From: <elr...@us...> - 2013-01-26 21:50:47
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Revision: 19228 http://sourceforge.net/p/pcgen/code/19228 Author: elrotheonk Date: 2013-01-26 21:50:42 +0000 (Sat, 26 Jan 2013) Log Message: ----------- - Completed feats - Added NAMEISPI and DESCISPI liberally Issue#: NEWSOURCE-76 Modified Paths: -------------- Trunk/content/notfordistribution/paizo/pathfinder_campaign_setting/inner_sea_world_guide/iswg_abilities.lst Trunk/content/notfordistribution/paizo/pathfinder_campaign_setting/inner_sea_world_guide/iswg_abilitycategories.lst Trunk/content/notfordistribution/paizo/pathfinder_campaign_setting/inner_sea_world_guide/iswg_classes.lst Trunk/content/notfordistribution/paizo/pathfinder_campaign_setting/inner_sea_world_guide/iswg_classes_bestiary.lst Trunk/content/notfordistribution/paizo/pathfinder_campaign_setting/inner_sea_world_guide/iswg_equipment.lst Trunk/content/notfordistribution/paizo/pathfinder_campaign_setting/inner_sea_world_guide/iswg_equipment_magic.lst Trunk/content/notfordistribution/paizo/pathfinder_campaign_setting/inner_sea_world_guide/iswg_feats.lst Trunk/content/notfordistribution/paizo/pathfinder_campaign_setting/inner_sea_world_guide/iswg_languages.lst Trunk/content/notfordistribution/paizo/pathfinder_campaign_setting/inner_sea_world_guide/iswg_profs_weapons.lst Trunk/content/notfordistribution/paizo/pathfinder_campaign_setting/inner_sea_world_guide/iswg_races_bestiary.lst Trunk/content/notfordistribution/paizo/pathfinder_campaign_setting/inner_sea_world_guide/iswg_skills_conditional.lst Trunk/content/notfordistribution/paizo/pathfinder_campaign_setting/inner_sea_world_guide/iswg_spells.lst Removed Paths: ------------- Trunk/content/notfordistribution/paizo/pathfinder_campaign_setting/inner_sea_world_guide/TODO.txt Deleted: Trunk/content/notfordistribution/paizo/pathfinder_campaign_setting/inner_sea_world_guide/TODO.txt =================================================================== --- Trunk/content/notfordistribution/paizo/pathfinder_campaign_setting/inner_sea_world_guide/TODO.txt 2013-01-26 19:29:37 UTC (rev 19227) +++ Trunk/content/notfordistribution/paizo/pathfinder_campaign_setting/inner_sea_world_guide/TODO.txt 2013-01-26 21:50:42 UTC (rev 19228) @@ -1,6 +0,0 @@ -Things left to implement: - -1) Feat implementation & full benefits text (p285-289) - -- Paul Shipley (elro the onk) 16/01/2013 - Modified: Trunk/content/notfordistribution/paizo/pathfinder_campaign_setting/inner_sea_world_guide/iswg_abilities.lst =================================================================== --- Trunk/content/notfordistribution/paizo/pathfinder_campaign_setting/inner_sea_world_guide/iswg_abilities.lst 2013-01-26 19:29:37 UTC (rev 19227) +++ Trunk/content/notfordistribution/paizo/pathfinder_campaign_setting/inner_sea_world_guide/iswg_abilities.lst 2013-01-26 21:50:42 UTC (rev 19228) @@ -4,12 +4,12 @@ ###Block: Cleric Domain Powers # Scalykind Domain -# Ability Name Unique Key Category of Ability Type Define Description Allow Follower Allowed Companions Source Page Aspects Description of the Benefits -Venomous Stare KEY:Venomous Stare ~ Scalykind Domain CATEGORY:Special Ability TYPE:SpecialAttack.SpellLike.DomainPower.CheckList DESC:As a standard action, you can activate a gaze attack with a 30-foot range. This is an active gaze attack that can target a single creature within range. SOURCEPAGE:p.217 ASPECT:Ability Benefit|(%1/day)|DomainScalykindTimes ASPECT:CheckCount|%1|DomainScalykindTimes ASPECT:CheckType|Uses per Day BENEFIT:As a standard action, you can activate a gaze attack with a 30-foot range. This is an active gaze attack that can target a single creature within range. The target must make a Will save (DC %1). Those that fail take 1d6+ points of nonlethal damage and are fascinated until the beginning of your next turn. You can use this ability %2 times per day. This is a mind-affecting effect.|DomainScalykindDC|DomainScalykindTimes|PREVARLT:DomainScalykindLVL,2 BENEFIT:As a standard action, you can activate a gaze attack with a 30-foot range. This is an active gaze attack that can target a single creature within range. The target must make a Will save (DC %1). Those that fail take 1d6+%2 points of nonlethal damage and are fascinated until the beginning of your next turn. You can use this ability %3 times per day. This is a mind-affecting effect.DomainScalykindDC|DomainScalykindLVL/2|DomainScalykindTimes|PREVARGTEQ:DomainScalykindLVL,2 +# Ability Name Unique Key Category of Ability Type Define Description Allow Follower Allowed Companions Source Page Aspects Description of the Benefits +Venomous Stare KEY:Venomous Stare ~ Scalykind Domain CATEGORY:Special Ability TYPE:SpecialAttack.SpellLike.DomainPower.CheckList DESC:As a standard action, you can activate a gaze attack with a 30-foot range. This is an active gaze attack that can target a single creature within range. SOURCEPAGE:p.217 ASPECT:Ability Benefit|(%1/day)|DomainScalykindTimes ASPECT:CheckCount|%1|DomainScalykindTimes ASPECT:CheckType|Uses per Day BENEFIT:As a standard action, you can activate a gaze attack with a 30-foot range. This is an active gaze attack that can target a single creature within range. The target must make a Will save (DC %1). Those that fail take 1d6+ points of nonlethal damage and are fascinated until the beginning of your next turn. You can use this ability %2 times per day. This is a mind-affecting effect.|DomainScalykindDC|DomainScalykindTimes|PREVARLT:DomainScalykindLVL,2 BENEFIT:As a standard action, you can activate a gaze attack with a 30-foot range. This is an active gaze attack that can target a single creature within range. The target must make a Will save (DC %1). Those that fail take 1d6+%2 points of nonlethal damage and are fascinated until the beginning of your next turn. You can use this ability %3 times per day. This is a mind-affecting effect.DomainScalykindDC|DomainScalykindLVL/2|DomainScalykindTimes|PREVARGTEQ:DomainScalykindLVL,2 Serpent Companion KEY:Serpent Companion ~ Scalykind Domain CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.DomainPower DEFINE:AnimalCompanionLVL|DomainScalykindLVL-2 DESC:You gain the service of an animal companion. FOLLOWERS:Animal Companion|1 COMPANIONLIST:Animal Companion|Companion (Snake (Constrictor)),Companion (Snake (Viper)) SOURCEPAGE:p.217 # -Guarded Mind KEY:Guarded Mind ~ Void Domain CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.DomainPower.SaveBonus DESC:You gain a +2 insight bonus on saving throws against all mind-affecting effects. SOURCEPAGE:p.217 ASPECT:SaveBonus|+2 insight vs. mind-affecting effects -Part the Veil KEY:Part the Veil ~ Void Domain CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.DomainPower.CheckList DESC:You can lace spells you cast with the raw madness that waits in the outer darkness. SOURCEPAGE:p.217 ASPECT:Ability Benefit|(%1/day)|DomainVoidTimes ASPECT:CheckCount|%1|DomainVoidTimes ASPECT:CheckType|Uses per Day BENEFIT:You can lace spells you cast with the raw madness that waits in the outer darkness. Activating this ability is a swift action that you must use as you cast a spell that targets a single creature and that allows a Will saving throw to negate or reduce the spell's primary effect. If the target fails to resist the spell, the target is also confused for a number of rounds equal to the spell's level as visions of the void cause temporary insanity. The victim can attempt a new saving throw each round to end the effect - these additional saving throws apply only to the additional confusion effect and not to the original spell effect. This is a mind-affecting effect. You can use this ability %1 times per day.|DomainVoidTimes +Guarded Mind KEY:Guarded Mind ~ Void Domain CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.DomainPower.SaveBonus DESC:You gain a +2 insight bonus on saving throws against all mind-affecting effects. SOURCEPAGE:p.217 ASPECT:SaveBonus|+2 insight vs. mind-affecting effects +Part the Veil KEY:Part the Veil ~ Void Domain CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.DomainPower.CheckList DESC:You can lace spells you cast with the raw madness that waits in the outer darkness. SOURCEPAGE:p.217 ASPECT:Ability Benefit|(%1/day)|DomainVoidTimes ASPECT:CheckCount|%1|DomainVoidTimes ASPECT:CheckType|Uses per Day BENEFIT:You can lace spells you cast with the raw madness that waits in the outer darkness. Activating this ability is a swift action that you must use as you cast a spell that targets a single creature and that allows a Will saving throw to negate or reduce the spell's primary effect. If the target fails to resist the spell, the target is also confused for a number of rounds equal to the spell's level as visions of the void cause temporary insanity. The victim can attempt a new saving throw each round to end the effect - these additional saving throws apply only to the additional confusion effect and not to the original spell effect. This is a mind-affecting effect. You can use this ability %1 times per day.|DomainVoidTimes ###Block: Clockwork template abilities Winding KEY:Winding ~ Clockwork CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:The construct must be wound with a special key in order to function. As a general rule, a fully wound clockwork can remain active for 1 day/HD, but shorter or longer durations are possible. @@ -17,37 +17,37 @@ Difficult to Create KEY:Difficult to Create ~ Clockwork CATEGORY:Special Ability TYPE:SpecialQuality DESC:Increase the time and gp cost required to create a clockwork by 50%% over normal. ###BLOCK: Harrower Abilities -Blessing of the Harrow CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary SOURCEPAGE:p.276 DESC:You may 1/day perform a harrowing for yourself and all allies within 20 ft. This harrowing takes 10 minutes and provides an insight bonus for 24 hrs based upon the suit with the most cards showing: Strength: +1 on attacks; Dexterity: +1 to AC; Constitution: +1 on weapon damage; Intelligence: +1 on skill checks; Wisdom: +1 on saving throws; Charisma: +1 on caster level and concentration checks. BENEFIT:1/day, you may perform a harrowing for yourself and all allies within 20 ft. This harrowing takes 10 minutes, and allies to be affected by it must remain within 20 ft. for the entire time. This harrowing provides an insight bonus for 24 hrs based upon the suit with the most cards showing (in case of a tie, choose one). The suit bonuses are as follows. Strength: +1 on attack rolls; Dexterity: +1 to AC; Constitution: +1 on weapon damage rolls; Intelligence: +1 on all skill checks; Wisdom: +1 on all saving throws; Charisma: +1 on caster level and concentration checks. -Harrow Casting CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.CheckList SOURCEPAGE:p.276 DESC:You may %1/day, as you cast a spell, draw three cards from your Harrow deck. You gain all the benefits of the tower abilities available to you associated with the cards drawn. Each card you draw that exactly matches your alignment counts as two cards of that suit. You may use this ability %1/day.|HarrowerLvl ASPECT:Ability Benefit|(%1/day)|HarrowerLvl BENEFIT:You may, as you cast a spell, draw three cards from your Harrow deck. This adds both a somatic component (if the spell does not already have one) and a focus component (the Harrow deck) to the spell, but does not increase the spell's casting time. The cards you draw might change the parameters of your spell or grant some other benefit, as described in each tower ability. You gain all of the different tower abilities available to you. If you draw cards for that you have not yet gained the use of, those cards provide no benefit. Each card you draw that exactly matches your alignment count as two cards of that suit. A spell may not be affected by both Harrow casting and a metamagic feat. You may use this ability %1/day.|HarrowerLvl -Tower of Intelligence CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SOURCEPAGE:p.277 DESC:Whenever you use your Harrow casting ability, for each card you draw from the suit of Intelligence, you gain a +1 bonus on caster level checks made to penetrate Spell Resistance. -Tower of Strength CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SOURCEPAGE:p.277 DESC:Whenever you use your Harrow casting ability to augment a spell that deals damage to hit points, the spell deals +1 point of damage per die for each card from the suit of Strength you draw. -Tower of Charisma CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SOURCEPAGE:p.277 DESC:Whenever you use your Harrow casting ability, for each card you draw from the suit of Charisma the save DC of the spell increases by +1. -Spirit Deck CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural.CheckList DEFINE:SpiritDeckTimes|0 SOURCEPAGE:p.277 DESC:As a standard action %1/day, you may summon a translucent Harrow deck that engulfs a target within 30 ft. in a cloud of knife-edged cards. You draw %1 Harrow cards, and the spirit deck deals damage based on the number of drawn alignment-matched cards: exact match = 5 points, partial match = 3 points, non-match = 1 point, opposite match = 0 points.|SpiritDeckTimes|HarrowerLvl ASPECT:Ability Benefit|(%1/day)|SpiritDeckTimes BENEFIT:You may, as a standard action, summon a shimmering, translucent Harrow deck that flies through the air and engulfs a target within 30 ft. in a whirling cloud of knife-edged cards. You then draw %1 Harrow cards, and the spirit deck deals damage based on the number of drawn cards that match your alignment. Each exact match deals 5 points of damage, each partial match (identical on one alignment axis) deals 3 points, each non-matched card deals 1 point, and each opposite match deals 0 points. You may use this ability %2/day.|HarrowerLvl|SpiritDeckTimes +Blessing of the Harrow NAMEISPI:YES CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary SOURCEPAGE:p.276 DESC:You may 1/day perform a harrowing for yourself and all allies within 20 ft. This harrowing takes 10 minutes and provides an insight bonus for 24 hrs based upon the suit with the most cards showing: Strength: +1 on attacks; Dexterity: +1 to AC; Constitution: +1 on weapon damage; Intelligence: +1 on skill checks; Wisdom: +1 on saving throws; Charisma: +1 on caster level and concentration checks. BENEFIT:1/day, you may perform a harrowing for yourself and all allies within 20 ft. This harrowing takes 10 minutes, and allies to be affected by it must remain within 20 ft. for the entire time. This harrowing provides an insight bonus for 24 hrs based upon the suit with the most cards showing (in case of a tie, choose one). The suit bonuses are as follows. Strength: +1 on attack rolls; Dexterity: +1 to AC; Constitution: +1 on weapon damage rolls; Intelligence: +1 on all skill checks; Wisdom: +1 on all saving throws; Charisma: +1 on caster level and concentration checks. +Harrow Casting NAMEISPI:YES CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.CheckList SOURCEPAGE:p.276 DESCISPI:YES DESC:You may %1/day, as you cast a spell, draw three cards from your Harrow deck. You gain all the benefits of the tower abilities available to you associated with the cards drawn. Each card you draw that exactly matches your alignment counts as two cards of that suit. You may use this ability %1/day.|HarrowerLvl ASPECT:Ability Benefit|(%1/day)|HarrowerLvl BENEFIT:You may, as you cast a spell, draw three cards from your Harrow deck. This adds both a somatic component (if the spell does not already have one) and a focus component (the Harrow deck) to the spell, but does not increase the spell's casting time. The cards you draw might change the parameters of your spell or grant some other benefit, as described in each tower ability. You gain all of the different tower abilities available to you. If you draw cards for that you have not yet gained the use of, those cards provide no benefit. Each card you draw that exactly matches your alignment count as two cards of that suit. A spell may not be affected by both Harrow casting and a metamagic feat. You may use this ability %1/day.|HarrowerLvl +Tower of Intelligence CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SOURCEPAGE:p.277 DESCISPI:YES DESC:Whenever you use your Harrow casting ability, for each card you draw from the suit of Intelligence, you gain a +1 bonus on caster level checks made to penetrate Spell Resistance. +Tower of Strength CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SOURCEPAGE:p.277 DESCISPI:YES DESC:Whenever you use your Harrow casting ability to augment a spell that deals damage to hit points, the spell deals +1 point of damage per die for each card from the suit of Strength you draw. +Tower of Charisma CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SOURCEPAGE:p.277 DESCISPI:YES DESC:Whenever you use your Harrow casting ability, for each card you draw from the suit of Charisma the save DC of the spell increases by +1. +Spirit Deck CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural.CheckList DEFINE:SpiritDeckTimes|0 SOURCEPAGE:p.277 DESCISPI:YES DESC:As a standard action %1/day, you may summon a translucent Harrow deck that engulfs a target within 30 ft. in a cloud of knife-edged cards. You draw %1 Harrow cards, and the spirit deck deals damage based on the number of drawn alignment-matched cards: exact match = 5 points, partial match = 3 points, non-match = 1 point, opposite match = 0 points.|SpiritDeckTimes|HarrowerLvl ASPECT:Ability Benefit|(%1/day)|SpiritDeckTimes BENEFIT:You may, as a standard action, summon a shimmering, translucent Harrow deck that flies through the air and engulfs a target within 30 ft. in a whirling cloud of knife-edged cards. You then draw %1 Harrow cards, and the spirit deck deals damage based on the number of drawn cards that match your alignment. Each exact match deals 5 points of damage, each partial match (identical on one alignment axis) deals 3 points, each non-matched card deals 1 point, and each opposite match deals 0 points. You may use this ability %2/day.|HarrowerLvl|SpiritDeckTimes Divination KEY:Divination ~ Harrower CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike SOURCEPAGE:p.277 DESC:You gain the ability to cast divination 1/day as a spell-like ability (CL %1).|HarrowerLvl SPELLS:Innate|TIMES=1|CASTERLEVEL=(max(TL,1))|Divination,14+CHA -Tower of Constitution CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SOURCEPAGE:p.277 DESC:Whenever you use your Harrow casting ability, for each card you draw from the suit of Constitution, you heal 1d6 points of damage. -Tower of Dexterity CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SOURCEPAGE:p.277 DESC:Whenever you use your Harrow casting ability, for each card you draw from the suit of Dexterity, you gain a +1 bonus on Reflex saves and to AC until the beginning of your next turn. -Tower of Wisdom CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SOURCEPAGE:p.277 DESC:Whenever you use your Harrow casting ability, for each card you draw from the suit of Wisdom, you increase the spell's effective caster level by +1. -Reading the Signs CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SOURCEPAGE:p.277 DESC:When you draw cards from any deck to perform your Harrow casting or spirit deck abilities, or when drawing from magical decks, you may draw an extra card and choose one to ignore and shuffle back into the deck. You may not use this ability when performing a harrowing. You may use this ability at will, but must wait 1d4 rounds between each use. BENEFIT:Whenever you draw cards from any deck of cards to activate a class ability or to activate a magic item function, you may draw an extra card and choose one to ignore and shuffle back into the deck. You may not use this ability when performing a harrowing, but may use it when performing you your Harrow casting or spirit deck abilities. You can also use this ability when drawing cards from magical decks. You may use this ability at will, but must wait 1d4 rounds between each use. +Tower of Constitution CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SOURCEPAGE:p.277 DESCISPI:YES DESC:Whenever you use your Harrow casting ability, for each card you draw from the suit of Constitution, you heal 1d6 points of damage. +Tower of Dexterity CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SOURCEPAGE:p.277 DESCISPI:YES DESC:Whenever you use your Harrow casting ability, for each card you draw from the suit of Dexterity, you gain a +1 bonus on Reflex saves and to AC until the beginning of your next turn. +Tower of Wisdom CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SOURCEPAGE:p.277 DESCISPI:YES DESC:Whenever you use your Harrow casting ability, for each card you draw from the suit of Wisdom, you increase the spell's effective caster level by +1. +Reading the Signs CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SOURCEPAGE:p.277 DESCISPI:YES DESC:When you draw cards from any deck to perform your Harrow casting or spirit deck abilities, or when drawing from magical decks, you may draw an extra card and choose one to ignore and shuffle back into the deck. You may not use this ability when performing a harrowing. You may use this ability at will, but must wait 1d4 rounds between each use. BENEFIT:Whenever you draw cards from any deck of cards to activate a class ability or to activate a magic item function, you may draw an extra card and choose one to ignore and shuffle back into the deck. You may not use this ability when performing a harrowing, but may use it when performing you your Harrow casting or spirit deck abilities. You can also use this ability when drawing cards from magical decks. You may use this ability at will, but must wait 1d4 rounds between each use. ###BLOCK: Hellknight Abilities -Detect Chaos KEY:Detect Chaos ~ HK CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike SOURCEPAGE:p.278 DESC:At will, you can use detect chaos, as the spell. You can, as a move action, concentrate on a single individual or item within 60 ft. and determine if it is chaotic, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect chaos in any other object or individual within range. SPELLS:Hellknight|TIMES=ATWILL|CASTERLEVEL=TL|Detect Chaos,11+CHA -Smite Chaos KEY:Smite Chaos ~ HK CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural.CheckList DEFINE:HKSmiteTimes|0 SOURCEPAGE:p.278 DESC:You can call out to the powers of law to aid you in your struggle against chaos %1/day. As a swift action, you choose one target within sight to smite. If this target is chaotic, you add +%2 to your attack rolls and +%3 to all damage rolls made against it, and automatically bypass any DR the creature might possess. This ability is twice as effective against outsiders with the chaotic subtype, chaotic-aligned aberrations, and fey. In addition, you gain a +%4 deflection bonus to your AC against attacks made by the target. If you target a creature that is not chaotic, the smite is wasted with no effect. The smite effect remains until the target is dead or the next time you rest and regain your uses of this ability.|HKSmiteTimes|max(CHA,0)|HellknightLvl|max(CHA,0) ASPECT:CheckCount|%1|HKSmiteTimes ASPECT:CheckType|Uses per day -Discern Lies KEY:Discern Lies ~ HK CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike SOURCEPAGE:p.278 DESC:You can use discern lies as a spell-like ability %1/day (caster level %2).|3+CHA|TL SPELLS:Hellknight|TIMES=3+CHA|CASTERLEVEL=TL|Discern Lies,13+CHA -Hellknight Armor KEY:Hellknight Armor ~ HK CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DEFINE:HKArmor|0 SOURCEPAGE:p.278 DESC:You earn the right to wear Hellknight armor. While wearing this armor, you reduce the armor check penalty by %1, increase the maximum Dexterity bonus by %1, and move at full speed.|HKArmor ABILITY:Special Ability|AUTOMATIC|HK Armor Benefits|PREEQUIP:1,Hellknight Plate -HK Armor Benefits CATEGORY:Special Ability TYPE:Internal BONUS:MISC|MAXDEX|HKArmor BONUS:MISC|ACCHECK|HKArmor UNENCUMBEREDMOVE:HeavyArmor -Force of Will KEY:Force of Will ~ HK CATEGORY:Special Ability TYPE:Internal DEFINE:HKForceOfWill|0 -Lawbringer KEY:Lawbringer ~ HK CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary SOURCEPAGE:p.279 DESC:Your attacks are treated as lawful for overcoming damage reduction. -Infernal Armor KEY:Infernal Armor ~ HK CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SOURCEPAGE:p.279 DESC:As long as you wear Hellknight armor, you gain a +2 bonus on all Charisma-related checks made while interacting with nongood lawful creatures. In addition, you gain the ability to see perfectly in darkness of any kind, resistance to fire 30, and resistance to acid 10 and cold 10. VISION:Perfect Darkvision|PREEQUIP:1,Hellknight Plate BONUS:VAR|FireResistanceBonus|30|PREEQUIP:1,Hellknight Plate BONUS:VAR|AcidResistanceBonus,ColdResistanceBonus|10|PREEQUIP:1,Hellknight Plate ABILITY:Special Ability|AUTOMATIC|Resistance to Fire|Resistance to Acid|Resistance to Cold|PREEQUIP:1,Hellknight Plate -Hell's Knight KEY:Hell's Knight ~ HK CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SOURCEPAGE:p.279 DESC:You can grant a weapon you wield or touch the axiomatic, flaming burst, or unholy weapon quality. This weapon maintains this new quality as long as you remain within 100 ft. of the weapon - you may maintain only a single weapon's granted quality at a time. You also become immune to fire while wearing Hellknight armor. ABILITY:Special Ability|AUTOMATIC|Immunity to Fire|PREEQUIP:1,Hellknight Plate +Detect Chaos KEY:Detect Chaos ~ HK CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike SOURCEPAGE:p.278 DESC:At will, you can use detect chaos, as the spell. You can, as a move action, concentrate on a single individual or item within 60 ft. and determine if it is chaotic, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect chaos in any other object or individual within range. SPELLS:Hellknight|TIMES=ATWILL|CASTERLEVEL=TL|Detect Chaos,11+CHA +Smite Chaos KEY:Smite Chaos ~ HK CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural.CheckList DEFINE:HKSmiteTimes|0 SOURCEPAGE:p.278 DESC:You can call out to the powers of law to aid you in your struggle against chaos %1/day. As a swift action, you choose one target within sight to smite. If this target is chaotic, you add +%2 to your attack rolls and +%3 to all damage rolls made against it, and automatically bypass any DR the creature might possess. This ability is twice as effective against outsiders with the chaotic subtype, chaotic-aligned aberrations, and fey. In addition, you gain a +%4 deflection bonus to your AC against attacks made by the target. If you target a creature that is not chaotic, the smite is wasted with no effect. The smite effect remains until the target is dead or the next time you rest and regain your uses of this ability.|HKSmiteTimes|max(CHA,0)|HellknightLvl|max(CHA,0) ASPECT:CheckCount|%1|HKSmiteTimes ASPECT:CheckType|Uses per day +Discern Lies KEY:Discern Lies ~ HK CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike SOURCEPAGE:p.278 DESC:You can use discern lies as a spell-like ability %1/day (caster level %2).|3+CHA|TL SPELLS:Hellknight|TIMES=3+CHA|CASTERLEVEL=TL|Discern Lies,13+CHA +Hellknight Armor KEY:Hellknight Armor ~ HK NAMEISPI:YES CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DEFINE:HKArmor|0 SOURCEPAGE:p.278 DESCISPI:YES DESC:You earn the right to wear Hellknight armor. While wearing this armor, you reduce the armor check penalty by %1, increase the maximum Dexterity bonus by %1, and move at full speed.|HKArmor ABILITY:Special Ability|AUTOMATIC|HK Armor Benefits|PREEQUIP:1,Hellknight Plate +HK Armor Benefits CATEGORY:Special Ability TYPE:Internal BONUS:MISC|MAXDEX|HKArmor BONUS:MISC|ACCHECK|HKArmor UNENCUMBEREDMOVE:HeavyArmor +Force of Will KEY:Force of Will ~ HK CATEGORY:Special Ability TYPE:Internal DEFINE:HKForceOfWill|0 +Lawbringer KEY:Lawbringer ~ HK CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary SOURCEPAGE:p.279 DESC:Your attacks are treated as lawful for overcoming damage reduction. +Infernal Armor KEY:Infernal Armor ~ HK CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SOURCEPAGE:p.279 DESCISPI:YES DESC:As long as you wear Hellknight armor, you gain a +2 bonus on all Charisma-related checks made while interacting with nongood lawful creatures. In addition, you gain the ability to see perfectly in darkness of any kind, resistance to fire 30, and resistance to acid 10 and cold 10. VISION:Perfect Darkvision|PREEQUIP:1,Hellknight Plate BONUS:VAR|FireResistanceBonus|30|PREEQUIP:1,Hellknight Plate BONUS:VAR|AcidResistanceBonus,ColdResistanceBonus|10|PREEQUIP:1,Hellknight Plate ABILITY:Special Ability|AUTOMATIC|Resistance to Fire|Resistance to Acid|Resistance to Cold|PREEQUIP:1,Hellknight Plate +Hell's Knight KEY:Hell's Knight ~ HK CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SOURCEPAGE:p.279 DESCISPI:YES DESC:You can grant a weapon you wield or touch the axiomatic, flaming burst, or unholy weapon quality. This weapon maintains this new quality as long as you remain within 100 ft. of the weapon - you may maintain only a single weapon's granted quality at a time. You also become immune to fire while wearing Hellknight armor. ABILITY:Special Ability|AUTOMATIC|Immunity to Fire|PREEQUIP:1,Hellknight Plate # Hellknight Orders -Order of the Chain CATEGORY:Special Ability TYPE:SpecialQuality.HKOrder SOURCEPAGE:p.266 DESC:You are a member of the Order of the Chain, which pursues fugitive slaves, escaped convicts, and runaway indentured servants; as well as freedom fighters, revolutionaries, and slave owners who keep their servants past a prearranged term. ABILITY:Special Ability|AUTOMATIC|Shackle ~ HK|PREVARGTEQ:HKDiscipline,1 -Order of the Gate CATEGORY:Special Ability TYPE:SpecialQuality.HKOrder SOURCEPAGE:p.266 DESC:You are a member of the Order of the Gate, which deals and bargains with fiends, gleaning knowledge from the plans and guarding some vague charge. ABILITY:Special Ability|AUTOMATIC|Summon Devil ~ HK|PREVARGTEQ:HKDiscipline,1 -Order of the God Claw CATEGORY:Special Ability TYPE:SpecialQuality.HKOrder SOURCEPAGE:p.266 DESC:You are a member of the Order of the God Claw, which extols variations and virtues of five lawful deities, distilling select tenets into a dogma of righteousness to which the world must forcibly be set. ABILITY:Special Ability|AUTOMATIC|Pentamic Faith ~ HK|PREVARGTEQ:HKDiscipline,1 -Order of the Nail CATEGORY:Special Ability TYPE:SpecialQuality.HKOrder SOURCEPAGE:p.266 DESC:You are a member of the Order of the Nail, which tenaciously hunts brigands and crusades against savagery. ABILITY:Special Ability|AUTOMATIC|Onslaught ~ HK|PREVARGTEQ:HKDiscipline,1 -Order of the Pyre CATEGORY:Special Ability TYPE:SpecialQuality.HKOrder SOURCEPAGE:p.266 DESC:You are a member of the Order of the Pyre, which hunts cults of imaginary gods, crude shamans, and backwater witches, seeking to remove heathenish belief as an impediment to civilisation and an excuse for lawlessness. ABILITY:Special Ability|AUTOMATIC|Brand ~ HK|PREVARGTEQ:HKDiscipline,1 -Order of the Rack CATEGORY:Special Ability TYPE:SpecialQuality.HKOrder SOURCEPAGE:p.266 DESC:You are a member of the Order of the Rack, which looks to seek out and cleanse dangerous or unlawful knowledge wherever it can be found. ABILITY:Special Ability|AUTOMATIC|Censor ~ HK|PREVARGTEQ:HKDiscipline,1 -Order of the Scourge CATEGORY:Special Ability TYPE:SpecialQuality.HKOrder SOURCEPAGE:p.266 DESC:You are a member of the Order of the Scourge, which combats lawless tendencies through ever-present watchfulness and brutal reminders that no crime goes unpunished. ABILITY:Special Ability|AUTOMATIC|Vigilance ~ HK|PREVARGTEQ:HKDiscipline,1 +Order of the Chain NAMEISPI:YES CATEGORY:Special Ability TYPE:SpecialQuality.HKOrder SOURCEPAGE:p.266 DESCISPI:YES DESC:You are a member of the Order of the Chain, which pursues fugitive slaves, escaped convicts, and runaway indentured servants; as well as freedom fighters, revolutionaries, and slave owners who keep their servants past a prearranged term. ABILITY:Special Ability|AUTOMATIC|Shackle ~ HK|PREVARGTEQ:HKDiscipline,1 +Order of the Gate NAMEISPI:YES CATEGORY:Special Ability TYPE:SpecialQuality.HKOrder SOURCEPAGE:p.266 DESCISPI:YES DESC:You are a member of the Order of the Gate, which deals and bargains with fiends, gleaning knowledge from the plans and guarding some vague charge. ABILITY:Special Ability|AUTOMATIC|Summon Devil ~ HK|PREVARGTEQ:HKDiscipline,1 +Order of the God Claw NAMEISPI:YES CATEGORY:Special Ability TYPE:SpecialQuality.HKOrder SOURCEPAGE:p.266 DESCISPI:YES DESC:You are a member of the Order of the God Claw, which extols variations and virtues of five lawful deities, distilling select tenets into a dogma of righteousness to which the world must forcibly be set. ABILITY:Special Ability|AUTOMATIC|Pentamic Faith ~ HK|PREVARGTEQ:HKDiscipline,1 +Order of the Nail NAMEISPI:YES CATEGORY:Special Ability TYPE:SpecialQuality.HKOrder SOURCEPAGE:p.266 DESCISPI:YES DESC:You are a member of the Order of the Nail, which tenaciously hunts brigands and crusades against savagery. ABILITY:Special Ability|AUTOMATIC|Onslaught ~ HK|PREVARGTEQ:HKDiscipline,1 +Order of the Pyre NAMEISPI:YES CATEGORY:Special Ability TYPE:SpecialQuality.HKOrder SOURCEPAGE:p.266 DESCISPI:YES DESC:You are a member of the Order of the Pyre, which hunts cults of imaginary gods, crude shamans, and backwater witches, seeking to remove heathenish belief as an impediment to civilisation and an excuse for lawlessness. ABILITY:Special Ability|AUTOMATIC|Brand ~ HK|PREVARGTEQ:HKDiscipline,1 +Order of the Rack NAMEISPI:YES CATEGORY:Special Ability TYPE:SpecialQuality.HKOrder SOURCEPAGE:p.266 DESCISPI:YES DESC:You are a member of the Order of the Rack, which looks to seek out and cleanse dangerous or unlawful knowledge wherever it can be found. ABILITY:Special Ability|AUTOMATIC|Censor ~ HK|PREVARGTEQ:HKDiscipline,1 +Order of the Scourge NAMEISPI:YES CATEGORY:Special Ability TYPE:SpecialQuality.HKOrder SOURCEPAGE:p.266 DESCISPI:YES DESC:You are a member of the Order of the Scourge, which combats lawless tendencies through ever-present watchfulness and brutal reminders that no crime goes unpunished. ABILITY:Special Ability|AUTOMATIC|Vigilance ~ HK|PREVARGTEQ:HKDiscipline,1 # Hellknight Disciplines Discipline KEY:Discipline ~ HK CATEGORY:Special Ability TYPE:Internal DEFINE:HKDiscipline|0 DEFINE:HKDisciplineDC|0 BONUS:VAR|HKDisciplineDC|10+HellknightLvl+CHA BONUS:ABILITYPOOL|Hellknight Discipline 2|1|PREVARGTEQ:HKDiscipline,2 BONUS:ABILITYPOOL|Hellknight Discipline 3|1|PREVARGTEQ:HKDiscipline,3 @@ -56,7 +56,7 @@ Censor KEY:Censor ~ HK CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.CheckList.HKAbility.HKORack SOURCEPAGE:p.278 DESC:When you use smite chaos on a creature, %1/day you can strike the creature mute for 1d4 rounds unless it makes a successful Will save (DC %2). A mute creature cannot speak, nor can it cast spells that have verbal components or use language-dependant effects.|HKDiscipline|HKDisciplineDC ASPECT:CheckCount|%1|HKDiscipline ASPECT:CheckType|Uses per day Fearsomeness KEY:Fearsomeness ~ HK CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.CheckList.HKAbility.HKOAny SOURCEPAGE:p.279 DESC:When you use the Intimidate skill to cause a creature within 10 ft. to become shaken, %1/day you can instead cause it to become frightened.|HKDiscipline ASPECT:CheckCount|%1|HKDiscipline ASPECT:CheckType|Uses per day Onslaught KEY:Onslaught ~ HK CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.CheckList.HKAbility.HKONail SOURCEPAGE:p.279 DESC:%1/day as a free action, you increase your base speed by +10 ft. and gain a +4 bonus to your Strength for 1 round. If you are mounted, these bonuses also apply to your mount.|HKDiscipline ASPECT:CheckCount|%1|HKDiscipline ASPECT:CheckType|Uses per day -Pentamic Faith KEY:Pentamic Faith ~ HK CATEGORY:Special Ability TYPE:SpecialQuality.HKOGodClaw SOURCEPAGE:p.279 DESC:You gain all the granted powers (but not domain spells) of a selected domain, treating your Hellknight levels as cleric levels to determine what domain abilities you have access to. BONUS:ABILITYPOOL|Hellknight Domain|1 +Pentamic Faith KEY:Pentamic Faith ~ HK CATEGORY:Special Ability TYPE:SpecialQuality.HKOGodClaw SOURCEPAGE:p.279 DESCISPI:YES DESC:You gain all the granted powers (but not domain spells) of a selected domain, treating your Hellknight levels as cleric levels to determine what domain abilities you have access to. BONUS:ABILITYPOOL|Hellknight Domain|1 Shackle KEY:Shackle ~ HK CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.CheckList.HKAbility.HKOChain SOURCEPAGE:p.279 DESC:When you use smite chaos on a creature, %1/day you can impede its mobility. The creature can negate this effect with a Will save (DC %2); otherwise, it is affected as if by a slow spell for 1d4 rounds.|HKDiscipline|HKDisciplineDC ASPECT:CheckCount|%1|HKDiscipline ASPECT:CheckType|Uses per day Summon Devil KEY:Summon Devil ~ HK CATEGORY:Special Ability TYPE:Internal.HKAbility.HKOGate SOURCEPAGE:p.279 DESC:You may use summon mosnter spell-like abilities to summon various devils. ABILITY:Special Ability|AUTOMATIC|Summon Devil V ~ HK|PREVARLT:HellknightLvl,5 ABILITY:Special Ability|AUTOMATIC|Summon Devil VI ~ HK|PREVARGTEQ:HellknightLvl,5|PREVARLT:HellknightLvl,9 ABILITY:Special Ability|AUTOMATIC|Summon Devil VII ~ HK|PREVARGTEQ:HellknightLvl,9 Summon Devil KEY:Summon Devil V ~ HK CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike SOURCEPAGE:p.279 DESC:You may use summon monster V as a spell-like ability %1/day to summon 1 bearded devil.|HKDiscipline SPELLS:Hellknight|TIMES=HKDiscipline|CASTERLEVEL=TL|Summon Monster V,HKDisciplineDC @@ -106,7 +106,7 @@ Force of Will 3 (Phantasm) KEY:Phantasm ~ HKFow3 CATEGORY:Special Ability TYPE:SpecialQuality.HKFoW3.SaveBonus SOURCEPAGE:p.279 DESC:You gain a +2 bonus on Will saves against spells with the phantasm descriptor. ASPECT:SaveBonus|+2 Will vs. phantasm spells !PREABILITY:1,CATEGORY=Special Ability|Phantasm ~ HKFow1,Phantasm ~ HKFoW2 ### BLOCK: Low Templar -Crusader KEY:Crusader ~ Low CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.SaveBonus DEFINE:LowCrusader|0 SOURCEPAGE:p.280 DESC:Whatever your faults, you are a skilled warrior against the demon hordes of the Worldwound. You gain a +%1 bonus on all weapon attack and damage rolls against chaotic evil outsiders. You also gain an equal bonus on all Will saving throws against the abilities of chaotic evil outsiders.|LowCrusader ASPECT:SaveBonus|+%1 Will vs. chaotic evil outsider abilities|LowCrusader +Crusader KEY:Crusader ~ Low CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.SaveBonus DEFINE:LowCrusader|0 SOURCEPAGE:p.280 DESCISPI:YES DESC:Whatever your faults, you are a skilled warrior against the demon hordes of the Worldwound. You gain a +%1 bonus on all weapon attack and damage rolls against chaotic evil outsiders. You also gain an equal bonus on all Will saving throws against the abilities of chaotic evil outsiders.|LowCrusader ASPECT:SaveBonus|+%1 Will vs. chaotic evil outsider abilities|LowCrusader Flag of Convenience KEY:Flag of Convenience ~ Low CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary SOURCEPAGE:p.280 DESC:You are adept at aligning yourself with the winning side, disappearing when convenient, and evading blame without besmirching your reputation. You gain a +2 bonus on all Bluff and Disguise checks, and on Linguistics checks made to create forgeries. You never suffer a penalty to your Leadership score for moving around frequently, aloofness, cruelty, or the loss of prior cohorts or followers, and can replace lost followers in half the normal time. BONUS:SKILL|Bluff,Disguise,Linguistics (Create forgeries)|2 Dirty Fighting KEY:Dirty Fighting ~ Low CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary SOURCEPAGE:p.281 DESC:You meld the stately forms of combat with a down-and-dirty style; no trick is beneath you. You never take a non-proficiency penalty on attack rolls with improvised weapons and you gain a +2 bonus on all combat maneuver checks. In addition, whenever you land a critical hit, you may choose to apply a random effect rather than dealing extra damage [Table]. BONUS:VAR|CMB|2 BENEFIT:You meld the stately forms of combat with a down-and-dirty style; no trick is beneath you. You never take a non-proficiency penalty on attack rolls with improvised weapons and you gain a +2 bonus on all combat maneuver checks. In addition, whenever you land a critical hit, you may choose to apply a random effect rather than dealing extra damage [d6: 1 - staggered 1 rnd; 2 - nauseated 1 rnd; 3 - deafened 1 rnd; 4 - blinded 1 rnd; 5 - sickened 1 min; 6 - fatigued]; these durations are doubled if the crit multiplier is x3, and tripled if it is x4. Live to Fight Another Day KEY:Live to Fight Another Day ~ Low CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary SOURCEPAGE:p.281 DESC:You can use the withdraw action as a standard action, although if you do so, you can only move at your speed (not double your speed). @@ -116,10 +116,10 @@ CATEGORY=Special Ability|Planar Cohort ~ Low.MOD DESC:You gain a planar cohort appropriate to your actual alignment, gained as if you had taken the Leadership feat. This planar cohort appears to you and pledges loyalty to you immediately. If the cohort perishes, you must wait a week before calling upon a replacement. You gain a +1 bonus to your Leadership score. If you replace your cohort gained from your Leadership feat with the planar cohort, the maximum level equivalent for your planar cohort is one higher.|PREFEAT:1,Leadership BONUS:VAR|LeadershipScore|1|PREFEAT:1,Leadership # Low Templar path choices -Path of Darkness ~ Chaotic KEY:Path of DarknessC ~ Low CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.LowPath SOURCEPAGE:p.281 DESC:You have decided to stray further from to your oaths to Iomedae and her ethos of law and goodness. You may ignore the chaotic aspect of your alignment for determining alignment-based magical effects. You also gain a +2 circumstance bonus on Diplomacy checks with creatures with the chaotic or evil subtypes. -Path of Darkness ~ Evil KEY:Path of DarknessE ~ Low CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.LowPath SOURCEPAGE:p.281 DESC:You have decided to stray further from to your oaths to Iomedae and her ethos of law and goodness. You may ignore the evil aspect of your alignment for determining alignment-based magical effects. You also gain a +2 circumstance bonus on Diplomacy checks with creatures with the chaotic or evil subtypes. -Path of Light ~ Good KEY:Path of LightG ~ Low CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.LowPath SOURCEPAGE:p.281 DESC:You have decided to hew more closely to your oaths to Iomedae and her ethos of law and goodness. You may ignore the good aspect of your alignment for determining alignment-based magical effects. You also gain a +2 circumstance bonus on Diplomacy checks with creatures with the lawful or good subtypes. -Path of Light ~ Lawful KEY:Path of LightL ~ Low CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.LowPath SOURCEPAGE:p.281 DESC:You have decided to hew more closely to your oaths to Iomedae and her ethos of law and goodness. You may ignore the lawful aspect of your alignment for determining alignment-based magical effects. You also gain a +2 circumstance bonus on Diplomacy checks with creatures with the lawful or good subtypes. +Path of Darkness ~ Chaotic KEY:Path of DarknessC ~ Low CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.LowPath SOURCEPAGE:p.281 DESCISPI:YES DESC:You have decided to stray further from to your oaths to Iomedae and her ethos of law and goodness. You may ignore the chaotic aspect of your alignment for determining alignment-based magical effects. You also gain a +2 circumstance bonus on Diplomacy checks with creatures with the chaotic or evil subtypes. +Path of Darkness ~ Evil KEY:Path of DarknessE ~ Low CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.LowPath SOURCEPAGE:p.281 DESCISPI:YES DESC:You have decided to stray further from to your oaths to Iomedae and her ethos of law and goodness. You may ignore the evil aspect of your alignment for determining alignment-based magical effects. You also gain a +2 circumstance bonus on Diplomacy checks with creatures with the chaotic or evil subtypes. +Path of Light ~ Good KEY:Path of LightG ~ Low CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.LowPath SOURCEPAGE:p.281 DESCISPI:YES DESC:You have decided to hew more closely to your oaths to Iomedae and her ethos of law and goodness. You may ignore the good aspect of your alignment for determining alignment-based magical effects. You also gain a +2 circumstance bonus on Diplomacy checks with creatures with the lawful or good subtypes. +Path of Light ~ Lawful KEY:Path of LightL ~ Low CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.LowPath SOURCEPAGE:p.281 DESCISPI:YES DESC:You have decided to hew more closely to your oaths to Iomedae and her ethos of law and goodness. You may ignore the lawful aspect of your alignment for determining alignment-based magical effects. You also gain a +2 circumstance bonus on Diplomacy checks with creatures with the lawful or good subtypes. Damnation ~ Chaotic KEY:DamnationC ~ Low CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.LowFinal SOURCEPAGE:p.281 DESC:You have chosen to follow a chaotic path. You may ignore the chaotic aspect of your alignment, similarly and in addition to that ignored by your path choice. You also gain a planar cohort. Damnation ~ Evil KEY:DamnationE ~ Low CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.LowFinal SOURCEPAGE:p.281 DESC:You have chosen to follow an evil path. You may ignore the evil aspect of your alignment, similarly and in addition to that ignored by your path choice. You also gain a planar cohort. Redemption ~ Good KEY:RedemptionG ~ Low CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.LowFinal SOURCEPAGE:p.281 DESC:You have chosen to follow a good path. You may ignore the good aspect of your alignment, similarly and in addition to that ignored by your path choice. You also gain a planar cohort. @@ -127,7 +127,7 @@ ### BLOCK: Red Mantis Assassin RMA Weapon Proficiencies CATEGORY:Special Ability TYPE:Special.ClassAbility VISIBLE:NO AUTO:WEAPONPROF|TYPE=Martial.Light -Armored Casting KEY:Armored Casting ~ RMA CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary SOURCEPAGE:p.282 DESC:You can cast Red Mantis Assassin spells while wearing light armor without incurring the normal arcane spell failure chance. SOURCEPAGE:Errata +Armored Casting KEY:Armored Casting ~ RMA CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary SOURCEPAGE:p.282 DESCISPI:YES DESC:You can cast Red Mantis Assassin spells while wearing light armor without incurring the normal arcane spell failure chance. SOURCEPAGE:Errata Sabre Fighting CATEGORY:Special Ability TYPE:Extraordinary.SpecialQuality SOURCEPAGE:p.282 DESC:You gain Weapon Specialization (Sawtooth Sabre) as a bonus feat.|PREVARLT:SabreFightingLvl,5 DEFINE:SabreFightingLvl|0 VFEAT:Weapon Specialization (Sawtooth Sabre) CATEGORY=Special Ability|Sabre Fighting.MOD DESC:You gain Weapon Specialization & Greater Weapon Focus (Sawtooth Sabre) as bonus feats.|PREVARGT:SabreFightingLvl,4|PREVARLT:SabreFightingLvl,7 VFEAT:Greater Weapon Focus (Sawtooth Sabre)|PREVARGT:SabreFightingLvl,4 CATEGORY=Special Ability|Sabre Fighting.MOD DESC:You gain Weapon Specialization, Greater Weapon Focus and Greater Weapon Specialization (Sawtooth Sabre) as bonus feats.|PREVARGT:SabreFightingLvl,6 VFEAT:Greater Weapon Specialization (Sawtooth Sabre)|PREVARGT:SabreFightingLvl,6 @@ -144,19 +144,66 @@ ###BLOCK: Companion Ablities Companion Andoren Falconry CATEGORY:Special Ability TYPE:Internal BONUS:ABILITYPOOL|Andoren Falconry Bonus|1|PRERACE:1,TYPE=Raptor -Bonus to AC KEY:Bonus to AC ~ AF CATEGORY:Special Ability TYPE:SpecialQuality.AndorenFalconry SOURCEPAGE:p.284 DESC:Your master's expertise in Andoren Falconry grants you a +1 dodge bonus to AC. BONUS:COMBAT|AC|1|TYPE=Dodge -Bonus to Attack KEY:Bonus to Attack ~ AF CATEGORY:Special Ability TYPE:SpecialQuality.AndorenFalconry SOURCEPAGE:p.284 DESC:Your master's expertise in Andoren Falconry grants you a +1 morale bonus on all attack rolls. BONUS:COMBAT|TOHIT|1|TYPE=Morale -Bonus to Will Saves KEY:Bonus to Will Saves ~ AF CATEGORY:Special Ability TYPE:SpecialQuality.AndorenFalconry.SaveBonus SOURCEPAGE:p.284 DESC:Your master's expertise in Andoren Falconry grants you a +1 morale bonus on all Will saves. BONUS:CHECKS|Will|1|TYPE=Morale ASPECT:SaveBonus|+1 morale bonus to Will +Bonus to AC KEY:Bonus to AC ~ AF CATEGORY:Special Ability TYPE:SpecialQuality.AndorenFalconry SOURCEPAGE:p.284 DESCISPI:YES DESC:Your master's expertise in Andoren Falconry grants you a +1 dodge bonus to AC. BONUS:COMBAT|AC|1|TYPE=Dodge +Bonus to Attack KEY:Bonus to Attack ~ AF CATEGORY:Special Ability TYPE:SpecialQuality.AndorenFalconry SOURCEPAGE:p.284 DESCISPI:YES DESC:Your master's expertise in Andoren Falconry grants you a +1 morale bonus on all attack rolls. BONUS:COMBAT|TOHIT|1|TYPE=Morale +Bonus to Will Saves KEY:Bonus to Will Saves ~ AF CATEGORY:Special Ability TYPE:SpecialQuality.AndorenFalconry.SaveBonus SOURCEPAGE:p.284 DESCISPI:YES DESC:Your master's expertise in Andoren Falconry grants you a +1 morale bonus on all Will saves. BONUS:CHECKS|Will|1|TYPE=Morale ASPECT:SaveBonus|+1 morale bonus to Will ###BLOCK: Hermean Blood Abilities -Hermean Blood ~ Strength CATEGORY:Special Ability TYPE:SpecialQuality.HermeanBlood SOURCEPAGE:p.287 DESC:The chosen Strength-based skills are always considered class skills for you. MULT:YES SELECT:2 CHOOSE:SKILL|TYPE=Strength CSKILL:LIST -Hermean Blood ~ Dexterity CATEGORY:Special Ability TYPE:SpecialQuality.HermeanBlood SOURCEPAGE:p.287 DESC:The chosen Dexterity-based skills are always considered class skills for you. MULT:YES SELECT:2 CHOOSE:SKILL|TYPE=Dexterity CSKILL:LIST +Hermean Blood ~ Strength NAMEISPI:YES CATEGORY:Special Ability TYPE:SpecialQuality.HermeanBlood SOURCEPAGE:p.287 DESC:The chosen Strength-based skills are always considered class skills for you. MULT:YES SELECT:2 CHOOSE:SKILL|TYPE=Strength CSKILL:LIST +Hermean Blood ~ Dexterity NAMEISPI:YES CATEGORY:Special Ability TYPE:SpecialQuality.HermeanBlood SOURCEPAGE:p.287 DESC:The chosen Dexterity-based skills are always considered class skills for you. MULT:YES SELECT:2 CHOOSE:SKILL|TYPE=Dexterity CSKILL:LIST # No constitution skills -#Hermean Blood ~ Constitution CATEGORY:Special Ability TYPE:SpecialQuality.HermeanBlood SOURCEPAGE:p.287 DESC:The chosen Constitution-based skills are always considered class skills for you. MULT:YES SELECT:2 CHOOSE:SKILL|TYPE=Constitution CSKILL:LIST -Hermean Blood ~ Intelligence CATEGORY:Special Ability TYPE:SpecialQuality.HermeanBlood SOURCEPAGE:p.287 DESC:The chosen Intelligence-based skills are always considered class skills for you. MULT:YES SELECT:2 CHOOSE:SKILL|TYPE=Intelligence CSKILL:LIST -Hermean Blood ~ Wisdom CATEGORY:Special Ability TYPE:SpecialQuality.HermeanBlood SOURCEPAGE:p.287 DESC:The chosen Wisdom-based skills are always considered class skills for you. MULT:YES SELECT:2 CHOOSE:SKILL|TYPE=Wisdom CSKILL:LIST -Hermean Blood ~ Charisma CATEGORY:Special Ability TYPE:SpecialQuality.HermeanBlood SOURCEPAGE:p.287 DESC:The chosen Charisma-based skills are always considered class skills for you. MULT:YES SELECT:2 CHOOSE:SKILL|TYPE=Charisma CSKILL:LIST +#Hermean Blood ~ Constitution NAMEISPI:YES CATEGORY:Special Ability TYPE:SpecialQuality.HermeanBlood SOURCEPAGE:p.287 DESC:The chosen Constitution-based skills are always considered class skills for you. MULT:YES SELECT:2 CHOOSE:SKILL|TYPE=Constitution CSKILL:LIST +Hermean Blood ~ Intelligence NAMEISPI:YES CATEGORY:Special Ability TYPE:SpecialQuality.HermeanBlood SOURCEPAGE:p.287 DESC:The chosen Intelligence-based skills are always considered class skills for you. MULT:YES SELECT:2 CHOOSE:SKILL|TYPE=Intelligence CSKILL:LIST +Hermean Blood ~ Wisdom NAMEISPI:YES CATEGORY:Special Ability TYPE:SpecialQuality.HermeanBlood SOURCEPAGE:p.287 DESC:The chosen Wisdom-based skills are always considered class skills for you. MULT:YES SELECT:2 CHOOSE:SKILL|TYPE=Wisdom CSKILL:LIST +Hermean Blood ~ Charisma NAMEISPI:YES CATEGORY:Special Ability TYPE:SpecialQuality.HermeanBlood SOURCEPAGE:p.287 DESC:The chosen Charisma-based skills are always considered class skills for you. MULT:YES SELECT:2 CHOOSE:SKILL|TYPE=Charisma CSKILL:LIST +###BLOCK: Noble Scion Abilities +Scion of the Arts CATEGORY:Special Ability TYPE:SpecialQuality.NobleScion SOURCEPAGE:p.288 DESC:You gain a +1 bonus on all Perform checks, and Perform is always a class skill for you.|!PREABILITY:1,CATEGORY=Special Ability,Bardic Performance DESC:You gain a +1 bonus on all Perform checks, and Perform is always a class skill for you. You can use your bardic performance ability for an additional 3 rounds/day.|PREABILITY:1,CATEGORY=Special Ability,Bardic Performance BONUS:SKILL|TYPE=Perform|1 CSKILL:TYPE.Perform BONUS:VAR|BardicPerformanceDuration|3|PREABILITY:1,CATEGORY=Special Ability,Bardic Performance +Scion of Lore CATEGORY:Special Ability TYPE:SpecialQuality.NobleScion SOURCEPAGE:p.288 DESC:You gain a +1 bonus on all Knowledge skills in which you have at least 1 rank. ABILITY:Special Ability|AUTOMATIC|Scion of Lore ~ Arcana|Scion of Lore ~ Dungeoneering|Scion of Lore ~ Engineering|Scion of Lore ~ Geography|Scion of Lore ~ History|Scion of Lore ~ Local|Scion of Lore ~ Nature|Scion of Lore ~ Nobility|Scion of Lore ~ Planes|Scion of Lore ~ Religion +Scion of Lore ~ Arcana CATEGORY:Special Ability TYPE:Internal BONUS:SKILL|Knowledge (Arcana)|1|PRESKILL:1,Knowledge (Arcana)=1 +Scion of Lore ~ Dungeoneering CATEGORY:Special Ability TYPE:Internal BONUS:SKILL|Knowledge (Dungeoneering)|1|PRESKILL:1,Knowledge (Dungeoneering)=1 +Scion of Lore ~ Engineering CATEGORY:Special Ability TYPE:Internal BONUS:SKILL|Knowledge (Engineering)|1|PRESKILL:1,Knowledge (Engineering)=1 +Scion of Lore ~ Geography CATEGORY:Special Ability TYPE:Internal BONUS:SKILL|Knowledge (Geography)|1|PRESKILL:1,Knowledge (Geography)=1 +Scion of Lore ~ History CATEGORY:Special Ability TYPE:Internal BONUS:SKILL|Knowledge (History)|1|PRESKILL:1,Knowledge (History)=1 +Scion of Lore ~ Local CATEGORY:Special Ability TYPE:Internal BONUS:SKILL|Knowledge (Local)|1|PRESKILL:1,Knowledge (Local)=1 +Scion of Lore ~ Nature CATEGORY:Special Ability TYPE:Internal BONUS:SKILL|Knowledge (Nature)|1|PRESKILL:1,Knowledge (Nature)=1 +Scion of Lore ~ Nobility CATEGORY:Special Ability TYPE:Internal BONUS:SKILL|Knowledge (Nobility)|1|PRESKILL:1,Knowledge (Nobility)=1 +Scion of Lore ~ Planes CATEGORY:Special Ability TYPE:Internal BONUS:SKILL|Knowledge (Planes)|1|PRESKILL:1,Knowledge (Planes)=1 +Scion of Lore ~ Religion CATEGORY:Special Ability TYPE:Internal BONUS:SKILL|Knowledge (Religion)|1|PRESKILL:1,Knowledge (Religion)=1 +Scion of Magic CATEGORY:Special Ability TYPE:SpecialQuality.NobleScion SOURCEPAGE:p.288 DESC:You gain %1 as a bonus language. 1/day, as a free action, you can gain a +2 bonus on any Spellcraft check you make. You must spend the free action to gain this bonus before you make the check.|%LIST MULT:YES CHOOSE:LANG|Abyssal|Aklo|Celestial|Draconic|Infernal|Sylvan AUTO:LANG|%LIST +Scion of Peace CATEGORY:Special Ability TYPE:SpecialQuality.NobleScion SOURCEPAGE:p.288 DESC:Whenever you take 10 on a Wisdom-based skill, treat the result as if you had rolled a 13 instead of a 10. +Scion of War CATEGORY:Special Ability TYPE:SpecialQuality.NobleScion SOURCEPAGE:p.288 DESC:You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier. BONUS:COMBAT|INITIATIVE|CHA-DEX + +###BLOCK: Scholar Abilities +Scholar ~ Arcana CATEGORY:Special Ability TYPE:SpecialQuality.Scholar DEFINE:ScholarArBonus|0 SOURCEPAGE:p.288 DESC:You gain a +%1 bonus on Knowledge (Arcana).|ScholarArBonus BONUS:VAR|ScholarArBonus|if(skillinfo("RANK","Knowledge (Arcana)")>=10,4,2) BONUS:SKILL|Knowledge (Arcana)|ScholarArBonus +Scholar ~ Dungeoneering CATEGORY:Special Ability TYPE:SpecialQuality.Scholar DEFINE:ScholarDuBonus|0 SOURCEPAGE:p.288 DESC:You gain a +%1 bonus on Knowledge (Dungeoneering).|ScholarDuBonus BONUS:VAR|ScholarDuBonus|if(skillinfo("RANK","Knowledge (Dungeoneering)")>=10,4,2) BONUS:SKILL|Knowledge (Dungeoneering)|ScholarDuBonus +Scholar ~ Engineering CATEGORY:Special Ability TYPE:SpecialQuality.Scholar DEFINE:ScholarEnBonus|0 SOURCEPAGE:p.288 DESC:You gain a +%1 bonus on Knowledge (Engineering).|ScholarEnBonus BONUS:VAR|ScholarEnBonus|if(skillinfo("RANK","Knowledge (Engineering)")>=10,4,2) BONUS:SKILL|Knowledge (Engineering)|ScholarEnBonus +Scholar ~ Geography CATEGORY:Special Ability TYPE:SpecialQuality.Scholar DEFINE:ScholarGeBonus|0 SOURCEPAGE:p.288 DESC:You gain a +%1 bonus on Knowledge (Geography).|ScholarGeBonus BONUS:VAR|ScholarGeBonus|if(skillinfo("RANK","Knowledge (Geography)")>=10,4,2) BONUS:SKILL|Knowledge (Geography)|ScholarGeBonus +Scholar ~ History CATEGORY:Special Ability TYPE:SpecialQuality.Scholar DEFINE:ScholarHiBonus|0 SOURCEPAGE:p.288 DESC:You gain a +%1 bonus on Knowledge (History).|ScholarHiBonus BONUS:VAR|ScholarHiBonus|if(skillinfo("RANK","Knowledge (History)")>=10,4,2) BONUS:SKILL|Knowledge (History)|ScholarHiBonus +Scholar ~ Local CATEGORY:Special Ability TYPE:SpecialQuality.Scholar DEFINE:ScholarLoBonus|0 SOURCEPAGE:p.288 DESC:You gain a +%1 bonus on Knowledge (Local).|ScholarLoBonus BONUS:VAR|ScholarLoBonus|if(skillinfo("RANK","Knowledge (Local)")>=10,4,2) BONUS:SKILL|Knowledge (Local)|ScholarLoBonus +Scholar ~ Nature CATEGORY:Special Ability TYPE:SpecialQuality.Scholar DEFINE:ScholarNaBonus|0 SOURCEPAGE:p.288 DESC:You gain a +%1 bonus on Knowledge (Nature).|ScholarNaBonus BONUS:VAR|ScholarNaBonus|if(skillinfo("RANK","Knowledge (Nature)")>=10,4,2) BONUS:SKILL|Knowledge (Nature)|ScholarNaBonus +Scholar ~ Nobility CATEGORY:Special Ability TYPE:SpecialQuality.Scholar DEFINE:ScholarNoBonus|0 SOURCEPAGE:p.288 DESC:You gain a +%1 bonus on Knowledge (Nobility).|ScholarNoBonus BONUS:VAR|ScholarNoBonus|if(skillinfo("RANK","Knowledge (Nobility)")>=10,4,2) BONUS:SKILL|Knowledge (Nobility)|ScholarNo... 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