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From: <ama...@us...> - 2014-10-29 19:31:30
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Revision: 25341
http://sourceforge.net/p/pcgen/code/25341
Author: amaitland
Date: 2014-10-29 19:31:14 +0000 (Wed, 29 Oct 2014)
Log Message:
-----------
Merge pull request #129 from mjmeans/pfs
Tonights work on ACG
Modified Paths:
--------------
Trunk/content/notfordistribution/pathfinder/paizo/roleplaying_game/advanced_class_guide/TODO.txt
Trunk/content/notfordistribution/pathfinder/paizo/roleplaying_game/advanced_class_guide/acg_abilities_class.lst
Trunk/content/notfordistribution/pathfinder/paizo/roleplaying_game/advanced_class_guide/acg_abilitycategories.lst
Trunk/content/notfordistribution/pathfinder/paizo/roleplaying_game/advanced_class_guide/acg_classes.lst
Trunk/content/notfordistribution/pathfinder/paizo/roleplaying_game/advanced_class_guide/acg_equip.lst
Trunk/content/notfordistribution/pathfinder/paizo/roleplaying_game/advanced_class_guide/acg_feats.lst
Trunk/content/notfordistribution/pathfinder/paizo/roleplaying_game/advanced_class_guide/acg_kits.lst
Trunk/content/notfordistribution/pathfinder/paizo/roleplaying_game/advanced_class_guide/acg_templates.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 2014-10-29 19:30:44 UTC (rev 25340)
+++ Trunk/content/notfordistribution/pathfinder/paizo/roleplaying_game/advanced_class_guide/TODO.txt 2014-10-29 19:31:14 UTC (rev 25341)
@@ -1,7 +1,7 @@
-Hunter Archetype Abilities
- Divine Hunter ~ Domain needs to be worked on. If the hunter selects the Animal domain, the Hunter does not get gain a second animal companion. Instead the existing animal companion gains 2 abilitiy increases! Also 1st domain spells are added to known spells at 3rd level, 2nd level domain spells are added at 6th level, etc until 6th level domain spells added to known spells at 18th level.
- Divine Hunter ~ Otherworldly Companion is not implemented. Animal gains template based on the Hunters (or deities) alignment: celestial or fiendish
+Incomplete or unimplemented Hunter Archetype Abilities
+ Divine Hunter ~ Domain: If the hunter selects the Animal domain, the Hunter should not gain a second animal companion. Instead the existing animal companion gains 2 abilitiy increases! Also 1st domain spells are added to known spells at 3rd level, 2nd level domain spells are added at 6th level, etc until 6th level domain spells added to known spells at 18th level.
+ Divine Hunter ~ Otherworldly Companion
Packmaster ~ Pack Bond
Packmaster ~ Pack Focus
Packmaster ~ Second Pack Focus
@@ -10,6 +10,8 @@
Primal Companion Hunter ~ Primal Master
Verminous Hunter ~ Vermin Companion
+Swashbuckler Weapon Training: Supposed to grant Improved Critical for all light and one handed, melee piercing weapons.
+
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
@@ -17,4 +19,107 @@
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
+Ability: Inspired Blade ability Inspired Blade ~ Rapier Weapon Mastery is not implemented
+
Feat: Weapon of the Chosen needs PRExxx to require Weapon Focus (DEITYWEAPON)
+
+
+
+
+COVERAGE MAP (status = 0-Not started, 1-Started, 2-Entered, *-Bug, 3-Checked)
+
+Chapter 1 - Classes
+ Common stuff (CSV formatted table)
+ Class, Alignment, Hit Die, Starting Wealth, Class skills, Weapon and armor proficiencies, Class Features
+2 Arcanist, 2, 2, 2, 2, 2
+2 Bloodrager, 2, 2, 2, 2, 2
+2 Brawler, 2, 2, 2, 2, 2
+2 Hunter, 2, 2, 2, 2, 2
+2 Investigator, 2, 2, 2, 2, 2
+2 Shaman, 2, 2, 2, 2, 2
+2 Skald, 2, 2, 2, 2, 2
+2 Slayer, 2, 2, 2, 2, 2
+2 Swashbuckler, 2, 2, 2, 2, 2
+2* Warpriest, 2, 2, 2, 2, 2*, "Need to implement: If the deities favored weapon is unarmed strike, the warpriest gains improved unarmed strike as a bonus feat"
+ Class Features
+1 - Arcanist
+2 - - Spells
+2 - - Arcane Resevoir
+2 - - Arcane Exploits
+2 - - - Acid Jet
+2 - - - Arcane Barrier
+2 - - - Arcane Weapon
+2 - - - Bloodline Development
+2 - - - Consume Magic Items
+2 - - - Counterspell
+2 - - - Dimensional Slide
+2 - - - Energy Shield
+2 - - - Familiar
+2 - - - Flame Arc
+2 - - - Force Strike
+2 - - - Ice Missile
+2 - - - Item Crafting
+2 - - - Ligtning Lance
+2 - - - Metamagic Knowledge
+2 - - - Metamixing
+2 - - - Potent Magic
+2 - - - Quick Study
+2 - - - School Understanding
+2 - - - See Magic
+2 - - - Spell Disruption
+2 - - - Spell Resistance
+2 - - - Spell Tinkerer
+2 - - - Swift Consume
+2 - - Cantrips
+2 - - Consume Spells
+2 - - Greater Exploits
+2 - - - Alter Enhancements
+2 - - - Burning Flame
+2 - - - Counter Drain
+2 - - - Dancing Electricity
+2 - - - Energy Absorption
+2 - - - Greater Counterspell
+2 - - - Greater Metamagic Knowledge
+2 - - - Greater Spell Resistance
+2 - - - Greater Spell Disruption
+2 - - - Icy Tomb
+2 - - - Lingering Acid
+2 - - - Redirect Spell
+2 - - - Resistande Drain
+2 - - - Siphone Spell
+2 - - - Spell Thief
+2 - - - Suffering Knowledge
+2 - - Magical Supremacy
+1 Bloodrager
+ - Class Features
+ - Bloodrager Bloodlines
+ - Bloodrager Spells
+ Brawler
+ - Class Features
+ Hunter
+ - Class Features
+ Investigator
+ - Class Features
+ Shaman
+ - Class Features
+ - Spirits
+ - Spirit Animal
+ - Shaman Spells
+ Skald
+ - Class Features
+ Slayer
+ - Class Features
+ Swashbuckler
+ - Class Features
+ Warpriest
+ - Class Features
+ - Ex-Warpriest
+ - Blessings
+ Racial Favored Class Options
+ - Dwarves
+ - Elves
+ - Gnomes
+ - Half-Elves
+ - Halflings
+ - Half-Orcs
+ - Humans
Modified: Trunk/content/notfordistribution/pathfinder/paizo/roleplaying_game/advanced_class_guide/acg_abilities_class.lst
===================================================================
--- Trunk/content/notfordistribution/pathfinder/paizo/roleplaying_game/advanced_class_guide/acg_abilities_class.lst 2014-10-29 19:30:44 UTC (rev 25340)
+++ Trunk/content/notfordistribution/pathfinder/paizo/roleplaying_game/advanced_class_guide/acg_abilities_class.lst 2014-10-29 19:31:14 UTC (rev 25341)
@@ -66,11 +66,12 @@
# Ability Name Unique Key Category of Ability Type Define Description Template Bonus to Ability Pool Modify VAR Class Skill Source Page Aspects Description of the Benefits Bonus
Arcane Reservoir KEY:Arcanist ~ Arcane Reservoir CATEGORY:Special Ability TYPE:ArcanistClassFeatures.ArcanistArcaneReservoir.Supernatural.ClassAbility.SpecialQuality DEFINE:ArcanePoolSize|0 DEFINE:ArcanePoolDefaultSize|0 DESC:You have an innate pool of magical energy that you can draw upon to fuel your arcanist exploits and enhance your spells. The arcane reservoir can hold a maximum of %1 points of magical energy. Each day, when preparing spells, your arcane reservoir fills with raw magical energy, gaining a number of points equal to %2. Any points you had from the previous day are lost. You can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. Points from the arcane reservoir are used to fuel many of your arcanist powers. In addition, you can expend 1 point from your arcane reservoir as a free action whenever you cast an arcanist spell. If you do, you can choose to increase the caster level by 1 or increase the spell's DC by 1. You can expend no more than 1 point from your reservoir on a given spell in this way.|ArcanePoolSize|ArcanePoolDefaultSize BONUS:VAR|ArcanePoolSize|3+TL BONUS:VAR|ArcanePoolDefaultSize|3+ArcanistLVL/2 SOURCEPAGE:p.9 ASPECT:CheckCount|%1|ArcanePoolSize ASPECT:CheckType|Points BENEFIT:You have an innate pool of magical energy that you can draw upon to fuel your arcanist exploits and enhance your spells.
Arcanist Exploits KEY:Arcanist ~ Arcanist Exploits CATEGORY:Special Ability TYPE:ArcanistClassFeatures.ArcanistArcanistExploits.ClassAbility DEFINE:ArcanistEnergyExploitBonus|0 DEFINE:ArcanistEnergyExploitDice|0 DEFINE:ArcanistEnergyExploitDieSize|0 DEFINE:ArcanistExploitDC|0 DEFINE:ArcanistExploitDuration|0 DEFINE:ArcanistExploitLevel|0 DEFINE:ArcanistExploitPool|0 DEFINE:ArcanistPowerTimes|0 DESC:By bending and sometimes even breaking the rules of magic, you learn to exploit gaps and exceptions in the laws of magic. Some of these exploits allow you to break down various forms of magic, adding their essence to your arcane reservoir. At 1st level and every 2 levels thereafter, you learn a new arcane exploit. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require you to expend points from your arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to %1|ArcanistExploitDC BONUS:VAR|ArcanistEnergyExploitBonus|CHA BONUS:VAR|ArcanistEnergyExploitDice|max(10,(1+ArcanistLVL))/2 BONUS:VAR|ArcanistEnergyExploitDieSize|6 BONUS:VAR|ArcanistExploitDC|10+CHA+ArcanistLVL/2 BONUS:VAR|ArcanistExploitDuration|CHA BONUS:VAR|ArcanistExploitLevel|min(1,ArcanistLVL/11) BONUS:VAR|ArcanistExploitPool|min(1,(ArcanistLVL-1)/2) BONUS:VAR|ArcanistPowerTimes|3+CHA SOURCEPAGE:p.9 BENEFIT:By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic.
-Greater Exploits KEY:Arcanist ~ Greater Arcanist Exploits CATEGORY:Special Ability TYPE:ArcanistClassFeatures.ArcanistGreaterArcanistExploits.ClassAbility DESC:You may choose greater exploits in place of an arcanist exploit. SOURCEPAGE:p.13 BENEFIT:You may choose greater exploits in place of an arcanist exploit.
+Greater Exploits KEY:Arcanist ~ Greater Arcanist Exploits CATEGORY:Special Ability TYPE:ArcanistClassFeatures.ArcanistGreaterArcanistExploits.ClassAbility DEFINE:ArcanistGreaterExploitEnable|0 BONUS:VAR|ArcanistGreaterExploitEnable|1 DESC:You may choose greater exploits in place of an arcanist exploit. SOURCEPAGE:p.13 BENEFIT:You may choose greater exploits in place of an arcanist exploit.
Cantrips KEY:Arcanist ~ Cantrips CATEGORY:Special Ability TYPE:ArcanistClassFeatures.ArcanistCantrips.ClassAbility DEFINE:ArcanistCantripNumber|0 DESC:You can prepare %1 cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.|ArcanistCantripNumber BONUS:VAR|ArcanistCantripNumber|min(9,4+floor(ArvanistLvl/2)) SOURCEPAGE:p.12 BENEFIT:You can prepare %1 cantrips, or 0-level spells, each day.|ArcanistCantripNumber
Consume Spells KEY:Arcanist ~ Consume Spells CATEGORY:Special Ability TYPE:ArcanistClassFeatures.ArcanistConsumeSpells.Supernatural.ClassAbility DESC:You can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if you had used it to cast a spell. Doing this adds a number of points to your arcane reservoir equal to the level of the spell slot consumed. You cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost. SOURCEPAGE:p.13 BENEFIT:You can add points to your arcane reservoir by expending an available arcanist spell slot.
Magical Supremacy KEY:Arcanist ~ Magical Supremacy CATEGORY:Special Ability TYPE:ArcanistClassFeatures.Supernatural.ClassAbility DESC:You can convert your arcane reservoir into spells and back again. You can cast any spell you have prepared by expending a number of points from your arcane reservoir equal to 1 + the level of the spell to be cast instead of expending a spell slot. When you cast a spell in this fashion, you treat your caster level as 2 higher than normal, and the DCs of any saving throws associated with the spell increase by 2. You cannot further expend points from your arcane reservoir to enhance a spell cast in this way. SOURCEPAGE:p.14 BENEFIT:You can convert your arcane reservoir into spells and back again.
+### Arcane Exploits
Acid Jet KEY:Arcanist ~ Acid Jet CATEGORY:Special Ability TYPE:ArcanistExploit.SpecialQuality.Supernatural DEFINE:ArcanistAcidJetDice|0 DEFINE:ArcanistAcidJetDieSize|0 DEFINE:ArcanistAcidJetBonus|0 DESC:You can unleash a jet of acid by expending 1 point from your arcane reservoir and making a ranged touch attack against any one target within 30 feet. If the attack hits, it deals %1d%2+%3 points of acid damage. The target is also sickened for 1d4 rounds. It can attempt a Fortitude saving throw to negate the sickened condition.|ArcanistAcidJetDice|ArcanistEnergyExploitDieSize|ArcanistAcidJetBonus BONUS:VAR|ArcanistAcidJetDice|ArcanistEnergyExploitDice BONUS:VAR|ArcanistAcidJetDieSize|ArcanistEnergyExploitDieSize BONUS:VAR|ArcanistAcidJetBonus|ArcanistEnergyExploitBonus SOURCEPAGE:p.9 BENEFIT:You can unleash a jet of acid by expending 1 point from your arcane reservoir and making a ranged touch attack against any one target within 30 feet.
Arcane Barrier KEY:Arcanist ~ Arcane Barrier CATEGORY:Special Ability TYPE:ArcanistExploit.SpecialQuality.Supernatural DEFINE:ArcaneBarrierHP|0 DEFINE:ArcaneBarrierTime|0 DESC:As a swift action, you can expend 1 point from your arcane reservoir to create a barrier of magic that protects you from harm. This barrier grants you a number of temporary hit points equal to %1, and lasts for %2 minute|ArcaneBarrierHP|ArcaneBarrierTime DESC:s|PREVARGT:ArcaneBarrierTime,1 DESC: or until all the temporary hit points have been lost. Each additional time per day you use this ability, the number of arcane reservoir points you must spend to activate it increases by 1 (so the second time it is used, you must expend 2 points from your arcane reservoir, 3 points for the third time, and so on). The temporary hit points from this ability do not stack with themselves, but additional uses do cause the total number of temporary hit points and the duration to reset. BONUS:VAR|ArcaneBarrierHP|ArcanistLVL+CHA BONUS:VAR|ArcaneBarrierTime|ArcanistLVL SOURCEPAGE:p.9 BENEFIT:As a swift action, you can expend 1 point from your arcane reservoir to create a barrier of magic that protects you from harm. This barrier grants
Arcane Weapon KEY:Arcanist ~ Arcane Weapon CATEGORY:Special Ability TYPE:ArcanistExploit.SpecialQuality.Supernatural DEFINE:ArcanistArcaneWeaponBonus|0 DEFINE:ArcanistArcaneWeaponTime|0 DESC:As a standard action, you can expend 1 point from your arcane reservoir to enhance your weapon. The weapon is treated as magic for the purposes of overcoming damage reduction. This benefit only apply to weapons wielded by you; if another creature attempts to wield the weapon, it loses this benefit, though it resumes if you regain possession of the weapon. You cannot have more than one use of this ability active at a time. This effect lasts for %1 minute |ArcanistArcaneWeaponTime DESC:s|PREMULT:1,[PREVARGT:ArcanistArcaneWeaponTime,1],[PREVARLT:ArcanistArcaneWeaponBonus,1] DESC:As a standard action, you can expend 1 point from your arcane reservoir to enhance your weapon. The weapon gains a +%1 enhancement bonus. This bonus can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5. You can also use this exploit to add one of the following weapon special abilities: dancing, defending, distance, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, spell storing, and throwing. Adding these special abilities replaces an amount of enhancement bonus equal to the ability's cost. Duplicate special abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added to it before any other weapon special abilities can be added. The benefits are decided upon when the exploit is used, and they cannot be changed unless the exploit is used again. These benefits only apply to weapons wielded by you; if another creature attempts to wield the weapon, it loses these benefits, though they resume if you regain possession of the weapon. You cannot have more than one use of this ability active at a time. This effect lasts for %2 minutes.|ArcanistArcaneWeaponBonus|ArcanistArcaneWeaponTime BONUS:VAR|ArcanistArcaneWeaponBonus|(ArcanistLVL-1)/4 BONUS:VAR|ArcanistArcaneWeaponTime|CHA SOURCEPAGE:p.9 BENEFIT:As a standard action, you can expend 1 point from your arcane reservoir to enhance your weapon.
@@ -78,7 +79,7 @@
Consume Magic Items KEY:Arcanist ~ Consume Magic Items CATEGORY:Special Ability TYPE:ArcanistExploit.SpecialQuality.Supernatural DESC:You can consume the power of potions, scrolls, staves, and wands, using them to fill your arcane reservoir. Using this ability is a standard action that provokes an attack of opportunity. When using this exploit, you add a number of points to your arcane pool equal to half the level of the spell contained in the item (0-level and 1st level spells do not recharge your arcane reservoir). If used on a potion or scroll, the item is destroyed. If used on a wand, the wand loses 5 charges; if it has fewer than 5 charges, the wand is destroyed and you gain no benefit. If used on a staff, it looses one charge and you gain a number of points to your arcane reservoir equal to the highest-level spell the staff can cast using only 1 charge; if the staff has no spells that require only 1 charge, you cannot consume that staff's magic. No more than 1 charge can be drawn from a staff each day in this way. Points gained in excess of your reservoir's maximum are lost. This exploit has no effect on magic armor, weapons, rings, rods, wondrous items, or other magic items besides those noted above. SOURCEPAGE:p.10 BENEFIT:You can consume the power of potions, scrolls, staves, and wands, using them to fill your arcane reservoir.
Counterspell KEY:Arcanist ~ Counterspell CATEGORY:Special Ability TYPE:ArcanistExploit.SpecialQuality.Supernatural DESC:By expending one point from your arcane reservoir, you can attempt to counter a spell as it is being cast. You must identify the spell being cast as normal. If you successfully do so, you can attempt to counter the spell as an immediate action and by expending an available arcanist spell slot of a level at least one higher than the level of the spell being cast. To counterspell, the arcanist must attempt a dispel check as if using dispel magic. If the spell being countered is one that you have prepared, you can instead expend an available arcanist spell slot of the same level, and you receives a +5 bonus on the dispel check. Counterspelling in this way does not trigger any feats or other abilities that normally occur when a spellcaster successfully counters a spell. SOURCEPAGE:p.11 BENEFIT:By expending one point from your arcane reservoir, you can attempt to counter a spell as it is being cast.
Dimensional Slide KEY:Arcanist ~ Dimensional Slide CATEGORY:Special Ability TYPE:ArcanistExploit.SpecialQuality.Supernatural DESC:You can expend one point from your arcane reservoir to create a dimensional crack that you can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing you to move up to %1 feet to any location you can see. This counts as 5 feet of movement. You can only use this ability once per round. You do not provoke attacks of opportunity when moving in this way, caused by this ability, but any other movement you attempt as part of your move action provokes as normal.|ArcanistLVL*10 SOURCEPAGE:p.11 BENEFIT:You can expend one point from your arcane reservoir to create a dimensional crack that you can step through to reach another location.
-Energy Shield KEY:Arcanist ~ Energy Shield CATEGORY:Special Ability TYPE:ArcanistExploit.SpecialQuality.Supernatural DESC:You can protect yourself from energy damage as a standard action by expending 1 point from your arcane reservoir. You must pick one energy type and gains resistance 10 against that energy type for 1 minute per arcanist level. This protection increases by 5 for every 5 levels you possesses (up to a maximum of 30 at 20th level). SOURCEPAGE:p.11 BENEFIT:You can protect yourself from energy damage as a standard action by expending 1 point from your arcane reservoir.
+Energy Shield KEY:Arcanist ~ Energy Shield CATEGORY:Special Ability TYPE:ArcanistExploit.SpecialQuality.Supernatural DEFINE:ArcanistEnergyShield|0 BONUS:VAR|ArcanistEnergyShield|10+(min(20,5*ArcanistLVL/5)) DEFINE:ArcanistEnergyShieldUses|0 BONUS:VAR|ArcanistEnergyShieldUses|ArcanistLVL DESC:You can protect yourself from energy damage as a standard action by expending 1 point from your arcane reservoir. You must pick one energy type and gain resistance %1 against that energy type for %2 minutes.|ArcanistEnergyShield|ArcanistEnergyShieldUses SOURCEPAGE:p.11 BENEFIT:Pick one energy type, gain resistance %1 against that energy type for %2 minutes.|ArcanistEnergyShield|ArcanistEnergyShieldUses
Familiar KEY:Arcanist ~ Familiar CATEGORY:Special Ability TYPE:ArcanistExploit.SpecialQuality.Extraordinary DESC:You can acquire a familiar as the arcane bond wizard class feature, using your arcanist level as your wizard level to determine any of the statistics and abilities of the familiar. If you receive a familiar from another class, your levels of arcanist stack with the levels from that class when determining the familiar's statistics and abilities (this ability does not stack with a familiar gained through the bloodline development exploit; you must choose one or the other). SOURCEPAGE:p.11 BENEFIT:You can acquire a familiar as the arcane bond wizard class feature, using your arcanist level as your wizard level to determine any of the statistics and abilities of the familiar.
Flame Arc KEY:Arcanist ~ Flame Arc CATEGORY:Special Ability TYPE:ArcanistExploit.SpecialQuality.Supernatural DEFINE:ArcanistFlameArcDC|0 DEFINE:ArcanistFlameArcDice|0 DEFINE:ArcanistFlameArcDieSize|0 DEFINE:ArcanistFlameArcBonus|0 DESC:You can unleash an arc of flame by expending one point from your arcane reservoir. This creates a 30-foot line of flame that deals %1d%2+%3 points of fire damage to each target in the line. Creatures in the area of effect may attempt a Reflex saving throw (DC %4) to halve the damage.|ArcanistFlameArcDice|ArcanistEnergyExploitDieSize|ArcanistFlameArcBonus|ArcanistFlameArcDC BONUS:VAR|ArcanistFlameArcDC|ArcanistExploitDC BONUS:VAR|ArcanistFlameArcDice|ArcanistEnergyExploitDice BONUS:VAR|ArcanistFlameArcDieSize|ArcanistEnergyExploitDieSize BONUS:VAR|ArcanistFlameArcBonus|ArcanistEnergyExploitBonus SOURCEPAGE:p.11 BENEFIT:You can unleash an arc of flame by expending one point from your arcane reservoir.
Force Strike KEY:Arcanist ~ Force Strike CATEGORY:Special Ability TYPE:ArcanistExploit.SpecialQuality.Supernatural DESC:You can unleash a blast of force by expending one point from your arcane reservoir. This attack automatically strikes one target within 30 feet (as per magic missile) and it deals 1d4+%1 points of damage. Spells and effects that negate magic missile also negate this effect.|ArcanistLvl SOURCEPAGE:p.11 BENEFIT:You can unleash a blast of force by expending one point from your arcane reservoir.
@@ -96,6 +97,24 @@
Spell Tinkerer KEY:Arcanist ~ Spell Tinkerer CATEGORY:Special Ability TYPE:ArcanistExploit.SpecialQuality.Supernatural DEFINE:SpellTinkererDC|0 DESC:You can alter an existing spell effect by expending one point from your arcane reservoir. To use this ability, you must be adjacent to the spell effect (or the effect's target). You can choose to increase or decrease the remaining duration of the spell by 50%%. This ability can be used on unwilling targets, but you must succeed at a melee touch attack, and the target may attempt a DC %1 Will saving throw to negate the effect. This ability cannot be used on a given spell effect more than once. This ability has no effect on spells that are instantaneous or have a duration of permanent.|SpellTinkererDC BONUS:VAR|SpellTinkererDC|ArcanistExploitDC SOURCEPAGE:p.12 BENEFIT:You can alter an existing spell effect.
Swift Consume KEY:Arcanist ~ Swift Consume CATEGORY:Special Ability TYPE:ArcanistExploit.SpecialQuality.Supernatural DESC:You can use the consume spells class feature or the consume magic items exploit as swift actions instead of as move actions. SOURCEPAGE:p.12 BENEFIT:You can use the consume spells class feature or the consume magic items exploit as swift actions instead of as move actions.
+### Arcane Greater Exploits
+Alter Enhancements KEY:Arcanist ~ Alter Enhancements CATEGORY:Special Ability TYPE:ArcanistExploit.SpecialQuality.Supernatural PREMULT:2,[PREVARGTEQ:ArcanistGreaterExploitEnable,1],[PREABILITY:1,CATEGORY=Special Ability,Arcanist ~ Arcane Weapon] DESC:An arcanist with this exploit can modify the enhancements placed on a weapon, suit of armor, or shield. The arcanist can use this exploit to change one weapon or armor special ability to another with an equal cost. This ability can only be used to change the item's special abilities, not its enhancement bonus. Using this ability requires the arcanist to touch the item as a full-round action and expend 1 point from her arcane reservoir, and doing so provokes an attack of opportunity. This ability cannot be used on an item in the possession of an unwilling creature. This change lasts for a %1 minutes. The arcanist must have the arcane weapon exploit to select this exploit.|min(1,CHA) SOURCEPAGE:p.13
+Burning Flame KEY:Arcanist ~ Burning Flame CATEGORY:Special Ability TYPE:ArcanistExploit.SpecialQuality.Supernatural PREMULT:2,[PREVARGTEQ:ArcanistGreaterExploitEnable,1],[PREABILITY:1,CATEGORY=Special Ability,Arcanist ~ Flame Arc] DESC:Whenever the arcanist uses the flame arc exploit, she can expend 2 points from her arcane reservoir instead of one. If she does, each target catches on fire if it fails its saving throw. Until the fire is extinguished, the target takes 3d6 points of fire damage at the start of each of its turns. The target can attempt a Reflex saving throw as a full-round action to extinguish the flames. Applying at least 1 gallon of water to the target automatically extinguishes the flames. The arcanist must have the flame arc exploit to select this exploit. SOURCEPAGE:p.13
+Counter Drain KEY:Arcanist ~ Counter Drain CATEGORY:Special Ability TYPE:ArcanistExploit.SpecialQuality.Supernatural PREMULT:2,[PREVARGTEQ:ArcanistGreaterExploitEnable,1],[PREABILITY:1,CATEGORY=Special Ability,Arcanist ~ Counterspell] DESC:Whenever the arcanist successfully counters a spell, she regains a number of points to her arcane reservoir, which is determined by the level of the spell countered. Spells of 2nd level or lower do not restore any points to her arcane reservoir. Spells of 3rd and higher restore 1 point to her arcane reservoir for every three spell levels (rounded down), to a maximum of 3 points at 9th level. The arcanist must have the counterspell exploit to select this exploit. SOURCEPAGE:p.13
+Dancing Electricity KEY:Arcanist ~ Dancing Electricity CATEGORY:Special Ability TYPE:ArcanistExploit.SpecialQuality.Supernatural PREMULT:2,[PREVARGTEQ:ArcanistGreaterExploitEnable,1],[PREABILITY:1,CATEGORY=Special Ability,Arcanist ~ Lightning Lance] DESC:Whenever the arcanist uses the lightning lance exploit, she can expend 2 points from her arcane reservoir instead of one. If she does, all creatures adjacent to the target take an amount of damage equal to half the amount of electricity damage rolled. Adjacent creatures can attempt a Reflex saving throw to halve this damage. Whether or not the target makes its saving throw has no effect on adjacent targets. The arcanist must have the lightning lance exploit to select this exploit. SOURCEPAGE:p.13
+Energy Absorption KEY:Arcanist ~ Energy Absorption CATEGORY:Special Ability TYPE:ArcanistExploit.SpecialQuality.Supernatural PREMULT:2,[PREVARGTEQ:ArcanistGreaterExploitEnable,1],[PREABILITY:1,CATEGORY=Special Ability,Arcanist ~ Energy Shield] BONUS:VAR|ArcanistEnergyShield|10 DESC:Whenever the arcanist is using the energy shield exploit, and the shield prevents 10 or more points of damage, she can absorb a portion of that energy and use it to fuel her exploits. After absorbing the damage, she can use any exploit that deals the same type of energy damage as the type her shield absorbed, reducing the cost to her arcane reservoir by 1 point. She must use this energy within 1 minute or it is lost. The arcanist does not gain more than one such use of energy per round, and she cannot store more than one use of this energy at a time. The arcanist must have the energy shield exploit to select this exploit. SOURCEPAGE:p.13
+Greater Counterspell KEY:Arcanist ~ Greater Counterspell CATEGORY:Special Ability TYPE:ArcanistExploit.SpecialQuality.Supernatural PREMULT:2,[PREVARGTEQ:ArcanistGreaterExploitEnable,1],[PREABILITY:1,CATEGORY=Special Ability,Arcanist ~ Counterspell] DESC:Whenever the arcanist uses the counterspell exploit, she can expend any arcanist spell slot of the same level or greater than the spell to be countered (instead of the spell level +1). The arcanist must have the counterspell exploit to select this exploit. SOURCEPAGE:p.13
+Greater Metamagic Knowledge KEY:Arcanist ~ Greater Metamagic Knowledge CATEGORY:Special Ability TYPE:ArcanistExploit.SpecialQuality PREMULT:2,[PREVARGTEQ:ArcanistGreaterExploitEnable,1],[PREABILITY:1,CATEGORY=Special Ability,Arcanist ~ Metamagic Knowledge] BONUS:ABILITYPOOL|Arcanist Metamagic Feat|1 DESC:The arcanist can select a metamagic feat as a bonus feat. She must meet the prerequisites of this feat. Each morning, when she prepares her spells, the arcanist can expend 1 point from her arcane reservoir to exchange this bonus feat for another metamagic feat, as long as she meets the prerequisites of the new feat. The arcanist must have the metamagic knowledge exploit to select this exploit. SOURCEPAGE:p.13
+Greater Spell Resistance KEY:Arcanist ~ Greater Spell Resistance CATEGORY:Special Ability TYPE:ArcanistExploit.SpecialQuality.Supernatural PREMULT:2,[PREVARGTEQ:ArcanistGreaterExploitEnable,1],[PREABILITY:1,CATEGORY=Special Ability,Arcanist ~ Spell Resistance] BONUS:VAR|SpellDisruptionBonus|5 DESC:Whenever the arcanist uses the spell resistance exploit, the spell resistance is equal to 11 + the arcanist's level. The arcanist must have the spell resistance exploit to select this exploit. SOURCEPAGE:p.13
+Greater Spell Disruption KEY:Arcanist ~ Greater Spell Disruption CATEGORY:Special Ability TYPE:ArcanistExploit.SpecialQuality.Supernatural PREMULT:2,[PREVARGTEQ:ArcanistGreaterExploitEnable,1],[PREABILITY:1,CATEGORY=Special Ability,Arcanist ~ Spell Disruption] DESC:The arcanist can disrupt a spell effect or magic item by expending 1 point from her arcane reservoir. This acts like a targeted dispel magic with a range of touch. The arcanist can add her Charisma modifier to the dispel check. The arcanist must have the spell disruption exploit to select this exploit. SOURCEPAGE:p.13
+Icy Tomb KEY:Arcanist ~ Icy Tomb CATEGORY:Special Ability TYPE:ArcanistExploit.SpecialQuality.Supernatural PREMULT:2,[PREVARGTEQ:ArcanistGreaterExploitEnable,1],[PREABILITY:1,CATEGORY=Special Ability,Arcanist ~ Ice Missile] DESC:Whenever the arcanist uses the ice missile exploit, she can expend 2 points from her arcane reservoir instead of one. If she does, the target is coated in rime if it fails its saving throw. As long as the ice remains (typically 1 minute per level in a warm area), the target is entangled (although not anchored) and takes 1 point of Dexterity damage at the start of each of its turns. The target can break free from the ice as a standard action by making a Strength check with a DC equal to 10 + the arcanist's Charisma modifier. If the target takes more than 10 points of fire damage from a single attack, the ice melts and the effect ends. The arcanist must have the ice missile arcanist exploit to select this exploit. SOURCEPAGE:p.13
+Lingering Acid KEY:Arcanist ~ Lingering Acid CATEGORY:Special Ability TYPE:ArcanistExploit.SpecialQuality.Supernatural PREMULT:2,[PREVARGTEQ:ArcanistGreaterExploitEnable,1],[PREABILITY:1,CATEGORY=Special Ability,Arcanist ~ Acid Jet] DESC:Whenever the arcanist uses the acid jet exploit, she can expend 2 points from her arcane reservoir instead of one. If she does, the target takes additional damage on the following rounds if it fails its saving throw. The target takes 1d6 points of acid damage on the following round for every 2d6 points of acid damage dealt by the initial attack. On subsequent rounds, the target continues to take 1d6 points of acid damage for every 2d6 points of acid damage dealt on the previous round. The damage continues until the amount of acid damage dealt on the previous round by this effect is 1d6. For example, a 9th level arcanist would deal 5d6 points of acid damage + the arcanist's Charisma modifier, 2d6 points of acid damage on the following round, and 1d6 points of acid damage on the third and final round. The arcanist must have the acid jet exploit to select this exploit. SOURCEPAGE:p.13
+Redirect Spell KEY:Arcanist ~ Redirect Spell CATEGORY:Special Ability TYPE:ArcanistExploit.SpecialQuality.Supernatural PREVARGTEQ:ArcanistGreaterExploitEnable,1 DESC:The arcanist can gain control of a spell cast by another spellcaster. As a standard action by expending 1 point from her arcane reservoir, the arcanist can make a caster level check opposed by the creature controlling the spell. If the arcanist is successful, she can direct the spell as a free action for 1 round, making any decisions allowed by the spell. This only functions on spells that can be directed or changed once they have been cast, such as f laming sphere or spiritual weapon. The spell returns to its owner's control at the start of the arcanist's next turn, unless the arcanist expends another point from her arcane reservoir at the start of her turn to extend the duration of control by another round. She can continue to control the spell for as long as the spell lasts, provided she keeps spending points from her arcane reservoir. SOURCEPAGE:p.13
+Resistance Drain KEY:Arcanist ~ Resistance Drain CATEGORY:Special Ability TYPE:ArcanistExploit.SpecialQuality.Supernatural PREMULT:2,[PREVARGTEQ:ArcanistGreaterExploitEnable,1],[PREABILITY:1,CATEGORY=Special Ability,Arcanist ~ Greater Spell Resistance] DESC:Whenever the arcanist is using the spell resistance exploit, she can end the effect as an immediate action whenever her spell resistance successfully protects her from a spell cast by a foe. If she does so, she adds a number of points to her arcane reservoir equal to 1/2 the level of the spell. These points are temporary and are lost after 1 minute unless used. Points gained in excess of her arcane reservoir's maximum are lost. The arcanist must have the greater spell resistance exploit to select this exploit. SOURCEPAGE:p.13
+Siphon Spell KEY:Arcanist ~ Siphon Spell CATEGORY:Special Ability TYPE:ArcanistExploit.SpecialQuality.Supernatural PREMULT:2,[PREVARGTEQ:ArcanistGreaterExploitEnable,1],[PREABILITY:1,CATEGORY=Special Ability,Arcanist ~ Greater Spell Disruption] DESC:When the arcanist uses the greater spell disruption exploit, she can siphon some of the power of the targeted spell to restore her arcane reservoir. If the caster level of the spell is equal to or higher than that of the arcanist, and she exceeds the DC of the dispel check by 5 or more, she adds 1 point to her arcane reservoir. If she exceeds this check by 10 or more, she instead adds 2 points to her arcane reservoir. This has no effect on magic items. The arcanist must have the greater spell disruption exploit to select this exploit. SOURCEPAGE:p.13
+Spell Thief KEY:Arcanist ~ Spell Thief CATEGORY:Special Ability TYPE:ArcanistExploit.SpecialQuality.Supernatural PREMULT:2,[PREVARGTEQ:ArcanistGreaterExploitEnable,1],[PREABILITY:1,CATEGORY=Special Ability,Arcanist ~ Spell Tinkerer] DESC:The arcanist can steal a spell affecting one creature by expending 1 point from her arcane reservoir. If the creature is unwilling, she must succeed at a melee touch attack to steal the spell; the target can attempt a Will saving throw to negate the effect. The arcanist can specify a spell affecting the target to steal, but if she's incorrect or doesn't know what spells are affecting the target, the spell stolen is determined randomly from all those affecting the target. If successful, the spell effect transfers to the arcanist, affecting her for the remaining duration. Unless the effect normally allows for a new saving throw during its duration (such as at the end of each round), this ability doesn't grant the arcanist a saving throw against it. The arcanist cannot use this ability to steal a spell with a range of personal or a duration of permanent. The arcanist must have the spell tinkerer exploit to select this exploit. SOURCEPAGE:p.13
+Suffering Knowledge KEY:Arcanist ~ Suffering Knowledge CATEGORY:Special Ability TYPE:ArcanistExploit.SpecialQuality.Supernatural PREVARGTEQ:ArcanistGreaterExploitEnable,1 DESC:The arcanist can learn to cast a spell by suffering from its effects. When the arcanist fails a saving throw against a spell cast by an enemy, as an immediate action she can expend 1 point from her arcane reservoir to temporarily acquire the spell. She can cast the spell using her spell slots as if it was a spell she had prepared that day. The spell must be on the sorcerer/wizard spell list and must be of a level that she can cast. The ability to cast this spell remains for a number of rounds equal to the arcanist's Charisma modif ier (minimum 1). SOURCEPAGE:p.13
+
### Arcanist Bloodlines
Aberrant KEY:Arcanist ~ Aberrant Bloodline CATEGORY:Special Ability TYPE:ArcanistBloodline.SpecialQuality DEFINE:AberrantBloodlineBonus|0 DEFINE:AberrantBloodlineBoostDuration|0 DEFINE:AberrantBloodlineDuration|0 DEFINE:AberrantBloodlineTimes|0 DESC:Your arcanist levels stack with your Sorcerer levels for your bloodline abilities.|PREABILITY:1,CATEGORY=Special Ability,Sorcerer ~ Sorcerer Bloodline DESC:There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. You can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage. You can use this ability %2 times per day. As a swift action, you may spend 1 point from your arcane pool to increase the damage to 1d6+%3. The added potency lasts for %4 rounds.|AberrantBloodlineDuration|AberrantBloodlineTimes|AberrantBloodlineBonus|AberrantBloodlineBoostDuration|!PREABILITY:1,CATEGORY=Special Ability,Sorcerer ~ Sorcerer Bloodline BONUS:VAR|AberrantBloodlineBonus|ArcanistLvl/2 BONUS:VAR|AberrantBloodlineBoostDuration|ArcanistBloodlineBoostDuration BONUS:VAR|AberrantBloodlineDuration|ArcanistExploitDuration BONUS:VAR|AberrantBloodlineTimes|ArcanistPowerTimes BENEFIT:You can fire an acidic ray as a standard action.|!PREABILITY:1,CATEGORY=Special Ability,Sorcerer ~ Sorcerer Bloodline BENEFIT:Your arcanist levels stack with your Sorcerer levels for your bloodline abilities.|PREABILITY:1,CATEGORY=Special Ability,Sorcerer ~ Sorcerer Bloodlin
Abyssal KEY:Arcanist ~ Abyssal Bloodline CATEGORY:Special Ability TYPE:ArcanistBloodline.SpecialQuality DEFINE:AbyssalBloodlineDuration|0 DESC:Your arcanist levels stack with your Sorcerer levels for your bloodline abilities.|PREABILITY:1,CATEGORY=Special Ability,Sorcerer ~ Sorcerer Bloodline DESC:Generations ago, a demon spread its filth into your heritage. You can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4+%1 points of damage each (1d3+%1 if you are Small). You can use your claws for %2 rounds per day. These rounds do not need to be consecutive.|STR|AbyssalBloodlineDuration DESC:You may spend 1 point from your arcane pool to cause the claws to be considered magic weapons for the purpose of overcoming DR.|PREMULT:3,[!PREABILITY:1,CATEGORY=Special Ability,Sorcerer ~ Sorcerer Bloodline],[PREVARGTEQ:ArcanistLvl,5],[PREVARLT:ArcanistLvl,7] DESC:You may spend 1 point from your arcane pool to cause the claws to be considered magic weapons for the purpose of overcoming DR, and to increase the damage to 1d6+%1 (1d4+%1 if you are Small).|STR|PREMULT:3,[!PREABILITY:1,CATEGORY=Special Ability,Sorcerer ~ Sorcerer Bloodline],[PREVARGTEQ:ArcanistLvl,7],[PREVARLT:ArcanistLvl,11] DESC:You may spend 1 point from your arcane pool to cause the claws to be considered magic weapons for the purpose of overcoming DR. Spending the point also increases the damage to 1d6+%1 plus 1d6 fire damage (1d4+%1 plus 1d6 acid damage if you are Small).|STR|PREMULT:2,[!PREABILITY:1,CATEGORY=Special Ability,Sorcerer ~ Sorcerer Bloodline],[PREVARGTEQ:ArcanistLvl,11] BONUS:VAR|AbyssalBloodlineDuration|ArcanistExploitDuration BENEFIT:Your arcanist levels stack with your Sorcerer levels for your bloodline abilities.|PREABILITY:1,CATEGORY=Special Ability,Sorcerer ~ Sorcerer Bloodline BENEFIT:You grow claws and gain a natural attack with them.|!PREABILITY:1,CATEGORY=Special Ability,Sorcerer ~ Sorcerer Bloodline
@@ -634,9 +653,40 @@
Amazing Inspiration KEY:Investigator ~ Amazing Inspiration CATEGORY:Special Ability TYPE:InvestigatorClassFeatures.SpecialQuality.Extraordinary.InvestigatorTalent PREVARGTEQ:InvestigatorTalentLVL,7 DESC:You roll d8 instead of d6 for inspiration. SOURCEPAGE:p.19
# ============================
-# Shaman class abiltites
+# Shaman class features
# ============================
+### Shaman
+Orisons KEY:Shaman ~ Orisons CATEGORY:Special Ability TYPE:ShamanClassFeatures
+Spirit KEY:Shaman ~ Spirit CATEGORY:Special Ability TYPE:ShamanClassFeatures
+Spirit Animal KEY:Shaman ~ Spirit Animal CATEGORY:Special Ability TYPE:ShamanClassFeatures
+Spirit Magic KEY:Shaman ~ Spirit Magic CATEGORY:Special Ability TYPE:ShamanClassFeatures
+Hex KEY:Shaman ~ Hex CATEGORY:Special Ability TYPE:ShamanClassFeatures DEFINE:ShamanHexChoices|0
+Wandering Spirit KEY:Shaman ~ Wandering Spirit CATEGORY:Special Ability TYPE:ShamanClassFeatures
+Wandering Hex KEY:Shaman ~ Wandering Hex CATEGORY:Special Ability TYPE:ShamanClassFeatures DEFINE:ShamanWanderingHexUses|0
+Manifestation KEY:Shaman ~ Manifestation CATEGORY:Special Ability TYPE:ShamanClassFeatures
+
+CATEGORY=Special Ability|Shaman ~ Hex.MOD BONUS:VAR|ShamanHexChoices|1|PREMULT:2,[PRECLASS:1,ShamanLVL=2],[!PREABILITY:1,CATEGORY=Archetype,TYPE.ShamanHex2]
+CATEGORY=Special Ability|Shaman ~ Hex.MOD BONUS:VAR|ShamanHexChoices|1|PREMULT:2,[PRECLASS:1,ShamanLVL=4],[!PREABILITY:1,CATEGORY=Archetype,TYPE.ShamanHex4]
+CATEGORY=Special Ability|Shaman ~ Hex.MOD BONUS:VAR|ShamanHexChoices|1|PREMULT:2,[PRECLASS:1,ShamanLVL=8],[!PREABILITY:1,CATEGORY=Archetype,TYPE.ShamanHex8]
+CATEGORY=Special Ability|Shaman ~ Hex.MOD BONUS:VAR|ShamanHexChoices|1|PREMULT:2,[PRECLASS:1,ShamanLVL=10],[!PREABILITY:1,CATEGORY=Archetype,TYPE.ShamanHex10]
+CATEGORY=Special Ability|Shaman ~ Hex.MOD BONUS:VAR|ShamanHexChoices|1|PREMULT:2,[PRECLASS:1,ShamanLVL=12],[!PREABILITY:1,CATEGORY=Archetype,TYPE.ShamanHex12]
+CATEGORY=Special Ability|Shaman ~ Hex.MOD BONUS:VAR|ShamanHexChoices|1|PREMULT:2,[PRECLASS:1,ShamanLVL=16],[!PREABILITY:1,CATEGORY=Archetype,TYPE.ShamanHex16]
+CATEGORY=Special Ability|Shaman ~ Hex.MOD BONUS:VAR|ShamanHexChoices|1|PREMULT:2,[PRECLASS:1,ShamanLVL=18],[!PREABILITY:1,CATEGORY=Archetype,TYPE.ShamanHex18]
+CATEGORY=Special Ability|Shaman ~ Hex.MOD BONUS:VAR|ShamanHexChoices|1|PREMULT:2,[PRECLASS:1,ShamanLVL=20],[!PREABILITY:1,CATEGORY=Archetype,TYPE.ShamanHex20]
+CATEGORY=Special Ability|Shaman ~ Wandering Hex.MOD BONUS:VAR|ShamanWanderingHexUses|1|PREMULT:2,[PRECLASS:1,ShamanLVL=6],[!PREABILITY:1,CATEGORY=Archetype,TYPE.ShamanWanderingHex6]
+CATEGORY=Special Ability|Shaman ~ Wandering Hex.MOD BONUS:VAR|ShamanWanderingHexUses|1|PREMULT:2,[PRECLASS:1,ShamanLVL=14],[!PREABILITY:1,CATEGORY=Archetype,TYPE.ShamanWanderingHex14]
+CATEGORY=Special Ability|Shaman ~ Spirit.MOD ABILITY:Shaman Class Features|AUTOMATIC|Shaman ~ Spirit Greater|PREMULT:2,[PRECLASS:1,ShamanLVL=8],[!PREABILITY:1,CATEGORY=Archetype,TYPE.ShamanSpiritGreater]
+CATEGORY=Special Ability|Shaman ~ Spirit.MOD ABILITY:Shaman Class Features|AUTOMATIC|Shaman ~ Spirit True|PREMULT:2,[PRECLASS:1,ShamanLVL=16],[!PREABILITY:1,CATEGORY=Archetype,TYPE.ShamanSpiritTrue]
+CATEGORY=Special Ability|Shaman ~ Wandering Spirit.MOD ABILITY:Shaman Class Features|AUTOMATIC|Shaman ~ Wandering Spirit Greater|PREMULT:2,[PRECLASS:1,ShamanLVL=12],[!PREABILITY:1,CATEGORY=Archetype,TYPE.ShamanWanderingSpiritGreater]
+CATEGORY=Special Ability|Shaman ~ Wandering Spirit.MOD ABILITY:Shaman Class Features|AUTOMATIC|Shaman ~ Wandering Spirit True|PREMULT:2,[PRECLASS:1,ShamanLVL=20],[!PREABILITY:1,CATEGORY=Archetype,TYPE.ShamanWanderingSpiritTrue]
+
+Spirit (Greater) KEY:Shaman ~ Spirit Greater CATEGORY:Special Ability TYPE:ShamanClassFeatures
+Spirit (True) KEY:Shaman ~ Spirit True CATEGORY:Special Ability TYPE:ShamanClassFeatures
+Wandering Spirit (Greater) KEY:Shaman ~ Wandering Spirit Greater CATEGORY:Special Ability TYPE:ShamanClassFeatures
+Wandering Spirit (True) KEY:Shaman ~ Wandering Spirit True CATEGORY:Special Ability TYPE:ShamanClassFeatures
+
+
# ============================
# Skald class features
# ============================
@@ -827,15 +877,16 @@
# Swashbuckler class abiltites
# ============================
###Block: Class Abilities
-# ~ Swashbuckler
+
# Ability Name Unique Key SORTKEY Category of Ability Type Define Description Stackable? Multiple? Choose Auto Feat Bonus Ability Pool Combat bonus Modify VAR Weapon prof. bonus Source Page
-Panache KEY:Swashbuckler ~ Panache SORTKEY:Class_Swashbuckler_2a CATEGORY:Special Ability TYPE:SwashbucklerClassFeatures.SpecialQuality.Extraordinary DEFINE:SwashbucklerPanachePoints|0 DEFINE:PanachePoints|0 DEFINE:SwashbucklerPanacheMax|0 DEFINE:PanacheMax|0 DEFINE:PanachePointsFavoredBonus|0 DEFINE:PanacheMaxFavoredBonus|0 DESC:More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains %1 panache. Her panache goes up or down throughout the day, but usually cannot go higher than %2, though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways..&nl;Critical Hit with a Light or One-Handed Piercing Melee Weapon ~ Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weap...
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