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From: <hen...@us...> - 2014-10-27 15:36:54
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Revision: 25337
http://sourceforge.net/p/pcgen/code/25337
Author: henkslaaf2
Date: 2014-10-27 15:36:39 +0000 (Mon, 27 Oct 2014)
Log Message:
-----------
Fixex
Modified Paths:
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Trunk/content/notfordistribution/pathfinder/paizo/roleplaying_game/advanced_class_guide/TODO.txt
Trunk/content/notfordistribution/pathfinder/paizo/roleplaying_game/advanced_class_guide/acg_classes.lst
Trunk/content/notfordistribution/pathfinder/paizo/roleplaying_game/advanced_class_guide/acg_feats.lst
Modified: Trunk/content/notfordistribution/pathfinder/paizo/roleplaying_game/advanced_class_guide/TODO.txt
===================================================================
--- Trunk/content/notfordistribution/pathfinder/paizo/roleplaying_game/advanced_class_guide/TODO.txt 2014-10-25 04:48:17 UTC (rev 25336)
+++ Trunk/content/notfordistribution/pathfinder/paizo/roleplaying_game/advanced_class_guide/TODO.txt 2014-10-27 15:36:39 UTC (rev 25337)
@@ -13,6 +13,8 @@
Barbarian Rage Powers on page 80
Skald rage powers should be limited to only those powers that DO NOT require a standard action or rounds of rage to activate
-Earth Blessing ~ Armor of Earth should BONUS to DR, but not stack with any other DR.
+Ability: Earth Blessing ~ Armor of Earth should have BONUS to DR, but not stack with any other DR.
-Glory Blessing ~ Demoralizing Glory "ranks in Intimidate" instead of "warpriest level"? So recalculate the the DC by Intimidate skill, subtract ranks and any bonus due to ranks and recalcuate using level in place of ranks
+Ability: Glory Blessing ~ Demoralizing Glory "ranks in Intimidate" instead of "warpriest level"? So recalculate the the DC by Intimidate skill, subtract ranks and any bonus due to ranks and recalcuate using level in place of ranks
+
+Feat: Weapon of the Chosen needs PRExxx to require Weapon Focus (DEITYWEAPON)
Modified: Trunk/content/notfordistribution/pathfinder/paizo/roleplaying_game/advanced_class_guide/acg_classes.lst
===================================================================
--- Trunk/content/notfordistribution/pathfinder/paizo/roleplaying_game/advanced_class_guide/acg_classes.lst 2014-10-25 04:48:17 UTC (rev 25336)
+++ Trunk/content/notfordistribution/pathfinder/paizo/roleplaying_game/advanced_class_guide/acg_classes.lst 2014-10-27 15:36:39 UTC (rev 25337)
@@ -383,7 +383,7 @@
# Class Name Skill Pts/Lvl
CLASS:Warpriest STARTSKILLPTS:2
# Class Name Spell Stat Spell Type Automatically Known Spell Levels Caster level Use Spell List
-CLASS:Warpriest SPELLSTAT:WIS SPELLTYPE:Divine KNOWNSPELLS:LEVEL=0|LEVEL=1|LEVEL=2|LEVEL=3|LEVEL=4|LEVEL=5|LEVEL=6 BONUS:CASTERLEVEL|Warpriest|CL SPELLLIST:1|Cleric
+CLASS:Warpriest SPELLSTAT:WIS SPELLTYPE:Divine KNOWNSPELLS:LEVEL=0|LEVEL=1|LEVEL=2|LEVEL=3|LEVEL=4|LEVEL=5|LEVEL=6 BONUS:CASTERLEVEL|Warpriest|CL SPELLLIST:1|Cleric BONUS:CASTERLEVEL|Cleric|CL
###Block:Proficiencies
1 ABILITY:Special Ability|AUTOMATIC|Warpriest ~ Weapon and Armor Proficiency|!PREABILITY:1,CATEGORY=Archetype,TYPE.WarpriestArmorProficiencies,TYPE.WarpriestArmorProficiencies,TYPE.WarpriestShieldProficiencies
1 ABILITY:Internal|AUTOMATIC|Weapon Prof ~ Martial|Weapon Prof ~ Simple|Weapon Prof ~ Deity Weapons|!PREABILITY:1,CATEGORY=Archetype,TYPE.WarpriestWeaponProficiencies
Modified: Trunk/content/notfordistribution/pathfinder/paizo/roleplaying_game/advanced_class_guide/acg_feats.lst
===================================================================
--- Trunk/content/notfordistribution/pathfinder/paizo/roleplaying_game/advanced_class_guide/acg_feats.lst 2014-10-25 04:48:17 UTC (rev 25336)
+++ Trunk/content/notfordistribution/pathfinder/paizo/roleplaying_game/advanced_class_guide/acg_feats.lst 2014-10-27 15:36:39 UTC (rev 25337)
@@ -3,18 +3,18 @@
# Original Entry by: Stefan Radermacher
##Block: Feats
-Anticipate Dodge TYPE:Combat PREFEAT:2,Dodge,Mobility PREMULT:1,[PRETOTALAB:7],[PREVARGTEQ:MonkFeatQualify,4] DESC:You automatically know whether a creature you can see has a dodge bonus to its AC. You gain up to a +2 bonus on attack rolls against a target that has a dodge bonus. This bonus cannot exceed the dodge bonus of the creature you attack. SOURCEPAGE:p.141
-Battle Cry TYPE:Combat PRESTAT:1,CHA=13 PREMULT:1,[PRETOTALAB:5],[PRESKILL:1,Perform (Oratory)=5],[PRESKILL:1,Perform (Sing)=5],[PRESKILL:1,Perform (Act)=5] DEFINE:BattleCryTimes|0 ASPECT:CheckType|Uses per Day ASPECT:CheckCount|%1|BattleCryTimes DESC:%1 times per day, you can let out a battle cry as a swift action. When you do, allies within 30 feet who can hear you gain a +1 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear. This effect lasts for 1 minute. If an ally is under the effect of this feat and fails a saving throw, she can choose to end the battle cry's effect on her to reroll the failed save. The ally must take the result of the reroll, even if it's lower. Each ally can use this effect only once per use of this feat.|BattleCryTimes BONUS:VAR|BattleCryTimes|CHA SOURCEPAGE:p.141
+Anticipate Dodge TYPE:Combat PREFEAT:2,Dodge,Mobility PREMULT:1,[PRETOTALAB:7],[PREVARGTEQ:MonkFeatQualify,4] DESC:You automatically know whether a creature you can see has a dodge bonus to its AC. You gain up to a +2 bonus on attack rolls against a target that has a dodge bonus. This bonus cannot exceed the dodge bonus of the creature you attack. SOURCEPAGE:p.141
+Battle Cry TYPE:Combat PRESTAT:1,CHA=13 PREMULT:1,[PRETOTALAB:5],[PRESKILL:1,Perform (Oratory)=5],[PRESKILL:1,Perform (Sing)=5],[PRESKILL:1,Perform (Act)=5] DEFINE:BattleCryTimes|0 ASPECT:CheckType|Uses per Day ASPECT:CheckCount|%1|BattleCryTimes DESC:%1 times per day, you can let out a battle cry as a swift action. When you do, allies within 30 feet who can hear you gain a +1 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear. This effect lasts for 1 minute. If an ally is under the effect of this feat and fails a saving throw, she can choose to end the battle cry's effect on her to reroll the failed save. The ally must take the result of the reroll, even if it's lower. Each ally can use this effect only once per use of this feat.|BattleCryTimes BONUS:VAR|BattleCryTimes|CHA SOURCEPAGE:p.141
Befuddling Strike TYPE:Combat PREFEAT:1,Improved Unarmed Strike PRESTAT:2,DEX=13,WIS=13 PRETOTALAB:8 DEFINE:BefuddlingStrikeTimes|0 ASPECT:CheckType|Uses per Day ASPECT:CheckCount|%1|BefuddlingStrikeTimes DESC:Befuddling Strike forces a foe damaged by your unarmed attack to attempt a DC %1 Fortitude saving throw, in addition to dealing damage normally. You must declare that you are using this feat before you make your attack roll—thus, a failed attack roll ruins the attempt. A defender who fails this saving throw is confused for 1d4 rounds. You can use Befuddling Strike %2 times per day, but no more than once per round. Constructs, incorporeal creatures, mindless creatures, plants, undead, and creatures that are immune to critical hits cannot be affected by this ability.|CL/2+10+WIS|BefuddlingStrikeTimes BONUS:VAR|BefuddlingStrikeTimes|CL/4 SOURCEPAGE:p.142
Blessed Striker TYPE:General PRECLASS:1,SPELLCASTER.Divine=1 PRETOTALAB:11 DESC:All of your attacks are treated as having whatever alignment components you and your deity share for the purpose of overcoming damage reduction. If you grossly violate the code of conduct required by your deity or no longer worship your deity, you lose access to this feat. You can regain it once you atone for your misdeeds to your deity (see the atonement spell). SOURCEPAGE:p.143
Blooded Arcane Strike TYPE:Combat PRECLASS:1,SPELLCASTER.Arcane=1 PREFEAT:1,Arcane Strike PREABILITY:1,CATEGORY=Special Ability,Bloodrager ~ Bloodrage DESC:While you are bloodraging, you don't need to spend a swift action to use your Arcane Strike—it is always in effect. When you use this ability with Vital Strike, Improved Vital Strike, or Greater Vital Strike, the bonus on damage rolls for Arcane Strike is multiplied by the number of times (two, three, or four) you roll damage dice for one of those feats. SOURCEPAGE:p.143
Bookish Rogue TYPE:General PREABILITY:1,CATEGORY=Special Ability,Rogue Talent ~ Minor Magic STACK:YES MULT:YES CHOOSE:NOCHOICE DESC:By studying a spellbook for 10 minutes, you can change one spell you are able to cast using your minor magic or major magic rogue talent to one sorcerer/wizard spell of the same level contained in the spellbook. This change is permanent until you take the time to change it via this feat again. SOURCEPAGE:p.143
-Canny Tumble TYPE:Combat PREFEAT:2,Dodge,Mobility PRESKILL:1,Acrobatics=5 DESC:When you use Acrobatics to move through an opponent's threatened area or space without provoking an attack of opportunity from that opponent, you gain a +2 circumstance bonus on your next melee attack roll against that opponent, as long as you make that attack before the start of your next turn. SOURCEPAGE:p.143
+Canny Tumble TYPE:Combat PREFEAT:2,Dodge,Mobility PRESKILL:1,Acrobatics=5 DESC:When you use Acrobatics to move through an opponent's threatened area or space without provoking an attack of opportunity from that opponent, you gain a +2 circumstance bonus on your next melee attack roll against that opponent, as long as you make that attack before the start of your next turn. SOURCEPAGE:p.143
Coordinated Shot TYPE:Combat.Teamwork PREFEAT:1,Point-Blank Shot DESC:If your ally with this feat is threatening an opponent and is not providing cover to that opponent against your ranged attacks, you gain a +1 bonus on ranged attacks against that opponent. If your ally with this feat is flanking that opponent with another ally (even if that other ally doesn't have this feat), this bonus increases to +2. SOURCEPAGE:p.144
-Counter Reflexes TYPE:Combat PREFEAT:3,Dodge,Mobility,Anticipate Dodge PREMULT:1,[PRETOTALAB:9],[PREVARGTEQ:MonkFeatQualify,6] DESC:Opponents with the Mobility feat do not gain the dodge bonus granted by that feat when they provoke attacks of opportunity by moving out of or within your threatened area. SOURCEPAGE:p.144
-Counterpunch TYPE:Combat PREMULT:3,[PRESTAT:1,DEX=18],[PREFEAT:3,Combat Reflexes,Weapon Focus (Unarmed Strike),Improved Unarmed Strike],[PREMULT:1,[PRETOTALAB:16],[PRECLASS:1,Brawler=12]] DESC:Once per round, when you are fighting unarmed with both hands free and an opponent misses you with a melee attack, it provokes an attack of opportunity from you. You must use an unarmed strike for attack of opportunity. SOURCEPAGE:p.144
+Counter Reflexes TYPE:Combat PREFEAT:3,Dodge,Mobility,Anticipate Dodge PREMULT:1,[PRETOTALAB:9],[PREVARGTEQ:MonkFeatQualify,6] DESC:Opponents with the Mobility feat do not gain the dodge bonus granted by that feat when they provoke attacks of opportunity by moving out of or within your threatened area. SOURCEPAGE:p.144
+Counterpunch TYPE:Combat PREMULT:3,[PRESTAT:1,DEX=18],[PREFEAT:3,Combat Reflexes,Weapon Focus (Unarmed Strike),Improved Unarmed Strike],[PREMULT:1,[PRETOTALAB:16],[PRECLASS:1,Brawler=12]] DESC:Once per round, when you are fighting unarmed with both hands free and an opponent misses you with a melee attack, it provokes an attack of opportunity from you. You must use an unarmed strike for attack of opportunity. SOURCEPAGE:p.144
Dazing Fist TYPE:Combat PREFEAT:1,Improved Unarmed Strike PRESTAT:2,DEX=13,WIS=13 PRETOTALAB:4 DEFINE:DazingFistTimes|0 ASPECT:CheckType|Uses per Day ASPECT:CheckCount|%1|DazingFistTimes DESC:Dazing Fist forces a foe damaged by your unarmed attack to attempt a DC %1 Fortitude saving throw, in addition to dealing damage normally. You must declare that you are using this feat before you make your attack roll—thus, a failed attack roll ruins the attempt. A defender who fails this saving throw is dazed for 1 round, until just before your next turn. You can use Dazing Fist %2 times per day, but no more than once per round. Constructs, incorporeal creatures, mindless creatures, plants, undead, and creatures that are immune to critical hits cannot be affected by this ability.|CL/2+10+WIS|DazingFistTimes BONUS:VAR|DazingFistTimes|CL/4 SOURCEPAGE:p.144
-Disheartening Display TYPE:Combat PREMULT:2,[PREFEAT:2,Weapon Focus,Dazzling Display],[PRETOTALAB:6] DESC:When you successfully use Dazzling Display against any shaken, frightened, or panicked opponents, their fear increases by one step. An already panicked creature demoralized by this feat cowers. Once affected by this feat, a creature cannot be affected by it again (by you or anyone else) for 24 hours. SOURCEPAGE:p.144
+Disheartening Display TYPE:Combat PREMULT:2,[PREFEAT:2,Weapon Focus,Dazzling Display],[PRETOTALAB:6] DESC:When you successfully use Dazzling Display against any shaken, frightened, or panicked opponents, their fear increases by one step. An already panicked creature demoralized by this feat cowers. Once affected by this feat, a creature cannot be affected by it again (by you or anyone else) for 24 hours. SOURCEPAGE:p.144
Distracting Charge TYPE:Combat.Teamwork DESC:When your ally with this feat uses the charge action and hits, you gain a +2 bonus on your next attack roll against the target of that charge. This bonus must be used before your ally's next turn, or it is lost. SOURCEPAGE:p.144
Draining Strike TYPE:Combat PREFEAT:1,Improved Unarmed Strike PRESTAT:2,DEX=13,WIS=13 PRETOTALAB:8 DEFINE:DrainingStrikeTimes|0 ASPECT:CheckType|Uses per Day ASPECT:CheckCount|%1|DrainingStrikeTimes DESC:Draining Strike forces a foe damaged by your unarmed attack to attempt a DC %1 Fortitude saving throw, in addition to dealing damage normally. You must declare that you are using this feat before you make your attack roll—thus, a failed attack roll ruins the attempt. A defender who is fails this saving throw fatigued for 1 minute or until the foe is subject to any spell that deals hit point damage. If you have a base attack bonus of +14 or higher, the target is exhausted for the same duration instead. You can use Draining Strike %2 times per day, but no more than once per round. Constructs, incorporeal creatures, mindless creatures, plants, undead, and creatures that are immune to critical hits cannot be affected by this ability.|CL/2+10+WIS|DrainingStrikeTimes BONUS:VAR|DrainingStrikeTimes|CL/4 SOURCEPAGE:p.145
Dueling Cape TYPE:Combat.Panache PREFEAT:1,Dodge PRESKILL:1,Sleight of Hand=1 DESC:As a move action, you can wrap a cape that you're wearing around your arm (removing it if necessary), and treat it as a buckler. If you are using the cape in this way, and an opponent misses you with a melee attack, as an immediate action you can spend 1 panache point to release your cape from your arm and entangle your foe in it. The foe can free it by using a full-round action to escape or by destroying the cape; a typical cape has hardness 1 and 3 hit points. You can use this feat with items similar in shape and weight to a cape, such as a cloak or a curtain. SOURCEPAGE:p.145
@@ -49,7 +49,7 @@
Twist Away TYPE:Combat DESC:You must have Evasion or Improved Evasion to use this feat. While you are wearing light armor or no armor, if you are forced to attempt a Fortitude saving throw, you can use an immediate action to instead attempt a Reflex saving throw (at the same DC). If you succeed at this saving throw and the attack has a reduced effect on a successful save, you avoid the effect entirely. Whether the saving throw is successful or not, you are staggered until the end of your next turn. SOURCEPAGE:p.158
Undersized Mount TYPE:Combat PRESKILL:1,Ride=1 DESC:You can ride a mount of your own size category, although encumbrance or other factors might limit how you can use this ability. SOURCEPAGE:p.158
Unfettered Familiar TYPE:General PRECLASS:1,SPELLCASTER=5 DEFINE:UnfetteredFamiliarTimes|0 DEFINE:UnfetteredFamiliarRange|0 STACK:YES MULT:YES CHOOSE:NOCHOICE ASPECT:CheckType|Uses per Day ASPECT:CheckCount|%1|UnfetteredFamiliarTimes DESC:%1 times per day, you can cast a touch spell without being in contact with your familiar and designate your familiar as the "toucher." You do not require line of sight to your familiar to use this ability, but you must be within 20 (+%2) feet of your familiar when you cast the spell, and if you can't see or hear your familiar, you must at least be able to speak with it. You may pick this feat multiple times. The range and uses per day increase each time you pick this feat.|UnfetteredFamiliarTimes|UnfetteredFamiliarRange BONUS:VAR|UnfetteredFamiliarTimes|1 BONUS:VAR|UnfetteredFamiliarRange|10 SOURCEPAGE:p.158
-Weapon of the Chosen TYPE:Combat PREFEAT:1,Weapon Focus PRECLASS:1,SPELLCASTER.Divine=1 DESC:As a swift action, you can call upon your deity to guide an attack you make with your deity's favored weapon. On your next attack in that round with that weapon, your weapon counts as magical for the purpose of overcoming damage reduction or striking an incorporeal creature. If your attack misses because of concealment, you can reroll your miss chance one time to see whether you actually hit. SOURCEPAGE:p.158
+Weapon of the Chosen TYPE:Combat PREFEAT:1,Weapon Focus PRETEXT:Must have Weapon Focus with one of the deity's favored weapons. PRECLASS:1,SPELLCASTER.Divine=1 DESC:As a swift action, you can call upon your deity to guide an attack you make with your deity's favored weapon. On your next attack in that round with that weapon, your weapon counts as magical for the purpose of overcoming damage reduction or striking an incorporeal creature. If your attack misses because of concealment, you can reroll your miss chance one time to see whether you actually hit. SOURCEPAGE:p.158
Winter's Strike TYPE:Combat PREFEAT:1,Vital Strike PREMULT:1,[PREFEAT:1,Nature Magic],[PREMULT:2,[PRECLASS:1,SPELLCASTER=1],[PRECLASS:1,Ranger=4]],[PREMULT:2,[PRECLASS:1,SPELLCASTER=1],[PRECLASS:1,Druid=1]],[PREMULT:2,[PRECLASS:1,SPELLCASTER=1],[PRECLASS:1,Hunter=1]] PRESKILL:1,Knowledge (Nature)=5 ASPECT:CheckType|Uses per Day ASPECT:CheckCount|%1|max(WIS,1) DESC:%1 times per day, when you use Vital Strike (or Improved Vital Strike or Greater Vital Strike), your strike saps the strength of your opponent. The creature hit must succeed at a DC %2 Fortitude save or become fatigued for %3 rounds. You can choose to use this ability as a free action after you hit the target with the attack. This is a supernatural ability.|max(WIS,1)|CL/2+10+WIS|min(WIS,1) SOURCEPAGE:p.158
Wounded Paw Gambit TYPE:Combat.Teamwork PREFEAT:1,Broken Wing Gambit PRESKILL:1,Bluff=5 DESC:Whenever you use Broken Wing Gambit and an opponent attacks you as a result, each ally who has this feat and is within 30 feet of that opponent can attempt a ranged attack against it as an immediate action. The ally's ranged weapon must be in hand, loaded, and ready to be fired or thrown in order to make this attack possible. An ally who has this feat and Broken Wing Gambit can instead use Broken Wing Gambit to attempt an attack of opportunity against the foe, but cannot attempt both that attack of opportunity and this ranged attack. SOURCEPAGE:p.158
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