level of the spell. A concussive spell only affects spells with the sonic descriptor. A concussive spell uses up a spell slot two levels higher than the spell's actual level. Create Reliquary Arms and Shields TYPE:ItemCreation PREFEAT:1,Craft Magic Arms and Armor PRESPELL:1,Consecrate,Desecrate DESC:Your magical creations are infused with divine power. SOURCEPAGE:p.148 BENEFIT:When you craft a magic weapon, magic armor, or magic shield, you may add one casting of consecrate or desecrate as part of the item crafting process. This increases the item's Price by 250 gp. The item becomes a reliquary and can be used as a holy (or unholy) symbol divine focus of your deity. If you cast consecrate or desecrate, your reliquary counts as a permanent fixture for that spell while it remains in the spell's area. Create Sanguine Elixir TYPE:ItemCreation PRECLASS:1,Sorcerer=3 PREFEAT:1,Brew Potion PRESKILL:1,Craft (Alchemy)=12 PRESTAT:1,CHA=15 DESC:You can condense a fraction of your bloodline's power into a powerful elixir. SOURCEPAGE:p.148 BENEFIT:Once per day, when you clear your mind to regain spell slots, you can create a sanguine elixir. When you do, pick one of your bloodline powers. You transfer that power into a small potion that any creature can drink to temporarily gain the benefit of your bloodline power. Creating a sanguine elixir takes 1 hour, and requires special oils and distillates worth 100 gp, and when you make the sanguine elixir, you lose access to the bloodline power until the next time you clear your mind to regain spell slots. Sanguine elixirs are extremely unstable. They lose their potency 1 day after they are created. @@ -23,7 +27,7 @@ Die for Your Master TYPE:General PREABILITY:1,CATEGORY=Special Ability,Tumor Familiar DESC:Your tumor familiar goes to any length to save your life. SOURCEPAGE:p.148 BENEFIT:If your tumor familiar is attached, and you would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the familiar throws itself in the way of the attack as an immediate action. If it makes a Ref lex saving throw (DC = damage dealt), it takes all the damage from the attack. If it fails, it takes half damage and you take half damage. The familiar must be aware of the attack and able to react to it in order to use this ability, and it can only do this once per day-if it is denied its Dexterity bonus to AC, it can't use this ability. Since this effect would not normally allow the familiar to make a Reflex save for half damage, its improved evasion ability does not apply on this saving throw. Divine Interference TYPE:General PRECLASS:1,SPELLCASTER.Divine=10 DESC:You can convert a spell to interfere with an enemy's attack. SOURCEPAGE:p.149 BENEFIT:As an immediate action, when an enemy within 30 feet hits an ally with an attack, you can sacrifice a prepared divine spell or (if you are a spontaneous caster) an unused spell slot and make the enemy reroll the attack roll. The second attack roll takes a penalty equal to the level of the spell you sacrifice. You must sacrifice a spell of 1st-level or higher to use this ability. Whether or not the second attack is successful, you cannot use this effect on the same creature again for 1 day. Dragonbane Aura TYPE:General PREABILITY:1,CATEGORY=Special Ability,Aura of Courage PRECLASS:1,SPELLCASTER=8 DESC:Those within your dragonbane aura gain the same protection that you do. SOURCEPAGE:p.149 BENEFIT:When fighting dragons, your aura of courage expands to a 20-foot-radius emanation, and allies in the aura gain a morale bonus on saving throws against dragon breath equal to your aura of courage's bonus against fear effects. -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. No effect that allows you to reprepare or recast a spell can affect the echoed spell. 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 +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. No effect that allows you to reprepare or recast a spell can affect the echoed spell. 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. # 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. SOURCEPAGE:p.149 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. @@ -33,80 +37,84 @@ 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 SOURCEPAGE:p.149 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. 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:VAR|MagusArcanePool|2 SOURCEPAGE:p.150 BENEFIT:Your arcane pool increases by 2. Special - you can gain this feat multiple times. Extended Bane TYPE:General PREABILITY:1,CATEGORY=Special Ability,Bane ~ Inquisitor DESC:Your dedication knows no limit. Your wrath dies hard. BONUS:VAR|InquisitorBanePool|MAX(0,WIS) SOURCEPAGE:p.150 BENEFIT:Add your Wisdom bonus (+%1) to the number of rounds per day that you can use your bane ability.|MAX(0,WIS) -# 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 +# NEEDS CODE/DATA WORK: How to select Cantrips or Orisons? +# NEEDS CODE/DATA WORK: How to add to the Cantrips or Orisons spells known? +# COMMENT: This feat is broken. Wizards have no cantrips known, just number of spells in spellbook? +# COMMENT 2: It's not so much broken, as useless for wizards. +Extra Cantrips or Orisons TYPE:General PREABILITY:1,CATEGORY=Special Ability,TYPE.CantripsOrisons BONUS:SPELLKNOWN|CLASS=%LIST;LEVEL=0|2 MULT:YES STACK:YES CHOOSE:SPELLCLASSES SOURCEPAGE:p.150 # NEEDS DATA WORK: Can only be taken once at 1st level, and again at 5th, 10th, 15th, and 20th. -Extra Evolution TYPE:General PREABILITY:1,CATEGORY=Special Ability,Eidolon ~ Summoner DEFINE:EidolonExtraEP|0 STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|EidolonExtraEP|1 SOURCEPAGE:p.150 -# TODO: How to add to the Ranger Trap pool? -Extra Ranger Trap TYPE:General PREABILITY:1,CATEGORY=Special Ability,Trap ~ Ranger +Extra Evolution TYPE:General PREABILITY:1,CATEGORY=Special Ability,Eidolon ~ Summoner PREVARGT:TL/5,COUNT[FEATNAME=Extra Evolution] DEFINE:EidolonExtraEP|0 STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|EidolonExtraEP|1 SOURCEPAGE:p.150 +Extra Ranger Trap TYPE:General PREABILITY:1,CATEGORY=Special Ability,Trap ~ Trapper BONUS:VAR|TrapTimes|2 DESC:You can set ranger traps two additional times per day. BENEFIT:You can set ranger traps two additional times per day. SOURCEPAGE:p.150 Extra Summons TYPE:General PREABILITY:1,CATEGORY=Special Ability,Summon Monster ~ Summoner PREVARGTEQ:classlevel("Summoner")/5,COUNT[FEATNAME=Extra Summons] STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|SMTimes|1 SOURCEPAGE:p.150 Eyes of Judgment TYPE:General PREABILITY:1,CATEGORY=Special Ability,Detect Alignment ~ Inquisitor PRECLASS:1,SPELLCASTER=6 DESC:The true motives of creatures cannot escape your discerning gaze. SOURCEPAGE:p.150 BENEFIT:When using your detect alignment class feature, you may spend 3 rounds studying a creature within 60 feet. You cannot take any other actions while doing this. After that time has passed, you learn the alignment of the creature. Fast Empathy TYPE:General PREABILITY:1,CATEGORY=Special Ability,Wild Empathy PRESKILL:1,Handle Animal=5 DESC:Your empathic attunement to nature connects you swiftly with bestial minds. SOURCEPAGE:p.150 BENEFIT:Using wild empathy is a standard action for you. -# TODO: how to make the user choose a favored enemy from the list? -Favored Judgment TYPE:General PREABILITY:1,CATEGORY=Special Ability,Judgment ~ Inquisitor PRESTAT:1,WIS=13 DESC:Your judgment against a particular type of creature is particularly harsh. MULT:YES CHOOSE:NOCHOICE SOURCEPAGE:p.150 BENEFIT:Select a favored race from the ranger's favored enemies chart. Any sacred or profane bonus you gain from a judgment is 1 higher for attacks you make against or take from creatures that match the selected favored enemy. -Fearless Aura TYPE:General PREABILITY:1,CATEGORY=Special Ability,Aura of Courage PRECLASS:1,SPELLCASTER=8 DESC:Your aura of courage becomes more potent, as your steadfast resolve is also manifested by your allies. SOURCEPAGE:p.150 BENEFIT:Your aura of courage expands to a 20-footradius emanation. Allies within the aura are immune to fear effects. -# TODO: prereq ability to cast bard spells, ability to cast an arcane fire spell from some other spellcasting class. +Favored Judgment TYPE:General PREABILITY:1,CATEGORY=Special Ability,Judgment ~ Inquisitor PRESTAT:1,WIS=13 DESC:Your judgment against a particular type of creature is particularly harsh. MULT:YES CHOOSE:ABILITY|Special Ability|TYPE=FavoredEnemy SOURCEPAGE:p.150 BENEFIT:Any sacred or profane bonus you gain from a judgment is 1 higher for attacks you make against or take from creatures that match the selected favored enemy. +Fearless Aura TYPE:General PREABILITY:1,CATEGORY=Special Ability,Aura of Courage PRECLASS:1,SPELLCASTER=8 DESC:Your aura of courage becomes more potent, as your steadfast resolve is also manifested by your allies. SOURCEPAGE:p.150 BENEFIT:Your aura of courage expands to a 20-foot radius emanation. Allies within the aura are immune to fear effects. +# NEEDS CODE WORK: 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. +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 flaring that dazzles creatures that take damage from the spell. A flare 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 flaring spell only affects spells with a fire, light, or electricity descriptor. A flaring 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. -Greater Blighted Critical TYPE:Critical PRECLASS:1,SPELLCASTER=12 PREFEAT:1,Blighted Critical 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. +Greater Blighted Critical TYPE:Critical PRECLASS:1,SPELLCASTER=12 PREFEAT:1,Blighted Critical DESC:Your critical hit from a spell or spell-like ability afflicts 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. -# TODO: should depend on the ability to PREPARE spells, not on the ability to CAST them +# NEEDS CODE WORK: 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 kinds of creatures: 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, or they do not possess an Intelligence score. 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") +Implant Bomb TYPE:General PRESKILL:1,Heal=5 PREABILITY:1,CATEGORY=Special Ability,Discovery ~ Delayed Bomb 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).|ImplantedBombDisabeDC DEFINE:ImplantedBombDisableDC|11 + classlevel("Alchemist") # TODO - Choosing the bloodline, choosing the abilities, granting the abilities, adjusting the level 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 CHOOSE:NOCHOICE 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. +# WORKAROUND: If/when another class grants Monster Lore, this will need to be updated. +Improved Monster Lore TYPE:General PREABILITY:1,CATEGORY=Special Ability,Monster Lore ~ Inquisitor DESC:You are obsessed with the abilities and weaknesses of monsters. DEFINE:ImprovedMonsterLoreBonus|0 BONUS:VAR|ImprovedMonsterLoreBonus|classlevel("Inquisitor")/2 SOURCEPAGE:p.153 BENEFIT:You gain a +%1 sacred bonus on all skill checks to identify the abilities and weaknesses of creatures.|ImprovedMonsterLoreBonus 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. +Intimidating Gaze TYPE:General PREABILITY:1,CATEGORY=Special Ability,Stern Gaze ~ Inquisitor PRESKILL:1,Intimidate=5 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) +# COMMENT: Check to see if this adds a trap to a Trapper ranger, or if it should. +Learn Ranger Trap TYPE:General PRESKILL:1,Survival=5 DESC:You learn how to create one kind of ranger trap. DEFINE:TrapTimes|max(1,WIS+classlevel("Ranger")/2) DEFINE:TrapDC|10+CL/2+WIS DEFINE:TrapDuration|CL/2 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 %3 days.|TrapTimes|TrapDC|TrapDuration 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. BONUS:ABILITYPOOL|Ranger Trap|1 +# COMMENT: 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. DEFINE:LifeLureDuration|max(1,CHA) 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.|LifeLureDuration 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. +Mystic Stride TYPE:General PREABILITY:1,CATEGORY=Special Ability,Woodland Stride PREFEAT:1,Nimble Moves 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 +Painful Anchor TYPE:General PREABILITY:1,CATEGORY=Special Ability,Anchoring Aura ~ Oath against Fiends 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.|PainfulAnchorBonusDamage DEFINE:PainfulAnchorBonusDamage|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. +Planar Preservationist TYPE:General PREABILITY:1,CATEGORY=Archetype,Alchemist Archetype ~ Preservationist SPELLKNOWN:CLASS|Alchemist=1|Summon Monster I|PRESPELL:1,Summon Nature's Ally I SPELLKNOWN:CLASS|Alchemist=2|Summon Monster II|PRESPELL:1,Summon Nature's Ally II SPELLKNOWN:CLASS|Alchemist=3|Summon Monster IV|PRESPELL:1,Summon Nature's Ally IV SPELLKNOWN:CLASS|Alchemist=4|Summon Monster V|PRESPELL:1,Summon Nature's Ally V SPELLKNOWN:CLASS|Alchemist=5|Summon Monster VII|PRESPELL:1,Summon Nature's Ally VII SPELLKNOWN:CLASS|Alchemist=9|Summon Monster IX|PRESPELL:1,Summon Nature's Ally IX 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. +# NEEDS CODE WORK: Allow size change for particular aspects only. 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 acquis... [truncated message content] |