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From: <ama...@us...> - 2014-04-05 22:21:09
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Revision: 23597
http://sourceforge.net/p/pcgen/code/23597
Author: amaitland
Date: 2014-04-05 22:21:00 +0000 (Sat, 05 Apr 2014)
Log Message:
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Initial NFD Upload of collaborative efforts
Added Paths:
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Trunk/content/notfordistribution/35e/wizards_of_the_coast/rsrd/
Trunk/content/notfordistribution/35e/wizards_of_the_coast/rsrd/_revised_system_reference_document.pcc
Trunk/content/notfordistribution/35e/wizards_of_the_coast/rsrd/rsrd_abilities.lst
Trunk/content/notfordistribution/35e/wizards_of_the_coast/rsrd/rsrd_abilitycategories.lst
Trunk/content/notfordistribution/35e/wizards_of_the_coast/rsrd/rsrd_classes.lst
Trunk/content/notfordistribution/35e/wizards_of_the_coast/rsrd/rsrd_conversion.lst
Trunk/content/notfordistribution/35e/wizards_of_the_coast/rsrd/rsrd_skills.lst
Trunk/content/notfordistribution/35e/wizards_of_the_coast/rsrd/rsrd_templates.lst
Index: Trunk/content/notfordistribution/35e/wizards_of_the_coast/rsrd
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--- Trunk/content/notfordistribution/35e/wizards_of_the_coast/rsrd 2014-04-05 22:09:58 UTC (rev 23596)
+++ Trunk/content/notfordistribution/35e/wizards_of_the_coast/rsrd 2014-04-05 22:21:00 UTC (rev 23597)
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+http://jira.pcgen.org/browse/%BUGID%
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+Issue#: %BUGID%
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Added: Trunk/content/notfordistribution/35e/wizards_of_the_coast/rsrd/_revised_system_reference_document.pcc
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--- Trunk/content/notfordistribution/35e/wizards_of_the_coast/rsrd/_revised_system_reference_document.pcc (rev 0)
+++ Trunk/content/notfordistribution/35e/wizards_of_the_coast/rsrd/_revised_system_reference_document.pcc 2014-04-05 22:21:00 UTC (rev 23597)
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+# CVS $Revision$ $Author$ -- Mon Oct 13 15:56:00 2003 -- reformated by prettylst.pl v1.29 (build 294)
+CAMPAIGN:Dungeons & Dragons Revised (v.3.5) System Reference Document
+KEY:RSRD
+RANK:1
+GAMEMODE:35e
+GENRE:Fantasy
+BOOKTYPE:Core Rules
+SETTING:RSRD
+TYPE:RSRD.Complete
+#!PRECAMPAIGN:1,BOOKTYPE=Core Rules,[3.5 RSRD]
+PUBNAMELONG:Wizards of the Coast
+PUBNAMESHORT:WotC
+PUBNAMEWEB:http://www.wizards.com/default.asp?x=dnd
+SOURCELONG:Revised (v.3.5) System Reference Document
+SOURCESHORT:RSRD
+SOURCEWEB:http://www.wizards.com/default.asp?x=d20/article/srd35
+SOURCEDATE:2003-07
+ISOGL:YES
+COPYRIGHT:Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
+COPYRIGHT:System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
+COPYRIGHT:PCGen dataset conversion for the System Reference Document Copyright 2001-2007, PCgen Data team (Including, but not limited to Andrew McDougall (Tir Gwaith), Doug McMill, Paul W. King, Chris Chandler (Barak), Michael Gray (Taluonr Iscandar), Kenneth Walters (GldDragon35), Mike Sledge (zodar6), Patryk Adamski (Ruemere), Larry Davis (Sir George Anonymous), James Dempsey, Bryan (Merton Monk) McRoberts, Thomas Jannes (chipoulou), Samuel Hendricks (NotMousse), Sigurdur H. Olafsson, Jayme Cox, Jeremy "Illrigger" Turnley, Emily Smirle, Martin Fagerstrom, Chris McLaughlin, Raymond Yao, Eddy Anthony (MoSaT), Thomas Clegg (Arknight), Andargor, Devon Jones, Aaron Divinsky, Frank Kliewe)
+COPYRIGHT:PCGen dataset conversion for the Revised System Reference Document Copyright 2014, PCGen Data team (Including, but not limited to Andrew Maitland (Legacyking), BahamutDragon)
+INFOTEXT:The Core Rules for the 3.5 revised edition
+
+# Do not remove the EXTRAFILE comment.
+#EXTRAFILE:OGL.txt
+
+# New Files
+# TODO Split into Class and Race eventually
+ABILITY:rsrd_abilities.lst
+ABILITYCATEGORY:rsrd_abilitycategories.lst
+CLASS:rsrd_classes.lst
+SKILL:rsrd_skills.lst
+TEMPLATE:rsrd_templates.lst
+
+
+# Basics
+#PCC:@/35e/wizards_of_the_coast/srd35/basics/rsrd_basics.pcc
+#ABILITY:basics/rsrd_abilities_common.lst
+#ABILITY:basics/rsrd_abilities_companions.lst
+#ABILITY:basics/rsrd_abilities_class_base.lst
+#ABILITY:basics/rsrd_abilities_class_prestige.lst
+#ABILITY:basics/rsrd_abilities_monsters.lst
+#ABILITY:basics/rsrd_abilities_racial.lst
+
+#ABILITYCATEGORY:basics/rsrd_ability_categories_core.lst
+
+#CLASS:basics/rsrd_classes_base.lst
+#CLASS:basics/rsrd_classes_monsters.lst
+#CLASS:basics/rsrd_classes_npc.lst
+#COMPANIONMOD:basics/rsrd_companionmods.lst
+#DEITY:basics/rsrd_deities.lst
+#DOMAIN:basics/rsrd_domains_divine.lst
+#DOMAIN:basics/rsrd_domains.lst
+
+#EQUIPMENT:basics/rsrd_equip_armorshields.lst
+#EQUIPMENT:basics/rsrd_equip_basetypes.lst
+#EQUIPMENT:basics/rsrd_equip_coinsgems.lst
+#EQUIPMENT:basics/rsrd_equip_poisons.lst
+#EQUIPMENT:basics/rsrd_equip_weap_ammo.lst
+#EQUIPMENT:basics/rsrd_equip_weap_melee.lst
+#EQUIPMENT:basics/rsrd_equip_weap_ranged.lst
+#EQUIPMENT:basics/rsrd_equip_weap_natural.lst
+#EQUIPMENT:basics/rsrd_equip.lst
+#
+#EQUIPMOD:basics/rsrd_equipmods_base.lst
+#EQUIPMOD:basics/rsrd_equipmods_enhancing.lst
+
+#FEAT:basics/rsrd_feats_divine.lst
+#FEAT:basics/rsrd_feats_monster.lst
+#FEAT:basics/rsrd_feats.lst
+
+#KIT:basics/rsrd_kits_races__animals.lst
+#KIT:basics/rsrd_kits_races__base.lst
+
+#LANGUAGE:basics/rsrd_languages.lst
+
+#RACE:basics/rsrd_races__animals.lst
+#RACE:basics/rsrd_races__base.lst
+
+#SKILL:basics/rsrd_skills.lst
+#SKILL:basics/rsrd_skills_conditional.lst
+#SPELL:basics/rsrd_spells.lst
+#SPELL:basics/rsrd_spells_divine.lst
+#SPELL:basics/rsrd_spells_monster.lst
+
+#TEMPLATE:basics/rsrd_templates_hidden.lst
+#TEMPLATE:basics/rsrd_templates_tempmods.lst
+#TEMPLATE:basics/rsrd_templates_types.lst
+#TEMPLATE:basics/rsrd_templates_tempmods.lst
+
+#WEAPONPROF:basics/rsrd_weaponprofs.lst
+#ARMORPROF:basics/rsrd_profs_armor.lst
+#SHIELDPROF:basics/rsrd_profs_shield.lst
+
+#Hiding Starting Outfits
+HIDETYPE:EQUIP|Starting
+#Hiding specific tool types that are used in BONUSes
+HIDETYPE:EQUIP|ArmorsmithingTools|BowmakingTools|BlacksmithingTools|CarpentryTools|LeatherworkingTools|PaintingTools|PotteryTools|SculptingTools|ShipmakingTools|StonemasonryTools|TrapmakingTools|WeaponsmithingTools|WoodworkingTools|LightSource|SpecificSlingStone
+HIDETYPE:FEAT|SpecialQuality|SpecialAttack|Extraordinary|SpellLike|Supernatural|AttackOption|Aura|Immunity|ModifyAC|Resistance|Weakness
+HIDETYPE:FEAT|AnimalTrickAttack|AnimalTrickCome|AnimalTrickDefend|AnimalTrickDown|AnimalTrickGuard|AnimalTrickHeel|AnimalTrickStay|AnimalTrickFetch|AnimalTrickPerform|AnimalTrickSeek|AnimalTrickTrack|AnimalTrickWork
+
+# Hide key stat types for skills
+HIDETYPE:SKILL|Strength|Dexterity|Constitution|Intelligence|Wisdom|Charisma|Standard|None
+
+# Universal tags
+COMPANIONLIST:Mount|ANY
+COMPANIONLIST:Follower|ANY
+
+
+BONUS:ABILITYPOOL|Animal Trick|3|PRERACE:1,RACETYPE=Animal|!PREABILITY:1,CATEGORY=Special Ability,Animal Tricks and Training
+BONUS:ABILITYPOOL|Animal Trick|3|PRERACE:1,RACETYPE=Animal|PRESTAT:1,INT=2|!PREABILITY:1,CATEGORY=Special Ability,Animal Tricks and Training
+
+# Advanced
+#PCC:@/35e/wizards_of_the_coast/srd35/advanced/rsrd_advanced.pcc
+
+# Monsters
+#PCC:@/35e/wizards_of_the_coast/srd35/monsters/rsrd_monsters.pcc
+
+# Psionics
+#PCC:@/35e/wizards_of_the_coast/srd35/psionics/rsrd_psionics.pcc
+
+# Epic
+#PCC:@/35e/wizards_of_the_coast/srd35/epic/rsrd_epic.pcc
+#PCC:@/35e/wizards_of_the_coast/srd35/epic_psionics/rsrd_epic_psionics.pcc
+
+# Divine
+#PCC:@/35e/wizards_of_the_coast/srd35/divine/rsrd_divine.pcc
+#
+# End
+#
Property changes on: Trunk/content/notfordistribution/35e/wizards_of_the_coast/rsrd/_revised_system_reference_document.pcc
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+Author Revision Date Id
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+native
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Added: Trunk/content/notfordistribution/35e/wizards_of_the_coast/rsrd/rsrd_abilities.lst
===================================================================
--- Trunk/content/notfordistribution/35e/wizards_of_the_coast/rsrd/rsrd_abilities.lst (rev 0)
+++ Trunk/content/notfordistribution/35e/wizards_of_the_coast/rsrd/rsrd_abilities.lst 2014-04-05 22:21:00 UTC (rev 23597)
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+SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEWEB:http://www.wizards.com/default.asp?x=d20/article/srd35 SOURCEDATE:2003-01
+# Revised Updated Entry by: Collaborative Effort by Andrew Maitland and BD
+
+# COMMENT: Default is an Automatically Applied Ability, upon it all other functions of automation are possible.
+Default CATEGORY:Internal
+
+# COMMENT: Method to track first assigned class.
+CATEGORY=Internal|Default.MOD ABILITY:Internal|AUTOMATIC|First Base Class|PRECLASS:1,TYPE.Base=1
+
+# COMMENT: Experimental Multiclass Barbarian Support
+First Base Class CATEGORY:Internal TEMPLATE:First Base Class
+
+# COMMENT: PCGen Standard Ability -
+#Displayed Name KEY:<GrantingObject> ~ <Name> SORTKEY:Class_<class> (OR) Race CATEGORY:<Cat> TYPE:ClassFeatures.<ClassName>ClassFeatures.SpecialQuality(Or)SpecialAttack.<Ex/Su/Sp/Ps if appropriate> DESC:Full Body of Text
+# COMMENT: Due to Substitution Class Support, strive to keep all variables within the originating ability i.e. class feature. Use of CL should be replaced by "<ClassName>LVL"
+
+###Block: Proficiency Master Groups - Cut Down on Cross Referencing
+# Ability Name Category of Ability Type Serves As Automatically Gained Weapon Prof.
+Weapon Prof ~ Auto CATEGORY:Internal TYPE:WeaponProfAuto.WeaponProfSimple.WeaponProfMartial AUTO:WEAPONPROF|Unarmed Strike|Spells (Ray)|Spells (Touch)
+Weapon Prof ~ Simple CATEGORY:Internal TYPE:WeaponProfSimple.WeaponProfMartial SERVESAS:FEAT|Simple Weapon Proficiency AUTO:WEAPONPROF|TYPE=Simple
+Weapon Prof ~ Martial CATEGORY:Internal TYPE:WeaponProfMartial SERVESAS:FEAT|Martial Weapon Proficiency AUTO:WEAPONPROF|TYPE=Martial
+###Block: Armor Types
+# Ability Name Category of Ability Type Serves As Automatically Gained Armor Prof.
+Armor Prof ~ Light CATEGORY:Internal TYPE:ArmorProfLight.ArmorProfMedium.ArmorProfHeavy SERVESAS:FEAT|Armor Proficiency (Light) AUTO:ARMORPROF|ARMORTYPE=Light
+Armor Prof ~ Medium CATEGORY:Internal TYPE:ArmorProfMedium.ArmorProfHeavy SERVESAS:FEAT|Armor Proficiency (Medium) AUTO:ARMORPROF|ARMORTYPE=Medium
+Armor Prof ~ Heavy CATEGORY:Internal TYPE:ArmorProfHeavy SERVESAS:FEAT|Armor Proficiency (Heavy) AUTO:ARMORPROF|ARMORTYPE=Heavy
+###Block: Shield Types
+# Ability Name Category of Ability Type Serves As Automatically Gained Shield Prof.
+Shield Prof ~ Tower CATEGORY:Internal TYPE:ShieldProfTower SERVESAS:FEAT|Tower Shield Proficiency AUTO:SHIELDPROF|SHIELDTYPE=Tower
+Shield Prof CATEGORY:Internal TYPE:ShieldProfTower.ShieldProf SERVESAS:FEAT|Shield Proficiency AUTO:SHIELDPROF|SHIELDTYPE=Buckler|SHIELDTYPE=Heavy|SHIELDTYPE=Light
+
+# RSRD ClassesI
+
+# Shared Abilities - Display
+Sneak Attack CATEGORY:Special Ability TYPE:SpecialAttack ASPECT:NAME|Sneak Attack +%1d%2|SneakAttackDice|SneakAttackDieSize DEFINE:SneakAttackDieSize|0 BONUS:VAR|SneakAttackDieSize|6|TYPE=Base DESC:
+Trap Sense CATEGORY:Special Ability TYPE:SpecialQuality ASPECT:NAME|Trap Sense +%1|TrapSenseBonus ASPECT:SaveBonus|+%1 bonus on Reflex saves made to avoid traps and a +%1 dodge bonus to AC against attacks made by traps.|TrapSenseBonus
+Wild Empathy CATEGORY:Special Ability TYPE:SpecialQuality ASPECT:NAME|Wild Empathy +%1|WildEmpathyBonus ASPECT:SkillBonus|Wild Empathy is +%1 for Animals and +%2 for Magical Beasts|WildEmpathyAnimalBonus|WildEmpathyMagicalBeastBonus DEFINE:WildEmpathyBonus|0 DEFINE:WildEmpathyAnimalBonus|WildEmpathyBonus DEFINE:WildEmpathyMagicalBeastBonus|WildEmpathyBonus BONUS:VAR|WildEmpathyMagicalBeastBonus|-4 BONUS:VAR|WildEmpathyBonus|CHA BONUS:SKILL|Diplomacy (Wild Empathy)|WildEmpathyBonus BONUS:VAR|WildEmpathyBonus|SynergyBonus|PRESKILL:1,Handle Animal=5|TYPE=Synergy.STACK
+
+###Block: Barbarian Class Features
+Weapon and Armor Proficiency KEY:Barbarian ~ Weapon and Armor Proficiency SORTKEY:Class_Barbarian SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:ClassFeatures.BarbarianClassFeatures.SpecialQuality DESC:A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). ABILITY:Internal|AUTOMATIC|TYPE=WeaponProfMartial|TYPE=ArmorProfMedium|TYPE=ShieldProf
+Fast Movement KEY:Barbarian ~ Fast Movement SORTKEY:Class_Barbarian SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:Extraordinary.ClassFeatures.BarbarianClassFeatures.SpecialQuality DESC:A barbarian's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn.
+Illiteracy KEY:Barbarian ~ Illiteracy SORTKEY:Class_Barbarian SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:ClassFeatures.BarbarianClassFeatures.SpecialQuality DESC:Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak. A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had. BONUS:VAR|IlliteracyLVL|BarbarianLVL
+Rage KEY:Barbarian ~ Rage SORTKEY:Class_Barbarian SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:Extraordinary.ClassFeatures.BarbarianClassFeatures.SpecialQuality DESC:A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below). A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else's action. BONUS:VAR|BarbarianRageTimesLVL,BarbarianRagePowerLVL|BarbarianLVL DEFINE:BarbarianRageTimesLVL|0 DEFINE:BarbarianRagePowerLVL|0
+Uncanny Dodge KEY:Barbarian ~ Uncanny Dodge SORTKEY:Class_Barbarian SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:Extraordinary.ClassFeatures.BarbarianClassFeatures.SpecialQuality DESC:At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead. BONUS:VAR|UncannyDodgeFlankingLevel|BarbarianLVL|TYPE=EachClass.REPLACE BONUS:VAR|UncannyDodgeLevel|(BarbarianLVL+1)/3
+Trap Sense KEY:Barbarian ~ Trap Sense SORTKEY:Class_Barbarian SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:Extraordinary.ClassFeatures.BarbarianClassFeatures.SpecialQuality DESC:Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack. BONUS:VAR|TrapSenseBonus|BarbarianLVL/3
+Improved Uncanny Dodge KEY:Barbarian ~ Improved Uncanny Dodge SORTKEY:Class_Barbarian SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:Extraordinary.ClassFeatures.BarbarianClassFeatures.SpecialQuality DESC:At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
+Damage Reduction KEY:Barbarian ~ Damage Reduction SORTKEY:Class_Barbarian SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:Extraordinary.ClassFeatures.BarbarianClassFeatures.SpecialQuality DESC:At 7th level, a barbarian gains Damage Reduction. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0. BONUS:VAR|BarbarianDRLVL|BarbarianLVL
+Greater Rage KEY:Barbarian ~ Greater Rage SORTKEY:Class_Barbarian SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:Extraordinary.ClassFeatures.BarbarianClassFeatures.SpecialQuality DESC:At 11th level, a barbarian's bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2.
+Indomitable Will KEY:Barbarian ~ Indomitable Will SORTKEY:Class_Barbarian SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:Extraordinary.ClassFeatures.BarbarianClassFeatures.SpecialQuality DESC:While in a rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.
+Tireless Rage KEY:Barbarian ~ Tireless Rage SORTKEY:Class_Barbarian SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:Extraordinary.ClassFeatures.BarbarianClassFeatures.SpecialQuality DESC:At 17th level and higher, a barbarian no longer becomes fatigued at the end of his rage.
+Mighty Rage KEY:Barbarian ~ Mighty Rage SORTKEY:Class_Barbarian SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:Extraordinary.ClassFeatures.BarbarianClassFeatures.SpecialQuality DESC:At 20th level, a barbarian's bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at -2.
+
+###Block: Bard Class Features
+Weapon and Armor Proficiency KEY:Bard ~ Weapon and Armor Proficiency SORTKEY:Class_Bard SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:ClassFeatures.BardClassFeatures.SpecialQuality DESC:A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes. ABILITY:Internal|AUTOMATIC|TYPE=WeaponProfSimple|TYPE=ArmorProfLight|TYPE=ShieldProf AUTO:WEAPONPROF|Longsword|Rapier|Sap|Sword (Short)|Shortbow|Whip
+Spells KEY:Bard ~ Spells SORTKEY:Class_Bard SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:ClassFeatures.BardClassFeatures.SpecialQuality DESC:A bard casts arcane spells, which are drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier. Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Bard. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Bard Spells Known indicates that the bard gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level. The bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score; the numbers on Table: Bard Spells Known are fixed.) Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. As noted above, a bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.
+Bardic Knowledge KEY:Bard ~ Bardic Knowledge SORTKEY:Class_Bard SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:ClassFeatures.BardClassFeatures.SpecialQuality DESC:A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.) A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random. BONUS:VAR|BardicKnowledgeLVL|BardLVL BONUS:VAR|BardicKnowledge|BardicKnowledgeLVL
+Bardic Music KEY:Bard ~ Bardic Music SORTKEY:Class_Bard SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:ClassFeatures.BardClassFeatures.SpecialQuality DESC:Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks. Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn't require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit. BONUS:VAR|BardicMusicLVL|BardLVL BONUS:VAR|BardicMusicTimes|BardLVL BONUS:VAR|InspireDurationBase|5 ABILITY:Bard Class Feature|AUTOMATIC|Bardic Music ~ Countersong|PRESKILL:1,TYPE.Perform=3 ABILITY:Bard Class Feature|AUTOMATIC|Bardic Music ~ Fascinate|PRESKILL:1,TYPE.Perform=3 ABILITY:Bard Class Feature|AUTOMATIC|Bardic Music ~ Inspire Courage|PRESKILL:1,TYPE.Perform=3 ABILITY:Bard Class Feature|AUTOMATIC|Bardic Music ~ Inspire Competence|PRESKILL:1,TYPE.Perform=6|PREVARGTEQ:BardicMusicLVL,3 ABILITY:Bard Class Feature|AUTOMATIC|Bardic Music ~ Suggestion|PRESKILL:1,TYPE.Perform=9|PREVARGTEQ:BardicMusicLVL,6 ABILITY:Bard Class Feature|AUTOMATIC|Bardic Music ~ Inspire Greatness|PRESKILL:1,TYPE.Perform=12|PREVARGTEQ:BardicMusicLVL,9 ABILITY:Bard Class Feature|AUTOMATIC|Bardic Music ~ Song of Freedom|PRESKILL:1,TYPE.Perform=15|PREVARGTEQ:BardicMusicLVL,12 ABILITY:Bard Class Feature|AUTOMATIC|Bardic Music ~ Inspire Heroics|PRESKILL:1,TYPE.Perform=18|PREVARGTEQ:BardicMusicLVL,15 ABILITY:Bard Class Feature|AUTOMATIC|Bardic Music ~ Mass Suggestion|PRESKILL:1,TYPE.Perform=21|PREVARGTEQ:BardicMusicLVL,18
+#
+Countersong KEY:Bardic Music ~ Countersong SORTKEY:Class_Bard SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:Supernatural.ClassFeatures.BardClassFeatures.SpecialQuality DESC:A Bardic Music with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the Bardic Music (including the Bardic Music himself ) that is affected by a sonic or language-dependent magical attack may use the Bardic Music's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the Bardic Music's Perform check result for the save. Countersong has no effect against effects that don't allow saves. The Bardic Music may keep up the countersong for 10 rounds.
+Fascinate KEY:Bardic Music ~ Fascinate SORTKEY:Class_Bard SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:SpellLike.ClassFeatures.BardClassFeatures.SpecialQuality DESC:A Bardic Music with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the Bardic Music, and able to pay attention to him. The Bardic Music must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a Bardic Music attains beyond 1st, he can target one additional creature with a single use of this ability. To use the ability, a Bardic Music makes a Perform check. His check result is the DC for each affected creature's Will save against the effect. If a creature's saving throw succeeds, the Bardic Music cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the Bardic Music continues to play and concentrate (up to a maximum of 1 round per Bardic Music level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the Bardic Music to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
+Inspire Courage KEY:Bardic Music ~ Inspire Courage SORTKEY:Class_Bard SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:Supernatural.ClassFeatures.BardClassFeatures.SpecialQuality DESC:A Bardic Music with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the Bardic Music sing. The effect lasts for as long as the ally hears the Bardic Music sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six Bardic Music levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
+Inspire Competence KEY:Bardic Music ~ Inspire Competence SORTKEY:Class_Bard SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:Supernatural.ClassFeatures.BardClassFeatures.SpecialQuality DESC:A Bardic Music of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the Bardic Music. The Bardic Music must also be able to see the ally. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the Bardic Music's music. Certain uses of this ability are infeasible. The effect lasts as long as the Bardic Music concentrates, up to a maximum of 2 minutes. A Bardic Music can't inspire competence in himself. Inspire competence is a mind-affecting ability.
+Suggestion KEY:Bardic Music ~ Suggestion SORTKEY:Class_Bard SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:SpellLike.ClassFeatures.BardClassFeatures.SpecialQuality DESC:A Bardic Music of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the Bardic Music's concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Making a suggestion doesn't count against a Bardic Music's daily limit on Bardic Musicic music performances. A Will saving throw (DC 10 + 1/2 Bardic Music's level + Bardic Music's Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.
+Inspire Greatness KEY:Bardic Music ~ Inspire Greatness SORTKEY:Class_Bard SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:Supernatural.ClassFeatures.BardClassFeatures.SpecialQuality DESC:A Bardic Music of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a Bardic Music attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a Bardic Music must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the Bardic Music sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.
+Song of Freedom KEY:Bardic Music ~ Song of Freedom SORTKEY:Class_Bard SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:SpellLike.ClassFeatures.BardClassFeatures.SpecialQuality DESC:A Bardic Music of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character's Bardic Music level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A Bardic Music can't use song of freedom on himself.
+Inspire Heroics KEY:Bardic Music ~ Inspire Heroics SORTKEY:Class_Bard SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:Supernatural.ClassFeatures.BardClassFeatures.SpecialQuality DESC:A Bardic Music of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three Bardic Music levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a Bardic Music must sing and an ally must hear the Bardic Music sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the Bardic Music sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.
+Mass Suggestion KEY:Bardic Music ~ Mass Suggestion SORTKEY:Class_Bard SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:SpellLike.ClassFeatures.BardClassFeatures.SpecialQuality DESC:This ability functions like suggestion, above, except that a Bardic Music of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.
+
+###Block: Cleric Class Features
+Weapon and Armor Proficiency KEY:Cleric ~ Weapon and Armor Proficiency SORTKEY:Class_Cleric SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:ClassFeatures.ClericClassFeatures.SpecialQuality DESC:Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields). A cleric who chooses the War domain receives the Weapon Focus feat related to his deity's weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category. ABILITY:Internal|AUTOMATIC|TYPE=WeaponProfSimple|TYPE=ArmorProfHeavy|TYPE=ShieldProf
+Aura KEY:Cleric ~ Aura SORTKEY:Class_Cleric SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:Extraordinary.ClassFeatures.ClericClassFeatures.SpecialQuality DESC:A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). Clerics who don't worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment. BONUS:VAR|AlignmentAuraBase|ClericLVL DEFINE:AlignmentAuraBase|0 ABILITY:Special Ability|VIRTUAL|Aura of Chaos|PREDEITYALIGN:CG,CN,CE ABILITY:Special Ability|VIRTUAL|Aura of Evil|PREDEITYALIGN:LE,NE,CE ABILITY:Special Ability|VIRTUAL|Aura of Good|PREDEITYALIGN:LG,NG,CG ABILITY:Special Ability|VIRTUAL|Aura of Law|PREDEITYALIGN:LG,LN,LE
+Spells KEY:Cleric ~ Spells SORTKEY:Class_Cleric SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:ClassFeatures.ClericClassFeatures.SpecialQuality DESC:A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and prepare his spells in advance (see below). To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below). Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Deity, Domains, and Domain Spells: A cleric's deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a cleric is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies. Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected. With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.
+Spontaneous Casting KEY:Cleric ~ Spontaneous Casting SORTKEY:Class_Cleric SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:ClassFeatures.ClericClassFeatures.SpecialQuality DESC:A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can "lose" any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name). An evil cleric (or a neutral cleric of an evil deity), can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in its name). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead (see below). ABILITY:Special Ability|VIRTUAL|Spontaneous casting - Cure spells|!PREABILITY:1,CATEGORY=ACF,TYPE.ClericSpontaneousCasting|PREABILITY:1,CATEGORY=Special Ability,Turn Undead ABILITY:Special Ability|VIRTUAL|Spontaneous casting - Inflict spells|!PREABILITY:1,CATEGORY=ACF,TYPE.ClericSpontaneousCasting|PREABILITY:1,CATEGORY=Special Ability,Rebuke Undead
+Chaotic, Evil, Good, and Lawful Spells KEY:Cleric ~ Alignment Spells SORTKEY:Class_Cleric SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:ClassFeatures.ClericClassFeatures.SpecialQuality DESC:A cleric can't cast spells of an alignment opposed to his own or his deity's (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
+Turn or Rebuke Undead KEY:Cleric ~ Turn or Rebuke Undead SORTKEY:Class_Cleric SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:Supernatural.ClassFeatures.ClericClassFeatures.SpecialQuality DESC:Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead). A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see above). A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead. BONUS:ABILITYPOOL|Turn Undead|1|TYPE=ClassAbility BONUS:VAR|TurnLevelBase,TurnDamagePlusBase|ClericLVL|TYPE=Level.REPLACE
+Bonus Languages KEY:Cleric ~ Bonus Languages SORTKEY:Class_Cleric SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:ClassFeatures.ClericClassFeatures.SpecialQuality DESC:A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race. TEMPLATE:Cleric ~ Bonus Languages
+
+###Block: Druid Class Features
+Weapon and Armor Proficiency KEY:Druid ~ Weapon and Armor Proficiency SORTKEY:Class_Druid SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:ClassFeatures.DruidClassFeatures.SpecialQuality DESC:Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones. A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter. ABILITY:Internal|AUTOMATIC|TYPE=ArmorProfMedium|TYPE=ShieldProf AUTO:WEAPONPROF|Club|Dagger|Dart|Quarterstaff|Scimitar|Sickle|Shortspear|Sling|Spear
+Spells KEY:Druid ~ Spells SORTKEY:Class_Druid SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:ClassFeatures.DruidClassFeatures.SpecialQuality DESC:A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A druid must choose and prepare her spells in advance (see below). To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier. Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Druid. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does. A druid prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
+Spontaneous Casting KEY:Druid ~ Spontaneous Casting SORTKEY:Class_Druid SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:ClassFeatures.DruidClassFeatures.SpecialQuality DESC:A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can "lose" a prepared spell in order to cast any summon nature's ally spell of the same level or lower. Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
+Bonus Languages KEY:Druid ~ Bonus Languages SORTKEY:Class_Druid SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:ClassFeatures.DruidClassFeatures.SpecialQuality DESC:A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race. A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet.
+Animal Companion KEY:Druid ~ Animal Companion SORTKEY:Class_Druid SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:Extraordinary.ClassFeatures.DruidClassFeatures.SpecialQuality DESC:A druid may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind. A 1st-level druid's companion is completely typical for its kind except as noted below. As a druid advances in level, the animal's power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished. A druid of 4th level or higher may select from alternative lists of animals (see below). Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character's druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character's druid level and compare the result with the druid level entry on the table to determine the animal companion's powers. (If this adjustment would reduce the druid's effective level to 0 or lower, she can't have that animal as a companion.) BONUS:VAR|AnimalCompanionLVL|DruidLVL
+Nature Sense KEY:Druid ~ Nature Sense SORTKEY:Class_Druid SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:Extraordinary.ClassFeatures.DruidClassFeatures.SpecialQuality DESC:A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
+Wild Empathy KEY:Druid ~ Wild Empathy SORTKEY:Class_Druid SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:Extraordinary.ClassFeatures.DruidClassFeatures.SpecialQuality DESC:A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check. BONUS:VAR|WildEmpathyBonus|DruidLVL ABILITY:Special Ability|AUTOMATIC|Wild Empathy
+Woodland Stride KEY:Druid ~ Woodland Stride SORTKEY:Class_Druid SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:Extraordinary.ClassFeatures.DruidClassFeatures.SpecialQuality DESC:Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
+Trackless Step KEY:Druid ~ Trackless Step SORTKEY:Class_Druid SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:Extraordinary.ClassFeatures.DruidClassFeatures.SpecialQuality DESC:Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
+Resist Nature's Lure KEY:Druid ~ Resist Nature's Lure SORTKEY:Class_Druid SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:Extraordinary.ClassFeatures.DruidClassFeatures.SpecialQuality DESC:Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.
+Wild Shape KEY:Druid ~ Wild Shape SORTKEY:Class_Druid SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:Supernatural.ClassFeatures.DruidClassFeatures.SpecialQuality DESC:At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level. The new form's Hit Dice can't exceed the character's druid level. At 12th level, a druid becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A druid can't use this ability to take the form of a plant that isn't a creature.) At 16th level, a druid becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental's extraordinary, supernatural, and spell-like abilities. She also gains the elemental's feats for as long as she maintains the wild shape, but she retains her own creature type. At 18th level, a druid becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day. At 20th level, a druid may use this wild shape ability to change into a Huge elemental. DEFINE:DruidWildShapeLVL|0 BONUS:VAR|WildShapeDuration|DruidWildShapeLVL DEFINE:WildShapeTimes|0 DEFINE:WildShapeElementalTimes|0 DEFINE:WildShapeDuration|0 DEFINE:WildShapeProgression|0 BONUS:VAR|DruidWildShapeLVL|DruidLVL BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:DruidWildShapeLVL,5 BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:DruidWildShapeLVL,6 BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:DruidWildShapeLVL,7 BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:DruidWildShapeLVL,10 BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:DruidWildShapeLVL,14 BONUS:VAR|WildShapeTimes|1|PREVARGTEQ:DruidWildShapeLVL,18 BONUS:VAR|WildShapeElementalTimes|1|PREVARGTEQ:DruidWildShapeLVL,16 BONUS:VAR|WildShapeElementalTimes|1|PREVARGTEQ:DruidWildShapeLVL,18 BONUS:VAR|WildShapeElementalTimes|1|PREVARGTEQ:DruidWildShapeLVL,20 BONUS:VAR|WildShapeProgression|1|PREVARGTEQ:DruidWildShapeLVL,5 BONUS:VAR|WildShapeProgression|1|PREVARGTEQ:DruidWildShapeLVL,8 BONUS:VAR|WildShapeProgression|1|PREVARGTEQ:DruidWildShapeLVL,11 BONUS:VAR|WildShapeProgression|1|PREVARGTEQ:DruidWildShapeLVL,12 BONUS:VAR|WildShapeProgression|1|PREVARGTEQ:DruidWildShapeLVL,15 BONUS:VAR|WildShapeProgression|1|PREVARGTEQ:DruidWildShapeLVL,16 BONUS:VAR|WildShapeProgression|1|PREVARGTEQ:DruidWildShapeLVL,20
+Venom Immunity KEY:Druid ~ Venom Immunity SORTKEY:Class_Druid SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:Extraordinary.ClassFeatures.DruidClassFeatures.SpecialQuality DESC:At 9th level, a druid gains immunity to all poisons.
+A Thousand Faces KEY:Druid ~ A Thousand Faces SORTKEY:Class_Druid SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:Supernatural.ClassFeatures.DruidClassFeatures.SpecialQuality DESC:At 13th level, a druid gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.
+Timeless Body KEY:Druid ~ Timeless Body SORTKEY:Class_Druid SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:Extraordinary.ClassFeatures.DruidClassFeatures.SpecialQuality DESC:After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up. TEMPLATE:Timeless Body
+
+###Block: Animal Companion
+Link KEY:Animal Companion ~ Link SORTKEY:Class_master SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:Extraordinary.ClassFeatures.Animal CompanionClassFeatures.SpecialQuality DESC:A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
+Share Spells KEY:Animal Companion ~ Share Spells SORTKEY:Class_master SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:Extraordinary.ClassFeatures.Animal CompanionClassFeatures.SpecialQuality DESC:At the druid's option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires. Additionally, the druid may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion's type (animal).
+Evasion KEY:Animal Companion ~ Evasion SORTKEY:Class_master SOURCELONG:Revised (v.3.5) System Reference Document SOURCESHORT:RSRD SOURCEPAGE:classesI CATEGORY:Special Ability TYPE:Extraordinary.ClassFeatures.Animal CompanionClassFeatures.SpecialQuality DESC:If an animal companion is subjected to an attack that normally allows a Reflex ...
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