[Winopenrpg-developer] openrpg1/data/d20 d20armor.xml,NONE,1.1 d20classes.xml,NONE,1.1 d20divine.xml
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From: Digital X. <dig...@us...> - 2006-01-26 17:33:22
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Update of /cvsroot/winopenrpg/openrpg1/data/d20 In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv30930/data/d20 Added Files: d20armor.xml d20classes.xml d20divine.xml d20feats.xml d20powers.xml d20spells.xml d20weapons.xml Log Message: Initial commit of OpenRPG++ python --- NEW FILE: d20armor.xml --- <ac> <armor name="Banded mail" cost="250" type="Heavy" maxdex="1" bonus="6" spellfailure="35" checkpenalty="-6" weight="35" speed="20" speed20="15" speed30="20" > <description >This armor is made of overlapping strips of metal sewn to a backing of leather and chainmail. The strips cover vulnerable areas, while the chain and leather protect the joints and provide freedom of movement. Straps and buckles distribute the weight evenly. It includes gauntlets. </description > </armor> <armor name="Breastplate" cost="200" type="Medium" maxdex="3" bonus="5" spellfailure="25" checkpenalty="-4" weight="30" speed="20" speed20="15" speed30="20" > <description >A breastplate covers the front and back. It comes with a helmet and matching greaves (plates to cover the lower legs). A light suit or skirt of studded leather beneath the breastplate protects limbs without restricting movement much. </description > </armor> <armor name="Buckler" cost="15" type="Shield" maxdex="100" bonus="1" spellfailure="5" checkpenalty="-1" weight="5" speed="30" speed20="20" speed30="30" > <description >This small metal shield is strapped to the forearm, allowing it to be worn and still use the hand. A bow or crossbow can be used without penalty. An off-hand weapon can be used, but a -1 penalty on attack rolls is imposed because of the extra weight on your arm. This penalty stacks with those for fighting with the off hand and, if appropriate, for fighting with two weapons. In any case, if a weapon is used in the off-hand, the character doesn't get the buckler's AC bonus for the rest of the round. </description > </armor> <armor name="Chainmail" cost="150" type="Medium" maxdex="2" bonus="5" spellfailure="30" checkpenalty="-5" weight="40" speed="20" speed20="15" speed30="20" > <description >This armor is made of interlocking metal rings. It includes a layer of quilted fabric underneath it to prevent chafing and to cushion the impact of blows. Several layers of mail are hung over vital areas. Most of the armor's weight hangs from the shoulders, making chainmail uncomfortable to wear for long periods of time. It includes gauntlets. </description > </armor> <armor name="Chainshirt" cost="100" type="Light" maxdex="4" bonus="4" spellfailure="20" checkpenalty="-2" weight="25" speed="30" speed20="20" speed30="30" > <description >A shirt of chainmail protects the torso while leaving the limbs free and mobile. A layer of quilted fabric underneath it prevents chafing and cushions the impact of blows. It comes with a steel cap. </description > </armor> <armor name="Full Plate" cost="1500" type="Heavy" maxdex="1" bonus="8" spellfailure="35" checkpenalty="-6" weight="50" speed="20" speed20="15" speed30="20" > <description >This armor consists of shaped and fitted metal plates riveted and interlocked to cover the entire body. It includes gauntlets, heavy leather boots, and a visored helmet. </description > </armor> <armor name="Half-Plate" cost="600" type="Heavy" maxdex="0" bonus="7" spellfailure="40" checkpenalty="-7" weight="50" speed="20" speed20="15" speed30="20" > <description >This armor is a combination of chainmail with metal plates (breastplate, epaulettes, elbow guards, gauntlets, tasses, and greaves) covering vital areas. Buckles and straps hold the whole suit together and distribute the weight, but the armor still hangs more loosely than full plate. It includes gauntlets. </description > </armor> <armor name="Hide" cost="15" type="Medium" maxdex="4" bonus="3" spellfailure="20" checkpenalty="-3" weight="25" speed="20" speed20="15" speed30="20" > <description >This armor is prepared from multiple layers of leather and animal hides. It is stiff and hard to move in. </description > </armor> <armor name="Large SteelShield" cost="20" type="Shield" maxdex="100" bonus="2" spellfailure="15" checkpenalty="-2" weight="15" speed="30" speed20="20" speed30="30" > <description >A large shield is too heavy to use the shield hand for anything else. </description > </armor> <armor name="Large Wooden Shield" cost="7" type="Shield" maxdex="100" bonus="2" spellfailure="15" checkpenalty="-2" weight="10" speed="30" speed20="20" speed30="30" > <description >A large shield is too heavy to use the shield hand for anything else. </description > </armor> <armor name="Leather" cost="10" type="Light" maxdex="6" bonus="2" spellfailure="10" checkpenalty="0" weight="10" speed="30" speed20="20" speed30="30" > <description >The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by boiling in oil. The rest of the armor is softer and more flexible leather. </description > </armor> <armor name="Padded" cost="5" type="Light" maxdex="8" bonus="1" spellfailure="5" checkpenalty="0" weight="10" speed="30" speed20="20" speed30="30" > <description >Padded armor features quilted layers of cloth and batting. </description > </armor> <armor name="Samll Steel Shield" cost="9" type="Shield" maxdex="100" bonus="1" spellfailure="5" checkpenalty="-1" weight="6" speed="30" speed20="20" speed30="30" > <description >A small shield's light weight lets a character carry other items in that hand (although the character cannot use weapons). </description > </armor> <armor name="Scale Mail" cost="50" type="Medium" maxdex="3" bonus="4" spellfailure="25" checkpenalty="-4" weight="30" speed="20" speed20="15" speed30="20" > <description >This is a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. It includes gauntlets. </description > </armor> <armor name="Small Wooden Shield" cost="300" type="Shield" maxdex="100" bonus="1" spellfailure="5" checkpenalty="-1" weight="5" speed="30" speed20="20" speed30="30" > <description >A small shield's light weight lets a character carry other items in that hand (although the character cannot use weapons). </description > </armor> <armor name="Splint mail" cost="200" type="Heavy" maxdex="0" bonus="6" spellfailure="40" checkpenalty="-7" weight="45" speed="20" speed20="15" speed30="20" > <description >This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chainmail protects the joints. It includes gauntlets. </description > </armor> <armor name="Studded Leather" cost="25" type="Light" maxdex="5" bonus="3" spellfailure="15" checkpenalty="-1" weight="20" speed="30" speed20="20" speed30="30" > <description >This armor is made from tough but flexible leather (not hardened leather as with normal leather armor) reinforced with close-set metal rivets. </description > </armor> <armor name="Tower Shield" cost="30" type="Shield" maxdex="100" bonus="0" spellfailure="50" checkpenalty="-10" weight="45" speed="30" speed20="20" speed30="30" > <description >This massive wooden shield is nearly as tall as the wielder. Basically, it is a portable wall meant to provide cover. It can provide up to total cover, depending on how far a character comes out from behind it. A tower shield, however, does not provide cover against targeted spells; a spellcaster can cast a spell on a character by targeting the shield. A tower shield cannot be used for the shield bash action. </description > </armor> </ac> --- NEW FILE: d20weapons.xml --- <weapons> <weapon mod="0" name="Antimatter rifle" cost="-1" category="Futuristic Weapons-Ranged" size="Medium" damage="6d10" critical="x2" range="10" weight="10" type="Special" > <description ></description > </weapon> <weapon mod="0" name="Axe, orc double" cost="60" category="Exotic Weapons-Melee" size="Large" damage="1d8/1d8" critical="x3" range="0" weight="25" type="S" > <description ></description > </weapon> <weapon mod="0" name="Axe, throwing" cost="8" category="Martial Weapons-Melee" size="Small" damage="1d6" critical="x2" range="10" weight="4" type="S" > <description ></description > </weapon> <weapon mod="0" name="Battleaxe" cost="10" category="Martial Weapons-Melee" size="Medium" damage="1d8" critical="x3" range="0" weight="7" type="S" > <description ></description > </weapon> <weapon mod="0" name="Blowgun" cost="1" category="Asian Weapons-Ranged" size="Small" damage="1" critical="x2" range="10" weight="2" type="P" > <description ></description > </weapon> <weapon mod="0" name="Chain, spiked" cost="25" category="Exotic Weapons-Melee" size="Large" damage="2d4" critical="x2" range="0" weight="15" type="P" > <description ></description > </weapon> <weapon mod="0" name="Club" cost="0" category="Simple Weapons-Melee" size="Medium" damage="1d6" critical="x2" range="10" weight="3" type="B" > <description ></description > </weapon> <weapon mod="0" name="Crossbow, hand" cost="100" category="Exotic Weapons-Ranged" size="Tiny" damage="1d4" critical="19-20/x2" range="30" weight="3" type="P" > <description ></description > </weapon> <weapon mod="0" name="Crossbow, heavy" cost="50" category="Simple Weapons-Ranged" size="Medium" damage="1d10" critical="19-20/x2" range="120" weight="9" type="P" > <description ></description > </weapon> <weapon mod="0" name="Crossbow, light" cost="35" category="Simple Weapons-Ranged" size="Small" damage="1d8" critical="19-20/x2" range="80" weight="6" type="P" > <description ></description > </weapon> <weapon mod="0" name="Crossbow, repeating" cost="250" category="Exotic Weapons-Ranged" size="Medium" damage="1d8" critical="19-20/x2" range="80" weight="16" type="P" > <description ></description > </weapon> <weapon mod="0" name="Dagger" cost="2" category="Simple Weapons-Melee" size="Tiny" damage="1d4" critical="19-20/x2" range="10" weight="1" type="P" > <description ></description > </weapon> <weapon mod="0" name="Dagger, punching" cost="2" category="Simple Weapons-Melee" size="Tiny" damage="1d4" critical="x3" range="0" weight="2" type="P" > <description ></description > </weapon> <weapon mod="0" name="Dart" cost="0" category="Simple Weapons-Ranged" size="Small" damage="1d4" critical="x2" range="20" weight="0" type="P" > <description ></description > </weapon> <weapon mod="0" name="Falchion" cost="75" category="Martial Weapons-Melee" size="Large" damage="2d4" critical="18-29/x2" range="0" weight="16" type="S" > <description ></description > </weapon> <weapon mod="0" name="Flail, dire" cost="90" category="Exotic Weapons-Melee" size="Large" damage="1d8/1d8" critical="x2" range="0" weight="20" type="B" > <description ></description > </weapon> <weapon mod="0" name="Flail, heavy" cost="15" category="Martial Weapons-Melee" size="Large" damage="1d10" critical="19-20/x2" range="0" weight="20" type="B" > <description ></description > </weapon> <weapon mod="0" name="Flail, light" cost="8" category="Martial Weapons-Melee" size="Medium" damage="1d8" critical="x2" range="0" weight="5" type="B" > <description ></description > </weapon> <weapon mod="0" name="Flamer" cost="-1" category="Futuristic Weapons-Ranged" size="Medium" damage="3d6*" critical="-" range="20" weight="8" type="Special" > <description ></description > </weapon> <weapon mod="0" name="Gauntlet" cost="2 gp" category="Simple Weapons-Melee" size="Unarmed" damage="*" critical="*" range="0" weight="2" type="B" > <description ></description > </weapon> <weapon mod="0" name="Gauntlet, spiked" cost="5" category="Simple Weapons-Melee" size="Tiny" damage="1d4" critical="x2" range="0" weight="2" type="P" > <description ></description > </weapon> <weapon mod="0" name="Glaive" cost="8" category="Martial Weapons-Melee" size="Large" damage="1d10" critical="x3" range="0" weight="15" type="S" > <description ></description > </weapon> <weapon mod="0" name="Greataxe" cost="20" category="Martial Weapons-Melee" size="Large" damage="1d12" critical="x3" range="0" weight="20" type="S" > <description ></description > </weapon> <weapon mod="0" name="Greatclub" cost="5" category="Martial Weapons-Melee" size="Large" damage="1d10" critical="x2" range="0" weight="10" type="B" > <description ></description > </weapon> <weapon mod="0" name="Greatsword" cost="50" category="Martial Weapons-Melee" size="Large" damage="2d6" critical="19-20/x2" range="0" weight="15" type="S" > <description ></description > </weapon> <weapon mod="0" name="Grenade launcher" cost="-1" category="Modern Weapons-Ranged" size="Large" damage="*" critical="*" range="200" weight="12" type="*" > <description ></description > </weapon> <weapon mod="0" name="Guisarme" cost="9" category="Martial Weapons-Melee" size="Large" damage="2d4" critical="x3" range="0" weight="15" type="S" > <description ></description > </weapon> <weapon mod="0" name="Halberd" cost="10" category="Martial Weapons-Melee" size="Large" damage="1d10" critical="x3" range="0" weight="15" type="P&S" > <description ></description > </weapon> <weapon mod="0" name="Halfspear" cost="1" category="Simple Weapons-Melee" size="Medium" damage="1d6" critical="x3" range="20" weight="3" type="P" > <description ></description > </weapon> <weapon mod="0" name="Hammer, gnome hooked" cost="20" category="Exotic Weapons-Melee" size="Medium" damage="1d6/1d4" critical="x3/x4" range="0" weight="6" type="B&P" > <description ></description > </weapon> <weapon mod="0" name="Hammer, light" cost="1" category="Martial Weapons-Melee" size="Small" damage="1d4" critical="x2" range="20" weight="2" type="B" > <description ></description > </weapon> <weapon mod="0" name="Handaxe" cost="6" category="Martial Weapons-Melee" size="Small" damage="1d6" critical="x3" range="0" weight="5" type="S" > <description ></description > </weapon> <weapon mod="0" name="Javelin" cost="1" category="Simple Weapons-Ranged" size="Medium" damage="1d6" critical="x2" range="30" weight="2" type="P" > <description ></description > </weapon> <weapon mod="0" name="Kama" cost="2" category="Exotic Weapons-Melee" size="Small" damage="1d6" critical="x2" range="0" weight="2" type="S" > <description ></description > </weapon> <weapon mod="0" name="Kama, halfling" cost="2" category="Exotic Weapons-Melee" size="Tiny" damage="1d4" critical="x2" range="0" weight="1" type="S" > <description ></description > </weapon> <weapon mod="0" name="Katana" cost="400" category="Asian Weapons-Melee" size="Large" damage="1d10" critical="19-20/x2" range="0" weight="6" type="S" > <description ></description > </weapon> <weapon mod="0" name="Kukri" cost="8" category="Exotic Weapons-Melee" size="Tiny" damage="1d4" critical="18-29/x2" range="0" weight="3" type="S" > <description ></description > </weapon> <weapon mod="0" name="Kusari-gama" cost="10" category="Asian Weapons-Melee" size="Medium" damage="1d6" critical="x2" range="0" weight="3" type="S" > <description ></description > </weapon> <weapon mod="0" name="Lance, heavy" cost="10" category="Martial Weapons-Melee" size="Medium" damage="1d8" critical="x3" range="0" weight="10" type="P" > <description ></description > </weapon> <weapon mod="0" name="Lance, light" cost="6" category="Martial Weapons-Melee" size="Small" damage="1d6" critical="x3" range="0" weight="5" type="P" > <description ></description > </weapon> <weapon mod="0" name="Laser pistol" cost="-1" category="Futuristic Weapons-Ranged" size="Small" damage="2d10" critical="x2" range="100" weight="2" type="Special" > <description ></description > </weapon> <weapon mod="0" name="Laser rifle" cost="-1" category="Futuristic Weapons-Ranged" size="Medium" damage="3d20" critical="x2" range="200" weight="7" type="Special" > <description ></description > </weapon> <weapon mod="0" name="Longbow" cost="75" category="Martial Weapons-Ranged" size="Large" damage="1d8" critical="x3" range="100" weight="3" type="P" > <description ></description > </weapon> <weapon mod="0" name="Longbow, composite" cost="100" category="Martial Weapons-Ranged" size="Large" damage="1d8" critical="x3" range="110" weight="3" type="P" > <description ></description > </weapon> <weapon mod="0" name="Longspear" cost="5" category="Martial Weapons-Melee" size="Large" damage="1d8" critical="x3" range="0" weight="9" type="P" > <description ></description > </weapon> <weapon mod="0" name="Longsword" cost="15" category="Martial Weapons-Melee" size="Medium" damage="1d8" critical="19-20/x2" range="0" weight="4" type="S" > <description ></description > </weapon> <weapon mod="0" name="Mace, heavy" cost="12" category="Simple Weapons-Melee" size="Medium" damage="1d8" critical="x2" range="0" weight="12" type="B" > <description ></description > </weapon> <weapon mod="0" name="Mace, light" cost="5" category="Simple Weapons-Melee" size="Small" damage="1d6" critical="x2" range="0" weight="6" type="B" > <description ></description > </weapon> <weapon mod="0" name="Morningstar" cost="8" category="Simple Weapons-Melee" size="Medium" damage="1d8" critical="x2" range="0" weight="8" type="B&P" > <description ></description > </weapon> <weapon mod="0" name="Musket" cost="500" category="Renaissance Weapons-Ranged" size="Medium" damage="1d12" critical="x3" range="150" weight="10" type="P" > <description ></description > </weapon> <weapon mod="0" name="Net" cost="20" category="Exotic Weapons-Ranged" size="Medium" damage="0" critical="0" range="10" weight="10" type="-" > <description ></description > </weapon> <weapon mod="0" name="Nunchaku" cost="2" category="Exotic Weapons-Melee" size="Small" damage="1d6" critical="x2" range="0" weight="2" type="S" > <description > </description > </weapon> <weapon mod="0" name="Nunchaku, halfling" cost="2" category="Exotic Weapons-Melee" size="Tiny" damage="1d4" critical="x2" range="0" weight="1" type="B" > <description ></description > </weapon> <weapon mod="0" name="Pick, heavy" cost="8" category="Martial Weapons-Melee" size="Medium" damage="1d6" critical="x4" range="0" weight="6" type="P" > <description ></description > </weapon> <weapon mod="0" name="Pick, light" cost="4" category="Martial Weapons-Melee" size="Small" damage="1d4" critical="x4" range="0" weight="4" type="P" > <description ></description > </weapon> <weapon mod="0" name="Pistol" cost="250" category="Renaissance Weapons-Ranged" size="Small" damage="1d10" critical="x3" range="50" weight="3" type="P" > <description ></description > </weapon> <weapon mod="0" name="Pistol, automatic" cost="-1" category="Modern Weapons-Ranged" size="Small" damage="1d10" critical="x3" range="150" weight="5" type="P" > <description ></description > </weapon> <weapon mod="0" name="Pistol, revolver" cost="-1" category="Modern Weapons-Ranged" size="Small" damage="1d10" critical="x3" range="100" weight="3" type="P" > <description ></description > </weapon> <weapon mod="0" name="Quarterstaff" cost="0" category="Simple Weapons-Melee" size="Large" damage="1d6" critical="x2" range="0" weight="4" type="B" > <description ></description > </weapon> <weapon mod="0" name="Ranseur" cost="10" category="Martial Weapons-Melee" size="Large" damage="2d4" critical="x3" range="0" weight="15" type="P" > <description ></description > </weapon> <weapon mod="0" name="Rapier" cost="20" category="Martial Weapons-Melee" size="Medium" damage="1d6" critical="18-20/x2" range="0" weight="3" type="P" > <description ></description > </weapon> <weapon mod="0" name="Rifle, automatic" cost="-1" category="Modern Weapons-Ranged" size="Medium" damage="1d12" critical="x3" range="250" weight="12" type="P" > <description ></description > </weapon> <weapon mod="0" name="Rifle, repeater" cost="-1" category="Modern Weapons-Ranged" size="Medium" damage="1d12" critical="x3" range="200" weight="10" type="P" > <description ></description > </weapon> <weapon mod="0" name="Sap" cost="1" category="Martial Weapons-Melee" size="Small" damage="1d6s" critical="x2" range="0" weight="3" type="B" > <description ></description > </weapon> <weapon mod="0" name="Scattergun" cost="-1" category="Modern Weapons-Ranged" size="Medium" damage="*" critical="*" range="10" weight="10" type="P" > <description ></description > </weapon> <weapon mod="0" name="Scimitar" cost="15" category="Martial Weapons-Melee" size="Medium" damage="1d6" critical="18-20/x2" range="0" weight="4" type="S" > <description ></description > </weapon> <weapon mod="0" name="Scythe" cost="18" category="Martial Weapons-Melee" size="Large" damage="2d4" critical="x4" range="0" weight="12" type="P&S" > <description ></description > </weapon> <weapon mod="0" name="Shortbow" cost="30" category="Martial Weapons-Ranged" size="Medium" damage="1d6" critical="x3" range="60" weight="2" type="P" > <description ></description > </weapon> <weapon mod="0" name="Shortbow, composite" cost="75" category="Martial Weapons-Ranged" size="Medium" damage="1d6" critical="x3" range="70" weight="2" type="P" > <description ></description > </weapon> <weapon mod="0" name="Shortspear" cost="2" category="Simple Weapons-Melee" size="Large" damage="1d8" critical="x3" range="20" weight="5" type="P" > <description ></description > </weapon> <weapon mod="0" name="Shuriken" cost="1" category="Exotic Weapons-Ranged" size="Tiny" damage="1" critical="x2" range="100" weight="0" type="P" > <description ></description > </weapon> <weapon mod="0" name="Siangham" cost="3" category="Exotic Weapons-Melee" size="Small" damage="1d6" critical="x2" range="0" weight="3" type="P" > <description ></description > </weapon> <weapon mod="0" name="Siangham, halfling" cost="2" category="Exotic Weapons-Melee" size="Tiny" damage="1d4" critical="x2" range="0" weight="1" type="P" > <description ></description > </weapon> <weapon mod="0" name="Sickle" cost="6" category="Simple Weapons-Melee" size="Small" damage="1d6" critical="x2" range="0" weight="3" type="S" > <description ></description > </weapon> <weapon mod="0" name="Sling" cost="1d4" category="Simple Weapons-Ranged" size="Small" damage="1d4" critical="x2" range="50" weight="0" type="B" > <description ></description > </weapon> <weapon mod="0" name="Sword, bastard" cost="35" category="Exotic Weapons-Melee" size="Medium" damage="1d10" critical="19-20/x2" range="0" weight="10" type="S" > <description ></description > </weapon> <weapon mod="0" name="Sword, short" cost="10" category="Martial Weapons-Melee" size="Small" damage="1d6" critical="19-20/x2" range="0" weight="3" type="P" > <description ></description > </weapon> <weapon mod="0" name="Sword, two-bladed" cost="100" category="Exotic Weapons-Melee" size="Large" damage="1d8/1d8" critical="19-20/X2" range="0" weight="30" type="S" > <description ></description > </weapon> <weapon mod="0" name="Trident" cost="15" category="Martial Weapons-Melee" size="Medium" damage="1d8" critical="x2" range="10" weight="5" type="P" > <description ></description > </weapon> <weapon mod="0" name="Urgrosh, dwarven" cost="50" category="Exotic Weapons-Melee" size="Large" damage="1d8/1d6" critical="x3" range="0" weight="15" type="S&P" > <description ></description > </weapon> <weapon mod="0" name="Wakizashi" cost="300" category="Asian Weapons-Melee" size="Small" damage="1d6" critical="19-20/x2" range="0" weight="3" type="S" > <description ></description > </weapon> <weapon mod="0" name="Waraxe, dwarven" cost="30" category="Exotic Weapons-Melee" size="Medium" damage="1d10" critical="x3" range="0" weight="15" type="S" > <description ></description > </weapon> <weapon mod="0" name="Warhammer" cost="12" category="Martial Weapons-Melee" size="Medium" damage="1d8" critical="x3" range="0" weight="8" type="B" > <description ></description > </weapon> <weapon mod="0" name="Whip" cost="1" category="Exotic Weapons-Ranged" size="Small" damage="1d2s" critical="x2" range="15" weight="2" type="S" > <description ></description > </weapon> </weapons> --- NEW FILE: d20feats.xml --- <feats> <feat name='Blank' type='None' /> <feat name='Alertness' type='General' /> <feat name='Ambidexterity' type='General' /> <feat name='Armor Proficiency (heavy)' type='General' /> <feat name='Armor Proficiency (light)' type='General' /> <feat name='Armor Proficiency (medium)' type='General' /> <feat name='Blind-Fight' type='General' /> <feat name='Cleave' type='General' /> <feat name='Combat Reflexes' type='General' /> <feat name='Deflect Arrows' type='General' /> <feat name='Dodge' type='General' /> <feat name='Endurance' type='General' /> <feat name='Exotic Weapon Proficiency' type='General' /> <feat name='Expertise' type='General' /> <feat name='Point Blank Shot.' type='General' /> <feat name='Great Cleave' type='General' /> <feat name='Great Fortitude' type='General' /> <feat name='Improved Bull Rush' type='General' /> <feat name='Improved Critical' type='General' /> <feat name='Improved Disarm' type='General' /> <feat name='Improved Initiative' type='General' mod='4' /> <feat name='Improved Trip' type='General' /> <feat name='Improved Two-Weapon Fighting' type='General' /> <feat name='Improved Unarmed Strike' type='General' /> <feat name='Iron Will' type='General' /> <feat name='Leadership' type='General' /> <feat name='Lightning Reflexes' type='General' /> <feat name='Martial Weapon Proficiency' type='General' /> <feat name='Mobility' type='General' /> <feat name='Mounted Archery' type='General' /> <feat name='Mounted Combat' type='General' /> <feat name='Point Blank Shot' type='General' /> <feat name='Power Attack' type='General' /> <feat name='Precise Shot' type='General' /> <feat name='Quick Draw' type='General' /> <feat name='Rapid Shot' type='General' /> <feat name='Ride-By Attack' type='General' /> <feat name='Run' type='General' /> <feat name='Shield Proficiency' type='General' /> <feat name='Shot on the Run' type='General' /> <feat name='Simple Weapon Proficiency' type='General' /> <feat name='Skill Focus' type='General' /> <feat name='Spirited Charge' type='General' /> <feat name='Spring Attack' type='General' /> <feat name='Stunning Fist' type='General' /> <feat name='Sunder' type='General' /> <feat name='Toughness' type='General' /> <feat name='Track' type='General' /> <feat name='Trample' type='General' /> <feat name='Two-Weapon Fighting' type='General' /> <feat name='Weapon Finesse' type='General' /> <feat name='Weapon Focus' type='General' /> <feat name='Weapon Specialization' type='General' /> <feat name='Brew Potion' type='General' /> <feat name='Combat Casting' type='General' /> <feat name='Craft Magic Arms and Armor' type='General' /> <feat name='Craft Rod' type='General' /> <feat name='Craft Staff' type='General' /> <feat name='Craft Wand' type='General' /> <feat name='Craft Wondrous Item' type='General' /> <feat name='Empower Spell' type='General' /> <feat name='Enlarge Spell' type='General' /> <feat name='Extend Spell' type='General' /> <feat name='Extra Turning' type='General' /> <feat name='Forge Ring' type='General' /> <feat name='Heighten Spell' type='General' /> <feat name='Maximize Spell' type='General' /> <feat name='Quicken Spell' type='General' /> <feat name='Scribe Scroll' type='General' /> <feat name='Silent Spell' type='General' /> <feat name='Spell Focus' type='General' /> <feat name='Spell Mastery' type='General' /> <feat name='Spell Penetration' type='General' /> <feat name='Still Spell' type='General' /> </feats> --- NEW FILE: d20classes.xml --- <classes> <class level="1" name="Arcane Archer" hd="d8" > <requirements>Race: Elf or half-elf. Base Attack Bonus: +6. Feats: Weapon Focus (any bow other than a crossbow), Point Blank Shot, Precise Shot. Spellcasting: Ability to cast 1st-level arcane spells.</requirements> <alignment>Any</alignment> <wa_proficiency>An arcane archer is proficient with all simple and martial weapons, light armor, medium armor, and shields.</wa_proficiency> <features>Enchant Arrow: At 1st level, every nonmagical arrow an arcane archer nocks and lets fly becomes enchanted, gaining a +1 enhancement bonus. An archer's magic arrows only function for her. For every two levels of arcane archer the character advances past 1st level in the prestige class, the magic arrows she creates gain +1 greater potency. Imbue Arrow: At 2nd level, an arcane archer gains this spell-like ability, allowing her to place an area spell upon an arrow. When the arrow is fired, the spell's area is centered upon where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow's range rather than the spell's range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted. Seeker Arrow: At 4th level, the arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the end of the arrow's range prevents the arrow's flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. This is a spell-like ability. (Shooting the arrow is part of the action.) Phase Arrow: At 6th level, the arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (A wall of force, a wall of fire, or the like stops the arrow.) This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally. This is a spell-like ability. (Shooting the arrow is part of the action.) Hail of Arrows: In lieu of her regular attacks, once per day the 8th-level arcane archer can fire an arrow at each and every target within range, to a maximum of one target for every arcane archer level she has earned. Each attack uses the archer's primary attack bonus, and each enemy may only be targeted by a single arrow. This is a spell-like ability. Arrow of Death: At 10th level, the arcane archer can enchant an arrow of death that forces the target, if damaged by the arrow's attack, to make a Fortitude save (DC 20) or be slain immediately. It takes one day to create an arrow of death, and the arrow only functions for the arcane archer who created it. The enchantment lasts no longer than one year, and the archer can only have one such arrow in existence at a time.</features> </class> <class level="1" name="Assassin" hd="d6" > <requirements>Move Silently: 8 ranks. Hide: 8 ranks. Disguise: 4 ranks. Special: In addition, he must kill someone for no other reason than to join the assassins.</requirements> <alignment>Evil</alignment> <wa_proficiency>Assassins are proficient with the crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. Assassins are proficient with light armor but not with shields.</wa_proficiency> <features>Sneak Attack: Any time the assassin's target would be denied her Dexterity bonus to AC (whether she actually has a Dexterity bonus or not), the assassin's attack deals +1d6 points of damage. This extra damage increases by +1d6 points every other level (+2d6 at 3rd level, +3d6 at 5th level, and so on). Should the assassin score a critical hit with a sneak attack, this extra damage is not multiplied. It takes precision and penetration to hit a vital spot, so ranged attacks can only count as sneak attacks if the target is 30 feet away or less. With a sap or an unarmed strike, the assassin can make a sneak attack that deals subdual damage instead of normal damage. He cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual -4 penalty, because he must make optimal use of his weapon in order to execute the sneak attack. An assassin can only sneak attack living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is similarly immune to sneak attacks. Also, the assassin must also be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The assassin cannot sneak attack while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach. If an assassin gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack. Death Attack: If the assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails her Fortitude saving throw (DC 10 + the assassin's class level + the assassin's Intelligence modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim's mind and body become enervated, rendering her completely helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack. Poison Use: Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. Spells: Beginning at 1st level, an assassin gains the ability to cast a small number of arcane spells. To cast a spell, the assassin must have an Intelligence score of at least 10 + the spell's level, so an assassin with an Intelligence of 10 or lower cannot cast these spells. Assassin bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the assassin's Intelligence modifier (if any). When the assassin gets 0 spells of a given level, such as 0 1st-level spells at 1st level, the assassin gets only bonus spells. An assassin without a bonus spell for that level cannot yet cast a spell of that level. The assassin's spell list appears below. An assassin prepares and casts spells just as a wizard does. Saving Throw Bonus vs. Poison: Assassins train with poisons of all types and slowly grow more and more resistant to their effects. This is reflected by a natural saving throw bonus to all poisons gained at 2nd level that increases by +1 for every two levels the assassin gains (+1 at 2nd level, +2 at 4th level, +3 at 6th level, and so on). Uncanny Dodge: Starting at 2nd level, the assassin gains the extraordinary ability to react to danger before his senses would normally allow him to even be aware of it. At 2nd level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses his Dexterity bonus to AC if immobilized.) At 5th level, the assassin can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the assassin. The exception to this defense is that a rogue at least four levels higher than the assassin can flank him (and thus sneak attack him). At 10th level, the assassin gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus to Reflex saves made to avoid traps. If the assassin has another class that grants the uncanny dodge ability, add together all the class levels of the classes that grant the ability and determine the character's uncanny dodge ability on that basis. Assassins choose their spells from the following list: 1st level-change self, detect poison, ghost sound, obscuring mist, spider climb. 2nd level-alter self, darkness, pass without trace, undetectable alignment. 3rd level-deeper darkness, invisibility, misdirection, nondetection. 4th level-dimension door, freedom of movement, improved invisibility, poison.</features> </class> <class level="1" name="Barbarian" hd="d12" > <requirements>None</requirements> <alignment>Nonlawful</alignment> <wa_proficiency>A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields.</wa_proficiency> <features>Barbarian Rage: Barbarian temporarily gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but suffers a -2 penalty to AC. 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 the Constitution score drops back to normal. While raging, a barbarian cannot use skills or abilities that require patience and concentration. (The only class skills he can't use while raging are Craft, Handle Animal, and Intuit Direction.) He can use any feat he might have except for Expertise, item creation feats, metamagic feats, and Skill Focus (if it's tied to a skill that requires patience or concentration). A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. The barbarian may prematurely end the rage voluntarily. At the end of the rage, the barbarian is fatigued (-2 to Strength, -2 to Dexterity, can't charge or run) for the duration of that encounter (unless the barbarian is 20th level, when this limitation no longer applies). The barbarian can only fly into a rage once per encounter, and only a certain number of times per day (determined by level). Entering a rage takes no time itself, but the barbarian can only do it during his action. Starting at 15th level, the barbarian's rage bonuses become +6 to Strength, +6 to Constitution, and a +3 morale bonus to Will saves. (The AC penalty remains at -2.) Fast Movement: The barbarian has a speed faster than the norm for his race by +10 feet when wearing no armor, light armor, or medium armor (and not carrying a heavy load). Uncanny Dodge: At 2nd level and above, the barbarian retains his Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker. At 5th level, the barbarian can no longer be flanked. The exception to this defense is that a rogue at least four levels higher than the barbarian can still flank. At 10th level, the barbarian gains a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 13th level, these bonuses rise to +2. At 16th, they rise to +3, and at 19th they rise to +4. Damage Reduction: Starting at 11th level, the barbarian gains the extraordinary ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the barbarian takes each time the barbarian is dealt damage. At 14th level, this damage reduction rises to 2. At 17th, it rises to 3. At 20th, it rises to 4. Damage reduction can reduce damage to 0 but not below 0. Illiteracy: Barbarians are the only characters that do not automatically know how to read and write. A barbarian must spend 2 skill points to gain the ability to read and write any language the barbarian is able to speak. Ex-Barbarians: A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. The barbarian retains all the other benefits of the class.</features> </class> <class level="1" name="Bard" hd="d6" > <requirements>None</requirements> <alignment>Nonlawful</alignment> <wa_proficiency>A bard is proficient with all simple weapons. Additionally, the bard is proficient with one of the following weapons: longbow, composite longbow, longsword, rapier, sap, short composite bow, short sword, shortbow, or whip. Bards are proficient with light armor, medium armor, and shields.</wa_proficiency> <features>Spells: A bard casts arcane spells. The bard casts these spells without needing to memorize them beforehand or keep a spellbook. Bards receive bonus spells for high Charisma, and to cast a spell a bard must have a Charisma score at least equal to 10 + the level of the spell. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell's level + the bard's Charisma modifier. Bardic Music: Once per day per level, a bard can use song or poetics to produce magical effects on those around him or her. While these abilities fall under the category of bardic music, they can include reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. As with casting a spell with a verbal component, a deaf bard suffers a 20% chance to fail with bardic music. If the bard fails, the attempt still counts against the daily limit. The Bardic Music effects are: * Inspire Courage: A bard with 3 or more ranks in Perform can to inspire courage in his or her allies. To be affected, an ally must hear the bard sing for a full round. The effect lasts as long as the bard sings and for 5 rounds after the bard stops singing (or 5 rounds after the ally can no longer hear the bard). While singing, the bard can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Affected allies receive a +2 morale bonus to saving throws against charm and fear effects and a +1 morale bonus to attack and weapon damage rolls. Inspire courage is a supernatural, mind-affecting ability. * Countersong: A bard with 3 or more ranks in Perform can counter magical effects that depend on sound (but not spells that simply have verbal components). As with inspire courage, a bard may sing, play, or recite a countersong while taking other mundane actions, but not magical actions. Each round of the countersong, the bard makes a Perform check. Any creature within 30 feet of the bard (including the bard) who is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of his saving throw if, after rolling the saving throw, the Perform check result proves to be better. The bard may keep up the countersong for 10 rounds. Countersong is a supernatural ability. * Fascinate: A bard with 3 or more ranks in Perform can cause a single creature to become fascinated with him. The creature to be fascinated must be able to see and hear the bard and must be within 90 feet. The bard must also see the creature. The creature must be able to pay attention to the bard. The distraction of a nearby combat or other dangers prevents the ability from working. The bard makes a Perform check, and the target can negate the effect with a Will saving throw equal to or greater than the bard's check result. If the saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If the saving throw fails, the creature sits quietly and listens to the song for up to 1 round per level of the bard. While fascinated, the target's Spot and Listen checks suffer a -4 penalty. Any potential threat (such as an ally of the bard moving behind the fascinated creature) allows the fascinated creature a second saving throw against a new Perform check result. Any obvious threat, such as casting a spell, drawing a sword, or aiming, automatically breaks the effect. While fascinating (or attempting to fascinate) a creature, the bard must concentrate, as if casting or maintaining a spell. Fascinate is a spell-like, mind- affecting charm ability. * Inspire Competence: A bard with 6 or more ranks in Perform can help an ally succeed at a task. The ally must be able to see and hear the bard and must be within 30 feet. The bard must also see the creature. The ally gets a +2 competence bonus on his skill checks with a particular skill as long as he or she continues to hear the bard's music. The DM may rule that certain uses of this ability are infeasible. The bard can maintain the effect for 2 minutes (long enough for the ally to take 20). Inspire competence is a supernatural, mind-affecting ability. * Suggestion: A bard with 9 or more ranks in Perform can make a suggestion (as the spell) to a creature that he has already fascinated (see above). The suggestion doesn't count against the bard's daily limit on bardic music performances (one per day per level), but the fascination does. A Will saving throw (DC 13 + the bard's Charisma modifier) negates the effect. Suggestion is a spell-like, mind-affecting charm ability. * Inspire Greatness: A bard with 12 or more ranks in Perform can inspire greatness in another creature. For every three levels the bard attains beyond 9th, the bard can inspire greatness in one additional creature. To inspire greatness, the bard must sing and the creature must hear the bard sing for a full round, as with inspire courage. The creature must also be within 30 feet. A creature inspired with greatness gains temporary Hit Dice, attack bonuses, and saving throw bonuses as long as he or she hears the bard continue to sing and for 5 rounds thereafter. (All these bonuses are competence bonuses.) The target gains the following boosts: * +2 Hit Dice (d10s that grant temporary hit points). * +2 competence bonus on attacks. * +1 competence bonus on Fortitude saves. Apply the target's Constitution modifier, if any, to each bonus Hit Die. These extra Hit Dice count as regular Hit Dice for determining effects such as the sleep spell. Inspire greatness is a supernatural, mind-affecting enchantment ability. Bardic Knowledge: A bard may make a special bardic knowledge check with a bonus equal to his level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. This check will not reveal the powers of a magic item but may give a hint as to its general function. The bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random. The DM will determine the Difficulty Class of the check by referring to the table below. DC Type of Knowledge -- -----------------10 Common, known by at least a substantial minority of the local population. 20 Uncommon but available, known by only a few people in the area. 25 Obscure, known by few, hard to come by. 30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don't understand the significance of the knowledge. Ex-Bards: A bard who becomes lawful in alignment cannot progress in levels as a bard, though he retains all his bard abilities.</features> </class> <class level="1" name="Blackguard" hd="d10" > <requirements>Base Attack Bonus: +6. Knowledge (religion): 2 ranks. Hide: 5 ranks. Feats: Cleave, Sunder. Special: The blackguard must have made peaceful contact with an evil outsider who was summoned by him or someone else to have contracted the taint of true evil.</requirements> <alignment>Any Evil</alignment> <wa_proficiency>Blackguards are proficient with all simple and martial weapons, with all types of armor, and with shields.</wa_proficiency> <features>Detect Good: At will, the blackguard can detect good as a spell-like ability. This ability duplicates the effects of the spell detect good. Poison Use: Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. Dark Blessing: A blackguard applies his Charisma modifier (if positive) as a bonus to all saving throws. Spells: Beginning at 1st level, a blackguard gains the ability to cast a small number of divine spells. To cast a spell, the blackguard must have a Wisdom score of at least 10 + the spell's level, so a blackguard with a Wisdom of 10 or lower cannot cast these spells. Blackguard bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the blackguard's Wisdom modifier. When the blackguard gets 0 spells of a given level, such as 0 1st-level spells at 1st level, he gets only bonus spells. (A blackguard without a bonus spell for that level cannot yet cast a spell of that level.) The blackguard's spell list appears below. A blackguard has access to any spell on the list and can freely choose which to prepare, just like a cleric. A blackguard prepares and casts spells just as a cleric does (though the blackguard cannot spontaneously cast cure or inflict spells). Smite Good: Once a day, a blackguard of 2nd level or higher may attempt to smite good with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. For example, a 9th-level blackguard armed with a longsword would deal 1d8+9 points of damage, plus any additional bonuses from high Strength or magical effects that normally apply. If the blackguard accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day. Smite good is a supernatural ability. Aura of Despair: Beginning at 3rd level, the blackguard radiates a malign aura that causes enemies within 10 feet of him to suffer a -2 morale penalty on all saving throws. Aura of despair is a supernatural ability. Command Undead: When a blackguard reaches 3rd level, he gains the supernatural ability to command and rebuke undead. He commands undead as would a cleric of two levels lower. Sneak Attack: If a blackguard can catch an opponent when she is unable to defend herself effectively from his attack, he can strike a vital spot for extra damage. Basically, any time the blackguard's target would be denied her Dexterity bonus to AC (whether she actually has a Dexterity bonus or not), the blackguard's attack deals +1d6 points of damage at 4th level and an additional +1d6 points for every three levels thereafter (+2d6 at 7th level, +3d6 at 10th level, and so on). Should the blackguard score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks only count as sneak attacks if the target is 30 feet away or less. A blackguard cannot make a sneak attack to deal subdual damage. The blackguard must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. He cannot sneak attack while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach. A blackguard can only sneak attack living creatures with discernible anatomies. Undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is not subject to sneak attacks. If a blackguard gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack. Blackguards choose their spells from the following list: 1st level-cause fear, cure light wounds, doom, inflict light wounds, magic weapon, summon monster I*. 2nd level-bull's strength, cure moderate wounds, darkness, death knell, inflict moderate wounds, shatter, summon monster II*. 3rd level-contagion, cure serious wounds, deeper darkness, inflict serious wounds, protection from elements, summon monster III*. 4th level-cure critical wounds, freedom of movement, inflict critical wounds, poison, summon monster IV*. *Evil creatures only. Fallen Paladins Blackguards who possess levels of paladin (that is to say, are now ex-paladins) gain extra abilities the more levels of paladin they possess. Those who have tasted the light of goodness and justice and turned away make the foulest villains.</features> </class> <class level="1" name="Cleric" hd="d8" > <requirements>None</requirements> <alignment>Varies by deity. A cleric's alignment must be within one step of his deity's, and it may not be neutral unless the deity's alignment is neutral.</alignment> <wa_proficiency>Clerics are proficient with all simple weapons. Clerics are proficient with all types of armor (light, medium, and heavy) and with shields.</wa_proficiency> <features>Some deities have favored weapons, and clerics consider it a point of pride to wield them. A cleric whose deity's favored weapon is a martial weapon and who chooses War as one of his domains receives the Martial Weapon Proficiency feat related to that weapon for free, as well as the Weapon Focus feat related to that weapon. Spells: A cleric casts divine spells. A cleric may prepare and cast any spell on the cleric spell list, provided he can cast spells of that level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell's level + the cleric's Wisdom modifier. Each cleric must choose a time at which he must spend an 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. In addition to his standard spells, a cleric gets one domain spell of each spell level, starting at 1st. When a cleric prepares a domain spell, it must come from one of his two domains. Deity, Domains, and Domain Spells: Choose a deity for your cleric. The cleric's deity influences his alignment, what magic he can perform, his values, and how others see him. Choose two from among the deity's domains for your cleric's domains. You can only select an alignment domain (such as Good) for your cleric if his alignment matches that domain. If your cleric is not devoted to a particular deity, you still select two domains to represent his spiritual inclinations and abilities (but the restriction on alignment domains still applies). Each domain gives your cleric access to a domain spell at each spell level, from 1st on up, as well as a granted power. Your cleric gets the granted powers of all the domains selected. With access to two domain spells at a given spell level, a cleric prepares one or the other each day. If a domain spell is not on the Cleric Spells list, a cleric can only prepare it in his domain slot. Spontaneous Casting: Good clerics (and neutral clerics of good deities) can channel stored spell energy into healing spells that they haven't prepared ahead of time. The cleric can "lose" a prepared spell in order to cast any cure spell of the same 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), on the other hand, can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in the title). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells either to cure spells or to inflict spells (player's choice), depending on whether the cleric is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed. This choice also determines whether the neutral cleric turns or commands undead (see below). A cleric can't use spontaneous casting to convert domain spells into cure or inflict spells. These spells arise from the particular powers of the cleric's deity, not divine energy in general. Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to his own or to his deity's. Turn or Rebuke Undead: A good cleric (or a neutral cleric who worships a good deity) has the supernatural ability to turn undead. Evil clerics (and neutral clerics who worship evil deities) can rebuke such creatures. Neutral clerics of neutral deities can do one or the other (player's choice), depending on whether the cleric is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed. This choice also determines whether the neutral cleric can cast spontaneous cure or inflict spells (see above). A cleric may attempt to turn or rebuke undead a number of times per day equal to three plus his Charisma modifier. Extra Turning: As a feat, a cleric may take Extra Turning. This feat allows the cleric to turn undead four more times per day than normal. A cleric can take this feat multiple times, gaining four extra daily turning attempts each time. Bonus Languages: A cleric's list of bonus languages includes Celestial, Abyssal, and Infernal, in addition to the bonus languages available to the character because of his race. Ex-Clerics: A cleric who grossly violates the code of conduct expected by his god (generally acting in ways opposed to the god's alignment or purposes) loses all spells and class features and cannot gain levels as a cleric of that god until he atones.</features> </class> <class level="1" name="Druid" hd="d8" > <requirements>None</requirements> <alignment>Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.</alignment> <wa_proficiency>Druids are proficient with the following weapons: club, dagger, dart, halfspear, longspear, quarterstaff, scimitar, sickle, shortspear, and sling. Their spiritual oaths prohibit them from using weapons other than these. They are proficient with light and medium armors but are prohibited from wearing metal armor (thus, they may wear only padded, leather, or hide armor). They are skilled with shields but must use only wooden ones. </wa_proficiency> <features>A druid who wears prohibited armor or wields a prohibited weapon is unable to use any of her magical powers while doing so and for 24 hours thereafter. (Note: A druid can use wooden items that have been altered by the ironwood spell so that they function as though they were steel.) Spells: A druid casts divine spells. A druid may prepare and cast any spell on the druid spell list provided she can cast spells of that level. She prepares and casts spells the way a cleric does (though she cannot lose a prepared spell to cast a cure spell in its place). To prepare or cast a spell, a druid must have a Wisdom score of at least 10 + the spell's level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell's level + the druid's Wisdom modifier. Bonus spells for druids are based on Wisdom. Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own. Bonus Languages: A druid may substitute Sylvan for one of the bonus languages available to her. In addition, a druid knows the Druidic language. This secret language is known only to druids, and druids are forbidden from teaching it to nondruids. Druidic has its own alphabet. Nature Sense: A druid can identify plants and animals (their species and special traits) with perfect accuracy. The druid can determine whether water is safe to drink or dangerous. Animal Companion: A 1st-level druid may begin play with an animal companion. This animal is one that the druid has befriended with the spell animal friendship. Woodland Stride: Starting at 2nd level, a druid may move through natural thorns, briars, overgrown areas, and similar terrain at his or her normal speed and without suffering damage or other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the druid. Trackless Step: Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. Resist Nature's Lure: Starting at 4th level, a druid gains a +4 bonus to saving throws against the spell-like abilities of feys. Wild Shape: At 5th level, a druid gains the spell-like ability to polymorph self into a Small or Medium-size animal (but not a dire animal) and back again once per day. Unlike the standard use of the spell, however, the druid may only adopt one form. As stated in the spell description, the druid regains hit points as if he or she has rested for a day. The druid does not risk the standard penalty for being disoriented while in the wild shape. The druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted. In addition, the druid 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. At 12th level or higher, she can take the form of a dire animal. At 16th level or higher, the druid may use wild shape to change into a Small, Medium-... [truncated message content] |