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From: <dis...@us...> - 2014-04-30 20:02:18
|
Revision: 23752
http://sourceforge.net/p/pcgen/code/23752
Author: distant-scholar
Date: 2014-04-30 20:02:14 +0000 (Wed, 30 Apr 2014)
Log Message:
-----------
NEWSOURCE-204: Cryptic archetypes added/updated.
Modified Paths:
--------------
Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_abilities_class_archetypes.lst
Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_abilities_uc.lst
Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_classes_base.lst
Modified: Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_abilities_class_archetypes.lst
===================================================================
--- Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_abilities_class_archetypes.lst 2014-04-30 17:47:54 UTC (rev 23751)
+++ Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_abilities_class_archetypes.lst 2014-04-30 20:02:14 UTC (rev 23752)
@@ -199,30 +199,45 @@
###Block: Cryptic archetypes
# Ability Name Unique Key Category of Ability Type Required Class Multiple Requirements Description Ability Bonus to Ability Pool Class Skill Cost Source Page
-Brutal Disruptor KEY:Cryptic Archetype ~ Brutal Disruptor CATEGORY:Archetype TYPE:Archetype.CrypticArchetype.CrypticDisableDevice.CrypticTrapfinding.CrypticTrapmaker.CrypticSwiftTrapper PRECLASS:1,Cryptic=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Cryptic Archetype ~ Brutal Disruptor],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CrypticDisableDevice,TYPE.CrypticTrapfinding,TYPE.CrypticTrapmaker,TYPE.CrypticSwiftTrapper] DESC:You do not simply see patterns, you focus your skills on destroying them. ABILITY:Special Ability|AUTOMATIC|Intimidating Pattern ~ Brutal Disruptor|PRECLASS:1,Cryptic=1 ABILITY:Special Ability|AUTOMATIC|Unnerving Disruption ~ Brutal Disruptor|PRECLASS:1,Cryptic=1 ABILITY:Special Ability|AUTOMATIC|Channeled Disruption ~ Brutal Disruptor|PRECLASS:1,Cryptic=6 CSKILL:Intimidate COST:0 SOURCEPAGE:p.68
-Distorter KEY:Cryptic Archetype ~ Distorter CATEGORY:Archetype TYPE:Archetype.CrypticArchetype.CrypticScribeTattoo.CrypticInsight4.CrypticInsight10.CrypticEnduringDefense PRECLASS:1,Cryptic=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Cryptic Archetype ~ Distorter],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CrypticScribeTattoo,TYPE.CrypticInsight4,TYPE.CrypticInsight10,TYPE.CrypticEnduringDefense] DESC:You change the nature of the patterns around you to alter how others see and interact with the world. ABILITY:Special Ability|AUTOMATIC|Altered Appearance ~ Distorter|PRECLASS:1,Cryptic=1 ABILITY:Special Ability|AUTOMATIC|Warp Perception ~ Distorter|PRECLASS:1,Cryptic=4 ABILITY:Special Ability|AUTOMATIC|Silent Pattern ~ Distorter|PRECLASS:1,Cryptic=10 ABILITY:Special Ability|AUTOMATIC|Blur Pattern ~ Distorter|PRECLASS:1,Cryptic=14 BONUS:ABILITYPOOL|Cryptic Insight|-1|PRECLASS:1,Cryptic=4 BONUS:ABILITYPOOL|Cryptic Insight|-1|PRECLASS:1,Cryptic=10 COST:0 SOURCEPAGE:p.68
+Brutal Disruptor KEY:Cryptic Archetype ~ Brutal Disruptor CATEGORY:Archetype TYPE:Archetype.CrypticArchetype.CrypticDisableDevice.CrypticTrapfinding.CrypticTrapmaker.CrypticSwiftTrapper PRECLASS:1,Cryptic=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Cryptic Archetype ~ Brutal Disruptor],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CrypticDisableDevice,TYPE.CrypticTrapfinding,TYPE.CrypticTrapmaker,TYPE.CrypticSwiftTrapper] DESC:You do not simply see patterns, you focus your skills on destroying them. ABILITY:Special Ability|AUTOMATIC|Intimidating Pattern ~ Brutal Disruptor|PRECLASS:1,Cryptic=1 ABILITY:Special Ability|AUTOMATIC|Unnerving Disruption ~ Brutal Disruptor|PRECLASS:1,Cryptic=1 ABILITY:Special Ability|AUTOMATIC|Channeled Disruption ~ Brutal Disruptor|PRECLASS:1,Cryptic=6 CSKILL:Intimidate COST:0 SOURCEPAGE:p.264
+Distorter KEY:Cryptic Archetype ~ Distorter CATEGORY:Archetype TYPE:Archetype.CrypticArchetype.CrypticScribeTattoo.CrypticInsight4.CrypticInsight10.CrypticEnduringDefense PRECLASS:1,Cryptic=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Cryptic Archetype ~ Distorter],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CrypticScribeTattoo,TYPE.CrypticInsight4,TYPE.CrypticInsight10,TYPE.CrypticEnduringDefense] DESC:You change the nature of the patterns around you to alter how others see and interact with the world. ABILITY:Special Ability|AUTOMATIC|Altered Appearance ~ Distorter|PRECLASS:1,Cryptic=1 ABILITY:Special Ability|AUTOMATIC|Warp Perception ~ Distorter|PRECLASS:1,Cryptic=4 ABILITY:Special Ability|AUTOMATIC|Silent Pattern ~ Distorter|PRECLASS:1,Cryptic=10 ABILITY:Special Ability|AUTOMATIC|Blur Pattern ~ Distorter|PRECLASS:1,Cryptic=14 BONUS:ABILITYPOOL|Cryptic Insight|-1|PRECLASS:1,Cryptic=4 BONUS:ABILITYPOOL|Cryptic Insight|-1|PRECLASS:1,Cryptic=10 COST:0 SOURCEPAGE:p.264
# COMMENT: Grammaton found in firearms auxiliary files
-Pattern Breaker KEY:Cryptic Archetype ~ Pattern Breaker CATEGORY:Archetype TYPE:Archetype.CrypticArchetype.CrypticInsight2.CrypticHiddenPattern.CrypticSwiftTrapper.CrypticInsight16 PRECLASS:1,Cryptic=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Cryptic Archetype ~ Pattern Breaker],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CrypticInsight2,TYPE.CrypticHiddenPattern,TYPE.CrypticSwiftTrapper,TYPE.CrypticInsight16] DESC:You excel at disabling patterns or destroying them entirely. ABILITY:Special Ability|AUTOMATIC|Disable Lock ~ Pattern Breaker|PRECLASS:1,Cryptic=2 ABILITY:Special Ability|AUTOMATIC|Sunder Pattern ~ Pattern Breaker|PRECLASS:1,Cryptic=2 ABILITY:Special Ability|AUTOMATIC|Disable Weapon or Armor ~ Pattern Breaker|PRECLASS:1,Cryptic=6 ABILITY:Special Ability|AUTOMATIC|Disabling Aura ~ Pattern Breaker|PRECLASS:1,Cryptic=16 BONUS:ABILITYPOOL|Cryptic Insight|-1|PRECLASS:1,Cryptic=2 BONUS:ABILITYPOOL|Cryptic Insight|-1|PRECLASS:1,Cryptic=16 COST:0 SOURCEPAGE:p.69
+Lost Mind KEY:Cryptic Archetype ~ Lost Mind CATEGORY:Archetype TYPE:Archetype.CrypticArchetype.CrypticTrapfinding.CrypticTrapmaker.CrypticHideInPlainSight.CrypticInsight12.CrypticPower12 PRECLASS:1,Cryptic=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Cryptic Archetype ~ Lost Mind],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CrypticTrapfinding,TYPE.CrypticTrapmaker,TYPE.CrypticHideInPlainSight,TYPE.CrypticInsight12,TYPE.CrypticPower12] DESC:You see the void inside every pattern. SPELLKNOWN:CLASS|Cryptic=0|Know Direction and Location ABILITY:Special Ability|AUTOMATIC|Insight of the Madman ~ Lost Mind|PRECLASS:1,Cryptic=1 ABILITY:Special Ability|AUTOMATIC|Decipher Secrets ~ Lost Mind|PRECLASS:1,Cryptic=1 ABILITY:Special Ability|AUTOMATIC|Protection of Insanity ~ Lost Mind|PRECLASS:1,Cryptic=10 ABILITY:Special Ability|AUTOMATIC|Symbols of the Void ~ Lost Mind|PRECLASS:1,Cryptic=12 COST:0 SOURCEPAGE:p.265 DEFINE:CanTakeVoidInsights|1
+Pattern Breaker KEY:Cryptic Archetype ~ Pattern Breaker CATEGORY:Archetype TYPE:Archetype.CrypticArchetype.CrypticInsight2.CrypticHiddenPattern.CrypticSwiftTrapper.CrypticInsight16 PRECLASS:1,Cryptic=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Cryptic Archetype ~ Pattern Breaker],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CrypticInsight2,TYPE.CrypticHiddenPattern,TYPE.CrypticSwiftTrapper,TYPE.CrypticInsight16] DESC:You excel at disabling patterns or destroying them entirely. ABILITY:Special Ability|AUTOMATIC|Disable Lock ~ Pattern Breaker|PRECLASS:1,Cryptic=2 ABILITY:Special Ability|AUTOMATIC|Sunder Pattern ~ Pattern Breaker|PRECLASS:1,Cryptic=2 ABILITY:Special Ability|AUTOMATIC|Disable Weapon or Armor ~ Pattern Breaker|PRECLASS:1,Cryptic=6 ABILITY:Special Ability|AUTOMATIC|Disabling Aura ~ Pattern Breaker|PRECLASS:1,Cryptic=16 BONUS:ABILITYPOOL|Cryptic Insight|-1|PRECLASS:1,Cryptic=2 BONUS:ABILITYPOOL|Cryptic Insight|-1|PRECLASS:1,Cryptic=16 COST:0 SOURCEPAGE:p.266
###Block: Brutal Disruptor Cryptic archetype abilities
# Ability Name Unique Key Category of Ability Type Define Description Bonus to skill Modify VAR Source Page
-Intmidating Pattern KEY:Intimidating Pattern ~ Brutal Disruptor CATEGORY:Special Ability TYPE:SpecialQuality DEFINE:IntimidatingPatternBonus|0 DESC:You add +%1 on Intimidate checks made to demoralize a target.|IntimidatingPatternBonus BONUS:SKILL|Intimidate (Demoralize)|IntimidatingPatternBonus BONUS:VAR|IntimidatingPatternBonus|max(1,floor(CrypticLVL/2)) SOURCEPAGE:p.68
-Unnerving Disruption KEY:Unnerving Disruption ~ Brutal Disruptor CATEGORY:Special Ability TYPE:SpecialQuality DESC:Any time you deal damage with your disrupt pattern ability, you can expend your psionic focus to make a free Intimidate check against the affected opponent. SOURCEPAGE:p.68
-Channeled Disruption KEY:Channeled Disruption ~ Brutal Disruptor CATEGORY:Special Ability TYPE:SpecialQuality DESC:You have learned to channel your disrupt pattern ability into your melee attacks. You may use your disrupt pattern ability as part of any or all melee attacks you make. This is an exception to the rule that disrupt pattern may only be used once per round. You cannot use your disrupt pattern ability as a ranged attack in the same round that you have used it as part of a melee attack. SOURCEPAGE:p.68
+Intmidating Pattern KEY:Intimidating Pattern ~ Brutal Disruptor CATEGORY:Special Ability TYPE:SpecialQuality DEFINE:IntimidatingPatternBonus|0 DESC:You add +%1 on Intimidate checks made to demoralize a target.|IntimidatingPatternBonus BONUS:SKILL|Intimidate (Demoralize)|IntimidatingPatternBonus BONUS:VAR|IntimidatingPatternBonus|max(1,floor(CrypticLVL/2)) SOURCEPAGE:p.264
+Unnerving Disruption KEY:Unnerving Disruption ~ Brutal Disruptor CATEGORY:Special Ability TYPE:SpecialQuality DESC:Any time you deal damage with your disrupt pattern ability, you can expend your psionic focus to make a free Intimidate check against the affected opponent. SOURCEPAGE:p.264
+Channeled Disruption KEY:Channeled Disruption ~ Brutal Disruptor CATEGORY:Special Ability TYPE:SpecialQuality DESC:You have learned to channel your disrupt pattern ability into your melee attacks. You may use your disrupt pattern ability as part of any or all melee attacks you make. This is an exception to the rule that disrupt pattern may only be used once per round. You cannot use your disrupt pattern ability as a ranged attack in the same round that you have used it as part of a melee attack. SOURCEPAGE:p.264
###Block: Distorter Cryptic archetype abilities
# Ability Name Unique Key Category of Ability Type Define Description Modify VAR Source Page
-Altered Appearance KEY:Altered Appearance ~ Distorter CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DESC:You have learned to alter your pattern to mask your appearance. As long as you are maintaining psionic focus, as a full-round action, you can change your physical appearance to look like someone else, granting a +10 bonus on Disguise skill checks. Your size does not change, and you do not gain any special abilities, evein if your new appearance would seem to grant it. The effect ends once you are not maintaining psionic focus or it can be dismissed as a free action. SOURCEPAGE:p.68
-Warp Perception KEY:Warp Perception ~ Distorter CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DEFINE:WarpPerceptionTargets|0 DEFINE:WarpPerceptionDC|0 DEFINE:WarpPerceptionDuration|0 DESC:You have learned to alter the way creatures perceive distances by manipulating the visual patterns. You can cause up to %1 creatures to incorrectly calculate the distance between the affected creature and yourself unless each creature makes a successful Will save (DC %2). For %3 rounds, each square of movement any of the affected creatures take toward you counts as two squares of movement, regardless of the mode of movement (flight, swim, etc) or if the creature is corporeal or incorporeal. In addition, any ranged attacks made at you by the affected creatures that only work within a certain range (such as a ranged sneak attack or Point-Blank Shot) count the distance between the creature and the cryptic as double. This does not affect the range increment of the attack, only if the distance of the attack qualifies.|WarpPerceptionTargets|WarpPerceptionDC|WarpPerceptionDuration BONUS:VAR|WarpPerceptionTargets|CrypticPrimeStat BONUS:VAR|WarpPerceptionDC|10+CrypticLVL/2+CrypticPrimeStat BONUS:VAR|WarpPerceptionDuration|CrypticPrimeStat SOURCEPAGE:p.68
-Silent Pattern KEY:Silent Pattern ~ Distorter CATEGORY:Special Ability TYPE:SpecialQuality.PsiLike DEFINE:SilentPatternRadius|10 DEFINE:SilentPatternRange|30 DESC:You have learned to alter the pattern of an area to disrupt sound within it. The area is treated as if under the effect of silence until you choose to end the effect (a free action). You may only have one silent pattern active at a time, the area affected is a %1 ft. radius, and you can select an area within %2 ft. of your current location when you use this ability.|SilentPatternRadius|SilentPatternRange SOURCEPAGE:p.68
-Blur Pattern KEY:Blur Pattern ~ Distorter CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DESC:You have learned to alter your own pattern to make yourself harder to perceive. As long as you maintain psionic focus, you gain concealment (20%% miss chance). This ability can be suppressed as a free action, but once suppressed, requires a standard action to reactivate. A see invisibility spell does not counteract the effect, but a true seeing spell or pierce the veils manifestation does. SOURCEPAGE:p.68
+Altered Appearance KEY:Altered Appearance ~ Distorter CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DESC:You have learned to alter your pattern to mask your appearance. As long as you are maintaining psionic focus, as a full-round action, you can change your physical appearance to look like someone else, granting a +10 bonus on Disguise skill checks. Your size does not change, and you do not gain any special abilities, evein if your new appearance would seem to grant it. The effect ends once you are not maintaining psionic focus or it can be dismissed as a free action. SOURCEPAGE:p.265
+Warp Perception KEY:Warp Perception ~ Distorter CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DEFINE:WarpPerceptionTargets|0 DEFINE:WarpPerceptionDC|0 DEFINE:WarpPerceptionDuration|0 DESC:You have learned to alter the way creatures perceive distances by manipulating the visual patterns. You can cause up to %1 creatures to incorrectly calculate the distance between the affected creature and yourself unless each creature makes a successful Will save (DC %2). For %3 rounds, each square of movement any of the affected creatures take toward you counts as two squares of movement, regardless of the mode of movement (flight, swim, etc) or if the creature is corporeal or incorporeal. In addition, any ranged attacks made at you by the affected creatures that only work within a certain range (such as a ranged sneak attack or Point-Blank Shot) count the distance between the creature and the cryptic as double. This does not affect the range increment of the attack, only if the distance of the attack qualifies.|WarpPerceptionTargets|WarpPerceptionDC|WarpPerceptionDuration BONUS:VAR|WarpPerceptionTargets|CrypticPrimeStat BONUS:VAR|WarpPerceptionDC|10+CrypticLVL/2+CrypticPrimeStat BONUS:VAR|WarpPerceptionDuration|CrypticPrimeStat SOURCEPAGE:p.265
+Silent Pattern KEY:Silent Pattern ~ Distorter CATEGORY:Special Ability TYPE:SpecialQuality.PsiLike DEFINE:SilentPatternRadius|10 DEFINE:SilentPatternRange|30 DESC:You have learned to alter the pattern of an area to disrupt sound within it. The area is treated as if under the effect of silence until you choose to end the effect (a free action). You may only have one silent pattern active at a time, the area affected is a %1 ft. radius, and you can select an area within %2 ft. of your current location when you use this ability.|SilentPatternRadius|SilentPatternRange SOURCEPAGE:p.265
+Blur Pattern KEY:Blur Pattern ~ Distorter CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DESC:You have learned to alter your own pattern to make yourself harder to perceive. As long as you maintain psionic focus, you gain concealment (20%% miss chance). This ability can be suppressed as a free action, but once suppressed, requires a standard action to reactivate. A see invisibility spell does not counteract the effect, but a true seeing spell or pierce the veils manifestation does. SOURCEPAGE:p.265
+###Block: Lost Mind Cryptic archetype abilities
+Insight of the Madman KEY:Insight of the Madman ~ Lost Mind CATEGORY:Special Ability TYPE:SpecialQuality DESC:Gain +%1 bonus on Perception and Sense Motive.|InsightOfTheMadmanBonus DEFINE:InsightOfTheMadmanBonus|0 BONUS:VAR|InsightOfTheMadmanBonus|max(1,floor(CrypticLVL/2)) SOURCEPAGE:p.266 BONUS:SKILL|Perception,Sense Motive|InsightOfTheMadmanBonus
+Decipher Secrets KEY:Decipher Secrets ~ Lost Mind CATEGORY:Special Ability TYPE:SpecialQuality DESC:Gain +%1 bonus on Linguistics to decipher a writing.|DecipherSecretsBonus DEFINE:DecipherSecretsBonus|0 BONUS:VAR|DecipherSecretsBonus|CrypticLVL SOURCEPAGE:p.266 BONUS:SKILL|Linguistics (Decipher a Writing)|DecipherSecretsBonus
+Protection of Insanity KEY:Protection of Insanity ~ Lost Mind CATEGORY:Special Ability TYPE:SpecialQuality DESC:Gain +%1 bonus on saves vs. confusion, and on the Intelligence check to escape maze.|ProtectionOfInsanityBonus DEFINE:ProtectionOfInsanityBonus|0 BONUS:VAR|ProtectionOfInsanityBonus|CrypticPrimeStat SOURCEPAGE:p.266
+Symbols of the Void KEY:Symbols of the Void ~ Lost Mind CATEGORY:Special Ability TYPE:SpecialQuality DESC:Certain symbol spells treated as known powers; need class level twice spell level to manifest. SOURCEPAGE:p.266 SPELLKNOWN:CLASS|Cryptic=5|Symbol of Sleep,Symbol of Pain|PREVARGTEQ:CrypticML,10 SPELLKNOWN:CLASS|Cryptic=6|Symbol of Persuasion|PREVARGTEQ:CrypticML,12 SPELLKNOWN:CLASS|Cryptic=7|Symbol of Stunning|PREVARGTEQ:CrypticML,14 SPELLKNOWN:CLASS|Cryptic=8|Symbol of Insanity,Symbol of Death|PREVARGTEQ:CrypticML,16 BONUS:ABILITYPOOL|Cryptic Insight|-1 BONUS:SPELLKNOWN|CLASS=Cryptic;LEVEL=4|-1
+
+###Block: Lost Mind insights
+Disrupt and Dismay KEY:Disrupt and Dismay ~ Insight CATEGORY:Special Ability TYPE:SpecialQuality.CrypticInsight PREVARGTEQ:CanTakeVoidInsights,1 DESC:Creature struck with disrupt pattern must save (Will DC %1) or be shaken for %2 rounds.|DisruptAndDismayDC|DisruptAndDismayDuration DEFINE:DisruptAndDismayDC|0 BONUS:VAR|DisruptAndDismayDC|CrypticInsightDC DEFINE:DisruptAndDismayDuration|0 BONUS:VAR|DisruptAndDismayDuration|CrypticInsightStat SOURCEPAGE:p.266
+Disrupt and Disorient KEY:Disrupt and Disorient ~ Insight CATEGORY:Special Ability TYPE:SpecialQuality.CrypticInsight PREVARGTEQ:CanTakeVoidInsights,1 DESC:Creature struck with disrupt pattern must save (Will DC %1) or be confused for %2 rounds.|DisruptAndDisorientDC|DisruptAndDisorientDuration DEFINE:DisruptAndDisorientDC|0 BONUS:VAR|DisruptAndDisorientDC|CrypticInsightDC DEFINE:DisruptAndDisorientDuration|0 BONUS:VAR|DisruptAndDisorientDuration|CrypticInsightStat SOURCEPAGE:p.266 PREVARGTEQ:CrypticInsightLVL,8
+Enter My Mind KEY:Enter My Mind ~ Insight CATEGORY:Special Ability TYPE:SpecialQuality.CrypticInsight.Psilike PREVARGTEQ:CanTakeVoidInsights,1 DESC:If unwilling target of mindlink ability fails its saving throw, it is shaken for %1 rounds.|EnterMyMindDuration DEFINE:EnterMyMindDuration|0 BONUS:VAR|EnterMyMindDuration|CrypticInsightStat SPELLS:Innate|TIMES=3+CrypticInsightStat|CASTERLEVEL=CrypticML|Mindlink SOURCEPAGE:p.266
+Gaze From Beyond KEY:Gaze From Beyond ~ Insight CATEGORY:Special Ability TYPE:SpecialQuality.CrypticInsight PREVARGTEQ:CanTakeVoidInsights,1 DESC:Expend focus to change disrupt pattern into a gaze effect with a save (Will DC %1); making the save makes the target shaken for 1 round, failing the save does damage and makes the target confused for 1 round.|EnterMyMindDC DEFINE:EnterMyMindDC|0 BONUS:VAR|EnterMyMindDC|CrypticInsightDC SOURCEPAGE:p.266
+Nightmare Made Flesh KEY:Nightmare Made Flesh ~ Insight CATEGORY:Special Ability TYPE:SpecialQuality.CrypticInsight PREVARGTEQ:CanTakeVoidInsights,1 DESC:Learn form of doom; can manifest unaugmented form of doom 1/day. SOURCEPAGE:p.266 SPELLS:Innate|TIMES=1|CASTERLEVEL=CrypticML|Form of Doom SPELLKNOWN:CLASS|Cryptic=6|Form of Doom PREVARGTEQ:CrypticInsightLVL,16
+Overwhelming Disruption KEY:Overwhelming Disruption ~ Insight CATEGORY:Special Ability TYPE:SpecialQuality.CrypticInsight PREVARGTEQ:CanTakeVoidInsights,1 DESC:Creature struck with disrupt pattern must save (Fort DC %1) or be paralyzed for %2 rounds.|OverwhelmingDisruptionDC|OverwhelmingDisruptionDuration BONUS:VAR|OverwhelmingDisruptionDC|CrypticInsightDC DEFINE:OverwhelmingDisruptionDC|0 DEFINE:OverwhelmingDisruptionDuration|0 BONUS:VAR|OverwhelmingDisruptionDuration|CrypticInsightStat SOURCEPAGE:p.266 PREVARGTEQ:CrypticInsightLVL,12
+
###Block: Pattern Breaker Cryptic archetype abilities
# Ability Name Unique Key Category of Ability Type Define Description Modify VAR Source Page
-Disable Lock KEY:Disable Lock ~ Pattern Breaker CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DEFINE:DisableLockTimes|0 DEFINE:DisableLockRange|30 DESC:You gain the ability to disable a lock %1/day. Using this ability is a standard action with a range of %2 ft. You make a manifester level check with a +10 bonus against the DC of the lock. If the check is successful, you successfully open the lock.|DisableLockTimes|DisableLockRange BONUS:VAR|DisableLockTimes|3+CrypticPrimeStat SOURCEPAGE:p.69
-Sunder Pattern KEY:Sunder Pattern ~ Pattern Breaker CATEGORY:Special Ability TYPE:SpecialQuality DEFINE:SunderPatternBonus|0 DESC:You gain a +%1 bonus on Sunder attempts.|SunderPatternBonus BONUS:VAR|SunderPatternBonus|floor(CrypticLVL/2) BONUS:VAR|CMB_Sunder|SunderPatternBonus SOURCEPAGE:p.69
-Disable Weapon or Armor KEY:Disable Weapon or Armor ~ Pattern Breaker CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DEFINE:DisableWeaponOrArmorDuration|0 DESC:You have learned to temporarily suppress the magical qualities of a weapon or armor with a touch. As a melee touch attack that does not provoke attacks of opportunity, you can target one magical weapon or armor on a creature. If the attack is successful, you make a manifester level check against a DC of 11 + the manifester level of the item. If the manifester level check is successful, all magical or psionic qualities of the item are suppressed for %1 rounds. There is no limit to the number of items you can affect, although you can only affect one per use.|DisableWeaponOrArmorDuration BONUS:VAR|DisableWeaponOrArmorDuration|CrypticPrimeStat SOURCEPAGE:p.69
-Disabling Aura KEY:Disabling Aura ~ Pattern Breaker CATEGORY:Special Ability TYPE:SpecialQuality DEFINE:DisablingAuraDuration|0 DEFINE:DisablingAuraRadius|5 DESC:You can expend your psionic focus as a full round action to suppress only harmful effects around you in a %1 ft. aura for %2 rounds. This functions similarly to a null psionics field, but it only affects harmful effects. This includes suppressing magical or psionic weapons being used in attacks against the pattern breaker, although such items would still work against other targets. You do not need to be awre of the effect to be suppressed.|DisablingAuraRadius|DisablingAuraDuration BONUS:VAR|DisablingAuraDuration|CrypticPrimeStat SOURCEPAGE:p.69
+Disable Lock KEY:Disable Lock ~ Pattern Breaker CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DEFINE:DisableLockTimes|0 DEFINE:DisableLockRange|30 DESC:You gain the ability to disable a lock %1/day. Using this ability is a standard action with a range of %2 ft. You make a manifester level check with a +10 bonus against the DC of the lock. If the check is successful, you successfully open the lock.|DisableLockTimes|DisableLockRange BONUS:VAR|DisableLockTimes|3+CrypticPrimeStat SOURCEPAGE:p.266
+Sunder Pattern KEY:Sunder Pattern ~ Pattern Breaker CATEGORY:Special Ability TYPE:SpecialQuality DEFINE:SunderPatternBonus|0 DESC:You gain a +%1 bonus on Sunder attempts.|SunderPatternBonus BONUS:VAR|SunderPatternBonus|floor(CrypticLVL/2) BONUS:VAR|CMB_Sunder|SunderPatternBonus SOURCEPAGE:p.266
+Disable Weapon or Armor KEY:Disable Weapon or Armor ~ Pattern Breaker CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DEFINE:DisableWeaponOrArmorDuration|0 DESC:You have learned to temporarily suppress the magical qualities of a weapon or armor with a touch. As a melee touch attack that does not provoke attacks of opportunity, you can target one magical weapon or armor on a creature. If the attack is successful, you make a manifester level check against a DC of 11 + the manifester level of the item. If the manifester level check is successful, all magical or psionic qualities of the item are suppressed for %1 rounds. There is no limit to the number of items you can affect, although you can only affect one per use.|DisableWeaponOrArmorDuration BONUS:VAR|DisableWeaponOrArmorDuration|CrypticPrimeStat SOURCEPAGE:p.266
+Disabling Aura KEY:Disabling Aura ~ Pattern Breaker CATEGORY:Special Ability TYPE:SpecialQuality DEFINE:DisablingAuraDuration|0 DEFINE:DisablingAuraRadius|5 DESC:You can expend your psionic focus as a full round action to suppress only harmful effects around you in a %1 ft. aura for %2 rounds. This functions similarly to a null psionics field, but it only affects harmful effects. This includes suppressing magical or psionic weapons being used in attacks against the pattern breaker, although such items would still work against other targets. You do not need to be awre of the effect to be suppressed.|DisablingAuraRadius|DisablingAuraDuration BONUS:VAR|DisablingAuraDuration|CrypticPrimeStat SOURCEPAGE:p.267
###Block: Dread archetypes
Modified: Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_abilities_uc.lst
===================================================================
--- Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_abilities_uc.lst 2014-04-30 17:47:54 UTC (rev 23751)
+++ Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_abilities_uc.lst 2014-04-30 20:02:14 UTC (rev 23752)
@@ -9,13 +9,13 @@
###Block: Grammaton Cryptic Archetype
# Ability Name Unique Key Category of Ability Type Required Class Multiple Requirements Define Description Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Bonus to spell known/L Modify VAR Cost Source Page
-Grammaton KEY:Cryptic Archetype ~ Grammaton CATEGORY:Archetype TYPE:Archetype.CrypticArchetype.CrypticScribeTattoo.CrypticInsight4.CrypticInsight6.CrypticPower7.CrypticHideInPlainSight PRECLASS:1,Cryptic=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Cryptic Archetype ~ Grammaton],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CrypticScribeTattoo,TYPE.CrypticInsight4,TYPE.CrypticInsight6,TYPE.CrypticPower7,TYPE.CrypticHideInPlainSight] DESC:For you, the way bullets travel through the air is a special pattern that can bue used and manipulated for deadly attacks and abilities. You use handguns to destroy patterns and enemies alike. AUTO:FEAT|Exotic Weapon Proficiency (Firearms) AUTO:WEAPONPROF|TYPE.Firearm ABILITY:Special Ability|AUTOMATIC|Pattern of the Gun ~ Grammaton|PRECLASS:1,Cryptic=1 ABILITY:Special Ability|AUTOMATIC|Disrupt Pattern ~ Grammaton|PRECLASS:1,Cryptic=1 ABILITY:Special Ability|AUTOMATIC|Gritted Patterns ~ Grammaton|PRECLASS:1,Cryptic=4 ABILITY:Internal|AUTOMATIC|Insightful Deed ~ Grammaton|PRECLASS:1,Cryptic=6 ABILITY:Special Ability|AUTOMATIC|Avoid Attacks ~ Grammaton|PRECLASS:1,Cryptic=7 ABILITY:Special Ability|AUTOMATIC|Gun Kata ~ Grammaton|PRECLASS:1,Cryptic=10 BONUS:ABILITYPOOL|Cryptic Insight|-1|PRECLASS:1,Cryptic=4 BONUS:ABILITYPOOL|Cryptic Insight|-1|PRECLASS:1,Cryptic=6 BONUS:SPELLKNOWN|CLASS=Cryptic;LEVEL=3|-1|PRECLASS:1,Cryptic=7 COST:0 SOURCEPAGE:p.68
-Pattern of the Gun KEY:Pattern of the Gun ~ Grammaton CATEGORY:Special Ability TYPE:SpecialQuality DESC:You gain a battered gun identical to the one gained by the gunslinger. AUTO:FEAT|Gunsmithing BONUS:ABILITYPOOL|Amateur Gunslinger Feat|1 SOURCEPAGE:p.68
-Disrupt Pattern KEY:Disrupt Pattern ~ Grammaton CATEGORY:Special Ability TYPE:SpecialQuality DESC:You are only able to use the disrupt pattern ability when making ranged attacks with a handgun. SOURCEPAGE:p.69
-Gritted Patterns KEY:Gritted Patterns ~ Grammaton CATEGORY:Special Ability TYPE:SpecialQuality DEFINE:GrammatonGrit|0 DEFINE:GrammatonMaxGrit|0 DESC:At the start of each day, you gain %1 grit points. Your grit goes up or down throughout the day, but usually cannot go higher than %2.|GrammatonGrit|GrammatonMaxGrit BONUS:VAR|GrammatonGrit|CrypticPrimeStat BONUS:VAR|GrammatonMaxGrit|CrypticPrimeStat SOURCEPAGE:p.69
+Grammaton KEY:Cryptic Archetype ~ Grammaton CATEGORY:Archetype TYPE:Archetype.CrypticArchetype.CrypticScribeTattoo.CrypticInsight4.CrypticInsight6.CrypticPower7.CrypticHideInPlainSight PRECLASS:1,Cryptic=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Cryptic Archetype ~ Grammaton],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CrypticScribeTattoo,TYPE.CrypticInsight4,TYPE.CrypticInsight6,TYPE.CrypticPower7,TYPE.CrypticHideInPlainSight] DESC:For you, the way bullets travel through the air is a special pattern that can bue used and manipulated for deadly attacks and abilities. You use handguns to destroy patterns and enemies alike. AUTO:FEAT|Exotic Weapon Proficiency (Firearms) AUTO:WEAPONPROF|TYPE.Firearm ABILITY:Special Ability|AUTOMATIC|Pattern of the Gun ~ Grammaton|PRECLASS:1,Cryptic=1 ABILITY:Special Ability|AUTOMATIC|Disrupt Pattern ~ Grammaton|PRECLASS:1,Cryptic=1 ABILITY:Special Ability|AUTOMATIC|Gritted Patterns ~ Grammaton|PRECLASS:1,Cryptic=4 ABILITY:Internal|AUTOMATIC|Insightful Deed ~ Grammaton|PRECLASS:1,Cryptic=6 ABILITY:Special Ability|AUTOMATIC|Avoid Attacks ~ Grammaton|PRECLASS:1,Cryptic=7 ABILITY:Special Ability|AUTOMATIC|Gun Kata ~ Grammaton|PRECLASS:1,Cryptic=10 BONUS:ABILITYPOOL|Cryptic Insight|-1|PRECLASS:1,Cryptic=4 BONUS:ABILITYPOOL|Cryptic Insight|-1|PRECLASS:1,Cryptic=6 BONUS:SPELLKNOWN|CLASS=Cryptic;LEVEL=3|-1|PRECLASS:1,Cryptic=7 COST:0 SOURCEPAGE:p.265
+Pattern of the Gun KEY:Pattern of the Gun ~ Grammaton CATEGORY:Special Ability TYPE:SpecialQuality DESC:You gain a battered gun identical to the one gained by the gunslinger. AUTO:FEAT|Gunsmithing BONUS:ABILITYPOOL|Amateur Gunslinger Feat|1 SOURCEPAGE:p.265
+Disrupt Pattern KEY:Disrupt Pattern ~ Grammaton CATEGORY:Special Ability TYPE:SpecialQuality DESC:You are only able to use the disrupt pattern ability when making ranged attacks with a handgun. SOURCEPAGE:p.265
+Gritted Patterns KEY:Gritted Patterns ~ Grammaton CATEGORY:Special Ability TYPE:SpecialQuality DEFINE:GrammatonGrit|0 DEFINE:GrammatonMaxGrit|0 DESC:At the start of each day, you gain %1 grit points. Your grit goes up or down throughout the day, but usually cannot go higher than %2.|GrammatonGrit|GrammatonMaxGrit BONUS:VAR|GrammatonGrit|CrypticPrimeStat BONUS:VAR|GrammatonMaxGrit|CrypticPrimeStat SOURCEPAGE:p.265
Insightful Deed ~ Grammaton CATEGORY:Internal BONUS:ABILITYPOOL|Insightful Deed|1
-Avoid Attacks KEY:Avoid Attacks ~ Grammaton CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DEFINE:GrammatonAvoidAttacksTimes|0 DEFINE:GrammatonAvoidAttacksDuration|0 DESC:You can, %1/day, gain total concealment (50%% miss chance) for %2 rounds.|GrammatonAvoidAttacksTimes|GrammatonAvoidAttacksDuration BONUS:VAR|GrammatonAvoidAttacksTimes|floor((CrypticLVL-5)/2) BONUS:VAR|GrammatonAvoidAttacksDuration|CrypticPrimeStat SOURCEPAGE:p.69
-Gun Kata KEY:Gun Kata ~ Grammaton CATEGORY:Special Ability TYPE:SpecialQuality DESC:You learn how to channel your disrupt pattern into vicious melee attacks through your guns. You can use your guns to perform melee attacks that deal 1d6 bludgeoning damage plus the base dirsupt pattern damage, with a critical multiplier of 20/x2. The damage from enhanced disruption is not included in these attacks. This use of disrupt pattern is not limited to once per round. For each successful melee attack made with a handgun, if that gun is loaded, you can make a free ranged attack with that handgun against the creature struck. These ranged touch attacks do not provoke attacks of opportunity. SOURCEPAGE:p.69
+Avoid Attacks KEY:Avoid Attacks ~ Grammaton CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DEFINE:GrammatonAvoidAttacksTimes|0 DEFINE:GrammatonAvoidAttacksDuration|0 DESC:You can, %1/day, gain total concealment (50%% miss chance) for %2 rounds.|GrammatonAvoidAttacksTimes|GrammatonAvoidAttacksDuration BONUS:VAR|GrammatonAvoidAttacksTimes|floor((CrypticLVL-5)/2) BONUS:VAR|GrammatonAvoidAttacksDuration|CrypticPrimeStat SOURCEPAGE:p.265
+Gun Kata KEY:Gun Kata ~ Grammaton CATEGORY:Special Ability TYPE:SpecialQuality DESC:You learn how to channel your disrupt pattern into vicious melee attacks through your guns. You can use your guns to perform melee attacks that deal 1d6 bludgeoning damage plus the base dirsupt pattern damage, with a critical multiplier of 20/x2. The damage from enhanced disruption is not included in these attacks. This use of disrupt pattern is not limited to once per round. For each successful melee attack made with a handgun, if that gun is loaded, you can make a free ranged attack with that handgun against the creature struck. These ranged touch attacks do not provoke attacks of opportunity. SOURCEPAGE:p.265
###Block: Kaigun Marksman Archetype
# Ability Name Unique Key Category of Ability Type Required Class Multiple Requirements Description Automatically Gained Feat Automatically Gained Weapon Prof. Ability Bonus to Ability Pool Bonus to spell known/L Modify VAR Cost Source Page
Modified: Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_classes_base.lst
===================================================================
--- Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_classes_base.lst 2014-04-30 17:47:54 UTC (rev 23751)
+++ Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_classes_base.lst 2014-04-30 20:02:14 UTC (rev 23752)
@@ -83,7 +83,7 @@
17 KNOWN:2,3,3,3,3,3,2
18 KNOWN:2,3,3,3,3,3,3
19 KNOWN:2,3,3,3,3,3,4
-20 KNOWN:2,3,3,3,3,3,5
+20 KNOWN:2,3,3,3,3,3,5,0,0
###Block: Cryptic Class Abilities
1 ABILITY:Special Ability|AUTOMATIC|Altered Defense ~ Cryptic|!PREABILITY:1,CATEGORY=Archetype,TYPE.CrypticAlteredDefense
@@ -177,7 +177,7 @@
CLASS:Marksman SPELLSTAT:WIS BONUSSPELLSTAT:NONE SPELLTYPE:Psionic MEMORIZE:NO BONUS:CASTERLEVEL|Marksman|CL
###Block: Marksman Proficiencies
-1 ABILITY:Special Ability|AUTOMATIC|All Automatic Proficiencies AUTO:FEAT|Simple Weapon Proficiency|!PREABILITY:1,CATEGORY=Archetype,TYPE.MarksmanSimpleWeaponProficiency AUTO:FEAT|Armor Proficiency (Light)|!PREABILITY:1,CATEGORY=Archetype,TYPE.MarksmanLightArmorProficiency AUTO:SHIELDPROF|SHIELDTYPE=Buckler|!PREABILITY:1,CATEGORY=Archetype,TYPE.MarksmanBucklerProficiency AUTO:WEAPONPROF|TYPE=Light.Martial|!PREABILITY:1,CATEGORY=Archetype,TYPE.MarksmanLightMartialProficiency AUTO:WEAPONPROF|TYPE=Martial.Ranged|TYPE=Martial.Thrown|!PREABILITY:1,CATEGORY=Archetype,TYPE.MarksmanRangedProficiency
+1 ABILITY:Special Ability|AUTOMATIC|All Automatic Proficiencies AUTO:FEAT|Simple Weapon Proficiency|!PREABILITY:1,CATEGORY=Archetype,TYPE.MarksmanSimpleWeaponProficiency AUTO:FEAT|Armor Proficiency (Light)|!PREABILITY:1,CATEGORY=Archetype,TYPE.MarksmanLightArmorProficiency AUTO:SHIELDPROF|SHIELDTYPE=Buckler|!PREABILITY:1,CATEGORY=Archetype,TYPE.MarksmanBucklerProficiency AUTO:WEAPONPROF|TYPE=Light.Martial|!PREABILITY:1,CATEGORY=Archetype,TYPE.MarksmanLightMartialProficiency ABILITY:Internal|AUTOMATIC|Marksman Ranged Weapon Proficiency|!PREABILITY:1,CATEGORY=Archetype,TYPE.MarksmanRangedProficiency
###Block: Marksman class definitions
1 BONUS:VAR|MarksmanPrimeStat|WIS DEFINE:MarksmanPrimeStat|0
This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site.
|
|
From: <ama...@us...> - 2014-04-30 17:47:57
|
Revision: 23751
http://sourceforge.net/p/pcgen/code/23751
Author: amaitland
Date: 2014-04-30 17:47:54 +0000 (Wed, 30 Apr 2014)
Log Message:
-----------
DATA-1709
Bring Pathfinder up to speed (Project)
Modified Paths:
--------------
Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst
Modified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst
===================================================================
--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst 2014-04-30 17:02:20 UTC (rev 23750)
+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst 2014-04-30 17:47:54 UTC (rev 23751)
@@ -1428,7 +1428,7 @@
# Ability Name Unique Key Category of Ability Type Required Class Multiple Requirements Required Var. value Description Ability Cost Source Page Aspects
Arcane Bomber KEY:Wizard Archetype ~ Arcane Bomber CATEGORY:Archetype TYPE:Archetype.WizardArchetype.WizardCantrips.WizardArcaneBond.WizardArcaneSchool PRECLASS:1,Wizard=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Wizard Archetype ~ Arcane Bomber],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardCantrips,TYPE.WizardArcaneBond,TYPE.WizardArcaneSchool] PREVAREQ:DisallowWizardArcaneSchoolArchetype,0 DESC:To many wizards, the experimentation of the alchemist seems quaint, if not dangerous or frightening. A few wizards take up the secrets of the bomb, however, fusing alchemy with their already considerable magical power. ABILITY:Wizard Class Feature|AUTOMATIC|Arcane Bomber ~ Bomb|No Cantrips ~ Wizard|Arcane Bomber ~ School of the Bomb|Arcane Bomber ~ Spellblast Bombs|PRECLASS:1,Wizard=1 COST:0 SOURCEPAGE:p.74 ASPECT:Archetype Base Class|Wizard
Siege Mage KEY:Wizard Archetype ~ Siege Mage CATEGORY:Archetype TYPE:Archetype.WizardArchetype.WizardCantrips.WizardScribeScroll.WizardArcaneSchool PRECLASS:1,Wizard=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Wizard Archetype ~ Siege Mage],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardCantrips,TYPE.WizardScribeScroll,TYPE.WizardArcaneSchool] PREVAREQ:DisallowWizardArcaneSchoolArchetype,0 DESC:The siege mage combines his arcane mastery with a supernatural link to siege engines. ABILITY:Wizard Class Feature|AUTOMATIC|Siege Mage ~ Empower Siege Engine|No Cantrips ~ Wizard|Siege Mage ~ Siege Engine Bond|Siege Mage ~ Siege Engineer|Siege Mage ~ Siege School|PRECLASS:1,Wizard=1 COST:0 SOURCEPAGE:p.74 ASPECT:Archetype Base Class|Wizard
-Spellslinger KEY:Wizard Archetype ~ Spellslinger CATEGORY:Archetype TYPE:Archetype.WizardArchetype.WizardArcaneBond.WizardScribeScroll.WizardCantrips.WizardArcaneSchool PRECLASS:1,Wizard=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Wizard Archetype ~ Spellslinger],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardArcaneBond,TYPE.WizardScribeScroll,TYPE.WizardCantrips,TYPE.WizardArcaneSchool] PREVAREQ:DisallowWizardArcaneSchoolArchetype,0 DESC:While few contest the seductive allure of commanding arcane and occult powers, there are those wizards who become obsessed with the natural mysteries of black powder. Combining this emerging technology with their considerable arcane skills, they transform firearms into a powerful focus. ABILITY:Wizard Class Feature|AUTOMATIC|Spellslinger ~ Arcane Gun|Spellslinger ~ Gunsmith|Spellslinger ~ Mage Bullets|No Cantrips ~ Wizard|School of the Gun ~ Spellslinger|PRECLASS:1,Wizard=1 COST:0 SOURCEPAGE:p.74 ASPECT:Archetype Base Class|Wizard
+Spellslinger KEY:Wizard Archetype ~ Spellslinger CATEGORY:Archetype TYPE:Archetype.WizardArchetype.WizardArcaneBond.WizardScribeScroll.WizardCantrips.WizardArcaneSchool PRECLASS:1,Wizard=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Wizard Archetype ~ Spellslinger],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WizardArcaneBond,TYPE.WizardScribeScroll,TYPE.WizardCantrips,TYPE.WizardArcaneSchool] PREVAREQ:DisallowWizardArcaneSchoolArchetype,0 DESC:While few contest the seductive allure of commanding arcane and occult powers, there are those wizards who become obsessed with the natural mysteries of black powder. Combining this emerging technology with their considerable arcane skills, they transform firearms into a powerful focus. ABILITY:Wizard Class Feature|AUTOMATIC|Spellslinger ~ Arcane Gun|Spellslinger ~ Gunsmith|Spellslinger ~ Mage Bullets|No Cantrips ~ Wizard|Spellslinger ~ School of the Gun|PRECLASS:1,Wizard=1 COST:0 SOURCEPAGE:p.74 ASPECT:Archetype Base Class|Wizard
###Block: Wizard Archetype Abilities -------------------------------------------------------------------------------------------
# ARCANE BOMBER
This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site.
|
|
From: <ama...@us...> - 2014-04-30 17:02:24
|
Revision: 23750
http://sourceforge.net/p/pcgen/code/23750
Author: amaitland
Date: 2014-04-30 17:02:20 +0000 (Wed, 30 Apr 2014)
Log Message:
-----------
DATA-1709
Bring Pathfinder up to speed (Project)
Modified Paths:
--------------
Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_class.lst
Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst
Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilitycategories.lst
Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_companionmods.lst
Modified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_class.lst
===================================================================
--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_class.lst 2014-04-30 14:02:25 UTC (rev 23749)
+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_class.lst 2014-04-30 17:02:20 UTC (rev 23750)
@@ -349,7 +349,7 @@
Bonus Feat KEY:Bonus Feat ~ Buccaneer CATEGORY:Special Ability TYPE:ArchetypeAbility.SpecialQuality DESC:In addition to combat and grit feats, a buccaneer can select from the following feats as her bonus feats: Expert Driver (water vehicles only; Ultimate Combat 100), Master Siege Engineer (Ultimate Combat 109), Siege Engineer (Ultimate Combat 118), Siege Gunner (Ultimate Combat 118), Skilled Driver (water vehicles only; Ultimate Combat 119). SOURCEPAGE:p.74
Exotic Pet KEY:Exotic Pet ~ Buccaneer CATEGORY:Special Ability TYPE:ArchetypeAbility.SpecialQuality.Extraordinary DEFINE:ExoticPetLVL|0 DESC:A buccaneer gains a familiar as a wizard of half the buccaneer's class level (though the exotic pet never gains the ability to deliver touch spells or share spells). This pet is typically a monkey or parrot (use the stats for a raven familiar). Such animals are useful scouts, even in the thick of combat. As long as the pet is within 30 feet of the buccaneer, the buccaneer also gains the benefit of evasion. BONUS:VAR|ExoticPetLVL|GunslingerLVL/2 FOLLOWERS:Exotic Pet|1 COMPANIONLIST:Exotic Pet|Familiar (Monkey),Familiar (Parrot) SOURCEPAGE:p.74
Sword and Pistol KEY:Sword and Pistol ~ Buccaneer CATEGORY:Special Ability TYPE:ArchetypeAbility.SpecialQuality DESC:A buccaneer gains Sword and Pistol as a bonus feat even if she does not meet the prerequisites. AUTO:FEAT|Sword and Pistol SOURCEPAGE:p.74
-Gun Training KEY:Gun Training ~ Buccaneer CATEGORY:Special Ability TYPE:ArchetypeAbility.SpecialQuality.Extraordinary DESC:A buccaneer gains this ability only at 13th level with a single type of firearm. ABILITY:Special Ability|AUTOMATIC|Gun Training ~ Gunslinger SOURCEPAGE:p.74
+Gun Training KEY:Gun Training ~ Buccaneer CATEGORY:Special Ability TYPE:ArchetypeAbility.SpecialQuality.Extraordinary DESC:A buccaneer gains this ability only at 13th level with a single type of firearm. ABILITY:Special Ability|AUTOMATIC|Gunslinger ~ Gun Training SOURCEPAGE:p.74
Raider's Riposte KEY:Raider's Riposte ~ Buccaneer CATEGORY:Special Ability TYPE:ArchetypeAbility.SpecialQuality.Extraordinary DESC:Whenever an enemy misses a buccaneer with an attack of opportunity, it provokes an attack of opportunity from the buccaneer. SOURCEPAGE:p.74
###Block: Feral Child Abilities
@@ -595,7 +595,7 @@
#Kobold 134
Bushwhacker KEY:Gunslinger Archetype ~ Bushwhacker CATEGORY:Archetype TYPE:Archetype.GunslingerArchetype.GunslingerGrit.GunslingerUtilityShot.GunslingerTargeting.GunslingerBonusFeat4.GunslingerBonusFeat8.GunslingerBonusFeat12.GunslingerBonusFeat16.GunslingerBonusFeat20 PRECLASS:1,Gunslinger=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Gunslinger Archetype ~ Bushwhacker],[!PREABILITY:1,CATEGORY=Archetype,TYPE.GunslingerGrit,TYPE.GunslingerUtilityShot,TYPE.GunslingerTargeting,TYPE.GunslingerBonusFeat4,TYPE.GunslingerBonusFeat8,TYPE.GunslingerBonusFeat12,TYPE.GunslingerBonusFeat16,TYPE.GunslingerBonusFeat20] PRERACE:1,Kobold,RACESUBTYPE=Kobold DESC:The bushwhacker specializes in the art of the ambush. For her, gunplay works best when it comes from a concealed position and is directed against a target that falls with the very first volley and is dead before the smoke clears. A bushwhacker has the following class features. ABILITY:Special Ability|AUTOMATIC|Trembling Grit ~ Bushwhacker|PRECLASS:1,Gunslinger=1 ABILITY:Special Ability|AUTOMATIC|Shifty Shot ~ Bushwhacker|PRECLASS:1,Gunslinger=3 ABILITY:Special Ability|AUTOMATIC|Long Range Shifty Shot ~ Bushwhacker|PRECLASS:1,Gunslinger=7 ABILITY:Special Ability|AUTOMATIC|Sneak Shot ~ Bushwhacker|PRECLASS:1,Gunslinger=4 COST:0 SOURCEPAGE:p.134 ASPECT:Archetype Base Class|Gunslinger
#
-Trembling Grit KEY:Trembling Grit ~ Bushwhacker CATEGORY:Special Ability TYPE:ArchetypeAbility.SpecialQuality.Extraordinary DESC:In addition to all the ways any gunslinger can regain grit, a bushwhacker who reduces a helpless or unaware opponent to 0 hit points or fewer also regains 1 grit point. This expands the way in which the bushwhacker gains grit points, so a bushwhacker who gains grit points in this way only gains 1 grit point for reducing a helpless or unaware opponent, not 2 grit points. ABILITY:Special Ability|AUTOMATIC|Grit ~ Gunslinger BONUS:VAR|GritPoints|-1|PREVARGT:GritPoints,1 SOURCEPAGE:p.134
+Trembling Grit KEY:Trembling Grit ~ Bushwhacker CATEGORY:Special Ability TYPE:ArchetypeAbility.SpecialQuality.Extraordinary DESC:In addition to all the ways any gunslinger can regain grit, a bushwhacker who reduces a helpless or unaware opponent to 0 hit points or fewer also regains 1 grit point. This expands the way in which the bushwhacker gains grit points, so a bushwhacker who gains grit points in this way only gains 1 grit point for reducing a helpless or unaware opponent, not 2 grit points. ABILITY:Special Ability|AUTOMATIC|Gunslinger ~ Grit BONUS:VAR|GritPoints|-1|PREVARGT:GritPoints,1 SOURCEPAGE:p.134
# Implement as Gunslinger Deeds
#Craven Deeds KEY:Craven Deeds ~ Bushwhacker SOURCEPAGE:p.134 TYPE:ArchetypeAbility.SpecialQuality.Extraordinary CATEGORY:Special Ability DESC:A bushwhacker replaces some of her deeds with the following deeds. This ability otherwise works like the gunslinger's deed ability and alters that ability.
Shifty Shot KEY:Shifty Shot ~ Bushwhacker CATEGORY:Special Ability TYPE:ArchetypeAbility.SpecialQuality.Extraordinary DESC:A bushwhacker with at least 1 grit point deals 1d6 points of extra damage when using her firearm to attack opponents denied their Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). Except for the requirement that she must use a firearm and must have at least 1 grit point to use it, this deed otherwise works identically to a rogue's sneak attack class feature (including the requirement that she must be within 30 feet of her target to deal this extra damage), and stacks with the sneak shot ability (see below) and sneak attack. SOURCEPAGE:p.134
Modified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst
===================================================================
--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst 2014-04-30 14:02:25 UTC (rev 23749)
+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst 2014-04-30 17:02:20 UTC (rev 23750)
@@ -1240,7 +1240,7 @@
# Ability Name Unique Key Category of Ability Type Required Class Multiple Requirements Description Ability Cost Source Page Aspects
Battle Scout KEY:Ranger Archetype ~ Battle Scout CATEGORY:Archetype TYPE:Archetype.RangerArchetype.RangerFavoredEnemy2.RangerFavoredEnemy3.RangerFavoredEnemy4.RangerMasterHunter.RangerAnimalCompanion PRECLASS:1,Ranger=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Ranger Archetype ~ BATTLE SCOUT],[!PREABILITY:1,CATEGORY=Archetype,TYPE.RangerFavoredEnemy2,TYPE.RangerFavoredEnemy3,TYPE.RangerFavoredEnemy4,TYPE.RangerMasterHunter,TYPE.RangerAnimalCompanion] DESC:Armies need clean water, safe routes, and intelligence about their enemies. Though regular outdoorsmen might suffice in many cases, some large forces look to battle scouts to keep the body of their troops safe and prepared for the terrain and whatever dangers that terrain hides. ABILITY:Ranger Class Feature|AUTOMATIC|Battle Scout ~ Hunter's Bond|PRECLASS:1,Ranger=4 ABILITY:Ranger Class Feature|AUTOMATIC|Battle Scout ~ Advantageous Terrain|PRECLASS:1,Ranger=5 ABILITY:Ranger Class Feature|AUTOMATIC|Battle Scout ~ Infiltration|PRECLASS:1,Ranger=10 ABILITY:Ranger Class Feature|AUTOMATIC|Battle Scout ~ Superior Tactics|PRECLASS:1,Ranger=15 ABILITY:Ranger Class Feature|AUTOMATIC|Battle Scout ~ Perfect Advantage|PRECLASS:1,Ranger=20 COST:0 SOURCEPAGE:p.66 ASPECT:Archetype Base Class|Ranger
-Deep Walker KEY:Ranger Archetype ~ Deep Walker CATEGORY:Archetype TYPE:Archetype.RangerArchetype.RangerCamouflage.RangerWoodlandStride.RangerFavoredTerrain.RangerHideInPlainSight PRECLASS:1,Ranger=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Ranger Archetype ~ DEEP WALKER],[!PREABILITY:1,CATEGORY=Archetype,TYPE.RangerCamouflage,TYPE.RangerWoodlandStride,TYPE.RangerFavoredTerrain,TYPE.RangerHideInPlainSight] DESC:Some rangers devote their lives to the woods, becoming hunters, protectors, and wilderness guides among its diverse terrain types. The deep walker is instead a master of the strange terrain of the deep earth, exploring its caverns and caves, becoming a master of the dark corridors most surface dwellers fear to explore-and perhaps the reason they fear to explore them. ABILITY:Ranger Class Feature|AUTOMATIC|Deep Walker ~ Deep Knowledge|PRECLASS:1,Ranger=3 ABILITY:Ranger Class Feature|AUTOMATIC|Deep Walker ~ Rock Hopper|PRECLASS:1,Ranger=7 ABILITY:Ranger Class Feature|AUTOMATIC|Deep Walker ~ Deepwalker Camouflage|PRECLASS:1,Ranger=12 ABILITY:Ranger Class Feature|AUTOMATIC|Deep Walker ~ One with the Stone|PRECLASS:1,Ranger=17 COST:0 SOURCEPAGE:p.66 ASPECT:Archetype Base Class|Ranger
+Deep Walker KEY:Ranger Archetype ~ Deep Walker CATEGORY:Archetype TYPE:Archetype.RangerArchetype.RangerCamouflage.RangerWoodlandStride.RangerFavoredTerrain.RangerHideInPlainSight PRECLASS:1,Ranger=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Ranger Archetype ~ DEEP WALKER],[!PREABILITY:1,CATEGORY=Archetype,TYPE.RangerCamouflage,TYPE.RangerWoodlandStride,TYPE.RangerFavoredTerrain,TYPE.RangerHideInPlainSight] DESC:Some rangers devote their lives to the woods, becoming hunters, protectors, and wilderness guides among its diverse terrain types. The deep walker is instead a master of the strange terrain of the deep earth, exploring its caverns and caves, becoming a master of the dark corridors most surface dwellers fear to explore-and perhaps the reason they fear to explore them. ABILITY:Ranger Class Feature|AUTOMATIC|Deep Walker ~ Deep Knowledge|PRECLASS:1,Ranger=3 ABILITY:Ranger Class Feature|AUTOMATIC|Deep Walker ~ Rock Hopper|PRECLASS:1,Ranger=7 ABILITY:Ranger Class Feature|AUTOMATIC|Deep Walker ~ Deep Walker Camouflage|PRECLASS:1,Ranger=12 ABILITY:Ranger Class Feature|AUTOMATIC|Deep Walker ~ One with the Stone|PRECLASS:1,Ranger=17 COST:0 SOURCEPAGE:p.66 ASPECT:Archetype Base Class|Ranger
Falconer KEY:Ranger Archetype ~ Falconer CATEGORY:Archetype TYPE:Archetype.RangerArchetype.RangerCombatStyleFeat6.RangerWildEmpathy PRECLASS:1,Ranger=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Ranger Archetype ~ FALCONER],[!PREABILITY:1,CATEGORY=Archetype,TYPE.RangerCombatStyleFeat6,TYPE.RangerWildEmpathy] DESC:Rangers have always enjoyed a special bond with a specific animal, but the falconer takes this bond to a deeper level. Falconers begin with their companion earlier than other rangers, and have the ability to teach their companions special tricks. ABILITY:Ranger Class Feature|AUTOMATIC|Falconer ~ Feathered Companion|PRECLASS:1,Ranger=1 ABILITY:Ranger Class Feature|AUTOMATIC|Falconer ~ Hunter's Bond|PRECLASS:1,Ranger=4 ABILITY:Ranger Class Feature|AUTOMATIC|Falconer ~ Swoop for the Kill|PRECLASS:1,Ranger=6 COST:0 SOURCEPAGE:p.67 ASPECT:Archetype Base Class|Ranger
Trophy Hunter KEY:Ranger Archetype ~ Trophy Hunter CATEGORY:Archetype TYPE:Archetype.RangerArchetype.RangerCombatStyle.RangerWildEmpathy.RangerHuntersBond PRECLASS:1,Ranger=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Ranger Archetype ~ TROPHY HUNTER],[!PREABILITY:1,CATEGORY=Archetype,TYPE.RangerCombatStyle,TYPE.RangerWildEmpathy,TYPE.RangerHuntersBond] DESC:Some rangers have taken up the mysteries of black powder in order to become big game hunters. Finding firearms useful for taking down large and dangerous prey, they enter the fight with the crack of black powder fire, often ranging far and wide in their safaris and searches for ever-more-dangerous denizens of the wild to track, study, appreciate-and kill. While this might strike some as going against the ranger's usual respect for nature and the creatures of the wild, trophy hunters understand that they are just more pieces in nature's grand puzzle, and that the laws of the jungle-the right to kill and feed on those weaker than you, and the need to establish dominance through cunning and bloodshed-are both their rights and their duty as the current top of the food chain. ABILITY:Ranger Class Feature|AUTOMATIC|Trophy Hunter ~ Improved Tracking|PRECLASS:1,Ranger=1 ABILITY:Ranger Class Feature|AUTOMATIC|Trophy Hunter ~ Firearm Style|PRECLASS:1,Ranger=2 ABILITY:Ranger Class Feature|AUTOMATIC|Trophy Hunter ~ Hunter's Aim|PRECLASS:1,Ranger=4 COST:0 SOURCEPAGE:p.67 ASPECT:Archetype Base Class|Ranger
Warden KEY:Ranger Archetype ~ Warden CATEGORY:Archetype TYPE:Archetype.RangerArchetype.RangerFavoredEnemy.RangerCombatStyle.RangerHuntersBond PRECLASS:1,Ranger=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Ranger Archetype ~ WARDEN],[!PREABILITY:1,CATEGORY=Archetype,TYPE.RangerFavoredEnemy,TYPE.RangerCombatStyle,TYPE.RangerHuntersBond] DESC:All rangers have a bond with the wilderness, but the warden may have the strongest. This protector sits guard in the middle of the wilderness, keeping a lookout for any dangers that might spill from the deeper wilderness beyond, and protecting civilization from the savagery of nature-and vice versa. His long weeks, months, and sometimes years of isolation cause him to "hear" what the land is saying. Not all are crazy. ABILITY:Ranger Class Feature|AUTOMATIC|Warden ~ Master of Terrain|PRECLASS:1,Ranger=1 ABILITY:Ranger Class Feature|AUTOMATIC|Warden ~ Live in Comfort|PRECLASS:1,Ranger=2 ABILITY:Ranger Class Feature|AUTOMATIC|Warden ~ Terrain Bond|PRECLASS:1,Ranger=4 ABILITY:Ranger Class Feature|AUTOMATIC|Warden ~ Able Explorer|PRECLASS:1,Ranger=5 ABILITY:Ranger Class Feature|AUTOMATIC|Warden ~ Wilderness Whispers|PRECLASS:1,Ranger=20 COST:0 SOURCEPAGE:p.68 ASPECT:Archetype Base Class|Ranger
Modified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilitycategories.lst
===================================================================
--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilitycategories.lst 2014-04-30 14:02:25 UTC (rev 23749)
+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilitycategories.lst 2014-04-30 17:02:20 UTC (rev 23750)
@@ -5,11 +5,11 @@
# Ability Category Visible Editable or Static? Change Pool? Fractional values? Category of Object Type of Object Specific choices list Plural description for UI Display Location
ABILITYCATEGORY:Choose Attack Rolls Stat VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:NO CATEGORY:Internal TYPE:AttackStatChoice DISPLAYLOCATION:Class Features
# Ability Category Visible Editable or Static? Change Pool? Fractional values? Category of Object Type of Object Specific choices list Plural description for UI Display Location
-ABILITYCATEGORY:Spellslinger Gun Choice VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:NO CATEGORY:Special Ability ABILITYLIST:Display ~ Arcane Gun DISPLAYLOCATION:Class Features
+ABILITYCATEGORY:Spellslinger Gun Choice VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:NO CATEGORY:Special Ability ABILITYLIST:Arcane Gun ~ Display DISPLAYLOCATION:Class Features
ABILITYCATEGORY:Spellslinger Opposition School Choice VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:NO CATEGORY:Special Ability ABILITYLIST:School of the Gun ~ Display DISPLAYLOCATION:Class Features
ABILITYCATEGORY:Arcane Bomber Opposition School Choice VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:NO CATEGORY:Special Ability ABILITYLIST:School of the Bomb ~ Display DISPLAYLOCATION:Class Features
-ABILITYCATEGORY:Siege Mage Opposition School Choice VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:NO CATEGORY:Special Ability ABILITYLIST:Display ~ Siege School DISPLAYLOCATION:Class Features
+ABILITYCATEGORY:Siege Mage Opposition School Choice VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:NO CATEGORY:Special Ability ABILITYLIST:Siege School ~ Display DISPLAYLOCATION:Class Features
ABILITYCATEGORY:Unarmed Fighter Bonus Style Feat VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:YES FRACTIONALPOOL:NO CATEGORY:Special Ability TYPE:UnarmedFighterStyle PLURAL:Unarmed Fighter Bonus Style Feats DISPLAYLOCATION:Feats
ABILITYCATEGORY:Gladiator Bonus Feat VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:YES FRACTIONALPOOL:NO CATEGORY:FEAT TYPE:Combat.Performance PLURAL:Gladiator Bonus Feats DISPLAYLOCATION:Feats
Modified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_companionmods.lst
===================================================================
--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_companionmods.lst 2014-04-30 14:02:25 UTC (rev 23749)
+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_companionmods.lst 2014-04-30 17:02:20 UTC (rev 23750)
@@ -33,7 +33,7 @@
FOLLOWER:FeatheredCompanionLvl=3 TYPE:Animal Companion ABILITY:Special Ability|AUTOMATIC|Evasion BONUS:COMBAT|AC|2|TYPE=NaturalArmor.STACK BONUS:STAT|STR,DEX|1 BONUS:VAR|MasterLevel|1 BONUS:VAR|BonusTricks|1
FOLLOWER:FeatheredCompanionLvl=4 TYPE:Animal Companion HD:1 BONUS:ABILITYPOOL|Companion Stat Increase|1 BONUS:VAR|MasterLevel|1
FOLLOWER:FeatheredCompanionLvl=5 TYPE:Animal Companion HD:1 BONUS:VAR|MasterLevel|1
-FOLLOWER:FeatheredCompanionLvl=6 TYPE:Animal Companion HD:1 ABILITY:Special Ability|AUTOMATIC|Swooping Charge ~ Animal Trick|Companion ~ Devotion BONUS:COMBAT|AC|2|TYPE=NaturalArmor.STACK BONUS:STAT|STR,DEX|1 BONUS:VAR|MasterLevel|1 BONUS:VAR|BonusTricks|1
+FOLLOWER:FeatheredCompanionLvl=6 TYPE:Animal Companion HD:1 ABILITY:Special Ability|AUTOMATIC|Animal Trick ~ Swooping Charge|Companion ~ Devotion BONUS:COMBAT|AC|2|TYPE=NaturalArmor.STACK BONUS:STAT|STR,DEX|1 BONUS:VAR|MasterLevel|1 BONUS:VAR|BonusTricks|1
FOLLOWER:FeatheredCompanionLvl=7 TYPE:Animal Companion BONUS:VAR|MasterLevel|1
FOLLOWER:FeatheredCompanionLvl=8 TYPE:Animal Companion HD:1 BONUS:VAR|MasterLevel|1
FOLLOWER:FeatheredCompanionLvl=9 TYPE:Animal Companion HD:1 AUTO:FEAT|Multiattack BONUS:ABILITYPOOL|Companion Stat Increase|1 BONUS:COMBAT|AC|2|TYPE=NaturalArmor.STACK BONUS:STAT|STR,DEX|1 BONUS:VAR|MasterLevel|1 BONUS:VAR|BonusTricks|1
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|
|
From: <gjo...@us...> - 2014-04-30 14:02:29
|
Revision: 23749
http://sourceforge.net/p/pcgen/code/23749
Author: gjorbjond
Date: 2014-04-30 14:02:25 +0000 (Wed, 30 Apr 2014)
Log Message:
-----------
Telepathic Bond TARGETAREA changed to use formula.
Modified Paths:
--------------
Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_spells.lst
Modified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_spells.lst
===================================================================
--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_spells.lst 2014-04-30 05:18:40 UTC (rev 23748)
+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_spells.lst 2014-04-30 14:02:25 UTC (rev 23749)
@@ -617,7 +617,7 @@
# Spell Name Classes of caster Domains granting the spell School Sub-School Spell Descriptors Type Components Casting Time Range Item Target Area or Effect Duration Save Info Spell Resistance Description Source Page Source Pub Link
Telekinesis CLASSES:Sorcerer,Wizard=5 SCHOOL:Transmutation TYPE:Arcane COMPS:V, S CASTTIME:1 standard action RANGE:Long TARGETAREA:Or Targets see text DURATION:Concentration (up to (CASTERLEVEL) rounds) or instantaneous; see text SAVEINFO:Will negates (object) or none; see text; Spell SPELLRES:Yes (object); see text DESC:You move objects or creatures by concentrating on them.|!PRERULE:1,DisplayFullSpell SOURCEPAGE:p.357 SOURCELINK:http://paizo.com/pathfinderRPG/prd/spells/telekinesis.html#_telekinesis
Telekinetic Sphere CLASSES:Sorcerer,Wizard=8 SCHOOL:Evocation DESCRIPTOR:Force TYPE:Arcane COMPS:V, S, M CASTTIME:1 standard action RANGE:Close TARGETAREA:(CASTERLEVEL)-ft.-diameter sphere, centered around creatures or objects DURATION:(CASTERLEVEL) minutes [D] SAVEINFO:Reflex negates (object) SPELLRES:Yes (object) DESC:This spell functions like resilient sphere, but the creatures or objects caught inside the globe created by the spell are made nearly weightless.|!PRERULE:1,DisplayFullSpell SOURCEPAGE:p.358 SOURCELINK:http://paizo.com/pathfinderRPG/prd/spells/telekineticSphere.html#_telekinetic-sphere
-Telepathic Bond CLASSES:Sorcerer,Wizard=5 DOMAINS:Community=5 SCHOOL:Divination TYPE:Arcane.Divine COMPS:V, S, M CASTTIME:1 standard action RANGE:Close TARGETAREA:You plus one willing creature per three levels, no two of which can be more than 30 ft. apart DURATION:(CASTERLEVEL*10) minutes [D] SAVEINFO:None SPELLRES:No DESC:You forge a telepathic bond among yourself and a number of willing creatures, each of which must have an Intelligence score of 3 or higher.|!PRERULE:1,DisplayFullSpell SOURCEPAGE:p.358 SOURCELINK:http://paizo.com/pathfinderRPG/prd/spells/telepathicBond.html#_telepathic-bond
+Telepathic Bond CLASSES:Sorcerer,Wizard=5 DOMAINS:Community=5 SCHOOL:Divination TYPE:Arcane.Divine COMPS:V, S, M CASTTIME:1 standard action RANGE:Close TARGETAREA:You plus (CASTERLEVEL/3) willing creatures, no two of which can be more than 30 ft. apart DURATION:(CASTERLEVEL*10) minutes [D] SAVEINFO:None SPELLRES:No DESC:You forge a telepathic bond among yourself and a number of willing creatures, each of which must have an Intelligence score of 3 or higher.|!PRERULE:1,DisplayFullSpell SOURCEPAGE:p.358 SOURCELINK:http://paizo.com/pathfinderRPG/prd/spells/telepathicBond.html#_telepathic-bond
Teleport CLASSES:Sorcerer,Wizard=5 DOMAINS:Travel=5 SCHOOL:Conjuration SUBSCHOOL:Teleportation TYPE:Arcane.Divine COMPS:V CASTTIME:1 standard action RANGE:Personal and touch TARGETAREA:You and touched objects or other touched willing creatures DURATION:Instantaneous SAVEINFO:None and Will negates (object) SPELLRES:No and yes (object) DESC:This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level.|!PRERULE:1,DisplayFullSpell SOURCEPAGE:p.358 SOURCELINK:http://paizo.com/pathfinderRPG/prd/spells/teleport.html#_teleport
Teleport (Greater) CLASSES:Sorcerer,Wizard=7 DOMAINS:Travel=7 SCHOOL:Conjuration SUBSCHOOL:Teleportation TYPE:Arcane.Divine COMPS:V CASTTIME:1 standard action RANGE:Personal and touch TARGETAREA:You and touched objects or other touched willing creatures DURATION:Instantaneous SAVEINFO:None and Will negates (object) SPELLRES:No and yes (object) DESC:This spell functions like teleport, except that there is no range limit and there is no chance you arrive off target.|!PRERULE:1,DisplayFullSpell SOURCEPAGE:p.359 SOURCELINK:http://paizo.com/pathfinderRPG/prd/spells/teleport.html#_teleport-greater
Teleport Object CLASSES:Sorcerer,Wizard=7 SCHOOL:Conjuration SUBSCHOOL:Teleportation TYPE:Arcane COMPS:V CASTTIME:1 standard action RANGE:Touch TARGETAREA:One touched object of up to (CASTERLEVEL*50) lbs. and (CASTERLEVEL*3) cu. ft. DURATION:Instantaneous SAVEINFO:Will negates (object) SPELLRES:Yes (object) DESC:This spell functions like teleport, except that it teleports an object, not you.|!PRERULE:1,DisplayFullSpell SOURCEPAGE:p.359 SOURCELINK:http://paizo.com/pathfinderRPG/prd/spells/teleportObject.html#_teleport-object
This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site.
|
|
From: <ama...@us...> - 2014-04-30 05:18:43
|
Revision: 23748
http://sourceforge.net/p/pcgen/code/23748
Author: amaitland
Date: 2014-04-30 05:18:40 +0000 (Wed, 30 Apr 2014)
Log Message:
-----------
DATA-1743
Human paladin can take energy resistance (Attach Ability)
Modified Paths:
--------------
Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_race.lst
Modified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_race.lst
===================================================================
--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_race.lst 2014-04-30 05:09:47 UTC (rev 23747)
+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_race.lst 2014-04-30 05:18:40 UTC (rev 23748)
@@ -755,7 +755,7 @@
# Gnome Druid
Bonus Energy Resistance KEY:Favored Class Bonus ~ Energy Resistance Druid CATEGORY:Special Ability TYPE:SpecialQuality.FavoredClassBonus.FavoredClassDruid VISIBLE:YES PREABILITY:1,CATEGORY=Special Ability,Druid PRECLASS:1,Druid=1 PRERACE:1,Gnome%,RACESUBTYPE=Gnome DESC:Gain energy resistance 1 against acid, cold, electricity, or fire. Each time the druid selects this reward, increase her resistance to one of these energy types by 1 (maximum 10 for any one type). STACK:YES MULT:YES CHOOSE:NOCHOICE
# Human Paladin
-Bonus Energy Resistance KEY:Favored Class Bonus ~ Energy Resistance Paladin CATEGORY:Special Ability TYPE:SpecialQuality.FavoredClassBonus.FavoredClassPaladin VISIBLE:YES PREABILITY:1,CATEGORY=Special Ability,Paladin PRECLASS:1,Paladin=1 PRERACE:1,Human%,RACESUBTYPE=Human DESC:Add +1 to the paladin's energy resistance to one kind of energy (maximum +10). STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:ABILITYPOOL|Paladin Energy Resistance|1
+Bonus Energy Resistance KEY:Favored Class Bonus ~ Energy Resistance Paladin CATEGORY:Special Ability TYPE:SpecialQuality.FavoredClassBonus.FavoredClassPaladin VISIBLE:YES PREABILITY:1,CATEGORY=Special Ability,Paladin PRECLASS:1,Paladin=1 PRERACE:1,Human%,RACESUBTYPE=Human DESC:Add +1 to the paladin's energy resistance to one kind of energy (maximum +10). STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:ABILITYPOOL|Paladin Energy Resistance|1 ABILITY:Internal|AUTOMATIC|Paladin Energy Resistance Tracker
Paladin Energy Resistance Tracker CATEGORY:Internal DEFINE:PaladinAcidResistanceBonus|0 DEFINE:PaladinColdResistanceBonus|0 DEFINE:PaladinElectricityResistanceBonus|0 DEFINE:PaladinFireResistanceBonus|0 DEFINE:PaladinSonicResistanceBonus|0 BONUS:VAR|AcidResistanceBonus|min(PaladinAcidResistanceBonus,10) BONUS:VAR|ColdResistanceBonus|min(PaladinColdResistanceBonus,10) BONUS:VAR|ElectricityResistanceBonus|min(PaladinElectricityResistanceBonus,10) BONUS:VAR|FireResistanceBonus|min(PaladinFireResistanceBonus,10) BONUS:VAR|SonicResistanceBonus|min(PaladinSonicResistanceBonus,10)
Acid KEY:Paladin Resistance ~ Acid TYPE:PaladinFavoredEnergyResistance CATEGORY:Internal VISIBLE:DISPLAY ABILITY:Special Ability|AUTOMATIC|Resistance to Acid BONUS:VAR|PaladinAcidResistanceBonus|1
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|
|
From: <ama...@us...> - 2014-04-30 05:09:51
|
Revision: 23747
http://sourceforge.net/p/pcgen/code/23747
Author: amaitland
Date: 2014-04-30 05:09:47 +0000 (Wed, 30 Apr 2014)
Log Message:
-----------
DATA-1743
Human paladin can take energy resistance
Modified Paths:
--------------
Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_class.lst
Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_race.lst
Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilitycategories.lst
Modified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_class.lst
===================================================================
--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_class.lst 2014-04-30 01:39:21 UTC (rev 23746)
+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_class.lst 2014-04-30 05:09:47 UTC (rev 23747)
@@ -344,7 +344,7 @@
Rope Swing KEY:Rope Swing ~ Buccaneer CATEGORY:Special Ability TYPE:ArchetypeAbility.SpecialQuality.Extraordinary DESC:As long as the buccaneer has at least 1 grit point, she gains a bonus on Acrobatics and Climb checks equal to her gunslinger level when climbing or swinging on a rope. If she spends 1 grit point, her move while climbing or swinging on a rope does not provoke attacks of opportunity. BONUS:SITUATION|Acrobatics=Swing|GunslingerLVL BONUS:SITUATION|Climb=Rope|GunslingerLVL SOURCEPAGE:p.73
Captain's Curse KEY:Captain's Curse 1 ~ Buccaneer CATEGORY:Special Ability TYPE:ArchetypeAbility.SpecialQuality.SpellLike SPELLS:Innate|TIMES=ATWILL|CASTERLEVEL=GunslingerLVL|Old Salt's Curse,10+GunslingerLVL+CHA DESC:A buccaneer can spend 2 grit points to use old salt's curse as a spell-like ability. The caster level for this spell-like ability is equal to %1, and the save DC is equal to %2.|GunslingerLVL|10+GunslingerLVL+CHA SOURCEPAGE:p.74
Captain's Curse KEY:Captain's Curse 2 ~ Buccaneer CATEGORY:Special Ability TYPE:ArchetypeAbility.SpecialQuality.SpellLike SPELLS:Innate|TIMES=ATWILL|CASTERLEVEL=GunslingerLVL|Black Mark,10+GunslingerLVL+CHA DESC:A buccaneer can spend 2 grit points to use black mark as a spell-like ability. The caster level for this spell-like ability is equal to %1, and the save DC is equal to %2.|GunslingerLVL|10+GunslingerLVL+CHA SOURCEPAGE:p.74
-Grit KEY:Grit ~ Buccaneer CATEGORY:Special Ability TYPE:ArchetypeAbility.SpecialQuality.Extraordinary DESC:Like the sea itself, a buccaneer is a force of nature. Instead of using her Wisdom modifier to determine the number of grit points she gains at the start of each day, she uses her Charisma modifier. This ability works in all other ways like the gunslinger's grit class feature. ABILITY:Special Ability|AUTOMATIC|Grit ~ Gunslinger BONUS:VAR|GunslingerGritMax|CHA-WIS BONUS:VAR|GunslingerGritPoints|max(1,CHA-WIS) SOURCEPAGE:p.74
+Grit KEY:Grit ~ Buccaneer CATEGORY:Special Ability TYPE:ArchetypeAbility.SpecialQuality.Extraordinary DESC:Like the sea itself, a buccaneer is a force of nature. Instead of using her Wisdom modifier to determine the number of grit points she gains at the start of each day, she uses her Charisma modifier. This ability works in all other ways like the gunslinger's grit class feature. ABILITY:Special Ability|AUTOMATIC|Gunslinger ~ Grit BONUS:VAR|GunslingerGritMax|CHA-WIS BONUS:VAR|GunslingerGritPoints|max(1,CHA-WIS) SOURCEPAGE:p.74
Liquid Courage KEY:Liquid Courage ~ Buccaneer CATEGORY:Special Ability TYPE:ArchetypeAbility.SpecialQuality.Extraordinary DESC:A buccaneer gains the ability to fortify her grit with strong drink. The act of drinking is a standard action that provokes attacks of opportunity, and each drink provides 1 grog point. Grog points can be used in place of grit points to fuel deeds or grit feats (including those requiring a minimum of 1 grit point to use). The buccaneer can gain a maximum number of grog points each day SOURCEPAGE:p.74
Bonus Feat KEY:Bonus Feat ~ Buccaneer CATEGORY:Special Ability TYPE:ArchetypeAbility.SpecialQuality DESC:In addition to combat and grit feats, a buccaneer can select from the following feats as her bonus feats: Expert Driver (water vehicles only; Ultimate Combat 100), Master Siege Engineer (Ultimate Combat 109), Siege Engineer (Ultimate Combat 118), Siege Gunner (Ultimate Combat 118), Skilled Driver (water vehicles only; Ultimate Combat 119). SOURCEPAGE:p.74
Exotic Pet KEY:Exotic Pet ~ Buccaneer CATEGORY:Special Ability TYPE:ArchetypeAbility.SpecialQuality.Extraordinary DEFINE:ExoticPetLVL|0 DESC:A buccaneer gains a familiar as a wizard of half the buccaneer's class level (though the exotic pet never gains the ability to deliver touch spells or share spells). This pet is typically a monkey or parrot (use the stats for a raven familiar). Such animals are useful scouts, even in the thick of combat. As long as the pet is within 30 feet of the buccaneer, the buccaneer also gains the benefit of evasion. BONUS:VAR|ExoticPetLVL|GunslingerLVL/2 FOLLOWERS:Exotic Pet|1 COMPANIONLIST:Exotic Pet|Familiar (Monkey),Familiar (Parrot) SOURCEPAGE:p.74
Modified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_race.lst
===================================================================
--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_race.lst 2014-04-30 01:39:21 UTC (rev 23746)
+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilities_race.lst 2014-04-30 05:09:47 UTC (rev 23747)
@@ -755,7 +755,17 @@
# Gnome Druid
Bonus Energy Resistance KEY:Favored Class Bonus ~ Energy Resistance Druid CATEGORY:Special Ability TYPE:SpecialQuality.FavoredClassBonus.FavoredClassDruid VISIBLE:YES PREABILITY:1,CATEGORY=Special Ability,Druid PRECLASS:1,Druid=1 PRERACE:1,Gnome%,RACESUBTYPE=Gnome DESC:Gain energy resistance 1 against acid, cold, electricity, or fire. Each time the druid selects this reward, increase her resistance to one of these energy types by 1 (maximum 10 for any one type). STACK:YES MULT:YES CHOOSE:NOCHOICE
# Human Paladin
-Bonus Energy Resistance KEY:Favored Class Bonus ~ Energy Resistance Paladin CATEGORY:Special Ability TYPE:SpecialQuality.FavoredClassBonus.FavoredClassPaladin VISIBLE:YES PREABILITY:1,CATEGORY=Special Ability,Paladin PRECLASS:1,Paladin=1 PRERACE:1,Human%,RACESUBTYPE=Human DESC:Add +1 to the paladin's energy resistance to one kind of energy (maximum +10). STACK:YES MULT:YES CHOOSE:NOCHOICE
+Bonus Energy Resistance KEY:Favored Class Bonus ~ Energy Resistance Paladin CATEGORY:Special Ability TYPE:SpecialQuality.FavoredClassBonus.FavoredClassPaladin VISIBLE:YES PREABILITY:1,CATEGORY=Special Ability,Paladin PRECLASS:1,Paladin=1 PRERACE:1,Human%,RACESUBTYPE=Human DESC:Add +1 to the paladin's energy resistance to one kind of energy (maximum +10). STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:ABILITYPOOL|Paladin Energy Resistance|1
+
+Paladin Energy Resistance Tracker CATEGORY:Internal DEFINE:PaladinAcidResistanceBonus|0 DEFINE:PaladinColdResistanceBonus|0 DEFINE:PaladinElectricityResistanceBonus|0 DEFINE:PaladinFireResistanceBonus|0 DEFINE:PaladinSonicResistanceBonus|0 BONUS:VAR|AcidResistanceBonus|min(PaladinAcidResistanceBonus,10) BONUS:VAR|ColdResistanceBonus|min(PaladinColdResistanceBonus,10) BONUS:VAR|ElectricityResistanceBonus|min(PaladinElectricityResistanceBonus,10) BONUS:VAR|FireResistanceBonus|min(PaladinFireResistanceBonus,10) BONUS:VAR|SonicResistanceBonus|min(PaladinSonicResistanceBonus,10)
+Acid KEY:Paladin Resistance ~ Acid TYPE:PaladinFavoredEnergyResistance CATEGORY:Internal VISIBLE:DISPLAY ABILITY:Special Ability|AUTOMATIC|Resistance to Acid BONUS:VAR|PaladinAcidResistanceBonus|1
+Cold KEY:Paladin Resistance ~ Cold TYPE:PaladinFavoredEnergyResistance CATEGORY:Internal VISIBLE:DISPLAY ABILITY:Special Ability|AUTOMATIC|Resistance to Cold BONUS:VAR|PaladinColdResistanceBonus|1
+Electricity KEY:Paladin Resistance ~ Electricity TYPE:PaladinFavoredEnergyResistance CATEGORY:Internal VISIBLE:DISPLAY ABILITY:Special Ability|AUTOMATIC|Resistance to Electricity BONUS:VAR|PaladinElectricityResistanceBonus|1
+Fire KEY:Paladin Resistance ~ Fire TYPE:PaladinFavoredEnergyResistance CATEGORY:Internal VISIBLE:DISPLAY ABILITY:Special Ability|AUTOMATIC|Resistance to Fire BONUS:VAR|PaladinFireResistanceBonus|1
+Sonic KEY:Paladin Resistance ~ Sonic TYPE:PaladinFavoredEnergyResistance CATEGORY:Internal VISIBLE:DISPLAY ABILITY:Special Ability|AUTOMATIC|Resistance to Sonic BONUS:VAR|PaladinSonicResistanceBonus|1
+
+
+
# Elf Alchemist, Halfling Alchemist, Human Alchemist
Bonus Extract Formula KEY:Favored Class Bonus ~ Extract Formula CATEGORY:Special Ability TYPE:SpecialQuality.FavoredClassBonus.FavoredClassAlchemist VISIBLE:YES PREABILITY:1,CATEGORY=Special Ability,Alchemist PRECLASS:1,Alchemist=1 PRERACE:1,Elf%,RACESUBTYPE=Elf,Halfling%,RACESUBTYPE=Halfling,Human%,RACESUBTYPE=Human DESC:Add one extract formulae from the alchemist's list to the character's formulae book. This formulae must be at least one level below the highest formulae level the alchemist can create. STACK:YES MULT:YES CHOOSE:NOCHOICE
# Halfling Wizard
Modified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilitycategories.lst
===================================================================
--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilitycategories.lst 2014-04-30 01:39:21 UTC (rev 23746)
+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/advanced_race_guide/arg_abilitycategories.lst 2014-04-30 05:09:47 UTC (rev 23747)
@@ -75,6 +75,6 @@
ABILITYCATEGORY:Wayang Racial Trait VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:NO FRACTIONALPOOL:NO CATEGORY:Special Ability TYPE:WayangRacialTrait PLURAL:Wayang Racial Traits DISPLAYLOCATION:Racial Abilities
-
+ABILITYCATEGORY:Paladin Energy Resistance VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:NO FRACTIONALPOOL:NO CATEGORY:Internal TYPE:PaladinFavoredEnergyResistance PLURAL:Strix Racial Traits DISPLAYLOCATION:Class Features
# End
#
This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site.
|
|
From: <ama...@us...> - 2014-04-30 01:39:25
|
Revision: 23746
http://sourceforge.net/p/pcgen/code/23746
Author: amaitland
Date: 2014-04-30 01:39:21 +0000 (Wed, 30 Apr 2014)
Log Message:
-----------
DATA-1709
Bring Pathfinder up to speed (Project)
Modified Paths:
--------------
Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst
Modified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst
===================================================================
--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst 2014-04-30 01:35:13 UTC (rev 23745)
+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst 2014-04-30 01:39:21 UTC (rev 23746)
@@ -217,17 +217,8 @@
###Block: Alchemist Archetypes ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
# Ability Name Unique Key Category of Ability Type Required Class Multiple Requirements Description Ability Cost Source Page Aspects
-Beastmorph KEY:Alchemist Archetype ~ Beastmorph CATEGORY:Archetype TYPE:Archetype.AlchemistArchetype.AlchemistSwiftAlchemy.AlchemistPoisonResistance.AlchemistPoisonResistance2.AlchemistPoisonResistance4.AlchemistPoisonResistance6.AlchemistPoisonImmunity.AlchemistPersistentMutagen PRECLASS:1,Alchemist=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Alchemist Archetype ~ BEASTMORPH],[!PREABILITY:1,CATEGORY=Archetype,TYPE.AlchemistSwiftAlchemy,TYPE.AlchemistPoisonResistance,TYPE.AlchemistPoisonResistance2,TYPE.AlchemistPoisonResistance4,TYPE.AlchemistPoisonResistance6,TYPE.AlchemistPoisonImmunity,TYPE.AlchemistPersistentMutagen] DESC:Beastmorphs study the anatomy of monsters, learning how they achieve their strange powers. They use their knowledge to duplicate these abilities, but at the cost of taking on inhuman shapes when they use mutagens.
-ABILITY:Special Ability|AUTOMATIC|Beastmorph ~ Beastform Mutagen ~ Beastmorph|PRECLASS:1,Alchemist=3
-ABILITY:Special Ability|AUTOMATIC|Beastmorph ~ Improved Beastform Mutagen ~ Beastmorph|PRECLASS:1,Alchemist=6
-ABILITY:Special Ability|AUTOMATIC|Beastmorph ~ Greater Beastform Mutagen ~ Beastmorph|PRECLASS:1,Alchemist=10
-ABILITY:Special Ability|AUTOMATIC|Beastmorph ~ Grand Beastform Mutagen ~ Beastmorph|PRECLASS:1,Alchemist=14
-ABILITY:Special Ability|AUTOMATIC|Beastmorph ~ Discoveries ~ Beastmorph COST:0 SOURCEPAGE:p.24 ASPECT:Archetype Base Class|Alchemist
-Ragechemist KEY:Alchemist Archetype ~ Ragechemist CATEGORY:Archetype TYPE:Archetype.AlchemistArchetype.AlchemistPoisonUse.AlchemistSwiftPoisoning.AlchemistPoisonImmunity PRECLASS:1,Alchemist=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Alchemist Archetype ~ RAGECHEMIST],[!PREABILITY:1,CATEGORY=Archetype,TYPE.AlchemistPoisonUse,TYPE.AlchemistSwiftPoisoning,TYPE.AlchemistPoisonImmunity] DESC:Some alchemists create mutagens that tap into a primal anger that fuels their physical transformation. These alchemists have little control over their altered selves.
-ABILITY:Special Ability|AUTOMATIC|Ragechemist ~ Rage Mutagen|PRECLASS:1,Alchemist=2
-ABILITY:Special Ability|AUTOMATIC|Ragechemist ~ Sturdy Rage|PRECLASS:1,Alchemist=6
-ABILITY:Special Ability|AUTOMATIC|Ragechemist ~ Lumbering Rage|PRECLASS:1,Alchemist=10
-ABILITY:Special Ability|AUTOMATIC|Ragechemist ~ Discoveries COST:0 SOURCEPAGE:p.25 ASPECT:Archetype Base Class|Alchemist
+Beastmorph KEY:Alchemist Archetype ~ Beastmorph CATEGORY:Archetype TYPE:Archetype.AlchemistArchetype.AlchemistSwiftAlchemy.AlchemistPoisonResistance.AlchemistPoisonResistance2.AlchemistPoisonResistance4.AlchemistPoisonResistance6.AlchemistPoisonImmunity.AlchemistPersistentMutagen PRECLASS:1,Alchemist=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Alchemist Archetype ~ BEASTMORPH],[!PREABILITY:1,CATEGORY=Archetype,TYPE.AlchemistSwiftAlchemy,TYPE.AlchemistPoisonResistance,TYPE.AlchemistPoisonResistance2,TYPE.AlchemistPoisonResistance4,TYPE.AlchemistPoisonResistance6,TYPE.AlchemistPoisonImmunity,TYPE.AlchemistPersistentMutagen] DESC:Beastmorphs study the anatomy of monsters, learning how they achieve their strange powers. They use their knowledge to duplicate these abilities, but at the cost of taking on inhuman shapes when they use mutagens. ABILITY:Special Ability|AUTOMATIC|Beastmorph ~ Beastform Mutagen|PRECLASS:1,Alchemist=3 ABILITY:Special Ability|AUTOMATIC|Beastmorph ~ Improved Beastform Mutagen|PRECLASS:1,Alchemist=6 ABILITY:Special Ability|AUTOMATIC|Beastmorph ~ Greater Beastform Mutagen|PRECLASS:1,Alchemist=10 ABILITY:Special Ability|AUTOMATIC|Beastmorph ~ Grand Beastform Mutagen|PRECLASS:1,Alchemist=14 ABILITY:Special Ability|AUTOMATIC|Beastmorph ~ Discoveries COST:0 SOURCEPAGE:p.24 ASPECT:Archetype Base Class|Alchemist
+Ragechemist KEY:Alchemist Archetype ~ Ragechemist CATEGORY:Archetype TYPE:Archetype.AlchemistArchetype.AlchemistPoisonUse.AlchemistSwiftPoisoning.AlchemistPoisonImmunity PRECLASS:1,Alchemist=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Alchemist Archetype ~ RAGECHEMIST],[!PREABILITY:1,CATEGORY=Archetype,TYPE.AlchemistPoisonUse,TYPE.AlchemistSwiftPoisoning,TYPE.AlchemistPoisonImmunity] DESC:Some alchemists create mutagens that tap into a primal anger that fuels their physical transformation. These alchemists have little control over their altered selves. ABILITY:Special Ability|AUTOMATIC|Ragechemist ~ Rage Mutagen|PRECLASS:1,Alchemist=2 ABILITY:Special Ability|AUTOMATIC|Ragechemist ~ Sturdy Rage|PRECLASS:1,Alchemist=6 ABILITY:Special Ability|AUTOMATIC|Ragechemist ~ Lumbering Rage|PRECLASS:1,Alchemist=10 ABILITY:Special Ability|AUTOMATIC|Ragechemist ~ Discoveries COST:0 SOURCEPAGE:p.25 ASPECT:Archetype Base Class|Alchemist
###Block: Alchemist Archetype Abilities --------------------------------------------------
# Beastmorph
@@ -428,7 +419,7 @@
Luring Cavalier KEY:Cavalier Archetype ~ Luring Cavalier CATEGORY:Archetype TYPE:Archetype.CavalierArchetype.CavalierChallenge.CavalierCavaliersCharge.CavalierMightyCharge.CavalierSupremeCharge PRECLASS:1,Cavalier=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Cavalier Archetype ~ LURING CAVALIER],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CavalierChallenge,TYPE.CavalierCavaliersCharge,TYPE.CavalierMightyCharge,TYPE.CavalierSupremeCharge] DESC:Those who study the perfection of strategy and tactics know that picking the battlefield can grant advantages that only overwhelming numbers of allies can eclipse. The luring cavalier is a special type of cavalier that helps accomplish that goal. Typically, he uses a bow or other ranged weapon to lure opponents toward him, and then makes strategic retreats to position his enemies exactly where he wants them. ABILITY:Cavalier Class Feature|AUTOMATIC|Luring Cavalier ~ Far Challenge|PRECLASS:1,Cavalier=1 ABILITY:Cavalier Class Feature|AUTOMATIC|Luring Cavalier ~ Careful Aim|PRECLASS:1,Cavalier=3 ABILITY:Cavalier Class Feature|AUTOMATIC|Luring Cavalier ~ Infuriating Aim|PRECLASS:1,Cavalier=11 ABILITY:Cavalier Class Feature|AUTOMATIC|Luring Cavalier ~ Versatile Challenge|PRECLASS:1,Cavalier=12 ABILITY:Cavalier Class Feature|AUTOMATIC|Luring Cavalier ~ Supreme Aim|PRECLASS:1,Cavalier=20 COST:0 SOURCEPAGE:p.38 ASPECT:Archetype Base Class|Cavalier
Musketeer KEY:Cavalier Archetype ~ Musketeer CATEGORY:Archetype TYPE:Archetype.CavalierArchetype.CavalierMount.CavalierExpertTrainer.CavalierHeavyArmorProficiency PRECLASS:1,Cavalier=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Cavalier Archetype ~ MUSKETEER],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CavalierHeavyArmorProficiency,TYPE.CavalierMount,TYPE.CavalierExpertTrainer] DESC:Some cavaliers are entrusted by their masters with the care and use of expensive and powerful oddities- f irearms. Capable of inflicting shocking amounts of destruction without the aid of magic, these musketeers lead the advance of their troops, f iring devastating fusillades long before the enemy can prepare for the armed charge that follows. ABILITY:Cavalier Class Feature|AUTOMATIC|Musketeer ~ Weapon and Armor Proficiency|PRECLASS:1,Cavalier=1 ABILITY:Cavalier Class Feature|AUTOMATIC|Musketeer ~ Gifted Firearm|PRECLASS:1,Cavalier=1 ABILITY:Cavalier Class Feature|AUTOMATIC|Musketeer ~ Swift Powder|PRECLASS:1,Cavalier=4 COST:0 SOURCEPAGE:p.38 ASPECT:Archetype Base Class|Cavalier
Standard Bearer KEY:Cavalier Archetype ~ Standard Bearer CATEGORY:Archetype TYPE:Archetype.CavalierArchetype.CavalierMount.CavalierCavaliersBanner.CavalierMightyCharge.CavalierSupremeCharge PRECLASS:1,Cavalier=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Cavalier Archetype ~ STANDARD BEARER],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CavalierMount,TYPE.CavalierCavaliersBanner,TYPE.CavalierMightyCharge,TYPE.CavalierSupremeCharge] DESC:Not all cavaliers are content to ride at the head of a charge, leading from the front and facing down their enemies directly. Some prefer to stand away from the fray, their banners a beacon shining brightly over the battlefield, rallying their troops to victory. The standard bearer employs the banner of his order, his lord, or his own house to raise the spirits of his allies and warns enemies of impending doom. ABILITY:Cavalier Class Feature|AUTOMATIC|Standard Bearer ~ Banner|PRECLASS:1,Cavalier=1 ABILITY:Cavalier Class Feature|AUTOMATIC|Standard Bearer ~ Mount|PRECLASS:1,Cavalier=5 ABILITY:Cavalier Class Feature|AUTOMATIC|Standard Bearer ~ Banner of Solace|PRECLASS:1,Cavalier=11 ABILITY:Cavalier Class Feature|AUTOMATIC|Standard Bearer ~ Awesome Pennon|PRECLASS:1,Cavalier=20 COST:0 SOURCEPAGE:p.39 ASPECT:Archetype Base Class|Cavalier
-Strategist KEYCavalier Archetype ~ :Strategist CATEGORY:Archetype TYPE:Archetype.CavalierArchetype.CavalierExpertTrainer.CavalierGreaterBanner.CavalierCavaliersBonusFeat18 PRECLASS:1,Cavalier=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Cavalier Archetype ~ STRATEGIST],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CavalierExpertTrainer,TYPE.CavalierGreaterBanner,TYPE.CavalierCavaliersBonusFeat18] DESC:Some cavaliers make a lifelong mission out of their exceptional ability to direct troops on the battlefield, combining tactical insight with a preternatural skill at improving the teamwork of their allies in order to win the day. Such strategists are masters at learning the strengths and weaknesses of those they f ight alongside, and at employing those observations at the most opportune moments. The best of them are also skilled at determining the strengths and weaknesses of their enemies, as well as at countering some of those strengths with their own formidable abilities. ABILITY:Cavalier Class Feature|AUTOMATIC|Strategist ~ Tactician|PRECLASS:1,Cavalier=1 ABILITY:Cavalier Class Feature|AUTOMATIC|Strategist ~ Drill Instructor|PRECLASS:1,Cavalier=4 ABILITY:Cavalier Class Feature|AUTOMATIC|Strategist ~ Tactical Advantage|PRECLASS:1,Cavalier=14 ABILITY:Cavalier Class Feature|AUTOMATIC|Strategist ~ Strategic Supremacy|PRECLASS:1,Cavalier=18 COST:0 SOURCEPAGE:p.39 ASPECT:Archetype Base Class|Cavalier
+Strategist KEY:Cavalier Archetype ~ Strategist CATEGORY:Archetype TYPE:Archetype.CavalierArchetype.CavalierExpertTrainer.CavalierGreaterBanner.CavalierCavaliersBonusFeat18 PRECLASS:1,Cavalier=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Cavalier Archetype ~ STRATEGIST],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CavalierExpertTrainer,TYPE.CavalierGreaterBanner,TYPE.CavalierCavaliersBonusFeat18] DESC:Some cavaliers make a lifelong mission out of their exceptional ability to direct troops on the battlefield, combining tactical insight with a preternatural skill at improving the teamwork of their allies in order to win the day. Such strategists are masters at learning the strengths and weaknesses of those they f ight alongside, and at employing those observations at the most opportune moments. The best of them are also skilled at determining the strengths and weaknesses of their enemies, as well as at countering some of those strengths with their own formidable abilities. ABILITY:Cavalier Class Feature|AUTOMATIC|Strategist ~ Tactician|PRECLASS:1,Cavalier=1 ABILITY:Cavalier Class Feature|AUTOMATIC|Strategist ~ Drill Instructor|PRECLASS:1,Cavalier=4 ABILITY:Cavalier Class Feature|AUTOMATIC|Strategist ~ Tactical Advantage|PRECLASS:1,Cavalier=14 ABILITY:Cavalier Class Feature|AUTOMATIC|Strategist ~ Strategic Supremacy|PRECLASS:1,Cavalier=18 COST:0 SOURCEPAGE:p.39 ASPECT:Archetype Base Class|Cavalier
###Block: Cavalier Archetype Abilities ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
# BEAST RIDER
This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site.
|
Revision: 23745
http://sourceforge.net/p/pcgen/code/23745
Author: distant-scholar
Date: 2014-04-30 01:35:13 +0000 (Wed, 30 Apr 2014)
Log Message:
-----------
NEWSOURCE-204: Aegis archetypes added/updated.
Modified Paths:
--------------
Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_abilities_class_archetypes.lst
Modified: Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_abilities_class_archetypes.lst
===================================================================
--- Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_abilities_class_archetypes.lst 2014-04-30 01:09:13 UTC (rev 23744)
+++ Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_abilities_class_archetypes.lst 2014-04-30 01:35:13 UTC (rev 23745)
@@ -42,18 +42,20 @@
###Block: Aegis archetypes
# Ability Name Unique Key Category of Ability Type Required Class Multiple Requirements Description Ability Class Skill Cost Source Page
-Aberrant KEY:Aegis Archetype ~ Aberrant CATEGORY:Archetype TYPE:Archetype.AegisArchetype.AegisFormAstralSuit.AegisAstralRepair.AegisCraftsman.AegisMasterCraftsman PRECLASS:1,Aegis=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Aegis Archetype ~ Aberrant],[!PREABILITY:1,CATEGORY=Archetype,TYPE.AegisFormAstralSuit,TYPE.AegisAstralRepair,TYPE.AegisCraftsman,TYPE.AegisMasterCraftsman] DESC:You have discovered that by directly altering your body, you can achieve results similar to a typical aegis using ectoplasm, although you might have a more grisly appearance. ABILITY:Special Ability|AUTOMATIC|Transformed Body ~ Aberrant|PRECLASS:1,Aegis=1 ABILITY:Special Ability|AUTOMATIC|Vim ~ Aberrant|PRECLASS:1,Aegis=1 ABILITY:Special Ability|AUTOMATIC|Intimidate ~ Aberrant|PRECLASS:1,Aegis=2 ABILITY:Special Ability|AUTOMATIC|Psionic Form ~ Aberrant|PRECLASS:1,Aegis=5 COST:0 SOURCEPAGE:p.64
-Ectopic Artisan KEY:Aegis Archetype ~ Ectopic Artisan CATEGORY:Archetype TYPE:Archetype.AegisArchetype.AegisAstralRepair.AegisDamageReduction.AegisReconfigure.AegisMasterCraftsman.AegisCannibalizeSuit PRECLASS:1,Aegis=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Aegis Archetype ~ Ectopic Artisan],[!PREABILITY:1,CATEGORY=Archetype,TYPE.AegisAstralRepair,TYPE.AegisDamageReduction,TYPE.AegisReconfigure,TYPE.AegisMasterCraftsman,TYPE.AegisCannibalizeSuit] DESC:You blend the tools of the shaper into your own skills. ABILITY:Special Ability|AUTOMATIC|Astral Manipulation ~ Ectopic Artisan|PRECLASS:1,Aegis=1 ABILITY:Internal|AUTOMATIC|Ectoplasmic Creation ~ Ectopic Artisan|PRECLASS:1,Aegis=2 ABILITY:Special Ability|AUTOMATIC|Astral Warrior ~ Ectopic Artisan|PRECLASS:1,Aegis=3 ABILITY:Special Ability|AUTOMATIC|Cocooning Strike ~ Ectopic Artisan|PRECLASS:1,Aegis=5 ABILITY:Special Ability|AUTOMATIC|Astral Swarm ~ Ectopic Artisan|PRECLASS:1,Aegis=12 CSKILL:Disable Device COST:0 SOURCEPAGE:p.65
-Trailblazer KEY:Aegis Archetype ~ Trailblazer CATEGORY:Archetype TYPE:Archetype.AegisArchetype.AegisCraftsman.AegisReconfigure.AegisAugmentSuit.AegisMasterCraftsman.AegisUseMagicDevice PRECLASS:1,Aegis=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Aegis Archetype ~ Trailblazer],[!PREABILITY:1,CATEGORY=Archetype,TYPE.AegisCraftsman,TYPE.AegisReconfigure,TYPE.AegisMasterCraftsman,TYPE.AegisAugmentSuit,TYPE.AegisUseMagicDevice] DESC:You develop skills to aid you in tracking prey and avoiding obstacles, rather than in the learning how to manipulate and craft psionic items. ABILITY:Internal|AUTOMATIC|Track ~ Trailblazer|PRECLASS:1,Aegis=1 ABILITY:Special Ability|AUTOMATIC|Rapid Adjustment ~ Trailblazer|PRECLASS:1,Aegis=1 ABILITY:Special Ability|AUTOMATIC|Undetected Tracker ~ Trailblazer|PRECLASS:1,Aegis=4 ABILITY:Internal|AUTOMATIC|Trapfinding ~ Trailblazer|PRECLASS:1,Aegis=5 CSKILL:Survival COST:0 SOURCEPAGE:p.67
+Aberrant KEY:Aegis Archetype ~ Aberrant CATEGORY:Archetype TYPE:Archetype.AegisArchetype.AegisFormAstralSuit.AegisAstralRepair.AegisCraftsman.AegisMasterCraftsman PRECLASS:1,Aegis=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Aegis Archetype ~ Aberrant],[!PREABILITY:1,CATEGORY=Archetype,TYPE.AegisFormAstralSuit,TYPE.AegisAstralRepair,TYPE.AegisCraftsman,TYPE.AegisMasterCraftsman] DESC:You have discovered that by directly altering your body, you can achieve results similar to a typical aegis using ectoplasm, although you might have a more grisly appearance. ABILITY:Special Ability|AUTOMATIC|Transformed Body ~ Aberrant|PRECLASS:1,Aegis=1 ABILITY:Special Ability|AUTOMATIC|Vim ~ Aberrant|PRECLASS:1,Aegis=1 ABILITY:Special Ability|AUTOMATIC|Intimidate ~ Aberrant|PRECLASS:1,Aegis=2 ABILITY:Special Ability|AUTOMATIC|Psionic Form ~ Aberrant|PRECLASS:1,Aegis=5 COST:0 SOURCEPAGE:p.261
+Crystal Warrior KEY:Aegis Archetype ~ Crystal Warrior CATEGORY:Archetype TYPE:Archetype.AegisArchetype.AegisCustomizationPoint1.AegisAstralRepair.AegisInvigoratingSuit.AegisCustomizationPoint4.AegisReconfigureUse7.AegisCannibalizeSuit PRECLASS:1,Aegis=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Aegis Archetype ~ Crystal Warrior],[!PREABILITY:1,CATEGORY=Archetype,TYPE.AegisAstralRepair,TYPE.AegisInvigoratingSuit,TYPE.AegisReconfigureUse7,TYPE.AegisCannibalizeSuit] DESC:You have learned to form a psicrystal and shape your astral suit around it. ABILITY:Internal|AUTOMATIC|Psicrystal Affinity ~ Crystal Warrior|PRECLASS:1,Aegis=1 ABILITY:Special Ability|AUTOMATIC|Form Astral Suit ~ Crystal Warrior|PRECLASS:1,Aegis=1 ABILITY:Internal|AUTOMATIC|Missive ~ Crystal Warrior|PRECLASS:1,Aegis=1 ABILITY:Internal|AUTOMATIC|Psicrystal Containment ~ Crystal Warrior|PRECLASS:1,Aegis=3 ABILITY:Internal|AUTOMATIC|Energy Blast ~ Crystal Warrior|PRECLASS:1,Aegis=4 ABILITY:Special Ability|AUTOMATIC|Psicrystal Shot ~ Crystal Warrior|PRECLASS:1,Aegis=7 ABILITY:Special Ability|AUTOMATIC|Tactical Suit ~ Crystal Warrior|PRECLASS:1,Aegis=12 ABILITY:Special Ability|AUTOMATIC|Perfect Merger ~ Crystal Warrior|PRECLASS:1,Aegis=20 COST:0 SOURCEPAGE:p.262
+Ectopic Artisan KEY:Aegis Archetype ~ Ectopic Artisan CATEGORY:Archetype TYPE:Archetype.AegisArchetype.AegisAstralRepair.AegisDamageReduction.AegisReconfigure.AegisMasterCraftsman.AegisCannibalizeSuit PRECLASS:1,Aegis=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Aegis Archetype ~ Ectopic Artisan],[!PREABILITY:1,CATEGORY=Archetype,TYPE.AegisAstralRepair,TYPE.AegisDamageReduction,TYPE.AegisReconfigure,TYPE.AegisMasterCraftsman,TYPE.AegisCannibalizeSuit] DESC:You blend the tools of the shaper into your own skills. ABILITY:Special Ability|AUTOMATIC|Astral Manipulation ~ Ectopic Artisan|PRECLASS:1,Aegis=1 ABILITY:Internal|AUTOMATIC|Ectoplasmic Creation ~ Ectopic Artisan|PRECLASS:1,Aegis=2 ABILITY:Special Ability|AUTOMATIC|Astral Warrior ~ Ectopic Artisan|PRECLASS:1,Aegis=3 ABILITY:Special Ability|AUTOMATIC|Cocooning Strike ~ Ectopic Artisan|PRECLASS:1,Aegis=5 ABILITY:Special Ability|AUTOMATIC|Astral Swarm ~ Ectopic Artisan|PRECLASS:1,Aegis=12 CSKILL:Disable Device COST:0 SOURCEPAGE:p.263
+Trailblazer KEY:Aegis Archetype ~ Trailblazer CATEGORY:Archetype TYPE:Archetype.AegisArchetype.AegisCraftsman.AegisReconfigure.AegisAugmentSuit.AegisMasterCraftsman.AegisUseMagicDevice PRECLASS:1,Aegis=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Aegis Archetype ~ Trailblazer],[!PREABILITY:1,CATEGORY=Archetype,TYPE.AegisCraftsman,TYPE.AegisReconfigure,TYPE.AegisMasterCraftsman,TYPE.AegisAugmentSuit,TYPE.AegisUseMagicDevice] DESC:You develop skills to aid you in tracking prey and avoiding obstacles, rather than in the learning how to manipulate and craft psionic items. ABILITY:Internal|AUTOMATIC|Track ~ Trailblazer|PRECLASS:1,Aegis=1 ABILITY:Special Ability|AUTOMATIC|Rapid Adjustment ~ Trailblazer|PRECLASS:1,Aegis=1 ABILITY:Special Ability|AUTOMATIC|Undetected Tracker ~ Trailblazer|PRECLASS:1,Aegis=4 ABILITY:Internal|AUTOMATIC|Trapfinding ~ Trailblazer|PRECLASS:1,Aegis=5 CSKILL:Survival COST:0 SOURCEPAGE:p.264
+# below not checked yet
Annihilator KEY:Aegis Archetype ~ Annihilator CATEGORY:Archetype TYPE:Archetype.AegisArchetype.AegisAstralRepair.AegisAugmentSuit.AegisCannibalizeSuit PRECLASS:1,Aegis=1 PRERACE:1,Blue PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Aegis Archetype ~ Annihilator],[!PREABILITY:1,CATEGORY=Archetype,TYPE.AegisAstralRepair,TYPE.AegisAugmentSuit,TYPE.AegisCannibalizeSuit] DESC:You become a grandiose weapon of mass destruction. ABILITY:Special Ability|AUTOMATIC|Size Matters ~ Annihilator|PRECLASS:1,Aegis=1 ABILITY:Special Ability|AUTOMATIC|Strength of Mind ~ Annihilator|PRECLASS:1,Aegis=4 ABILITY:Special Ability|AUTOMATIC|Absorb Critical ~ Annihilator|PRECLASS:1,Aegis=12 COST:0 SOURCEPAGE:p.xx
# ================== Beginning of Aberrant Archetype ================= #
###Block: Abberant Aegis archetype abilities
# Ability Name Unique Key Category of Ability Type Define Innate Spells Description Ability Bonus to Ability Pool Combat bonus Bonus to HP Bonus to skill Modify VAR Source Page
-Transformed Body KEY:Transformed Body ~ Aberrant CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DEFINE:TransformedBodyACBonus|0 DEFINE:CustomPoints|0 DEFINE:AstralSuitLVL|0 DESC:You learn to modify your own form as a full-round action, rather than covering yourself in an ectoplasmic suit. This transformation lasts until it is dismissed, and you can dismiss the transformation as a free action. While this ability is active, you gain a +%1 natural armor bonus to your AC. You can modify your form in a fashion similar to the aegis's customization, but your options are more limited. Because you are modifying your own body, you can wear armor as normal. Customization Points:%2|TransformedBodyACBonus|CustomPoints ABILITY:Transformed Body Customization|AUTOMATIC|Hardened Strikes ~ Aegis ABILITY:Transformed Body Customization|AUTOMATIC|Brawn ~ Aegis ABILITY:Transformed Body Customization|AUTOMATIC|Darkvision ~ Aegis|PRECLASS:1,Aegis=2 ABILITY:Transformed Body Customization|AUTOMATIC|Improved Damage Reduction ~ Aegis|PRECLASS:1,Aegis=10 BONUS:ABILITYPOOL|Transformed Body Customization|CustomPoints BONUS:COMBAT|AC|TransformedBodyACBonus|TYPE=NaturalArmor BONUS:VAR|TransformedBodyACBonus|1+floor(AstralSuitLVL/5) BONUS:VAR|AstralSuitLVL|AegisLVL SOURCEPAGE:p.64
-Vim KEY:Vim ~ Aberrant CATEGORY:Special Ability TYPE:SpecialQuality.Psilike SPELLS:Innate|TIMES=ATWILL|Vim|PREVARGTEQ:PsionicFocusActive,1 DESC:You gain vim as a psi-like ability usable at will as long as you maintain psionic focus. SOURCEPAGE:p.64
-Intimidate KEY:Intimidate ~ Aberrant CATEGORY:Special Ability TYPE:SpecialQuality DEFINE:AberrantIntimidateBonus|0 DESC:You gain a +%1 bonus to Intimidate checks.|AberrantIntimidateBonus BONUS:SKILL|Intimidate|AberrantIntimidateBonus BONUS:VAR|AberrantIntimidateBonus|floor((AegisLVL+2)/4) SOURCEPAGE:p.64
-Psionic Form KEY:Psionic Form ~ Aberrant CATEGORY:Special Ability TYPE:SpecialQuality DESC:You gain 1 hit point for each psionic feat you have. BONUS:HP|CURRENTMAX|count("ABILITIES","CATEGORY=FEAT","TYPE=Psionic") SOURCEPAGE:p.64
+Transformed Body KEY:Transformed Body ~ Aberrant CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DEFINE:TransformedBodyACBonus|0 DEFINE:CustomPoints|0 DEFINE:AstralSuitLVL|0 DESC:You learn to modify your own form as a full-round action, rather than covering yourself in an ectoplasmic suit. This transformation lasts until it is dismissed, and you can dismiss the transformation as a free action. While this ability is active, you gain a +%1 natural armor bonus to your AC. You can modify your form in a fashion similar to the aegis's customization, but your options are more limited. Because you are modifying your own body, you can wear armor as normal. Customization Points:%2|TransformedBodyACBonus|CustomPoints ABILITY:Transformed Body Customization|AUTOMATIC|Hardened Strikes ~ Aegis ABILITY:Transformed Body Customization|AUTOMATIC|Brawn ~ Aegis ABILITY:Transformed Body Customization|AUTOMATIC|Darkvision ~ Aegis|PRECLASS:1,Aegis=2 ABILITY:Transformed Body Customization|AUTOMATIC|Improved Damage Reduction ~ Aegis|PRECLASS:1,Aegis=10 BONUS:ABILITYPOOL|Transformed Body Customization|CustomPoints BONUS:COMBAT|AC|TransformedBodyACBonus|TYPE=NaturalArmor BONUS:VAR|TransformedBodyACBonus|1+floor(AstralSuitLVL/5) BONUS:VAR|AstralSuitLVL|AegisLVL SOURCEPAGE:p.261
+Vim KEY:Vim ~ Aberrant CATEGORY:Special Ability TYPE:SpecialQuality.Psilike SPELLS:Innate|TIMES=ATWILL|Vim|PREVARGTEQ:PsionicFocusActive,1 DESC:You gain vim as a psi-like ability usable at will as long as you maintain psionic focus. SOURCEPAGE:p.261
+Intimidate KEY:Intimidate ~ Aberrant CATEGORY:Special Ability TYPE:SpecialQuality DEFINE:AberrantIntimidateBonus|0 DESC:You gain a +%1 bonus to Intimidate checks.|AberrantIntimidateBonus BONUS:SKILL|Intimidate|AberrantIntimidateBonus BONUS:VAR|AberrantIntimidateBonus|floor((AegisLVL+2)/4) SOURCEPAGE:p.261
+Psionic Form KEY:Psionic Form ~ Aberrant CATEGORY:Special Ability TYPE:SpecialQuality DESC:You gain 1 hit point for each psionic feat you have. BONUS:HP|CURRENTMAX|count("ABILITIES","CATEGORY=FEAT","TYPE=Psionic") SOURCEPAGE:p.261
###Block: Aberrant Customizations - Existent Customizations
# Ability Name Type
@@ -130,52 +132,63 @@
###Block: Aberrant Customizations - New Customizations
#Block: 1-point Customizations
# Ability Name Unique Key Category of Ability Type Required Ability Var. Min. Value Define Description Stackable? Multiple? Choose Ability Bonus to HP Bonus to skill Modify VAR Vision Cost Source Page Natural Attacks
-Disjointed KEY:Disjointed ~ Aegis CATEGORY:Special Ability TYPE:AberrantCustomization.SpecialQuality DESC:You gain a +2 bonus on Escape Artist checks. BONUS:SKILL|Escape Artist|2 COST:1 SOURCEPAGE:p.65
-Eyestalks KEY:Eyestalks ~ Aegis CATEGORY:Special Ability TYPE:AberrantCustomization.SpecialQuality DESC:Your eyes extend out on a pair of stacks, giving a +2 bonus on Perception checks and low-light vision. You are also capable of looking around corners while still maintaining cover. BONUS:SKILL|Perception|2 VISION:Low-Light Vision COST:1 SOURCEPAGE:p.11
-Tearing Sting KEY:Tearing Sting ~ Aegis CATEGORY:Special Ability TYPE:AberrantCustomization.SpecialQuality PREABILITY:1,CATEGORY=Special Ability,Stinger ~ Aegis DESC:When you make a successful attack with your stinger, it rips the flesh of the target, causing the target to bleed, taking 1 point of damage each round. COST:1 SOURCEPAGE:p.65
-Stinger KEY:Stinger ~ Aegis CATEGORY:Special Ability TYPE:AberrantCustomization.SpecialAttack DESC:You gain a stinger that resembles a scorpion's as a secondary natural attack that deals 1d4 points of piercing damage. COST:1 SOURCEPAGE:p.65 NATURALATTACKS:Stinger,Weapon.Natural.Melee.Piercing,*1,1d4
-Tentacle KEY:Tentacle ~ Aegis CATEGORY:Special Ability TYPE:AberrantCustomization.SpecialAttack DEFINE:TentacleBonusToGrab|-2 DESC:You grow a tentacle and gain a secondary natural attack with the tentacle that deals 1d4 points of damage. You also gain the grab ability and get a +%1 bonus to grab.|TentacleBonusToGrab STACK:YES MULT:YES CHOOSE:NUMCHOICES=4|NOCHOICE ABILITY:Special Ability|AUTOMATIC|Grab BONUS:VAR|TentacleBonusToGrab|2 COST:1 SOURCEPAGE:p.65 NATURALATTACKS:Tentacle,Weapon.Natural.Melee.Bludgeoning,*1,1d4
+Disjointed KEY:Disjointed ~ Aegis CATEGORY:Special Ability TYPE:AberrantCustomization.SpecialQuality DESC:You gain a +2 bonus on Escape Artist checks. BONUS:SKILL|Escape Artist|2 COST:1 SOURCEPAGE:p.261
+Eyestalks KEY:Eyestalks ~ Aegis CATEGORY:Special Ability TYPE:AberrantCustomization.SpecialQuality DESC:Your eyes extend out on a pair of stacks, giving a +2 bonus on Perception checks and low-light vision. You are also capable of looking around corners while still maintaining cover. BONUS:SKILL|Perception|2 VISION:Low-Light Vision COST:1 SOURCEPAGE:p.261
+Tearing Sting KEY:Tearing Sting ~ Aegis CATEGORY:Special Ability TYPE:AberrantCustomization.SpecialQuality PREABILITY:1,CATEGORY=Special Ability,Stinger ~ Aegis DESC:When you make a successful attack with your stinger, it rips the flesh of the target, causing the target to bleed, taking 1 point of damage each round. COST:1 SOURCEPAGE:p.261
+Stinger KEY:Stinger ~ Aegis CATEGORY:Special Ability TYPE:AberrantCustomization.SpecialAttack DESC:You gain a stinger that resembles a scorpion's as a secondary natural attack that deals 1d4 points of piercing damage. COST:1 SOURCEPAGE:p.262 NATURALATTACKS:Stinger,Weapon.Natural.Melee.Piercing,*1,1d4
+Tentacle KEY:Tentacle ~ Aegis CATEGORY:Special Ability TYPE:AberrantCustomization.SpecialAttack DEFINE:TentacleBonusToGrab|-2 DESC:You grow a tentacle and gain a secondary natural attack with the tentacle that deals 1d4 points of damage. You also gain the grab ability and get a +%1 bonus to grab.|TentacleBonusToGrab STACK:YES MULT:YES CHOOSE:NUMCHOICES=4|NOCHOICE ABILITY:Special Ability|AUTOMATIC|Grab BONUS:VAR|TentacleBonusToGrab|2 COST:1 SOURCEPAGE:p.262 NATURALATTACKS:Tentacle,Weapon.Natural.Melee.Bludgeoning,*1,1d4
#Block: 2-point customizations
-Improved Natural Armor KEY:Improved Natural Armor ~ Aegis CATEGORY:Special Ability TYPE:AberrantCustomization.SpecialQuality PREVARGTEQ:AstralSuitLVL,5 DEFINE:ImpNatArmorChoices|0 DESC:Your natural armor bonus increased by 1. STACK:YES MULT:YES CHOOSE:NUMCHOICES=ImpNatArmorChoices|NOCHOICE BONUS:VAR|TransformedBodyACBonus|1 BONUS:VAR|ImpNatArmorChoices|floor(AstralSuitLVL/5) COST:2 SOURCEPAGE:p.65
+Improved Natural Armor KEY:Improved Natural Armor ~ Aegis CATEGORY:Special Ability TYPE:AberrantCustomization.SpecialQuality PREVARGTEQ:AstralSuitLVL,5 DEFINE:ImpNatArmorChoices|0 DESC:Your natural armor bonus increased by 1. STACK:YES MULT:YES CHOOSE:NUMCHOICES=ImpNatArmorChoices|NOCHOICE BONUS:VAR|TransformedBodyACBonus|1 BONUS:VAR|ImpNatArmorChoices|floor(AstralSuitLVL/5) COST:2 SOURCEPAGE:p.262
# NEEDS CODE/DATA WORK: Encumbered as heavy armor? How to?
-Obese KEY:Obese ~ Aegis CATEGORY:Special Ability TYPE:AberrantCustomization.SpecialQuality DEFINE:ObeseHP|0 DESC:Your base movement is reduced as if you were wearing heavy armor,but you gain %1 extra hit points and your damage reduction improves by 1.|ObeseHP BONUS:HP|CURRENTMAX|ObeseHP BONUS:VAR|ObeseHP|AstralSuitLVL BONUS:VAR|AegisDR|1 COST:2 SOURCEPAGE:p.65
-Poison KEY:Poison ~ Aegis CATEGORY:Special Ability TYPE:AberrantCustomization.SpecialQuality PREABILITY:1,CATEGORY=Special Ability,Stinger ~ Aegis DEFINE:AberrantPoisonDC|0 DESC:Your stinger attacks deal 1 point of Strength damage (Fortitude DC %1 negates) on a successful attack.|AberrantPoisonDC BONUS:VAR|AberrantPoisonDC|10+floor(AstralSuitLVL/2)+CHA COST:2 SOURCEPAGE:p.65
+Obese KEY:Obese ~ Aegis CATEGORY:Special Ability TYPE:AberrantCustomization.SpecialQuality DEFINE:ObeseHP|0 DESC:Your base movement is reduced as if you were wearing heavy armor,but you gain %1 extra hit points and your damage reduction improves by 1.|ObeseHP BONUS:HP|CURRENTMAX|ObeseHP BONUS:VAR|ObeseHP|AstralSuitLVL BONUS:VAR|AegisDR|1 COST:2 SOURCEPAGE:p.262
+Poison KEY:Poison ~ Aegis CATEGORY:Special Ability TYPE:AberrantCustomization.SpecialQuality PREABILITY:1,CATEGORY=Special Ability,Stinger ~ Aegis DEFINE:AberrantPoisonDC|0 DESC:Your stinger attacks deal 1 point of Strength damage (Fortitude DC %1 negates) on a successful attack.|AberrantPoisonDC BONUS:VAR|AberrantPoisonDC|10+floor(AstralSuitLVL/2)+CHA COST:2 SOURCEPAGE:p.262
# NEEDS CODE/DATA WORK: Not set up for non-Medium size.
-Spikes KEY:Spikes ~ Aegis CATEGORY:Special Ability TYPE:AberrantCustomization.SpecialAttack DESC:You gain the ability to loose a volley of two spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment and deals 1d6+%1 damage (if you are Medium-sized). All targets must be within 30 feet of each other. You can launch only 24 spikes in any 24-hour period.|STR COST:2 SOURCEPAGE:p.65 NATURALATTACKS:Spike,Weapon.Natural.Ranged.Thrown.Piercing,*2,1d6
-Tear Flesh KEY:Tear Flesh ~ Aegis CATEGORY:Special Ability TYPE:AberrantCustomization.SpecialQuality PREABILITY:1,CATEGORY=Special Ability,Tentacle ~ Aegis DESC:When you have successfully grabbed a creature with your tentacles, you deal 1d6 damage per attached tentacle when the target breaks free. COST:2 SOURCEPAGE:p.65
+Spikes KEY:Spikes ~ Aegis CATEGORY:Special Ability TYPE:AberrantCustomization.SpecialAttack DESC:You gain the ability to loose a volley of two spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment and deals 1d6+%1 damage (if you are Medium-sized). All targets must be within 30 feet of each other. You can launch only 24 spikes in any 24-hour period.|STR COST:2 SOURCEPAGE:p.262 NATURALATTACKS:Spike,Weapon.Natural.Ranged.Thrown.Piercing,*2,1d6
+Tear Flesh KEY:Tear Flesh ~ Aegis CATEGORY:Special Ability TYPE:AberrantCustomization.SpecialQuality PREABILITY:1,CATEGORY=Special Ability,Tentacle ~ Aegis DESC:When you have successfully grabbed a creature with your tentacles, you deal 1d6 damage per attached tentacle when the target breaks free. COST:2 SOURCEPAGE:p.262
#Block: 3-point customizations
-Toxic KEY:Toxic ~ Aegis CATEGORY:Special Ability TYPE:AberrantCustomization.SpecialQuality DEFINE:AberrantSalivaTimes|0 DEFINE:AberrantSalivaDC|0 DESC:You can, %1/day, envenom a weapon that you wield or one natural attack with toxic saliva. Applying venom this way is a swift action and you are immune to this poison. Aberrant Saliva: Injury; save Fort DC %2; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.|AberrantSalivaTimes|AberrantSalivaDC BONUS:VAR|AberrantSalivaTimes|CON BONUS:VAR|AberrantSalivaDC|10+AstralSuitLVL/2+CON COST:3 SOURCEPAGE:p.65
+Toxic KEY:Toxic ~ Aegis CATEGORY:Special Ability TYPE:AberrantCustomization.SpecialQuality DEFINE:AberrantSalivaTimes|0 DEFINE:AberrantSalivaDC|0 DESC:You can, %1/day, envenom a weapon that you wield or one natural attack with toxic saliva. Applying venom this way is a swift action and you are immune to this poison. Aberrant Saliva: Injury; save Fort DC %2; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.|AberrantSalivaTimes|AberrantSalivaDC BONUS:VAR|AberrantSalivaTimes|CON BONUS:VAR|AberrantSalivaDC|10+AstralSuitLVL/2+CON COST:3 SOURCEPAGE:p.262
#Block: 4-point customizations
-Protective Shell KEY:Protective Shell ~ Aegis CATEGORY:Special Ability TYPE:AberrantCustomization.SpecialQuality PREVARGTEQ:AstralSuitLVL,12 DESC:You gain the ability to form a protective shell around your entire body, but lose your ability to move while it is active. As a full-round action, you gain heavy fortification and double your damage reduction, but you cannot make attacks of opportunity. COST:4 SOURCEPAGE:p.65
+Protective Shell KEY:Protective Shell ~ Aegis CATEGORY:Special Ability TYPE:AberrantCustomization.SpecialQuality PREVARGTEQ:AstralSuitLVL,12 DESC:You gain the ability to form a protective shell around your entire body, but lose your ability to move while it is active. As a full-round action, you gain heavy fortification and double your damage reduction, but you cannot make attacks of opportunity. COST:4 SOURCEPAGE:p.262
# ================== End of Aberrant Archetype ================= #
+
+###Block: Crystal Warrior Aegis archetype abilities
+Psicrystal Affinity KEY:Psicrystal Affinity ~ Crystal Warrior CATEGORY:Internal ABILITY:FEAT|AUTOMATIC|Psicrystal Affinity BONUS:VAR|CustomPoints|-1 SOURCEPAGE:p.262
+Form Astral Suit KEY:Form Astral Suit ~ Crystal Warrior CATEGORY:Special Ability TYPE:SpecialQuality DESC:To gain some abilities, your psicrystal must be physically touching you when you form your astral suit, and the psicrystal is consumed by the astral suit. SOURCEPAGE:p.262 ABILITY:Astral Suit Customization|AUTOMATIC|Ranged Attack ~ Aegis
+Missive KEY:Missive ~ Crystal Warrior CATEGORY:Internal SPELLS:Innate|TIMES=ATWILL|CASTERLEVEL=AegisLVL|Missive SOURCEPAGE:p.263
+Psicrystal Containment KEY:Psicrystal Containment ~ Crystal Warrior CATEGORY:Internal ABILITY:FEAT|AUTOMATIC|Psicrystal Containment SOURCEPAGE:p.263
+Energy Blast KEY:Energy Blast ~ Crystal Warrior CATEGORY:Internal ABILITY:Astral Suit Customization|AUTOMATIC|Energy Blast ~ Aegis BONUS:VAR|CustomPoints|-1 SOURCEPAGE:p.263
+Psicrystal Shot KEY:Psicrystal Shot ~ Crystal Warrior CATEGORY:Special Ability TYPE:SpecialAttack DESC:Your psicrystal can use its actions to use the ranged attack customization. BONUS:VAR|ReconfigureTimes|-1 SOURCEPAGE:p.263
+Tactical Suit KEY:Tactical Suit ~ Crystal Warrior CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DESC:%1/day, expend focus to be treated as if under the battlesense power (ML %2). You can spend a standard action to alter the benefit of this power.|TacticalSuitTimes|TacticalSuitML DEFINE:TacticalSuitTimes|0 BONUS:VAR|TacticalSuitTimes|1+floor((AegisLVL-12)/2) DEFINE:TacticalSuitML|floor(AegisLVL/2) SOURCEPAGE:p.263
+Perfect Merger KEY:Perfect Merger ~ Crystal Warrior CATEGORY:Special Ability TYPE:SpecialQuality DESC:You do not gain the 1/day boost to cannibalize suit. SOURCEPAGE:p.263
+
###Block: Ectopic Artisan Aegis archetype abilities
# Ability Name Unique Key Category of Ability Type Required Ability Define Innate Spells Description Stackable? Multiple? Choose Modify VAR Allow Follower Allowed Companions Cost Source Page
-Astral Manipulation KEY:Astral Manipulation ~ Ectopic Artisan CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DESC:As a standard action, you can touch an object and either deal 2 hit points of damage to the object or heal 2 hit points of damage, although broken objects cannot be repaired in this fashion. Damage dealt to objects is not subject to object hardness. SOURCEPAGE:p.65
-Ectoplasmic Creation KEY:Ectoplasmic Creation ~ Ectopic Artisan CATEGORY:Internal DEFINE:EctoplasmicCreationTimes|0 DEFINE:EctoplasmicCreationML|0 SPELLS:Innate|TIMES=EctoplasmicCreationTimes|CASTERLEVEL=EctoplasmicCreationML|Ectoplasmic Creation|PREVARLT:AegisLVL,11 SPELLS:Innate|TIMES=EctoplasmicCreationTimes|CASTERLEVEL=EctoplasmicCreationML|Ectoplasmic Creation (Major)|PREVARGTEQ:AegisLVL,11 BONUS:VAR|EctoplasmicCreationTimes|INT BONUS:VAR|EctoplasmicCreationML|floor(AegisLVL/2) SOURCEPAGE:p.66
-Astral Warrior KEY:Astral Warrior ~ Ectopic Artisan CATEGORY:Special Ability TYPE:SpecialQuality.Psilike DEFINE:AstralWarriorLVL|0 DESC:You can create an ally to aid you in battle. Creating an astral warrior takes one minute of concentration to complete and the astral warrior remains until dismissed by you. BONUS:VAR|AstralWarriorLVL|AegisLVL FOLLOWERS:Astral Warrior|1 COMPANIONLIST:Astral Warrior|Astral Warrior SOURCEPAGE:p.66
-Cocooning Strike KEY:Cocooning Strike ~ Ectopic Artisan CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DEFINE:CocooningStrikeDC|0 DESC:You gain a permanent customization that triggers on a critical hit while your astral suit is active. When triggered, the target is affected by ectoplasmic cocoon (Reflex DC %1 negates). This effect only works on Large or smaller creatures. This ability can only be triggered once per round. You can grant this customization to your astral warrior when it is created, but you lose access to it while the astral warrior is active and has been granted the customization.|CocooningStrikeDC BONUS:VAR|CocooningStrikeDC|10+floor(AegisLVL/2)+INT SOURCEPAGE:p.66
-Astral Swarm KEY:Astral Swarm ~ Ectopic Artisan CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DEFINE:AstralSwarmTimes|0 DESC:You can create an astral swarm %1/day.|AstralSwarmTimes BONUS:VAR|AstralSwarmTimes|max(0,floor((AegisLVL-10)/2)) SOURCEPAGE:p.66
+Astral Manipulation KEY:Astral Manipulation ~ Ectopic Artisan CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DESC:As a standard action, you can touch an object and either deal 2 hit points of damage to the object or heal 2 hit points of damage, although broken objects cannot be repaired in this fashion. Damage dealt to objects is not subject to object hardness. SOURCEPAGE:p.263
+Ectoplasmic Creation KEY:Ectoplasmic Creation ~ Ectopic Artisan CATEGORY:Internal DEFINE:EctoplasmicCreationTimes|0 DEFINE:EctoplasmicCreationML|0 SPELLS:Innate|TIMES=EctoplasmicCreationTimes|CASTERLEVEL=EctoplasmicCreationML|Ectoplasmic Creation|PREVARLT:AegisLVL,11 SPELLS:Innate|TIMES=EctoplasmicCreationTimes|CASTERLEVEL=EctoplasmicCreationML|Ectoplasmic Creation (Major)|PREVARGTEQ:AegisLVL,11 BONUS:VAR|EctoplasmicCreationTimes|INT BONUS:VAR|EctoplasmicCreationML|floor(AegisLVL/2) SOURCEPAGE:p.263
+Astral Warrior KEY:Astral Warrior ~ Ectopic Artisan CATEGORY:Special Ability TYPE:SpecialQuality.Psilike DEFINE:AstralWarriorLVL|0 DESC:You can create an ally to aid you in battle. Creating an astral warrior takes one minute of concentration to complete and the astral warrior remains until dismissed by you. BONUS:VAR|AstralWarriorLVL|AegisLVL FOLLOWERS:Astral Warrior|1 COMPANIONLIST:Astral Warrior|Astral Warrior SOURCEPAGE:p.263
+Cocooning Strike KEY:Cocooning Strike ~ Ectopic Artisan CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DEFINE:CocooningStrikeDC|0 DESC:You gain a permanent customization that triggers on a critical hit while your astral suit is active. When triggered, the target is affected by ectoplasmic cocoon (Reflex DC %1 negates). This effect only works on Large or smaller creatures. This ability can only be triggered once per round. You can grant this customization to your astral warrior when it is created, but you lose access to it while the astral warrior is active and has been granted the customization.|CocooningStrikeDC BONUS:VAR|CocooningStrikeDC|10+floor(AegisLVL/2)+INT SOURCEPAGE:p.263
+Astral Swarm KEY:Astral Swarm ~ Ectopic Artisan CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DEFINE:AstralSwarmTimes|0 DESC:You can create an astral swarm %1/day.|AstralSwarmTimes BONUS:VAR|AstralSwarmTimes|max(0,floor((AegisLVL-10)/2)) SOURCEPAGE:p.264
-Astral Warrior Transfer (1 point) KEY:AWT1 ~ Aegis CATEGORY:Special Ability TYPE:AstralSuitCustomization PREABILITY:1,CATEGORY=Special Ability,Astral Warrior ~ Ectopic Artisan DEFINE:TransferredCustomizationPoints|0 DESC:You have transferred %1 customization points to your Astral Warrior.|TransferredCustomizationPoints STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|TransferredCustomizationPoints|1 COST:1 SOURCEPAGE:p.12 SOURCEPAGE:p.66
-Astral Warrior Transfer (3 points) KEY:AWT3 ~ Aegis CATEGORY:Special Ability TYPE:AstralSuitCustomization PREABILITY:1,CATEGORY=Special Ability,Astral Warrior ~ Ectopic Artisan DEFINE:TransferredCustomizationPoints|0 DESC:You have transferred %1 customization points to your Astral Warrior.|TransferredCustomizationPoints STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|TransferredCustomizationPoints|3 COST:3 SOURCEPAGE:p.12 SOURCEPAGE:p.66
-Astral Warrior Transfer (5 points) KEY:AWT5 ~ Aegis CATEGORY:Special Ability TYPE:AstralSuitCustomization PREABILITY:1,CATEGORY=Special Ability,Astral Warrior ~ Ectopic Artisan DEFINE:TransferredCustomizationPoints|0 DESC:You have transferred %1 customization points to your Astral Warrior.|TransferredCustomizationPoints STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|TransferredCustomizationPoints|5 COST:5 SOURCEPAGE:p.12 SOURCEPAGE:p.66
-Astral Warrior Transfer (10 points) KEY:AWT10 ~ Aegis CATEGORY:Special Ability TYPE:AstralSuitCustomization PREABILITY:1,CATEGORY=Special Ability,Astral Warrior ~ Ectopic Artisan DEFINE:TransferredCustomizationPoints|0 DESC:You have transferred %1 customization points to your Astral Warrior.|TransferredCustomizationPoints STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|TransferredCustomizationPoints|10 COST:10 SOURCEPAGE:p.12 SOURCEPAGE:p.66
+Astral Warrior Transfer (1 point) KEY:AWT1 ~ Aegis CATEGORY:Special Ability TYPE:AstralSuitCustomization PREABILITY:1,CATEGORY=Special Ability,Astral Warrior ~ Ectopic Artisan DEFINE:TransferredCustomizationPoints|0 DESC:You have transferred %1 customization points to your Astral Warrior.|TransferredCustomizationPoints STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|TransferredCustomizationPoints|1 COST:1 SOURCEPAGE:p.12 SOURCEPAGE:p.263
+Astral Warrior Transfer (3 points) KEY:AWT3 ~ Aegis CATEGORY:Special Ability TYPE:AstralSuitCustomization PREABILITY:1,CATEGORY=Special Ability,Astral Warrior ~ Ectopic Artisan DEFINE:TransferredCustomizationPoints|0 DESC:You have transferred %1 customization points to your Astral Warrior.|TransferredCustomizationPoints STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|TransferredCustomizationPoints|3 COST:3 SOURCEPAGE:p.12 SOURCEPAGE:p.263
+Astral Warrior Transfer (5 points) KEY:AWT5 ~ Aegis CATEGORY:Special Ability TYPE:AstralSuitCustomization PREABILITY:1,CATEGORY=Special Ability,Astral Warrior ~ Ectopic Artisan DEFINE:TransferredCustomizationPoints|0 DESC:You have transferred %1 customization points to your Astral Warrior.|TransferredCustomizationPoints STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|TransferredCustomizationPoints|5 COST:5 SOURCEPAGE:p.12 SOURCEPAGE:p.263
+Astral Warrior Transfer (10 points) KEY:AWT10 ~ Aegis CATEGORY:Special Ability TYPE:AstralSuitCustomization PREABILITY:1,CATEGORY=Special Ability,Astral Warrior ~ Ectopic Artisan DEFINE:TransferredCustomizationPoints|0 DESC:You have transferred %1 customization points to your Astral Warrior.|TransferredCustomizationPoints STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|TransferredCustomizationPoints|10 COST:10 SOURCEPAGE:p.12 SOURCEPAGE:p.263
###Block: Trailblazer Aegis archetype abilities
# Ability Name Unique Key Category of Ability Type Define Description Ability Bonus to skill Modify VAR Source Page
Track ~ Trailblazer CATEGORY:Internal ABILITY:Special Ability|AUTOMATIC|Track BONUS:VAR|TrackLVL|AegisLVL
-Rapid Adjustment KEY:Rapid Adjustment ~ Trailblazer CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DESC:You can, as a swift action, alter your astral suit's customization to better allow you to follow prey or respond to changing environments, butyou are limited to the list of customizations below when doing so. The customization being lost and the customization being gained must both be in the list below. The customizations the trailblazer can select from are Burrow, Chameleon, Climb, Darkvision, Flight, Speed, Swim, Underwater Breath. SOURCEPAGE:p.67
-Undetected Tracker KEY:Undetected Tracker ~ Trailblazer CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DEFINE:UndetectedTrackerBonus|0 DESC:You add +%1 to Stealth checks as long as you are maintaining focus and have your astral suit active.|UndetectedTrackerBonus BONUS:SKILL|Stealth|UndetectedTrackerBonus*PsionicFocusActive BONUS:VAR|UndetectedTrackerBonus|floor(AegisLVL/2) SOURCEPAGE:p.67
+Rapid Adjustment KEY:Rapid Adjustment ~ Trailblazer CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DESC:You can, as a swift action, alter your astral suit's customization to better allow you to follow prey or respond to changing environments, butyou are limited to the list of customizations below when doing so. The customization being lost and the customization being gained must both be in the list below. The customizations the trailblazer can select from are Burrow, Chameleon, Climb, Darkvision, Flight, Speed, Swim, Underwater Breath. SOURCEPAGE:p.264
+Undetected Tracker KEY:Undetected Tracker ~ Trailblazer CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DEFINE:UndetectedTrackerBonus|0 DESC:You add +%1 to Stealth checks as long as you are maintaining focus and have your astral suit active.|UndetectedTrackerBonus BONUS:SKILL|Stealth|UndetectedTrackerBonus*PsionicFocusActive BONUS:VAR|UndetectedTrackerBonus|floor(AegisLVL/2) SOURCEPAGE:p.264
Trapfinding ~ Trailblazer CATEGORY:Internal ABILITY:Special Ability|AUTOMATIC|Trapfinding BONUS:VAR|TrapfindingLVL|AegisLVL
###Block: Trailblazer customizations
# Ability Name Unique Key Category of Ability Type Required Ability Var. Min. Value Description Ability Bonus to Ability Pool Cost Source Page
-Favored Terrain KEY:Favored Terrain ~ Trailblazer CATEGORY:Special Ability TYPE:AstralSuitCustomization PREABILITY:1,CATEGORY=Archetype,Aegis Archetype ~ Trailblazer PREVARGTEQ:AstralSuitLVL,5 ABILITY:Special Ability|AUTOMATIC|Basic Favored Terrain BONUS:ABILITYPOOL|Favored Terrain|1 COST:2 SOURCEPAGE:p.67
-Woodland Stride KEY:Woodland Stride ~ Trailblazer CATEGORY:Special Ability TYPE:AstralSuitCustomization.SpecialQuality PREABILITY:1,CATEGORY=Archetype,Aegis Archetype ~ Trailblazer PREVARGTEQ:AstralSuitLVL,10 DESC:While wearing your astral suit, you may move through any sort of undergrowth at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect you. COST:3 SOURCEPAGE:p.67
+Favored Terrain KEY:Favored Terrain ~ Trailblazer CATEGORY:Special Ability TYPE:AstralSuitCustomization PREABILITY:1,CATEGORY=Archetype,Aegis Archetype ~ Trailblazer PREVARGTEQ:AstralSuitLVL,5 ABILITY:Special Ability|AUTOMATIC|Basic Favored Terrain BONUS:ABILITYPOOL|Favored Terrain|1 COST:2 SOURCEPAGE:p.264
+Woodland Stride KEY:Woodland Stride ~ Trailblazer CATEGORY:Special Ability TYPE:AstralSuitCustomization.SpecialQuality PREABILITY:1,CATEGORY=Archetype,Aegis Archetype ~ Trailblazer PREVARGTEQ:AstralSuitLVL,10 DESC:While wearing your astral suit, you may move through any sort of undergrowth at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect you. COST:3 SOURCEPAGE:p.264
###Block: Annihilator Aegis archetype abilities
Size Matters KEY:Size Matters ~ Annihilator CATEGORY:Special Ability TYPE:SpecialQuality DESC:When forming your astral suit into either astral armor or astral juggernaut forms, you become Medium sized. SOURCEPAGE:p.xx ABILITY:Internal|AUTOMATIC|Size Matters Size Change|PREEQUIP:1,Astral Armor,Astral Juggernaut
@@ -183,6 +196,7 @@
Absorb Critical KEY:Absorb Critical ~ Annihilator CATEGORY:Special Ability TYPE:SpecialQuality DESC:You can dismiss your astral suit as an immediate action to turn a critical hit into a normal hit. Any applicable damage reduction from the astral suit is still applied to the attack. You can use this ability %1/day.|AbsorbCriticalTimes SOURCEPAGE:p.xx DEFINE:AbsorbCriticalTimes|0 BONUS:VAR|AbsorbCriticalTimes|3+INT
Size Matters Size Change CATEGORY:Internal TEMPLATE:Size Matters Size Change
+
###Block: Cryptic archetypes
# Ability Name Unique Key Category of Ability Type Required Class Multiple Requirements Description Ability Bonus to Ability Pool Class Skill Cost Source Page
Brutal Disruptor KEY:Cryptic Archetype ~ Brutal Disruptor CATEGORY:Archetype TYPE:Archetype.CrypticArchetype.CrypticDisableDevice.CrypticTrapfinding.CrypticTrapmaker.CrypticSwiftTrapper PRECLASS:1,Cryptic=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Cryptic Archetype ~ Brutal Disruptor],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CrypticDisableDevice,TYPE.CrypticTrapfinding,TYPE.CrypticTrapmaker,TYPE.CrypticSwiftTrapper] DESC:You do not simply see patterns, you focus your skills on destroying them. ABILITY:Special Ability|AUTOMATIC|Intimidating Pattern ~ Brutal Disruptor|PRECLASS:1,Cryptic=1 ABILITY:Special Ability|AUTOMATIC|Unnerving Disruption ~ Brutal Disruptor|PRECLASS:1,Cryptic=1 ABILITY:Special Ability|AUTOMATIC|Channeled Disruption ~ Brutal Disruptor|PRECLASS:1,Cryptic=6 CSKILL:Intimidate COST:0 SOURCEPAGE:p.68
This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site.
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From: <ama...@us...> - 2014-04-30 01:09:17
|
Revision: 23744
http://sourceforge.net/p/pcgen/code/23744
Author: amaitland
Date: 2014-04-30 01:09:13 +0000 (Wed, 30 Apr 2014)
Log Message:
-----------
Fix typo
Modified Paths:
--------------
Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst
Modified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst
===================================================================
--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst 2014-04-30 00:36:00 UTC (rev 23743)
+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst 2014-04-30 01:09:13 UTC (rev 23744)
@@ -1125,7 +1125,7 @@
###Block: Sensei
# Ability Name Unique Key Category of Ability Type Description Bonus to Ability Pool Combat bonus Modify VAR Source Page
-Skills KEY:Sensei ~ Skills CATEGORY:Special Ability TYPE:MonkClassFeatures.ArchetypeAbility.SpecialQuality DESC:A sensei gains Diplomacy, Linguistics, and all Knowledge skills as class skills. SOURCEPAGE:p.60 CSKILL|Diplomacy|Linguistics|TYPE=Knowledge
+Skills KEY:Sensei ~ Skills CATEGORY:Special Ability TYPE:MonkClassFeatures.ArchetypeAbility.SpecialQuality DESC:A sensei gains Diplomacy, Linguistics, and all Knowledge skills as class skills. SOURCEPAGE:p.60 CSKILL:Diplomacy|Linguistics|TYPE=Knowledge
Advice KEY:Sensei ~ Advice CATEGORY:Special Ability TYPE:MonkClassFeatures.Extraordinary.ArchetypeAbility.SpecialQuality DESC:A sensei's advice is identical to bardic performance (using oratory), allowing him to inspire courage at 1st level, inspire competence at 3rd level, and inspire greatness at 9th level, as a bard of the sensei's level, usable a total number of rounds per day equal to his level + his Wisdom modifier (minimum 1). This ability replaces flurry of blows, fast movement, and improved evasion. SOURCEPAGE:p.60
Insightful Strike KEY:Sensei ~ Insightful Strike CATEGORY:Special Ability TYPE:MonkClassFeatures.Extraordinary.ArchetypeAbility.SpecialQuality DESC:At 2nd level, a sensei may use his Wisdom bonus in lieu of his Strength or Dexterity on attack rolls and combat maneuver checks with unarmed strikes or monk weapons. This ability replaces evasion and the bonus feat gained at 2nd level. BONUS:ABILITYPOOL|Choose Attack Rolls Stat|1 SOURCEPAGE:p.60
Mystic Wisdom KEY:Sensei ~ Mystic Wisdom CATEGORY:Special Ability TYPE:MonkClassFeatures.Supernatural.ArchetypeAbility.SpecialQuality DESC:At 6th level, a sensei may use his advice ability when spending points from his ki pool to activate a class ability (using the normal actions required for each) in order to have that ability affect one ally within 30 feet rather than the sensei himself. At 12th level, a sensei may affect all allies within 30 feet rather than himself (spending points from his ki pool only once, not once for each target). At 12th level, a sensei may instead spend 1 point from his ki pool (as a swift action) while using advice to provide a single ally within 30 feet with evasion, fast movement, high jump, purity of body, or slow fall. At 18th level, a sensei may spend 2 points to grant one of the abilities listed above to all allies within 30 feet, or diamond body, diamond soul, or improved evasion to a single ally within 30 feet. These abilities function at the sensei's level and last 1 round. This ability replaces the bonus feats at 6th, 12th, and 18th level. SOURCEPAGE:p.60
This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site.
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From: <ama...@us...> - 2014-04-30 00:36:26
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Revision: 23743
http://sourceforge.net/p/pcgen/code/23743
Author: amaitland
Date: 2014-04-30 00:36:00 +0000 (Wed, 30 Apr 2014)
Log Message:
-----------
DATA-1709
Bring Pathfinder up to speed (Project)
Modified Paths:
--------------
Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_class.lst
Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst
Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilitycategories.lst
Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_classes.lst
Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_companionmods.lst
Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_feats.lst
Modified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_class.lst
===================================================================
--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_class.lst 2014-04-29 23:22:43 UTC (rev 23742)
+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/core_rulebook/cr_abilities_class.lst 2014-04-30 00:36:00 UTC (rev 23743)
@@ -874,71 +874,71 @@
# Ability Name Category of Ability Type Visible Define Description Source Page Aspects Description of the Benefits
Basic Favored Enemy CATEGORY:Special Ability TYPE:RangerClassFeatures.Internal.ClassFeatures VISIBLE:NO DEFINE:FavoredBase|2
# Ability Name Category of Ability Type Visible Define Description Source Page Aspects Description of the Benefits
-Favored Enemy (Aberration) KEY:Favored Enemy ~ Aberration CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredAberration|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against aberrations.|FavoredAberration SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredAberration BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against aberrations. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredAberration
-Favored Enemy (Animal) KEY:Favored Enemy ~ Animal CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredAnimal|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against animals.|FavoredAnimal SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredAnimal BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against animals. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredAnimal
-Favored Enemy (Construct) KEY:Favored Enemy ~ Construct CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredConstruct|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against constructs.|FavoredConstruct SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredConstruct BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against constructs. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredConstruct
-Favored Enemy (Dragon) KEY:Favored Enemy ~ Dragon CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredDragon|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against dragons.|FavoredDragon SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredDragon BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against dragons. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredDragon
-Favored Enemy (Fey) KEY:Favored Enemy ~ Fey CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredFey|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against fey.|FavoredFey SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredFey BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against fey. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredFey
-Favored Enemy (Humanoid (Aquatic)) KEY:Favored Enemy ~ Humanoid (Aquatic) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredHumanoidAquatic|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against aquatic humanoids.|FavoredHumanoidAquatic SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredHumanoidAquatic BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against aquatic humanoids. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidAquatic
-Favored Enemy (Humanoid (Dwarf)) KEY:Favored Enemy ~ Humanoid (Dwarf) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredHumanoidDwarf|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against dwarves.|FavoredHumanoidDwarf SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredHumanoidDwarf BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against dwarves. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidDwarf
-Favored Enemy (Humanoid (Elf)) KEY:Favored Enemy ~ Humanoid (Elf) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredHumanoidElf|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against elves.|FavoredHumanoidElf SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredHumanoidElf BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against elves. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidElf
-Favored Enemy (Humanoid (Giant)) KEY:Favored Enemy ~ Humanoid (Giant) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredHumanoidGiant|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against giants.|FavoredHumanoidGiant SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredHumanoidGiant BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against giants. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidGiant
-Favored Enemy (Humanoid (Goblinoid)) KEY:Favored Enemy ~ Humanoid (Goblinoid) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredHumanoidGoblinoid|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against goblinoids.|FavoredHumanoidGoblinoid SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredHumanoidGoblinoid BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against goblinoids. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidGoblinoid
-Favored Enemy (Humanoid (Gnoll)) KEY:Favored Enemy ~ Humanoid (Gnoll) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredHumanoidGnoll|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against gnolls.|FavoredHumanoidGnoll SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredHumanoidGnoll BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against gnolls. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidGnoll
-Favored Enemy (Humanoid (Gnome)) KEY:Favored Enemy ~ Humanoid (Gnome) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredHumanoidGnome|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against gnomes.|FavoredHumanoidGnome SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredHumanoidGnome BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against gnomes. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidGnome
-Favored Enemy (Humanoid (Halfling)) KEY:Favored Enemy ~ Humanoid (Halfling) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredHumanoidHalfling|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against halflings.|FavoredHumanoidHalfling SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredHumanoidHalfling BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against halflings. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidHalfling
-Favored Enemy (Humanoid (Human)) KEY:Favored Enemy ~ Humanoid (Human) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredHumanoidHuman|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against humans.|FavoredHumanoidHuman SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredHumanoidHuman BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against humans. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidHuman
-Favored Enemy (Humanoid (Orc)) KEY:Favored Enemy ~ Humanoid (Orc) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredHumanoidOrc|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against orcs.|FavoredHumanoidOrc SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredHumanoidOrc BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against orcs. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidOrc
-Favored Enemy (Humanoid (Reptilian)) KEY:Favored Enemy ~ Humanoid (Reptilian) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredHumanoidReptilian|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against reptilian humanoids.|FavoredHumanoidReptilian SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredHumanoidReptilian BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against reptilian humanoids. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidReptilian
-Favored Enemy (Magical Beast) KEY:Favored Enemy ~ Magical Beast CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredMagicalBeast|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against magical beasts.|FavoredMagicalBeast SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredMagicalBeast BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against magical beasts. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredMagicalBeast
-Favored Enemy (Monstrous Humanoid) KEY:Favored Enemy ~ Monstrous Humanoid CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredMonstrousHumanoid|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against monstrous humanoids.|FavoredMonstrousHumanoid SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredMonstrousHumanoid BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against monstrous humanoids. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredMonstrousHumanoid
-Favored Enemy (Ooze) KEY:Favored Enemy ~ Ooze CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredOoze|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against oozes.|FavoredOoze SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredOoze BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against oozes. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOoze
-Favored Enemy (Outsider (Air)) KEY:Favored Enemy ~ Outsider (Air) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredOutsiderAir|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against outsiders with the air subtype.|FavoredOutsiderAir SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredOutsiderAir BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against outsiders with the air subtype. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderAir
-Favored Enemy (Outsider (Chaotic)) KEY:Favored Enemy ~ Outsider (Chaotic) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredOutsiderChaotic|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against chaotic outsiders.|FavoredOutsiderChaotic SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredOutsiderChaotic BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against chaotic outsiders. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderChaotic
-Favored Enemy (Outsider (Earth)) KEY:Favored Enemy ~ Outsider (Earth) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredOutsiderEarth|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against outsiders with the earth subtype.|FavoredOutsiderEarth SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredOutsiderEarth BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against outsiders with the earth subtype. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderEarth
-Favored Enemy (Outsider (Evil)) KEY:Favored Enemy ~ Outsider (Evil) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredOutsiderEvil|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against evil outsiders.|FavoredOutsiderEvil SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredOutsiderEvil BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against evil outsiders. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderEvil
-Favored Enemy (Outsider (Fire)) KEY:Favored Enemy ~ Outsider (Fire) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredOutsiderFire|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against outsiders with the fire subtype.|FavoredOutsiderFire SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredOutsiderFire BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against outsiders with the fire subtype. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderFire
-Favored Enemy (Outsider (Good)) KEY:Favored Enemy ~ Outsider (Good) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredOutsiderGood|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against good outsiders.|FavoredOutsiderGood SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredOutsiderGood BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against good outsiders. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderGood
-Favored Enemy (Outsider (Lawful)) KEY:Favored Enemy ~ Outsider (Lawful) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredOutsiderLawful|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against lawful outsiders.|FavoredOutsiderLawful SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredOutsiderLawful BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against lawful outsiders. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderLawful
-Favored Enemy (Outsider (Native)) KEY:Favored Enemy ~ Outsider (Native) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredOutsiderNative|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against native outsiders.|FavoredOutsiderNative SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredOutsiderNative BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against native outsiders. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderNative
-Favored Enemy (Outsider (Water)) KEY:Favored Enemy ~ Outsider (Water) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredOutsiderWater|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against outsiders with the water subtype.|FavoredOutsiderWater SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredOutsiderWater BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against outsiders with the water subtype. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderWater
-Favored Enemy (Plant) KEY:Favored Enemy ~ Plant CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredPlant|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against plant creatures.|FavoredPlant SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredPlant BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against plant creatures. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredPlant
-Favored Enemy (Undead) KEY:Favored Enemy ~ Undead CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredUndead|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against undead.|FavoredUndead SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredUndead BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against undead. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredUndead
-Favored Enemy (Vermin) KEY:Favored Enemy ~ Vermin CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredVermin|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against vermin.|FavoredVermin SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredVermin BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against vermin. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredVermin
+Aberration KEY:Favored Enemy ~ Aberration CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredAberration|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against aberrations.|FavoredAberration SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredAberration BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against aberrations. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredAberration
+Animal KEY:Favored Enemy ~ Animal CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredAnimal|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against animals.|FavoredAnimal SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredAnimal BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against animals. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredAnimal
+Construct KEY:Favored Enemy ~ Construct CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredConstruct|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against constructs.|FavoredConstruct SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredConstruct BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against constructs. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredConstruct
+Dragon KEY:Favored Enemy ~ Dragon CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredDragon|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against dragons.|FavoredDragon SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredDragon BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against dragons. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredDragon
+Fey KEY:Favored Enemy ~ Fey CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredFey|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against fey.|FavoredFey SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredFey BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against fey. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredFey
+Humanoid (Aquatic) KEY:Favored Enemy ~ Humanoid (Aquatic) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredHumanoidAquatic|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against aquatic humanoids.|FavoredHumanoidAquatic SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredHumanoidAquatic BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against aquatic humanoids. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidAquatic
+Humanoid (Dwarf) KEY:Favored Enemy ~ Humanoid (Dwarf) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredHumanoidDwarf|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against dwarves.|FavoredHumanoidDwarf SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredHumanoidDwarf BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against dwarves. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidDwarf
+Humanoid (Elf) KEY:Favored Enemy ~ Humanoid (Elf) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredHumanoidElf|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against elves.|FavoredHumanoidElf SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredHumanoidElf BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against elves. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidElf
+Humanoid (Giant) KEY:Favored Enemy ~ Humanoid (Giant) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredHumanoidGiant|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against giants.|FavoredHumanoidGiant SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredHumanoidGiant BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against giants. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidGiant
+Humanoid (Goblinoid) KEY:Favored Enemy ~ Humanoid (Goblinoid) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredHumanoidGoblinoid|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against goblinoids.|FavoredHumanoidGoblinoid SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredHumanoidGoblinoid BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against goblinoids. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidGoblinoid
+Humanoid (Gnoll) KEY:Favored Enemy ~ Humanoid (Gnoll) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredHumanoidGnoll|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against gnolls.|FavoredHumanoidGnoll SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredHumanoidGnoll BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against gnolls. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidGnoll
+Humanoid (Gnome) KEY:Favored Enemy ~ Humanoid (Gnome) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredHumanoidGnome|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against gnomes.|FavoredHumanoidGnome SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredHumanoidGnome BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against gnomes. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidGnome
+Humanoid (Halfling) KEY:Favored Enemy ~ Humanoid (Halfling) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredHumanoidHalfling|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against halflings.|FavoredHumanoidHalfling SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredHumanoidHalfling BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against halflings. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidHalfling
+Humanoid (Human) KEY:Favored Enemy ~ Humanoid (Human) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredHumanoidHuman|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against humans.|FavoredHumanoidHuman SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredHumanoidHuman BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against humans. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidHuman
+Humanoid (Orc) KEY:Favored Enemy ~ Humanoid (Orc) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredHumanoidOrc|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against orcs.|FavoredHumanoidOrc SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredHumanoidOrc BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against orcs. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidOrc
+Humanoid (Reptilian) KEY:Favored Enemy ~ Humanoid (Reptilian) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredHumanoidReptilian|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against reptilian humanoids.|FavoredHumanoidReptilian SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredHumanoidReptilian BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against reptilian humanoids. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredHumanoidReptilian
+Magical Beast KEY:Favored Enemy ~ Magical Beast CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredMagicalBeast|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against magical beasts.|FavoredMagicalBeast SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredMagicalBeast BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against magical beasts. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredMagicalBeast
+Monstrous Humanoid KEY:Favored Enemy ~ Monstrous Humanoid CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredMonstrousHumanoid|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against monstrous humanoids.|FavoredMonstrousHumanoid SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredMonstrousHumanoid BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against monstrous humanoids. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredMonstrousHumanoid
+Ooze KEY:Favored Enemy ~ Ooze CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredOoze|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against oozes.|FavoredOoze SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredOoze BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against oozes. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOoze
+Outsider (Air) KEY:Favored Enemy ~ Outsider (Air) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredOutsiderAir|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against outsiders with the air subtype.|FavoredOutsiderAir SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredOutsiderAir BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against outsiders with the air subtype. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderAir
+Outsider (Chaotic) KEY:Favored Enemy ~ Outsider (Chaotic) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredOutsiderChaotic|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against chaotic outsiders.|FavoredOutsiderChaotic SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredOutsiderChaotic BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against chaotic outsiders. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderChaotic
+Outsider (Earth) KEY:Favored Enemy ~ Outsider (Earth) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredOutsiderEarth|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against outsiders with the earth subtype.|FavoredOutsiderEarth SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredOutsiderEarth BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against outsiders with the earth subtype. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderEarth
+Outsider (Evil) KEY:Favored Enemy ~ Outsider (Evil) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredOutsiderEvil|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against evil outsiders.|FavoredOutsiderEvil SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredOutsiderEvil BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against evil outsiders. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderEvil
+Outsider (Fire) KEY:Favored Enemy ~ Outsider (Fire) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredOutsiderFire|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against outsiders with the fire subtype.|FavoredOutsiderFire SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredOutsiderFire BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against outsiders with the fire subtype. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderFire
+Outsider (Good) KEY:Favored Enemy ~ Outsider (Good) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredOutsiderGood|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against good outsiders.|FavoredOutsiderGood SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredOutsiderGood BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against good outsiders. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderGood
+Outsider (Lawful) KEY:Favored Enemy ~ Outsider (Lawful) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredOutsiderLawful|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against lawful outsiders.|FavoredOutsiderLawful SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredOutsiderLawful BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against lawful outsiders. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderLawful
+Outsider (Native) KEY:Favored Enemy ~ Outsider (Native) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredOutsiderNative|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against native outsiders.|FavoredOutsiderNative SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredOutsiderNative BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against native outsiders. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderNative
+Outsider (Water) KEY:Favored Enemy ~ Outsider (Water) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredOutsiderWater|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against outsiders with the water subtype.|FavoredOutsiderWater SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredOutsiderWater BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against outsiders with the water subtype. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredOutsiderWater
+Plant KEY:Favored Enemy ~ Plant CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredPlant|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against plant creatures.|FavoredPlant SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredPlant BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against plant creatures. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredPlant
+Undead KEY:Favored Enemy ~ Undead CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredUndead|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against undead.|FavoredUndead SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredUndead BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against undead. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredUndead
+Vermin KEY:Favored Enemy ~ Vermin CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemy.SpecialAttack.Extraordinary.AttackOption DEFINE:FavoredVermin|FavoredBase DESC:You gain a +%1 bonus on Attack rolls, Damage roll and skill checks against vermin.|FavoredVermin SOURCEPAGE:p.64 ASPECT:Ability Benefit|+%1|FavoredVermin BENEFIT:You gain a +%1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against vermin. Likewise, you get a +%1 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.|FavoredVermin
###Block: Favored Enemy Bonuses
-# Ability Name Category of Ability Type Visible Required Ability Stackable? Multiple? Choose Modify VAR
-Favored Enemy Bonus (Aberration) KEY:Favored Enemy Bonus ~ Aberration CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Aberration) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredAberration|2
-Favored Enemy Bonus (Animal) KEY:Favored Enemy Bonus ~ Animal CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Animal) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredAnimal|2
-Favored Enemy Bonus (Construct) KEY:Favored Enemy Bonus ~ Construct CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Construct) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredConstruct|2
-Favored Enemy Bonus (Dragon) KEY:Favored Enemy Bonus ~ Dragon CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Dragon) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredDragon|2
-Favored Enemy Bonus (Fey) KEY:Favored Enemy Bonus ~ Fey CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Fey) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredFey|2
-Favored Enemy Bonus (Humanoid (Aquatic)) KEY:Favored Enemy Bonus ~ Humanoid (Aquatic) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Aquatic)) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredHumanoidAquatic|2
-Favored Enemy Bonus (Humanoid (Dwarf)) KEY:Favored Enemy Bonus ~ Humanoid (Dwarf) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Dwarf)) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredHumanoidDwarf|2
-Favored Enemy Bonus (Humanoid (Elf)) KEY:Favored Enemy Bonus ~ Humanoid (Elf) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Elf)) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredHumanoidElf|2
-Favored Enemy Bonus (Humanoid (Giant)) KEY:Favored Enemy Bonus ~ Humanoid (Giant) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Giant)) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredHumanoidGiant|2
-Favored Enemy Bonus (Humanoid (Gnoll)) KEY:Favored Enemy Bonus ~ Humanoid (Gnoll) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Gnoll)) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredHumanoidGnoll|2
-Favored Enemy Bonus (Humanoid (Gnome)) KEY:Favored Enemy Bonus ~ Humanoid (Gnome) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Gnome)) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredHumanoidGnome|2
-Favored Enemy Bonus (Humanoid (Goblinoid)) KEY:Favored Enemy Bonus ~ Humanoid (Goblinoid) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Goblinoid)) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredHumanoidGoblinoid|2
-Favored Enemy Bonus (Humanoid (Halfling)) KEY:Favored Enemy Bonus ~ Humanoid (Halfling) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Halfling)) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredHumanoidHalfling|2
-Favored Enemy Bonus (Humanoid (Human)) KEY:Favored Enemy Bonus ~ Humanoid (Human) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Human)) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredHumanoidHuman|2
-Favored Enemy Bonus (Humanoid (Orc)) KEY:Favored Enemy Bonus ~ Humanoid (Orc) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Orc)) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredHumanoidOrc|2
-Favored Enemy Bonus (Humanoid (Reptilian)) KEY:Favored Enemy Bonus ~ Humanoid (Reptilian) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Humanoid (Reptilian)) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredHumanoidReptilian|2
-Favored Enemy Bonus (Magical Beast) KEY:Favored Enemy Bonus ~ Magical Beast CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Magical Beast) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredMagicalBeast|2
-Favored Enemy Bonus (Monstrous Humanoid) KEY:Favored Enemy Bonus ~ Monstrous Humanoid CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Monstrous Humanoid) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredMonstrousHumanoid|2
-Favored Enemy Bonus (Ooze) KEY:Favored Enemy Bonus ~ Ooze CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Ooze) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredOoze|2
-Favored Enemy Bonus (Outsider (Air)) KEY:Favored Enemy Bonus ~ Outsider (Air) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Outsider (Air)) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredOutsiderAir|2
-Favored Enemy Bonus (Outsider (Earth)) KEY:Favored Enemy Bonus ~ Outsider (Earth) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Outsider (Earth)) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredOutsiderEarth|2
-Favored Enemy Bonus (Outsider (Fire)) KEY:Favored Enemy Bonus ~ Outsider (Fire) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Outsider (Fire)) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredOutsiderFire|2
-Favored Enemy Bonus (Outsider (Water)) KEY:Favored Enemy Bonus ~ Outsider (Water) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Outsider (Water)) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredOutsiderWater|2
-Favored Enemy Bonus (Outsider (Lawful)) KEY:Favored Enemy Bonus ~ Outsider (Lawful) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Outsider (Lawful)) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredOutsiderLawful|2
-Favored Enemy Bonus (Outsider (Chaotic)) KEY:Favored Enemy Bonus ~ Outsider (Chaotic) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Outsider (Chaotic)) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredOutsiderChaotic|2
-Favored Enemy Bonus (Outsider (Good)) KEY:Favored Enemy Bonus ~ Outsider (Good) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Outsider (Good)) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredOutsiderGood|2
-Favored Enemy Bonus (Outsider (Evil)) KEY:Favored Enemy Bonus ~ Outsider (Evil) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Outsider (Evil)) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredOutsiderEvil|2
-Favored Enemy Bonus (Outsider (Native)) KEY:Favored Enemy Bonus ~ Outsider (Native) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Outsider (Native)) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredOutsiderNative|2
-Favored Enemy Bonus (Plant) KEY:Favored Enemy Bonus ~ Plant CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Plant) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredPlant|2
-Favored Enemy Bonus (Undead) KEY:Favored Enemy Bonus ~ Undead CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Undead) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredUndead|2
-Favored Enemy Bonus (Vermin) KEY:Favored Enemy Bonus ~ Vermin CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy (Vermin) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredVermin|2
+# Ability Name KEY Category of Ability Type Visible Required Ability Stackable? Multiple? Choose Modify VAR
+Aberration KEY:Favored Enemy Bonus ~ Aberration CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy ~ Aberration STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredAberration|2
+Animal KEY:Favored Enemy Bonus ~ Animal CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy ~ Animal STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredAnimal|2
+Construct KEY:Favored Enemy Bonus ~ Construct CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy ~ Construct STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredConstruct|2
+Dragon KEY:Favored Enemy Bonus ~ Dragon CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy ~ Dragon STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredDragon|2
+Fey KEY:Favored Enemy Bonus ~ Fey CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy ~ Fey STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredFey|2
+Humanoid (Aquatic) KEY:Favored Enemy Bonus ~ Humanoid (Aquatic) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy ~ Humanoid (Aquatic) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredHumanoidAquatic|2
+Humanoid (Dwarf) KEY:Favored Enemy Bonus ~ Humanoid (Dwarf) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy ~ Humanoid (Dwarf) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredHumanoidDwarf|2
+Humanoid (Elf) KEY:Favored Enemy Bonus ~ Humanoid (Elf) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy ~ Humanoid (Elf) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredHumanoidElf|2
+Humanoid (Giant) KEY:Favored Enemy Bonus ~ Humanoid (Giant) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy ~ Humanoid (Giant) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredHumanoidGiant|2
+Humanoid (Gnoll) KEY:Favored Enemy Bonus ~ Humanoid (Gnoll) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy ~ Humanoid (Gnoll) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredHumanoidGnoll|2
+Humanoid (Gnome) KEY:Favored Enemy Bonus ~ Humanoid (Gnome) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy ~ Humanoid (Gnome) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredHumanoidGnome|2
+Humanoid (Goblinoid) KEY:Favored Enemy Bonus ~ Humanoid (Goblinoid) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy ~ Humanoid (Goblinoid) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredHumanoidGoblinoid|2
+Humanoid (Halfling) KEY:Favored Enemy Bonus ~ Humanoid (Halfling) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy ~ Humanoid (Halfling) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredHumanoidHalfling|2
+Humanoid (Human) KEY:Favored Enemy Bonus ~ Humanoid (Human) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy ~ Humanoid (Human) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredHumanoidHuman|2
+Humanoid (Orc) KEY:Favored Enemy Bonus ~ Humanoid (Orc) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy ~ Humanoid (Orc) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredHumanoidOrc|2
+Humanoid (Reptilian) KEY:Favored Enemy Bonus ~ Humanoid (Reptilian) CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy ~ Humanoid (Reptilian) STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredHumanoidReptilian|2
+Magical Beast KEY:Favored Enemy Bonus ~ Magical Beast CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy ~ Magical Beast STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredMagicalBeast|2
+Monstrous Humanoid KEY:Favored Enemy Bonus ~ Monstrous Humanoid CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy ~ Monstrous Humanoid STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredMonstrousHumanoid|2
+Ooze KEY:Favored Enemy Bonus ~ Ooze CATEGORY:Special Ability TYPE:RangerClassFeatures.FavoredEnemyBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Enemy ~ Ooze STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredOoze|2
+Outsid...
[truncated message content] |
|
From: <ama...@us...> - 2014-04-29 23:22:46
|
Revision: 23742
http://sourceforge.net/p/pcgen/code/23742
Author: amaitland
Date: 2014-04-29 23:22:43 +0000 (Tue, 29 Apr 2014)
Log Message:
-----------
DATA-1742
Implement missing Class Skills for Sensei Monk Archetype (Remove Space)
Modified Paths:
--------------
Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst
Modified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst
===================================================================
--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst 2014-04-29 23:21:00 UTC (rev 23741)
+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst 2014-04-29 23:22:43 UTC (rev 23742)
@@ -1116,7 +1116,7 @@
###Block: Sensei
# Ability Name Unique Key Category of Ability Type Description Bonus to Ability Pool Combat bonus Modify VAR Source Page
-Skills KEY:Skills ~ Sensei CATEGORY:Special Ability TYPE:MonkClassFeatures.ArchetypeAbility.SpecialQuality DESC:A sensei gains Diplomacy, Linguistics, and all Knowledge skills as class skills. SOURCEPAGE:p.60 CSKILL| Diplomacy|Linguistics|TYPE=Knowledge
+Skills KEY:Skills ~ Sensei CATEGORY:Special Ability TYPE:MonkClassFeatures.ArchetypeAbility.SpecialQuality DESC:A sensei gains Diplomacy, Linguistics, and all Knowledge skills as class skills. SOURCEPAGE:p.60 CSKILL|Diplomacy|Linguistics|TYPE=Knowledge
Advice KEY:Advice ~ Sensei CATEGORY:Special Ability TYPE:MonkClassFeatures.Extraordinary.ArchetypeAbility.SpecialQuality DESC:A sensei's advice is identical to bardic performance (using oratory), allowing him to inspire courage at 1st level, inspire competence at 3rd level, and inspire greatness at 9th level, as a bard of the sensei's level, usable a total number of rounds per day equal to his level + his Wisdom modifier (minimum 1). This ability replaces flurry of blows, fast movement, and improved evasion. SOURCEPAGE:p.60
Insightful Strike KEY:Insightful Strike ~ Sensei CATEGORY:Special Ability TYPE:MonkClassFeatures.Extraordinary.ArchetypeAbility.SpecialQuality DESC:At 2nd level, a sensei may use his Wisdom bonus in lieu of his Strength or Dexterity on attack rolls and combat maneuver checks with unarmed strikes or monk weapons. This ability replaces evasion and the bonus feat gained at 2nd level. BONUS:ABILITYPOOL|Choose Attack Rolls Stat|1 SOURCEPAGE:p.60
Mystic Wisdom KEY:Mystic Wisdom ~ Sensei CATEGORY:Special Ability TYPE:MonkClassFeatures.Supernatural.ArchetypeAbility.SpecialQuality DESC:At 6th level, a sensei may use his advice ability when spending points from his ki pool to activate a class ability (using the normal actions required for each) in order to have that ability affect one ally within 30 feet rather than the sensei himself. At 12th level, a sensei may affect all allies within 30 feet rather than himself (spending points from his ki pool only once, not once for each target). At 12th level, a sensei may instead spend 1 point from his ki pool (as a swift action) while using advice to provide a single ally within 30 feet with evasion, fast movement, high jump, purity of body, or slow fall. At 18th level, a sensei may spend 2 points to grant one of the abilities listed above to all allies within 30 feet, or diamond body, diamond soul, or improved evasion to a single ally within 30 feet. These abilities function at the sensei's level and last 1 round. This ability replaces the bonus feats at 6th, 12th, and 18th level. SOURCEPAGE:p.60
This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site.
|
|
From: <ama...@us...> - 2014-04-29 23:21:03
|
Revision: 23741
http://sourceforge.net/p/pcgen/code/23741
Author: amaitland
Date: 2014-04-29 23:21:00 +0000 (Tue, 29 Apr 2014)
Log Message:
-----------
DATA-1742
Implement missing Class Skills for Sensei Monk Archetype
Modified Paths:
--------------
Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst
Modified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst
===================================================================
--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst 2014-04-29 22:00:16 UTC (rev 23740)
+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_abilities_class.lst 2014-04-29 23:21:00 UTC (rev 23741)
@@ -1116,7 +1116,7 @@
###Block: Sensei
# Ability Name Unique Key Category of Ability Type Description Bonus to Ability Pool Combat bonus Modify VAR Source Page
-Skills KEY:Skills ~ Sensei CATEGORY:Special Ability TYPE:MonkClassFeatures.ArchetypeAbility.SpecialQuality DESC:A sensei gains Diplomacy, Linguistics, and all Knowledge skills as class skills. SOURCEPAGE:p.60
+Skills KEY:Skills ~ Sensei CATEGORY:Special Ability TYPE:MonkClassFeatures.ArchetypeAbility.SpecialQuality DESC:A sensei gains Diplomacy, Linguistics, and all Knowledge skills as class skills. SOURCEPAGE:p.60 CSKILL| Diplomacy|Linguistics|TYPE=Knowledge
Advice KEY:Advice ~ Sensei CATEGORY:Special Ability TYPE:MonkClassFeatures.Extraordinary.ArchetypeAbility.SpecialQuality DESC:A sensei's advice is identical to bardic performance (using oratory), allowing him to inspire courage at 1st level, inspire competence at 3rd level, and inspire greatness at 9th level, as a bard of the sensei's level, usable a total number of rounds per day equal to his level + his Wisdom modifier (minimum 1). This ability replaces flurry of blows, fast movement, and improved evasion. SOURCEPAGE:p.60
Insightful Strike KEY:Insightful Strike ~ Sensei CATEGORY:Special Ability TYPE:MonkClassFeatures.Extraordinary.ArchetypeAbility.SpecialQuality DESC:At 2nd level, a sensei may use his Wisdom bonus in lieu of his Strength or Dexterity on attack rolls and combat maneuver checks with unarmed strikes or monk weapons. This ability replaces evasion and the bonus feat gained at 2nd level. BONUS:ABILITYPOOL|Choose Attack Rolls Stat|1 SOURCEPAGE:p.60
Mystic Wisdom KEY:Mystic Wisdom ~ Sensei CATEGORY:Special Ability TYPE:MonkClassFeatures.Supernatural.ArchetypeAbility.SpecialQuality DESC:At 6th level, a sensei may use his advice ability when spending points from his ki pool to activate a class ability (using the normal actions required for each) in order to have that ability affect one ally within 30 feet rather than the sensei himself. At 12th level, a sensei may affect all allies within 30 feet rather than himself (spending points from his ki pool only once, not once for each target). At 12th level, a sensei may instead spend 1 point from his ki pool (as a swift action) while using advice to provide a single ally within 30 feet with evasion, fast movement, high jump, purity of body, or slow fall. At 18th level, a sensei may spend 2 points to grant one of the abilities listed above to all allies within 30 feet, or diamond body, diamond soul, or improved evasion to a single ally within 30 feet. These abilities function at the sensei's level and last 1 round. This ability replaces the bonus feats at 6th, 12th, and 18th level. SOURCEPAGE:p.60
This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site.
|
|
From: <nu...@us...> - 2014-04-29 22:00:23
|
Revision: 23740
http://sourceforge.net/p/pcgen/code/23740
Author: nuance
Date: 2014-04-29 22:00:16 +0000 (Tue, 29 Apr 2014)
Log Message:
-----------
NEWSOURCE-213
More section 15 information.
The info for the "n?\226?\128?\147p" creatures.
Modified Paths:
--------------
Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/OGL.txt
Added Paths:
-----------
Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/n_p,txt
Modified: Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/OGL.txt
===================================================================
--- Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/OGL.txt 2014-04-29 20:37:54 UTC (rev 23739)
+++ Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/OGL.txt 2014-04-29 22:00:16 UTC (rev 23740)
@@ -875,97 +875,97 @@
Necrophidius from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Simon Tilbrook.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Nereid from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Netherspark from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Nilbog from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Roger Musson.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Niln (Vapor Horror) from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Nuckalavee from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Oakman from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Erica Balsley.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Obsidian Minotaur from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Ogren from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Ogrillon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Erica Balsley, based on original material by R. K. R. Chilman.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Oil Shark from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Onyx Deer from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Ooze, Amber from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Erica Balsley.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Ooze, Crystal from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Ooze, Entropic from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Ooze, Glacial from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Ooze, Magma from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Ooze, Mercury from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Ooze, Metallic (Hoard Ooze) from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Ooze, Undead from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Sword & Sorcery Studios.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Ooze, Vampiric from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Orc, Black (Black Orc of Orcus) from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Casey Christofferson.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Orc, Black cleric of Orcus, from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Casey Christofferson.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Orc, Blood from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Casey Christofferson.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Orc, Ghost-Faced from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Casey Christofferson.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Orc, Greenskin from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Casey Christofferson.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Orog from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Erica Balsley, based on original material by Wizards of the Coast.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Pech from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Phantasm from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Phantom Stalker from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Ian Livingstone.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Phasma from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Phlogiston from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Phooka from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Phycomid from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Pit Hag from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Poltergeist from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Lewis Pulsipher.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Proscriber from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Protector from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Erica Balsley, based on original material by Jean Wells.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Psiwyrm (Draco Presentia Facultas) from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Pudding, Blood from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Pudding, Brown from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Pudding, Dun from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Pudding, Stone from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Pudding, White from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Pyrolisk from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Quantum from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Erica Balsley.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Quasi-Elemental, Acid from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
Added: Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/n_p,txt
===================================================================
--- Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/n_p,txt (rev 0)
+++ Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/n_p,txt 2014-04-29 22:00:16 UTC (rev 23740)
@@ -0,0 +1,2154 @@
+Nazalor
+DESC:This creature resembles a bipedal, stocky, bronze furred hyena with slightly oversized claws and fangs.
+NAZALOR CR 6
+XP 2,400
+CN Medium magical beast
+Init +3; Senses darkvision 60 ft., low-light vision, scent;
+Perception +6
+
+AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
+hp 76 (8d10+32)
+Fort +10; Ref +9; Will +3
+
+Speed 30 ft.
+
+Melee 2 claws +13 (1d8+5), 1 bite +13 (1d8+5)
+
+Special Attacks rage, stun
+
+Str 21, Dex 16, Con 18, Int 5, Wis 12, Cha 11
+
+Base Atk +8; CMB +13; CMD 26
+
+Feats Diehard, Endurance, Power Attack, Skill Focus (survival)
+
+Skills Perception +6, Stealth +8, Survival +8 (+12 scent tracking); Racial Modifiers +4 when tracking by scent
+
+Languages Sylvan (cannot speak)
+
+Environment temperate forests
+Organization solitary
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Rage (Ex) Three times per day, a nazalor can whip itself into a maddening frenzy. As long as it rages it gains +4 Strength, +4 Constitution, and -2 AC. This rage lasts up to 1 minute, but the nazalor can end it early if desired. It is not fatigued when its rage ends. While raging, a nazalor has the following changes made to the statistics block above: AC 16 (+3 Dex, +5 natural, -2 rage), touch 11, flat-footed 13; hp 92; Atk 2 claws +15 (1d8+7) and bite +15 (1d8+7); Fort +12; Str 25; Con 22.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Stun (Ex) If a nazalor hits an opponent with both claws and its bite in the same round, that opponent must succeed on a DC 18 (DC 20 when raging) Fortitude save or be stunned for 1d2 rounds. The save DC is Constitution-based.
+
+-----------------------------------------------
+
+Necrophidius
+DESC:This creature monster has a long skeletal body topped with a fanged human skull. Its eyes glow with a hellish red light.
+NECROPHIDIUS CR 2
+XP 600
+N Large construct
+Init +3; Senses low-light vision, darkvision 60 ft.; Perception +0
+
+AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, -1 size)
+hp 46 (3d10+30)
+Fort +1, Ref +, Will +1
+DR 5/bludgeoning; Immune construct traits
+
+Speed 30 ft.
+
+Melee bite +5 (1d8+3 plus paralysis)
+
+Space 10 ft; Reach 5 ft.
+
+Special Attacks dance of death, paralysis (1d6 minutes, DC 12)
+
+Str 16, Dex 17, Con -, Int -, Wis 11, Cha 12
+
+Base Atk +3; CMB +7; CMD 20 (can't be tripped)
+
+Skills Stealth +11; Racial Modifiers +12 Stealth
+
+Environment any
+Organization solitary
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Dance of Death (Ex) A necrophidius can entrance opponents by swaying back and forth. Those within 30 feet viewing the dancing snake must succeed on a DC 12 Will save or be dazed for 2d4 rounds. This is a mind-affecting effect. The save DC is Charisma-based.
+
+Rattler
+
+A variation of the necrophidius, the rattler is constructed from the skeletal remains of a giant rattlesnake. During the creation process, the tail rattle is left intact and magicked to create a confusion effect on those that hear it rattle. The rattler uses the same statistics as the standard necrophidius except it does not gain the necrophidius' dance of death special attack. Instead it gains the special attack detailed below.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Rattle (Ex) By shaking its tail rattle, the creature emits a rattling noise to a range of 30 feet. Those within the area that hear this rattle must succeed on a DC 12 Will save or be affected as by a confusion spell for 2d4 rounds. The save DC is Charisma-based.
+
+-----------------------------------------------
+
+Nereid
+DESC:This beautiful woman has pearlescent skin and long, dark hair. Her nudity is barely hidden by a diaphanous, wet shawl.
+NEREID CR 10
+XP 9,600
+CN Medium fey (water)
+Init +9; Senses low-light vision; Perception +21
+Aura beguiling aura
+
+AC 25, touch 25, flat-footed 15 (+5 deflection, +9 Dex, +1 dodge)
+hp 126 (12d6+84)
+Fort +11, Ref +17, Will +14
+Defensive Abilities transparency; DR 10/cold iron; Immune
+cold, poison; SR 21
+Weaknesses shawl
+
+Speed 30 ft., swim 60 ft
+
+Melee touch +15 (poison)
+
+Ranged spray +15 (poison)
+
+Special Attacks drowning
+
+kiss Spell-like Abilities (CL 12th)
+
+At will-control water, suggestion (DC 20; only against creatures that are currently fascinated by her beguiling aura)
+
+1/day-summon monster VI (water elementals only)
+
+Str 11, Dex 29, Con 24, Int 14, Wis 22, Cha 21
+
+Base Atk +6; CMB +15; CMD 37
+
+Feats Ability Focus (poison), Agile Maneuvers, Defensive Combat Training, Dodge, Mobility, Weapon Finesse
+
+Skills Bluff +20, Escape Artist +24, Knowledge (nature) +17, Knowledge (nature) +17, Perception +21, Sense Motive +21, Stealth +24, Swim +23
+
+Languages Aquan, Common, Sylvan
+
+SQ change shape (Medium water elemental, elemental body II), unearthly grace
+
+Environment any aquatic
+Organization solitary or troupe (1 nereid plus 1 giant squid, 1 giant octopus, 1 giant moray eel, or 1 orca)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Beguiling Aura (Su) Any creature sexually attracted to women runs the risk of being beguiled by a nereid if it looks upon her beauty from a distance of 30 feet or less. If the creature fails a DC 25 Will save, it is immediately fascinated. A nereid may use her suggestion spell-like ability at will against creatures that are fascinated by her beguiling aura. This is a mind-affecting compulsion effect. The save DC is Charisma-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Drowning Kiss (Su) A nereid can flood the lungs of a willing, helpless, or fascinated creature by touching it (traditionally by kissing the creature on the lips). If the target cannot breathe water, it cannot hold its breath and immediately begins to drown. On its turn, the target can attempt a DC 23 Fortitude save to cough up this water; otherwise it falls unconscious at 0 hp. On the next round, the target must save again or drop to -1 hit points and be dying; on the third round it must save again or die (see page 445 of the Pathfinder Core Rulebook). The save DC is Constitution-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Poison (Ex) Touch or spray-contact; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d2 Con plus blindness; cure 2 consecutive saves.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Shawl (Ex) A nereid's shawl (hardness 2, hp 6) contains a portion of her life force. If the shawl is ever destroyed, the Nereid takes 1d6 points of Constitution drain per hour until she dies. A nereid can craft a new shawl from water by making a DC 25 Will save, but each attempt takes 1d4 hours to complete. Attempts to destroy or steal a nereid's shawl require the sunder or disarm attempts.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Transparency (Su) When underwater, a nereid's body becomes transparent, effectively rendering her invisible. She can become visible or transparent at will as a free action.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Unearthly Grace (Su) A nereid adds her Charisma bonus as a deflection bonus to her Armor Class and CMD if she wears no armor.
+
+-----------------------------------------------
+
+Netherspark
+DESC:This creature looks like a 6-foot tall humanoid whose form is composed of dark matter. Its head is featureless and sports no eyes, ears, nose, or mouth. It wears no clothes and bands of silver and white crackle and dance in its form.
+NETHERSPARK CR 7
+XP 3,200
+NE Medium outsider (evil, extraplanar)
+Init +7; Senses darkvision 60 ft.; Perception +20
+
+AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
+hp 125 (10d10+70)
+Fort +12; Ref +10; Will +10
+DR 10/magic; Immune negative energy; Resist positive energy 16
+
+Speed 30 ft.
+
+Melee 2 slam +14 (1d6+4)
+
+Ranged negative energy ray +13 touch (1 level, DC 22)
+
+Special Attacks negative energy aura, negative energy burst, negative energy ray
+
+Str 19, Dex 16, Con 24, Int 14, Wis 16, Cha 14
+
+Base Atk +10; CMB +14; CMD 27
+
+Feats Alertness, Great Fortitude, Improved Initiative, Power Attack, Weapon Focus (ray)
+
+Skills Acrobatics +16, Bluff +15, Climb +14, Diplomacy + Intimidate +15, Knowledge (planes) +15, Linquistics +3, Perception +20, Survival +15
+
+Languages Celestial, Common, Draconic, and Infernal
+
+Environment Negative Energy Plane
+Organization solitary
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Negative Energy Aura (Ex) Being composed of negati energy, a netherspark radiates an aura of such energy a 10-foot radius. Any living creature within this area ta point of damage per round until it leaves the area. U in the area heal 1 hit point each round they remain in area. Undead cannot more hit points than their normal total from the netherspark's aura.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Negative Energy Burst (Su) Once every 1d4 rounds, a netherspark can release a burst of negative energy in a 20-foot radius around it. Creatures in the area take 1d8+10 points of negative energy damage. Undead take no damage but heal a number of hit points equal to what the ray would otherwise deal.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Negative Energy Ray (Su) Once per round as a standard action, a netherspark can release a ray of negative energy with a rangte of 40 feet as a ranged touch attack. A target hit takes gains one negative level if it fails a DC 22 Fortitude saving throw. On a successful save, the target avoids the negative level but still takes 1d8 points of negative energy damage. The save DC is Constitution-based.
+
+-----------------------------------------------
+
+Nilbog
+DESC:This creature resembles a small humanoid with a flat face, broad nose, pointed ears, wide mouth, and small, sharp fangs. It walks upright, but its arms hang down almost to its knees.
+NILBOG CR 1
+XP 400
+NE Small humanoid (goblinoid)
+Init +1; Senses darkvision 60 ft.; Perception +5
+Aura spatio-temporal reversal (20 ft., Will DC 11)
+
+AC 15, touch 12, flat-footed 14 (+3 armor, +1 Dex, +1 size)
+hp 5 (1d8+1)
+Fort +3; Ref +1; Will -1
+Defensive Abilities damage reversal
+
+Speed 30 ft.
+
+Melee morningstar +1 (1d6)
+
+Ranged javelin +2 (1d4)
+
+Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6 N
+
+Base Atk +0; CMB -1; CMD 10
+
+Feats Alertness
+
+Skills Perception +5, Ride +5, Sense Motive +1, Stealth +9; Racial Modifiers +4 Stealth
+
+Languages Goblin
+
+Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose any of these bonus languages: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc.
+
+Gear studded leather armor, morningstar, 3 javelins
+
+Environment temperate plains and underground
+Organization gang (4-9), band (10-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), warband (10-24 with worg mounts), or tribe (40-400 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 10-24 worgs, and 2-4 dire wolves)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Damage Reversal (Ex) When struck by any attack that would normally damage the nilbog, it actually gains hit points equal to the damage the attack would have otherwise dealt. A nilbog gains any extra hit points above its normal total as temporary hit points, though it can never have more than twice its normal hit points. (Excess hit points are simply lost.). The nilbog can only be damaged through the use of curative magic and effects (cure light wounds and healing potions, for instance). Curative magic deals damage equal to the amount it would normally heal.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Spatio-Temporal Reversal (Ex) A nilbog constantly emanates an aura of confusion in a 20-foot-radius. A creature in the area must succeed on a DC 11 Will save or be affected as if by a confusion spell (caster level 4th). The save DC is Constitution-based.
+
+-----------------------------------------------
+
+Niln (Vapor Horror)
+DESC:A large amorphous cloud of nearly transparent vapor hovers. Small water droplets dance and play around the form and occasionally drop to the ground. Three large sapphire droplets centered on their form function as eyes. When manipulating objects or attacking, nilns form wispy and vaporous tendrils.
+NILN CR 5
+XP 1,600
+N(E) Medium outsider (air, extraplanar, water)
+Init +8; Senses darkvision 60ft.; Perception +13
+
+AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
+hp 55 (5d10+10)
+Fort +6; Ref +8; Will +4
+Defenses elemental traits; DR 5/-
+
+Speed fly 60 ft. (perfect)
+
+Melee slam +9 (2d6+1)
+
+Special Attacks drench, drowning fog
+
+Str 12, Dex 19, Con 14, Int 6, Wis 13, Cha 11
+
+Base Atk +5; CMB +6; CMD 20
+
+Feats Improved Initiative, Iron Will, Weapon Finesse
+
+Skills Fly +12, Knowledge (the planes) +6, Perception +13, Stealth +12
+
+Languages Niln
+
+SQ vapor form
+
+Environment Quasi-Plane of Vapor
+Organization solitary or gang (2-4)
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Drench (Ex) The niln's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire as dispel magic (caster level equals the niln's HD).
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Vapor Form (Su) The niln spends the majority of its time in more or less solid form, but it can assume vapor form at will. It can switch forms once per round as a free action and can spend up to 20 rounds per day in vapor form. A niln in vapor form can fly at 60 feet per round (perfect). This ability is otherwise similar to a gaseous form spell (caster level 5th).
+
+-----------------------------------------------
+
+Nuckalavee
+DESC:A large skinless warhorse ridden by a similarly skinless rider approaches. As it nears, one can clearly see the rider growing straight out of the creature's back. The monster's internal organs, veins that carry its blackened blood, and corded muscles are all easily seen by one viewing the creature. A thin layer of reddish mucus covering its body gives off a putrid odor. Its eyes are stark white, while those of the rider are a hellish red. Its body is hairless save for its bushy, matted, and bloodstained horse-like tail.
+NUCKALAVEE CR 9
+XP 6,400
+CE Large aberration
+Init +6; Senses darkvision 60 ft.; Perception +13
+
+AC 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, -1 size,)
+hp 104 (11d8+55)
+Fort +8; Ref +5; Will +9
+DR 10/cold-iron; SR 20
+
+Speed 50 ft.
+
+Melee 2 hooves +13 (1d6+5, 19-20/x3), bite +11 (1d6+2, 19- 20/x3), Huge greataxe +10 (3d6+2, crit x3)
+
+Space 10 ft.; Reach 5 ft.
+
+Special Attacks breath weapon (20-ft cone of gas, 6d6 acid damage, Fort DC 20 for half; usable every 1d4 rounds), horrific appearance, trample (1d6+7; DC 20)
+
+Str 21, Dex 15, Con 20, Int 8, Wis 15, Cha 14
+
+Base Atk +8; CMB +14; CMD 26 (30 vs trip)
+
+Feats Improved Initiative, Multiattack, Power Attack, Skill Focus (Perception), Weapon Focus (bite), Weapon Focus (hoof)
+
+Skills Intimidation +14, Perception +13, Stealth +13, Survival +13
+
+Languages Common, Sylvan
+
+SQ augmented critical
+
+Environment temperate forests
+Organization solitary or pack (2-5)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Augmented Critical (Ex) a nuckalavee threatens a critical on a natural 19-20 with a hoof or bite. A successful critical hit deals triple damage.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Horrific Appearance (Su) a creature viewing the grotesque form of a nuckalavee must make a successful DC 17 Fortitude save or take 2d6 points of Strength damage. This damage cannot reduce a victim's Strength score below 0, but a creature reduced to 0 is helpless. Whether or not the save is successful, that creature cannot be affected by the horrific appearance of that nuckalavee for one day. The save DC is Charisma-based. Nuckalavee are not affected by the horrific appearance of other nuckalavees.
+
+-----------------------------------------------
+
+Oakman
+DESC:This squat fey creature's brownish-green skin is as tough as tree bark. He has unkempt green hair, pale green eyes, and bulbous nose.
+OAKMAN CR 3
+XP 800
+CN Small fey
+Init +1; Senses low-light vision; Perception +8
+
+AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural, +1 size)
+hp 16 (3d6+6)
+Fort +3; Ref +4; Will +5
+DR 5/cold iron
+Weaknesses tree dependent
+
+Speed 20 ft., climb 30 ft.
+
+Melee +1 club +5 (1d8+2 )
+
+Special Attacks shillelagh
+
+Str 12, Dex 13, Con 14, Int 11, Wis 15, Cha 14
+
+Base Atk +1; CMB +1; CMD 12
+
+Feats Skill Focus (Craft (herbalism)), Weapon Focus (club)
+
+Skills Climb +15, Craft (herbalism) +9, Knowledge (nature) +6, Perception +8, Stealth +11, Survival +8
+
+Languages Common, Sylvan
+
+SQ moss, tree stride
+
+Environment temperate forest
+Organization solitary or troupe (2-12)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Shillelagh (Su) Any oaken club or staff wielded by an oakman automatically gains the benefits of the shillelagh spell (caster level 5th). The oakman does not have to cast this spell to get the benefit; its effects are automatic as long as the club or staff is in the oakman's hands. (This benefit is already included in the statistics block above.) In anyone else's hands, the oaken club or staff functions as a normal weapon of whatever type it is.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Moss (Ex) Using his unique knowledge of plants and herbal mixtures, an oakman can concoct unusual cakes from tree moss. A typical oakman has 1d6 moss cakes of random type on his person. These moss cakes have a variety of effects and must be eaten by the target creature to take effect. Saves (where applicable) have a DC of 15.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Moss Cake-Ability Score Damage: The victim suffers 1d6 points of ability damage to a random ability (determined when the moss cake is created). One day after eating the moss cake, if the victim doesn't receive a restoration spell, it must make another successful save or one point of the ability damage is actually drain.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Moss Cake-Coloration: This moss cake is quite harmless when eaten and does nothing more than cause the victim's skin to become spotted. The spots can be of just about any color, though most tend to be brown, red, or blue. The spots last for 1 hour before fading.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Moss Cake-Healing: This moss cake heals the target as by a heal spell cast by a 5th-level cleric.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Moss Cake-Lethargy: The victim falls into a state of apathy and becomes sluggish if it fails a Fortitude save. The effects last for 30 minutes. While affected, the victim moves at one-half its normal speed and suffers a -2 circumstance penalty to AC and on attack rolls, checks, and saves.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Moss Cake-Pain: Eating this moss cake wracks the victim with pain for 1d4 hours if it fails a Fortitude save. During this time, the victim suffers a -2 circumstance penalty on attack rolls, weapon damage rolls, and ability and skill checks.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Moss Cake-Poison: Eating this moss cake poisons the victim (ingestion; save Fort DC 15; effect 1d6 Con, cure two consecutive saves).
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Moss Cake-Sleep: This moss cake puts the victim to sleep for 1 hour (as the sleep spell) if it fails a Fortitude save.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Tree Dependent (Su) An oakman is mystically bonded to a single, enormous tree and must never stray more than a mile from it. An oakman who moves more than a mile from his bonded tree immediately becomes sickened. Every hour thereafter, he must make a DC 15 Fortitude save to resist becoming nauseated for an hour. An oakman that is out of range of his bonded tree for 24 hours takes 1d6 points of Constitution damage, and another 1d6 points of Constitution damage every day that follows-eventually, this separation kills the oakman. An oakman cannot forge a new bond with a new tree; if his tree is destroyed, he will eventually sicken and die.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Tree Stride (Su) At will, an oakman can create an effect identical to that of the tree stride spell (caster level 5th). Oakmen can only travel through oak trees. This ability can be negated or dispelled, but the oakman can restart it on its next turn.
+
+-----------------------------------------------
+
+Obsidian Minotaur
+DESC:This creature appears as a powerfully constructed minotaur, twice the size of a normal human, and carved of obsidian. Its hands end in slightly oversized claws and its feet are splayed hooves. Small pinpoints of
+bluish light can be seen in its eyes.
+
+OBSIDIAN MINOTAUR CR 9 XP 6,400
+N Large construct
+Init +0; Senses darkvision 60 ft., low-light vision; Perception +0
+
+AC 25, touch 9, flat-footed 25 (+16 natural, -1 size)
+hp 96 (12d10+30)
+Fort +4; Ref +4; Will +4
+DR 10/adamantine; Immune magic, construct traits
+
+Speed 20 ft.
+Melee 2 claws +17 (2d8+6 plus 1d6 fire)
+Space 10 ft.; Reach 10 ft.
+Special Attacks breath weapon (10-ft. cube, DC 16, 1d4 Dex damage, useable every 1d4+1 rounds), burn
+
+Str 22, Dex 10, Con -, Int -, Wis 11, Cha 1
+Base Atk +12; CMB +19; CMD 29
+
+Environment any
+Organization solitary
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Breath Weapon (Su) As a free action, once every 1d4+1 rounds, an obsidian minotaur can expel a cloud of gas directly in front of it. The cloud fills a 10-ft. cube and lasts for 1 round before dispersing. Any creature in the area must succeed on a DC 16 Fortitude save or take 1d4 points of Dexterity damage. The save DC is Constitution-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Burn (Ex) The claws of an obsidian minotaur deal 1d6 points of fire damage each time they hit. A creature hit must succeed on a DC 16 Reflex save or take 1d6 points of fire damage for 1d4+1 rounds as clothes ignite and armor becomes searing hot. The save DC is Constitution-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Immunity to Magic (Ex) An obsidian minotaur is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature as noted below. A transmute rock to mud spell slows it (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its hit points. A stone to flesh spell does not actually change the obsidian minotaur's structure but negates its damage reduction and immunity to magic for 1 full round.
+
+-----------------------------------------------
+
+Ogren
+DESC:This humanoid stands over seven feet tall, its features an amalgam of goblin and ogre. Coarse brown hair covers its sickly yellowish hide, though its hideous face remains entirely hairless, except for the long, knotted tangle of greasy hair spilling from its head. It stares coldly with deep-set eyes the color of pitch.
+OGREN CR 1
+XP 400
+NE Medium humanoid (ogren)
+Init +0; Senses darkvision 30 ft.; Perception +2
+
+AC 16, touch 10, flat-footed 16 (+4 armor, +2 natural)
+hp 13 (2d8+4)
+Fort +5; Ref +0; Will +0
+
+Speed 30 ft.
+
+Melee longspear +5 (1d8+3 x3 crit)
+
+Str 17, Dex 11, Con 14, Int 10, Wis 11, Cha 8
+
+Base Atk +1; CMB +4; CMD 14
+
+Feats Weapon Focus (longspear)
+
+Skills Perception +2, Stealth +4; Racial Modifiers +2 Stealth
+
+Languages Common, (Giant or Goblin 50% of either)
+
+Languages: Common and Goblin or Giant (50% chance for either). Ogrens with high Intelligence can choose from the following languages: Elven, Goblin or Giant (whichever isn't an automatic language), Orc, and Sylvan.
+
+SQ ogre blood
+
+Gear hide armor, longspear
+
+Environment temperate hills and plains
+Organization solitary, band (5-8), raiding party (6-11 and one leader of 5th-7th level), or clan (10-24, plus 100% noncombatants, one shaman of 5th-7th level, one leader of 7th-9th level, 2-4 ogres, and 5-8 hobgoblins)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Ogre Blood (Ex): Fifty percent of ogren have enough ogre blood in their veins to qualify as ogres. Those that qualify are considered ogres for all special abilities and effects.
+
+-----------------------------------------------
+
+Ogrillon
+DESC:This ugly brute appears to be a mix of ogre and perhaps orc. Its skin is covered in closely fitting bony plates and nodes akin to an alligator. Its hair is greasy, ragged, and generally unkempt. It exudes a strong sour odor from its body.
+OGRILLON CR 1
+XP 400
+CE Medium humanoid (ogrillon)
+Init +0; Senses darkvision 60 ft.; Perception +0
+
+AC 14, touch 10, flat-footed 14 (+4 natural)
+hp 13 (2d8+4)
+Fort +5, Ref +0, Will -1
+
+Speed 30 ft.
+
+Melee unarmed strike +6 (1d4+4)
+
+Special Attacks reinforced fists
+
+Str 19, Dex 10, Con 14, Int 7, Wis 8, Cha 8
+
+Base Atk +1; CMB +5; CMD 15
+
+Feats Weapon Focus (unarmed strike)
+
+Skills Climb +8, Perception +0
+
+Languages Giant
+
+Languages: Ogrillons begin play speaking Giant, and can also speak Common if they have an Intelligence of at least 10. Ogrillons with high Intelligence scores can choose from the following
+
+languages: Dwarf, Gnoll, Goblin, Orc.
+
+SQ orc/ogre blood
+
+Environment any land and underground
+Organization solitary, gang (2-5), tribe (5-30 plus 1 4th-level sergeant per 10 adults and 1 leader of 5th-7th level), or warband (3-8 plus 10-24 orcs)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Orc/Ogre Blood (Ex): For all special abilities and effects, an ogrillon is considered an orc or ogre. For example, ogrillons can use special ogre or orc weapons or magic items with racially specific ogre or orc powers as if they were ogres or orcs.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Reinforced Fists (Ex): Ogrillons are considered to be armed even when unarmed (i.e., they do not provoke attacks of opportunity from armed opponents when attacking them and can themselves still make an attack of opportunity against an opponent that attacks unarmed). Additionally, they always deal lethal damage rather than nonlethal damage when fighting unarmed.
+
+----------------------------------------------
+
+Oil Shark
+DESC:An immense, eyeless shark over 20 feet long feet darts through the flames, its blackish-blue, metallic scales gleam with blackish oil
+OIL SHARK CR 7
+XP 3,200
+N Huge magical beast (aquatic, extraplanar, fire) Init +6; Senses Blindsense 30 ft., keen scent 180 ft.; Perception +8
+
+AC 19, touch 10, flat-footed 19 (+2 Dex, +9 natural, -2 size)
+hp 85 (10d10+30)
+Fort +10; Ref +9; Will +6
+DR 5/ -; Immune fire
+Weakness vulnerability to cold
+
+Speed Swim 60 ft.
+
+Melee bite +14 (2d6+9)
+
+Space 15 ft.; Reach 10 ft.
+
+Str 23, Dex 15, Con 17, Int 1, Wis 12, Cha 2
+
+Base Atk +10 CMB +18; CMD 31
+
+Feats Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception), Vital Strike
+
+Skills Escape Artist +13 (+21 vs. grapple), Perception +8, Swim +20; Racial Modifiers +8 Escape Artist to escape a grapple
+
+Environment Sea of Fire (Plane of Fire and Plane of Molten Skies) Sea of Fire (Plane of Fire and Plane of Molten Skies)
+Organization solitary, school (2-5), or pack (6-11)
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Keen Scent (Ex) An oil shark can notice creatures by scent in a 180-foot radius and detect blood in oil or water at ranges of u p to one mile.
+
+Oil Shark Armor (Medium Armor)
+Because of the natural oily nature of the metal in an oil shark's scales (which retain these properties even after its death), a creature suffers no penalty to Swim checks for wearing this armor and also adds a +5 bonus to all Escape Artist checks. In addition, a creature wearing oil shark armor is unaffected by obstructions such as webs (magical or otherwise).
+
+Oil Shark Armor: Cost 1,000 gp (usually can't be bought); Armor Bonus +6; Maximum Dex Bonus +2; Armor Check Penalty -4; Arcane Spell Failure 30%; Speed 20 ft. (Base 30 ft.), 15 ft. (Base 20 ft.); Weight 40 lb.
+
+-----------------------------------------------
+
+Onyx Deer
+DESC:This creature looks like a deer about 5 feet tall at the shoulders with a dark brown head and chest changing to light brown on the rest of its body. A large white patch is prevalent across its back and rump. It has huge antlers at least as wide as a typical human is tall.
+ONYX DEER CR 5
+XP 1,600
+N Large magical beast
+Init +6; Senses darkvision 60 ft., low-light vision, scent;
+Perception +14
+
+AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, -1 size)
+hp 59 (7d10+21)
+Fort +8; Ref +7; Will +3
+Immune petrification
+
+Speed 40 ft.
+
+Melee gore +10 (1d8+4), 1 bite +10 (1d8+4), 2 hooves +5 (1d8+2)
+
+Space 10 ft.; Reach 5 ft.
+
+Special Attacks bellow, onyx bite
+
+Str 19, Dex 15, Con 17, Int 5, Wis 12, Cha 13
+
+Base Atk +7; CMB +12; CMD 24 (28 vs. trip)
+
+Feats Ability Focus (onyx bite), Improved Initiative, Improved Natural Attack (hooves), Skill Focus (Perception)
+
+Skills Perception +14
+
+Languages Sylvan (cannot speak)
+
+Environment temperate and warm forests
+Organization solitary, band (2-5), or herd (6-18)
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Bellow (Su) Twice per day, an onyx deer can unleash a rumbling bellow that instills fear in any creature within 100 feet that hears it. All creatures in the area must succeed on a DC 14 Will save or be shaken as long as they remain within the area and for 2d4 rounds afterward. A creature that succeeds on its saving throw is immune to the bellow of that onyx deer for 24 hours. The save DC is Charisma-based. Onyx deer are immune to their own bellow and that of other onyx deer.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Onyx Bite (Su) An onyx deer's bite deals 1d4 points of Constitution damage against a living creature if it fails a DC 18 Fortitude save. A living creature reduced to Constitution 3 or less transforms into onyx, resembling nothing more than a statue. A stone to flesh spell returns a transformed creature to its original form, though if it was reduced to Constitution 0 by the onyx deer's bite it immediately dies upon returning to its natural form. The save DC is Constitution-based.
+
+-----------------------------------------------
+
+Ooze, Amber
+DESC:This creature resembles a small pool of liquid the color and consistency of mead.
+AMBER OOZE CR 1
+XP 400
+N Diminutive ooze
+Init +0; Senses blindsight 60 ft.; Perception -5
+
+AC 14, touch 14, flat-footed 14 (+4 size)
+hp 6 (1d8+2)
+Fort +2; Ref +0; Will -5
+Immune ooze traits
+
+Speed 10 ft.
+
+Space 1 ft.; Reach 0 ft.
+
+Special Attacks ability drain, infuse, weaken will
+
+Str 4, Dex 10, Con 14, Int -, Wis 1, Cha 1
+
+Base Atk +0; CMB -4; CMD 3 (can't be tripped)
+
+Environment any temperate or warm land
+Organization solitary
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Ability Drain (Ex) If not purged form the host body, the acids and protoplasm of an amber ooze begin damaging its host's body and mind. After 1 week, the host takes 1 point each of Intelligence, Wisdom, and Charisma drain per day. When one of the three abilities reaches 0, the host dies.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Infuse (Ex) A victim that has ingested an amber ooze must succeed on a DC 13 Fortitude save or the amber ooze infuses itself into his body. The ooze merges with flesh and bone, and can only be removed by a remove disease spell. The save DC is Constitution-based. A detect magic (or similar magic) cast on the host reveals the amber ooze. If the victim succeeds on the Fortitude save, the amber ooze takes 1 point of acid damage per round from the host's digestive juices. Once it begins to take damage, the ooze retreats from the host's body through its mouth.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Weaken Will (Su) An amber ooze that has infused itself into a host weakens the will of its victim. As long as the amber ooze remains in the host, he takes a -4 penalty on Will saves to resist mindinfluencing spells and effects (such as charm person and suggestion.)
+
+-----------------------------------------------
+
+Ooze, Crystal
+DESC:This creature looks like a quivering puddle of water.
+CRYSTAL OOZE CR 4
+XP 1,200
+N Medium ooze (aquatic)
+Init -5; Senses blindsight 60 ft.; Perception -5
+
+AC 5, touch 5, flat-footed 5 (-5 Dex)
+hp 65 (5d8+40)
+Fort +9, Ref -4, Will -4
+Defensive Abilities transparency; Immune cold, fire, ooze traits
+Weaknesses water dependent
+
+Speed 10 ft., swim 30 ft.
+
+Melee slam +6 (1d6+4 plus 1d6 acid plus grab plus paralysis)
+
+Special Attacks constrict (1d6+4) 1d6+4, paralysis (3d6 rounds, DC 18)
+
+Str 16, Dex 1, Con 26, Int -, Wis 1, Cha 1
+
+Base Atk +3; CMB +6 (+10 to grapple) ; CMD 11 (can't be tripped)
+
+Skills Swim +11
+
+SQ transparent
+
+Environment any aquatic
+Organization solitary
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Acid (Ex) The digestive acid that covers a crystal ooze dissolves metals and organic material, but not stone. Each slam and constrict attack deals 1d6 additional acid damage. Armor or clothing worn by a creature grappled by a crystal ooze takes the same amount of acid damage unless the wearer succeeds on a DC 20 Reflex saving throw. A wooden or metal weapon that strikes a crystal ooze takes 1d6 acid damage unless the weapon's wielder succeeds on a DC 20 Reflex save. The ooze's touch deals 12 points of acid damage per round to wooden or metal objects, but the ooze must remain in contact with the material for 1 full round in order to deal this damage. The save DCs are Constitution-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Transparency (Ex) Due to its lack of vivid coloration, a crystal ooze is difficult to discern from its surroundings in most environments. A DC 15 Perception check is required to notice the ooze. Any creature that fails to notice a crystal ooze and walks into it automatically suffers damage as if struck by the ooze's slam attack and is immediately subject to a grab attempt by the ooze.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Water Dependency (Ex) Crystal oozes can survive out of the water for 1 hour per 4 points of Constitution (after that, refer to the drowning rules in the Pathfinder Core Rulebook).
+
+-----------------------------------------------
+
+Ooze, Entropic
+DESC:This protoplasmic creature resembles a giant amoeba, black in color. A deathly cold seems to emanate from its form.
+ENTROPIC OOZE CR 9
+XP 6,400
+N Large ooze (extraplanar)
+Init -2; Senses blindsight 60 ft., soulsight 120 ft.; Perception -5
+
+AC 12, touch 7, flat-footed 12 (-2 Dex, +5 natural, -1 size)
+hp 137 (11d8+88)
+Fort +11; Ref +1; Will -2
+Immune negative energy, ooze traits; SR 24 (against positive energy)
+
+Speed 20 ft. (4 squares), climb 20 ft.
+
+Melee slam +13 (2d6+9 plus energy drain)
+
+Space 10 ft.; Reach 5 ft.
+
+Special Attacks devour soul, energy drain (2 levels, DC 15)
+
+Str 23, Dex 6, Con 26, Int -, Wis 1, Cha 10
+
+Base Atk +8; CMB +15; CMD 23 (can't be tripped)
+
+Skills Climb +14
+
+Environment Negative Energy Plane
+Organization solitary
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Devour Soul (Su) A living creature slain by an entropic ooze has its soul devoured by the ooze. Such a creature cannot be returned to life until the entropic ooze that contains its soul is slain.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Soulsight (Su) An entropic ooze can automatically detect the location of any living creature within 120 feet. It also senses the strength of their life force automatically, as if it had cast deathwatch.
+
+-----------------------------------------------
+
+DARK MATTER ENTROPIC OOZE CR 14 XP 38,400
+N Huge ooze (extraplanar)
+Init -3; Senses blindsight 60 ft., soulsight 120 ft.; Perception -5
+
+AC 13, touch 5, flat-footed 13 (-3 Dex, +8 natural, -2 size)
+hp 391 (27d8+270)
+Fort +19; Ref +6; Will +4
+Immune negative energy, ooze traits; SR 24 (against positive energy)
+
+Speed 20 ft. (4 squares), climb 20 ft.
+
+Melee slam +28 (2d8+15 plus energy drain)
+
+Space 15 ft.; Reach 10 ft.
+
+Special Attacks devour soul, energy drain (3 levels, DC 23)
+
+Str 31, Dex 4, Con 30, Int -, Wis 1, Cha 10
+
+Base Atk +20; CMB +32; CMD 39 (can't be tripped)
+
+Skills Climb +18
+
+Environment Negative Energy Plane
+Organization solitary
+Treasure none
+
+A larger, more powerful version of the standard entropic ooze is know as the dark matter entropic ooze, a massive creature that rarely leaves its home plane. Spellcasters who summon this creature often live (or don't live) to regret it.
+
+-----------------------------------------------
+
+Ooze, Glacial
+DESC:At first glance what appears to be a snow bank or mound of snow reveals itself to be a sentient creature formed of snow and ice.
+GLACIAL OOZE CR 6
+XP 2,400
+N Large ooze (cold)
+Init -5; Senses blindsight 60 ft.; Perception -5
+
+AC 4, touch 4, flat-footed 4 (-5 Dex, -1 size)
+hp 69 (6d8+42)
+Fort +9; Ref -3; Will -3
+DR 5/bludgeoning; Immune cold, ooze traits;
+Weaknesses vulnerable to fire
+
+Speed 20 ft. (4 squares), swim 20 ft.
+
+Melee slam +5 (2d4+3 plus 1d6 cold)
+
+Space 10 ft.; Reach 5 ft.
+
+Special Attacks cold, engulf (DC 15, 1d6 cold and freezing embrace), freeze
+
+Str 15, Dex 1, Con 24, Int -, Wis 1, Cha 1
+
+Base Atk +4; CMB +7; CMD 12 (can't be tripped)
+
+Skills Swim +10
+
+Environment cold plains
+Organization solitary
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Cold (Ex) A glacial ooze's form is extremely cold, dealing 1d6 cold damage with its slam attack. Creatures attacking a glacial ooze unarmed or with natural weapons take this cold damage each time one of their attacks hits.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Freezing Embrace (Ex) As a free action, a glacial ooze can encase an engulfed opponent in ice. A frozen creature takes 2d4 points of cold damage each round. A frozen creature can break free of the ice by making a successful DC 19 Strength check. The ice is AC 10, hardness 0, and has 10 hit points per 5-foot section. A frozen creature cannot use a weapon to break free even if it was holding it when it was frozen. Spells with verbal, material, or somatic components cannot be cast by a creature encased in ice. The check DC is Strength-based and includes a +4 racial bonus.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Transparent (Ex) A glacial ooze is hard to identify, even under ideal conditions, and it takes a DC 20 Perception check to notice one. Creatures who fail to notice a glacial ooze and walk into it are automatically engulfed.
+
+-----------------------------------------------
+
+Ooze, Magma
+DESC:This creature appears to be a pool of bubbling and churning molten rock.
+MAGMA OOZE CR 7
+XP 3,200
+N Large ooze (fire)
+Init -5; Senses blindsight 60 ft.; Perception -5
+
+AC 4, touch 4, flat-footed 4 (-5 Dex, -1 size)
+hp 120 (10d8+60)
+Fort +9, Ref -2, Will -2
+Defensive Abilities split (piercing and slashing, 10 hp);
+Immune fire, ooze traits
+
+Speed 10 ft., climb 10 ft.
+
+Melee slam +9 (2d4+4 plus 2d6 fire and grab)
+
+Space 10 ft.; Reach 5 ft.
+
+Special Attacks constrict (2d4+4 plus 2d6 fire), lava
+
+Str 16, Dex 1, Con 23, Int -, Wis 1, Cha 1
+
+Base Atk +7; CMB +11 (+15 to grapple); CMD 16 (can't be tripped)
+
+Skills Climb +11
+
+Environment warm mountains and underground
+Organization solitary
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Lava (Ex) The magma ooze is formed of molten rock. Any melee hit deals on the ooze inflicts 2d6 points of fire damage to the attacker. The damage continues for 1d3 rounds, but deals only 1d6 damage during this time.
+
+-----------------------------------------------
+
+Ooze, Mercury
+DESC:This creature resembles a swirling thick pool of silvery-white mercury.
+MERCURY OOZE CR 4
+XP 1,200
+N Large ooze
+Init -4; Senses blindsight 60 ft.; Perception -5
+
+AC 5, touch 5, flat-footed 5 (-4 Dex, -1 size)
+hp 55 (5d8+25)
+Fort +6, Ref -3, Will -4
+Immune ooze traits
+
+Speed 10 ft., climb 20 ft.
+
+Melee slam +4 (2d4+4 plus mercury poisoning and grab)
+
+Space 10 ft.; Reach 5 ft.
+
+Special Attacks constrict (2d4+4)
+
+Str 14, Dex 3, Con 21, Int -, Wis 1, Cha 1
+
+Base Atk +3; CMB +6 (+10 to grapple); CMD 12 (can't be tripped)
+
+Skills Climb +10
+
+Environment underground
+Organization solitary
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Mercury Poisoning (Ex) Slam-injury; save Fort DC 17; frequency 1/round for 4 rounds; effect 1 Dexterity damage and 1 Constitution damage; cure 1 save. The save DC is Constitution-based. If an opponent failed a save against the poison, one week after suffering the effects of the mercury poisoning, if the target has not received the benefits of a neutralize poison during that time span, then he must succeed on a DC 17 Will save or be affected as if by an insanity spell (caster level...
[truncated message content] |
|
From: <ama...@us...> - 2014-04-29 20:37:57
|
Revision: 23739
http://sourceforge.net/p/pcgen/code/23739
Author: amaitland
Date: 2014-04-29 20:37:54 +0000 (Tue, 29 Apr 2014)
Log Message:
-----------
DATA-1739
Orc Bloodline powers not set up with correct tags
Modified Paths:
--------------
Trunk/pcgen/data/pathfinder/paizo/player_companion/orcs_of_golarion/oog_abilities_class.lst
Modified: Trunk/pcgen/data/pathfinder/paizo/player_companion/orcs_of_golarion/oog_abilities_class.lst
===================================================================
--- Trunk/pcgen/data/pathfinder/paizo/player_companion/orcs_of_golarion/oog_abilities_class.lst 2014-04-29 20:27:57 UTC (rev 23738)
+++ Trunk/pcgen/data/pathfinder/paizo/player_companion/orcs_of_golarion/oog_abilities_class.lst 2014-04-29 20:37:54 UTC (rev 23739)
@@ -2,7 +2,7 @@
SOURCELONG:Orcs of Golarion SOURCESHORT:OOG SOURCEWEB:http://paizo.com/pathfinder/v5748btpy8fvz SOURCEDATE:2010-12
# Ability Name Unique Key Category of Ability Type Visible Serves As Define Description Ability Bonus to Ability Pool Combat bonus Stat bonus Modify VAR Add to vision Class Skill Vision Damage Reduction Source Page Aspects Description of the Benefits List of Known Class Spells by Level
-Orc Bloodline KEY:Bloodline ~ Orc Bloodline CATEGORY:Special Ability TYPE:SpecialQuality.ClassSpecialization.SorcererBloodline DESC:The Rage of your ancestors burns within you, and the taint of savage orc blood flows through your veins. Your anger is never far from the surface, giving you strength and driving you to seek greater power. ABILITY:Special Ability|AUTOMATIC|Bloodline Arcana ~ Orc|Bloodline Bonus Spells ~ Orc|Bloodline Powers ~ Orc ABILITY:Special Ability|AUTOMATIC|Orc Bloodline ~ Touch of Rage|PREVARGTEQ:BloodlineLVL,1 ABILITY:Special Ability|AUTOMATIC|Orc Bloodline ~ Fearless|PREVARGTEQ:BloodlineLVL,3 ABILITY:Special Ability|AUTOMATIC|Orc Bloodline ~ Strength of the Beast|PREVARGTEQ:BloodlineLVL,9 ABILITY:Special Ability|AUTOMATIC|Orc Bloodline ~ Power of Giants|PREVARGTEQ:BloodlineLVL,15 ABILITY:Special Ability|AUTOMATIC|Orc Bloodline ~ Warlord Reborn|PREVARGTEQ:BloodlineLVL,20 BONUS:ABILITYPOOL|Orc Bloodline Feat|(BloodlineFeatProgression-1)/6 CSKILL:Survival SOURCEPAGE:p.14
+Orc Bloodline KEY:Bloodline ~ Orc Bloodline CATEGORY:Special Ability TYPE:SpecialQuality.ClassSpecialization.SorcererBloodline DESC:The Rage of your ancestors burns within you, and the taint of savage orc blood flows through your veins. Your anger is never far from the surface, giving you strength and driving you to seek greater power. ABILITY:Special Ability|AUTOMATIC|Bloodline Arcana ~ Orc|Bloodline Bonus Spells ~ Orc|Bloodline Powers ~ Orc ABILITY:Special Ability|AUTOMATIC|Orc Bloodline ~ Touch of Rage|PREVARGTEQ:BloodlineLVL,1|!PREABILITY:1,CATEGORY=Archetype,TYPE.SorcererBloodlinePowerLvl1 ABILITY:Special Ability|AUTOMATIC|Orc Bloodline ~ Fearless|PREVARGTEQ:BloodlineLVL,3|!PREABILITY:1,CATEGORY=Archetype,TYPE.SorcererBloodlinePowerLvl3 ABILITY:Special Ability|AUTOMATIC|Orc Bloodline ~ Strength of the Beast|PREVARGTEQ:BloodlineLVL,9|!PREABILITY:1,CATEGORY=Archetype,TYPE.SorcererBloodlinePowerLvl9 ABILITY:Special Ability|AUTOMATIC|Orc Bloodline ~ Power of Giants|PREVARGTEQ:BloodlineLVL,15|!PREABILITY:1,CATEGORY=Archetype,TYPE.SorcererBloodlinePowerLvl15 ABILITY:Special Ability|AUTOMATIC|Orc Bloodline ~ Warlord Reborn|PREVARGTEQ:BloodlineLVL,20|!PREABILITY:1,CATEGORY=Archetype,TYPE.SorcererBloodlinePowerLvl20 BONUS:ABILITYPOOL|Orc Bloodline Feat|(BloodlineFeatProgression-1)/6 CSKILL:Survival SOURCEPAGE:p.14
#### Block: Sorcerer bloodline bonus spells
This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site.
|
|
From: <ama...@us...> - 2014-04-29 20:28:01
|
Revision: 23738
http://sourceforge.net/p/pcgen/code/23738
Author: amaitland
Date: 2014-04-29 20:27:57 +0000 (Tue, 29 Apr 2014)
Log Message:
-----------
Jenkins Fix
Modified Paths:
--------------
Trunk/pcgen/data/pathfinder/paizo/pathfinder_society/pfs_iswg_abilitycategories.lst
Modified: Trunk/pcgen/data/pathfinder/paizo/pathfinder_society/pfs_iswg_abilitycategories.lst
===================================================================
--- Trunk/pcgen/data/pathfinder/paizo/pathfinder_society/pfs_iswg_abilitycategories.lst 2014-04-29 18:33:53 UTC (rev 23737)
+++ Trunk/pcgen/data/pathfinder/paizo/pathfinder_society/pfs_iswg_abilitycategories.lst 2014-04-29 20:27:57 UTC (rev 23738)
@@ -31,7 +31,7 @@
#ABILITYCATEGORY:Noble Scion Choice.MOD TYPE:PFSNotLegal PRECLASS:1,NPC=1,Monster=1
#ABILITYCATEGORY:Scholar Choice.MOD TYPE:PFSNotLegal PRECLASS:1,NPC=1,Monster=1
#ABILITYCATEGORY:Totem Spirit Choice.MOD TYPE:PFSNotLegal PRECLASS:1,NPC=1,Monster=1
-ABILITYCATEGORY:Varisian Tattoo Choice.MOD TYPE:PFSLegal
+#ABILITYCATEGORY:Varisian Tattoo Choice.MOD TYPE:PFSLegal
#ABILITYCATEGORY:Strix Racial Trait.MOD TYPE:PFSNotLegal PRECLASS:1,NPC=1,Monster=1
#ABILITYCATEGORY:Gillman Racial Trait.MOD TYPE:PFSNotLegal PRECLASS:1,NPC=1,Monster=1
This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site.
|
|
From: <gjo...@us...> - 2014-04-29 18:33:56
|
Revision: 23737
http://sourceforge.net/p/pcgen/code/23737
Author: gjorbjond
Date: 2014-04-29 18:33:53 +0000 (Tue, 29 Apr 2014)
Log Message:
-----------
Shaitan Style prereqs changed to match all the other genie-kin style feats.
Modified Paths:
--------------
Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_feats.lst
Modified: Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_feats.lst
===================================================================
--- Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_feats.lst 2014-04-29 07:40:28 UTC (rev 23736)
+++ Trunk/pcgen/data/pathfinder/paizo/roleplaying_game/ultimate_combat/uc_feats.lst 2014-04-29 18:33:53 UTC (rev 23737)
@@ -428,7 +428,7 @@
Shaitan Skin TYPE:Combat PREMULT:1,[PREMULT:3,[PRESTAT:2,CON=15,WIS=15],[PREFEAT:3,Elemental Fist,Improved Unarmed Strike,Shaitan Style],[PREMULT:1,[PREATT:11],[PRECLASS:1,Monk=9]]] DESC:You can manipulate acid to shield yourself and disable your enemies. SOURCEPAGE:p.118 BENEFIT:You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using the Shaitan Style feat, you gain acid resistance equal to your base attack bonus, or your monk level plus BAB gained from levels in classes other than monk, whichever is higher. While denied your Dexterity bonus to AC you are also denied this resistance. Creatures that take acid damage from your Elemental Fist attack must succeed at a Reflex save (DC 10 + 1/2 your character level + your Wis modifier) or be staggered for 1 round.
-Shaitan Style TYPE:Combat.Style PREMULT:1,[PREMULT:3,[PRESTAT:2,CON=13,WIS=15],[PREFEAT:2,Elemental Fist,Improved Unarmed Strike],[PREMULT:1,[PREATT:9],[PRECLASS:1,Monk=5]]] DESC:You strike with the caustic forces from within the earth. SOURCEPAGE:p.118 BENEFIT:You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using the Shaitan Style and Elemental Fist feats to deal acid damage, you gain a bonus on acid damage rolls equal to your Wisdom bonus. Further, if your Elemental Fist melee attack misses while you are using it to deal acid damage, you still deal 1d6 points of acid damage to your target.
+Shaitan Style TYPE:Combat.Style PREFEAT:2,Elemental Fist,Improved Unarmed Strike PREMULT:1,[PREATT:9],[PRECLASS:1,Monk=5] PRESTAT:2,CON=13,WIS=15 DESC:You strike with the caustic forces from within the earth. SOURCEPAGE:p.118 BENEFIT:You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using the Shaitan Style and Elemental Fist feats to deal acid damage, you gain a bonus on acid damage rolls equal to your Wisdom bonus. Further, if your Elemental Fist melee attack misses while you are using it to deal acid damage, you still deal 1d6 points of acid damage to your target.
Shake It Off TYPE:Teamwork DESC:You support your allies and help them recover from crippling effects. SOURCEPAGE:p.118 BENEFIT:When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4).
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From: <hen...@us...> - 2014-04-29 07:40:32
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Revision: 23736
http://sourceforge.net/p/pcgen/code/23736
Author: henkslaaf2
Date: 2014-04-29 07:40:28 +0000 (Tue, 29 Apr 2014)
Log Message:
-----------
Merge pull request #42 from mjmeans/pfs
fix varisian tattoo choices which should be pfslegal
Modified Paths:
--------------
Trunk/pcgen/data/pathfinder/paizo/pathfinder_society/pfs_iswg_abilities_class.lst
Trunk/pcgen/data/pathfinder/paizo/pathfinder_society/pfs_iswg_abilitycategories.lst
Modified: Trunk/pcgen/data/pathfinder/paizo/pathfinder_society/pfs_iswg_abilities_class.lst
===================================================================
--- Trunk/pcgen/data/pathfinder/paizo/pathfinder_society/pfs_iswg_abilities_class.lst 2014-04-29 07:12:29 UTC (rev 23735)
+++ Trunk/pcgen/data/pathfinder/paizo/pathfinder_society/pfs_iswg_abilities_class.lst 2014-04-29 07:40:28 UTC (rev 23736)
@@ -198,10 +198,10 @@
###BLOCK: Varisian Tattoo Abilities
# Ability Name Product Identity? Category of Ability Type Required Feat Innate Spells Description Caster level Source Page
-CATEGORY=Special Ability|Varisian Tattoo ~ Avidais.MOD TYPE:PFSNotLegal PRECLASS:1,NPC=1,Monster=1
-CATEGORY=Special Ability|Varisian Tattoo ~ Idolis.MOD TYPE:PFSNotLegal PRECLASS:1,NPC=1,Monster=1
-CATEGORY=Special Ability|Varisian Tattoo ~ Carnasia.MOD TYPE:PFSNotLegal PRECLASS:1,NPC=1,Monster=1
-CATEGORY=Special Ability|Varisian Tattoo ~ Ragario.MOD TYPE:PFSNotLegal PRECLASS:1,NPC=1,Monster=1
-CATEGORY=Special Ability|Varisian Tattoo ~ Vangloris.MOD TYPE:PFSNotLegal PRECLASS:1,NPC=1,Monster=1
-CATEGORY=Special Ability|Varisian Tattoo ~ Voratalo.MOD TYPE:PFSNotLegal PRECLASS:1,NPC=1,Monster=1
-CATEGORY=Special Ability|Varisian Tattoo ~ Avaria.MOD TYPE:PFSNotLegal PRECLASS:1,NPC=1,Monster=1
+CATEGORY=Special Ability|Varisian Tattoo ~ Avidais.MOD TYPE:PFSLegal
+CATEGORY=Special Ability|Varisian Tattoo ~ Idolis.MOD TYPE:PFSLegal
+CATEGORY=Special Ability|Varisian Tattoo ~ Carnasia.MOD TYPE:PFSLegal
+CATEGORY=Special Ability|Varisian Tattoo ~ Ragario.MOD TYPE:PFSLegal
+CATEGORY=Special Ability|Varisian Tattoo ~ Vangloris.MOD TYPE:PFSLegal
+CATEGORY=Special Ability|Varisian Tattoo ~ Voratalo.MOD TYPE:PFSLegal
+CATEGORY=Special Ability|Varisian Tattoo ~ Avaria.MOD TYPE:PFSLegal
Modified: Trunk/pcgen/data/pathfinder/paizo/pathfinder_society/pfs_iswg_abilitycategories.lst
===================================================================
--- Trunk/pcgen/data/pathfinder/paizo/pathfinder_society/pfs_iswg_abilitycategories.lst 2014-04-29 07:12:29 UTC (rev 23735)
+++ Trunk/pcgen/data/pathfinder/paizo/pathfinder_society/pfs_iswg_abilitycategories.lst 2014-04-29 07:40:28 UTC (rev 23736)
@@ -31,7 +31,7 @@
#ABILITYCATEGORY:Noble Scion Choice.MOD TYPE:PFSNotLegal PRECLASS:1,NPC=1,Monster=1
#ABILITYCATEGORY:Scholar Choice.MOD TYPE:PFSNotLegal PRECLASS:1,NPC=1,Monster=1
#ABILITYCATEGORY:Totem Spirit Choice.MOD TYPE:PFSNotLegal PRECLASS:1,NPC=1,Monster=1
-#ABILITYCATEGORY:Varisian Tattoo Choice.MOD TYPE:PFSNotLegal PRECLASS:1,NPC=1,Monster=1
+ABILITYCATEGORY:Varisian Tattoo Choice.MOD TYPE:PFSLegal
#ABILITYCATEGORY:Strix Racial Trait.MOD TYPE:PFSNotLegal PRECLASS:1,NPC=1,Monster=1
#ABILITYCATEGORY:Gillman Racial Trait.MOD TYPE:PFSNotLegal PRECLASS:1,NPC=1,Monster=1
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From: <ama...@us...> - 2014-04-29 00:28:04
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Revision: 23734
http://sourceforge.net/p/pcgen/code/23734
Author: amaitland
Date: 2014-04-29 00:28:00 +0000 (Tue, 29 Apr 2014)
Log Message:
-----------
Remove older items
Removed Paths:
-------------
Trunk/content/notfordistribution/35e/wizards_of_the_coast/rsrd/
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From: <dis...@us...> - 2014-04-28 21:27:41
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Revision: 23733
http://sourceforge.net/p/pcgen/code/23733
Author: distant-scholar
Date: 2014-04-28 21:27:36 +0000 (Mon, 28 Apr 2014)
Log Message:
-----------
NEWSOURCE-204: Finished Chapter 4 and Appendix; removed extraneous creatures.
Modified Paths:
--------------
Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/TODO.txt
Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics.pcc
Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_abilities_monsters.lst
Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_abilities_other.lst
Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_classes_companions.lst
Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_kits_monsters.lst
Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_races_apg.lst
Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_races_monsters.lst
Modified: Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/TODO.txt
===================================================================
--- Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/TODO.txt 2014-04-28 00:55:08 UTC (rev 23732)
+++ Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/TODO.txt 2014-04-28 21:27:36 UTC (rev 23733)
@@ -3,14 +3,15 @@
- Page numbering, updating, and new entries through Chapter 3: Skills and Feats (p. 120)
- Some new entries for race abilities/archetypes
- Update powers known/max power level variables and display for classes (and gifted blade)
+- Chapter 4: Psionics
- Chapter 7: Prestige Classes
- Chapter 8: Psionic Items
+- Appendix: (removed extra monsters)
- Change classlevel references to xxxLVL (for consistency)
DS/DL DOING:
-- Chapter 4: Psionics - Nothing should be needed here
-- Appendix: These should all be present already
- * Remove monsters (except astral construct / astral swarm / psicrystal)
+- Chapter 6: Advanced Options
+ * Add new archetypes
ELRO DONE:
- Change BONUS/PREAPPLY to TEMPBONUS
@@ -27,7 +28,6 @@
* Update OGL info
* Consider adding checklist info to all the myriad N/day abilities
- Chapter 6: Advanced Options
- * Add new archetypes
* Add new character traits
* Power Displays - Nothing should be needed here
* Add new racial traits (and make sure they're still working with the changes made to core)
Modified: Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics.pcc
===================================================================
--- Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics.pcc 2014-04-28 00:55:08 UTC (rev 23732)
+++ Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics.pcc 2014-04-28 21:27:36 UTC (rev 23733)
@@ -56,14 +56,12 @@
ABILITY:ultimate_psionics_abilities_favored_classes.lst
ABILITY:ultimate_psionics_abilities_bonus_powers.lst
ABILITY:ultimate_psionics_abilities_racial.lst
-#ABILITY:ultimate_psionics_abilities_traits.lst
ABILITY:ultimate_psionics_abilities_monsters.lst
ABILITY:ultimate_psionics_abilities_other.lst
CLASS:ultimate_psionics_classes_base.lst
CLASS:ultimate_psionics_classes_companions.lst
CLASS:ultimate_psionics_classes_prestige.lst
-CLASS:ultimate_psionics_classes_monsters.lst
COMPANIONMOD:ultimate_psionics_companion_mods.lst
@@ -76,7 +74,6 @@
FEAT:ultimate_psionics_feats.lst
FEAT:ultimate_psionics_feats_mods.lst
-#KIT:ultimate_psionics_kits_pc_races.lst
KIT:ultimate_psionics_kits_monsters.lst
KIT:ultimate_psionics_kits_other.lst
@@ -84,7 +81,6 @@
RACE:ultimate_psionics_races_pc.lst
RACE:ultimate_psionics_races_monsters.lst
-#RACE:ultimate_psionics_races_psicrystal.lst
SKILL:ultimate_psionics_skills.lst
Modified: Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_abilities_monsters.lst
===================================================================
--- Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_abilities_monsters.lst 2014-04-28 00:55:08 UTC (rev 23732)
+++ Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_abilities_monsters.lst 2014-04-28 21:27:36 UTC (rev 23733)
@@ -4,190 +4,101 @@
# SRD Original Entry by: TaluronIscandar
# TODO:
-# comment blocks
-# new style keys (ability ~ monster?)
-# group abilities by monster
-# see if monsters are even in UltPsi
+# new style keys (ability ~ monster?) for astral construct
# change source line
-# change page numbers
-###Block: Astral Construct Menu A Abilities
+###Block: Astral Construct Abilities
+
+###Block: Menu A
# Ability Name Unique Key Output Name Category of Ability Type Visible Description Template Move Automatically Gained Feat Ability Bonus to Ability Pool Combat bonus Damage reduction Bonus to HP Add to base move Bonus to skill Stat bonus Modify VAR Vision Damage Reduction Aspects
-Buff KEY:Astral_Buff CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuA VISIBLE:YES BONUS:HP|CURRENTMAX|5
-Celerity KEY:Astral_Celerity CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuA VISIBLE:YES BONUS:MOVEADD|TYPE.Walk|10
-Cleave KEY:Astral_Cleave CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuA VISIBLE:DISPLAY AUTO:FEAT|Cleave
-Deflection KEY:Astral_Deflection CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuA VISIBLE:YES BONUS:COMBAT|AC|1|TYPE=Deflection
-Fly KEY:Astral_Fly CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuA VISIBLE:YES MOVE:Fly,20 ABILITY:Special Ability|AUTOMATIC|Flight Maneuverability BONUS:VAR|Maneuverability|3
-Improved Bull Rush KEY:Astral_Improved Bull Rush CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuA VISIBLE:DISPLAY AUTO:FEAT|Improved Bull Rush
-Improved Slam Attack KEY:Astral_Improved Slam Attack CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuA VISIBLE:DISPLAY AUTO:FEAT|Improved Natural Attack (Slam)
-Mobility KEY:Astral_Mobility CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuA VISIBLE:DISPLAY AUTO:FEAT|Mobility
-Power Attack KEY:Astral_Power Attack CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuA VISIBLE:DISPLAY AUTO:FEAT|Power Attack
-Swim KEY:Astral_Swim CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuA VISIBLE:YES MOVE:Swim,30
-Trip KEY:Astral_Trip CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuA VISIBLE:DISPLAY ABILITY:Special Ability|AUTOMATIC|Trip
-Resistance To Cold KEY:Astral_Resistance To Cold CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuA VISIBLE:DISPLAY ABILITY:Special Ability|AUTOMATIC|Resistance To Cold BONUS:VAR|ColdResistanceBonus|5
-Resistance To Fire KEY:Astral_Resistance To Fire CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuA VISIBLE:DISPLAY ABILITY:Special Ability|AUTOMATIC|Resistance To Fire BONUS:VAR|FireResistanceBonus|5
-Resistance To Electricity KEY:Astral_Resistance To Electricity CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuA VISIBLE:DISPLAY ABILITY:Special Ability|AUTOMATIC|Resistance To Electricity BONUS:VAR|ElectricityResistanceBonus|5
-Resistance To Sonic KEY:Astral_Resistance To Sonic CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuA VISIBLE:DISPLAY ABILITY:Special Ability|AUTOMATIC|Resistance To Sonic BONUS:VAR|SonicResistanceBonus|5
-Resistance To Acid KEY:Astral_Resistance To Acid CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuA VISIBLE:DISPLAY ABILITY:Special Ability|AUTOMATIC|Resistance To Acid BONUS:VAR|AcidResistanceBonus|5
+Buff KEY:Astral_Buff CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuA VISIBLE:YES BONUS:HP|CURRENTMAX|5 SOURCEPAGE:p.443
+Celerity KEY:Astral_Celerity CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuA VISIBLE:YES BONUS:MOVEADD|TYPE.Walk|10 SOURCEPAGE:p.443
+Cleave KEY:Astral_Cleave CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuA VISIBLE:DISPLAY AUTO:FEAT|Cleave SOURCEPAGE:p.443
+Deflection KEY:Astral_Deflection CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuA VISIBLE:YES BONUS:COMBAT|AC|1|TYPE=Deflection SOURCEPAGE:p.443
+Fly KEY:Astral_Fly CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuA VISIBLE:YES MOVE:Fly,20 ABILITY:Special Ability|AUTOMATIC|Flight Maneuverability BONUS:VAR|Maneuverability|3 SOURCEPAGE:p.443
+Improved Bull Rush KEY:Astral_Improved Bull Rush CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuA VISIBLE:DISPLAY AUTO:FEAT|Improved Bull Rush SOURCEPAGE:p.443
+Improved Slam Attack KEY:Astral_Improved Slam Attack CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuA VISIBLE:DISPLAY AUTO:FEAT|Improved Natural Attack (Slam) SOURCEPAGE:p.443
+Mobility KEY:Astral_Mobility CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuA VISIBLE:DISPLAY AUTO:FEAT|Mobility SOURCEPAGE:p.443
+Power Attack KEY:Astral_Power Attack CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuA VISIBLE:DISPLAY AUTO:FEAT|Power Attack SOURCEPAGE:p.443
+Swim KEY:Astral_Swim CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuA VISIBLE:YES MOVE:Swim,30 SOURCEPAGE:p.443
+Trip KEY:Astral_Trip CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuA VISIBLE:DISPLAY ABILITY:Special Ability|AUTOMATIC|Trip SOURCEPAGE:p.443
+Resistance To Cold KEY:Astral_Resistance To Cold CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuA VISIBLE:DISPLAY ABILITY:Special Ability|AUTOMATIC|Resistance To Cold BONUS:VAR|ColdResistanceBonus|5 SOURCEPAGE:p.443
+Resistance To Fire KEY:Astral_Resistance To Fire CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuA VISIBLE:DISPLAY ABILITY:Special Ability|AUTOMATIC|Resistance To Fire BONUS:VAR|FireResistanceBonus|5 SOURCEPAGE:p.443
+Resistance To Electricity KEY:Astral_Resistance To Electricity CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuA VISIBLE:DISPLAY ABILITY:Special Ability|AUTOMATIC|Resistance To Electricity BONUS:VAR|ElectricityResistanceBonus|5 SOURCEPAGE:p.443
+Resistance To Sonic KEY:Astral_Resistance To Sonic CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuA VISIBLE:DISPLAY ABILITY:Special Ability|AUTOMATIC|Resistance To Sonic BONUS:VAR|SonicResistanceBonus|5 SOURCEPAGE:p.443
+Resistance To Acid KEY:Astral_Resistance To Acid CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuA VISIBLE:DISPLAY ABILITY:Special Ability|AUTOMATIC|Resistance To Acid BONUS:VAR|AcidResistanceBonus|5 SOURCEPAGE:p.443
-#Astral Construct Menu B Abilities
-Two Menu A Abilities KEY:Astral_Two Menu A Abilities CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuB VISIBLE:DISPLAY BONUS:ABILITYPOOL|Astral Construct Menu A Ability|2
-Compact Form KEY:Astral_Compact Form CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuB VISIBLE:DISPLAY TEMPLATE:Activate Size Changing BONUS:STAT|STR|-2|TYPE=Size BONUS:STAT|DEX|2|TYPE=Size BONUS:VAR|SizeChange|-1
-Extra Attack KEY:Astral_Extra Attack CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuB VISIBLE:YES
-Fast Healing KEY:Astral_Fast Healing CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuB VISIBLE:DISPLAY ABILITY:Special Ability|AUTOMATIC|Fast Healing BONUS:VAR|FastHealing|2
-Heavy Deflection KEY:Astral_Heavy Deflection CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuB VISIBLE:YES BONUS:COMBAT|AC|4|TYPE=Deflection
-Improved Buff KEY:Astral_Improved Buff CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuB VISIBLE:YES BONUS:HP|CURRENTMAX|15
-Improved Critical KEY:Astral_Improved Critical CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuB VISIBLE:DISPLAY AUTO:FEAT|Improved Critical (Slam)
-Improved Damage Reduction KEY:Astral_Improved Damage Reduction CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuB VISIBLE:DISPLAY BONUS:DR|Magic|3 DR:0/Magic
-Improved Fly KEY:Astral_Improved Fly CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuB VISIBLE:DISPLAY MOVE:Fly,40 ABILITY:Special Ability|AUTOMATIC|Flight Maneuverability BONUS:VAR|Maneuverability|3
-Grab KEY:Astral_Grab CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuB VISIBLE:DISPLAY ABILITY:Special Ability|AUTOMATIC|Grab
-Improved Swim KEY:Astral_Improved Swim CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuB VISIBLE:YES MOVE:Swim,60
-Muscle KEY:Astral_Muscle CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuB VISIBLE:YES BONUS:STAT|STR|4
-Poison Touch KEY:Astral_Poison Touch CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuB VISIBLE:YES
-Pounce KEY:Astral_Pounce CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuB VISIBLE:DISPLAY ABILITY:Special Ability|AUTOMATIC|Pounce
-Smite KEY:Astral_Smite CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuB VISIBLE:YES
-Trample KEY:Astral_Trample CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuB VISIBLE:DISPLAY ABILITY:Special Ability|AUTOMATIC|Trample
-Energy Touch ~ Acid CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuB VISIBLE:YES
-Energy Touch ~ Cold CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuB VISIBLE:YES
-Energy Touch ~ Electricity CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuB VISIBLE:YES
-Energy Touch ~ Fire CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuB VISIBLE:YES
+###Block: Menu B
+Two Menu A Abilities KEY:Astral_Two Menu A Abilities CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuB VISIBLE:DISPLAY BONUS:ABILITYPOOL|Astral Construct Menu A Ability|2 SOURCEPAGE:p.443
+Compact Form KEY:Astral_Compact Form CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuB VISIBLE:DISPLAY TEMPLATE:Activate Size Changing BONUS:STAT|STR|-2|TYPE=Size BONUS:STAT|DEX|2|TYPE=Size BONUS:VAR|SizeChange|-1 SOURCEPAGE:p.443
+Extra Attack KEY:Astral_Extra Attack CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuB VISIBLE:YES SOURCEPAGE:p.443
+Fast Healing KEY:Astral_Fast Healing CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuB VISIBLE:DISPLAY ABILITY:Special Ability|AUTOMATIC|Fast Healing BONUS:VAR|FastHealing|2 SOURCEPAGE:p.443
+Heavy Deflection KEY:Astral_Heavy Deflection CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuB VISIBLE:YES BONUS:COMBAT|AC|4|TYPE=Deflection SOURCEPAGE:p.443
+Improved Buff KEY:Astral_Improved Buff CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuB VISIBLE:YES BONUS:HP|CURRENTMAX|15 SOURCEPAGE:p.443
+Improved Critical KEY:Astral_Improved Critical CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuB VISIBLE:DISPLAY AUTO:FEAT|Improved Critical (Slam) SOURCEPAGE:p.443
+Improved Damage Reduction KEY:Astral_Improved Damage Reduction CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuB VISIBLE:DISPLAY BONUS:DR|Magic|3 DR:0/Magic SOURCEPAGE:p.444
+Improved Fly KEY:Astral_Improved Fly CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuB VISIBLE:DISPLAY MOVE:Fly,40 ABILITY:Special Ability|AUTOMATIC|Flight Maneuverability BONUS:VAR|Maneuverability|3 SOURCEPAGE:p.444
+Grab KEY:Astral_Grab CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuB VISIBLE:DISPLAY ABILITY:Special Ability|AUTOMATIC|Grab SOURCEPAGE:p.444
+Improved Swim KEY:Astral_Improved Swim CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuB VISIBLE:YES MOVE:Swim,60 SOURCEPAGE:p.444
+Muscle KEY:Astral_Muscle CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuB VISIBLE:YES BONUS:STAT|STR|4 SOURCEPAGE:p.444
+Poison Touch KEY:Astral_Poison Touch CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuB VISIBLE:YES SOURCEPAGE:p.444
+Pounce KEY:Astral_Pounce CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuB VISIBLE:DISPLAY ABILITY:Special Ability|AUTOMATIC|Pounce SOURCEPAGE:p.444
+Smite KEY:Astral_Smite CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuB VISIBLE:YES SOURCEPAGE:p.444
+Trample KEY:Astral_Trample CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuB VISIBLE:DISPLAY ABILITY:Special Ability|AUTOMATIC|Trample SOURCEPAGE:p.444
+Energy Touch ~ Acid CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuB VISIBLE:YES SOURCEPAGE:p.443
+Energy Touch ~ Cold CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuB VISIBLE:YES SOURCEPAGE:p.443
+Energy Touch ~ Electricity CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuB VISIBLE:YES SOURCEPAGE:p.443
+Energy Touch ~ Fire CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuB VISIBLE:YES SOURCEPAGE:p.443
-#Astral Construct Menu C Abilities
-Two Menu B Abilities KEY:Astral_Two Menu B Abilities CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuC VISIBLE:DISPLAY BONUS:ABILITYPOOL|Astral Construct Menu B Ability|2
-Blindsight KEY:Astral_Blindsight CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuC VISIBLE:DISPLAY VISION:Blindsight (60')
-Concussion KEY:Astral_Concussion CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuC VISIBLE:YES
-Constrict KEY:Astral_Constrict CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuC VISIBLE:DISPLAY ABILITY:Special Ability|AUTOMATIC|Constrict
-Dimension Slide KEY:Astral_Dimension Slide CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuC VISIBLE:YES
-Energy Bolt KEY:Astral_Energy Bolt CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuC VISIBLE:YES
-Extra Buff KEY:Astral_Extra Buff CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuC VISIBLE:YES BONUS:HP|CURRENTMAX|30
-Extreme Damage Reduction KEY:Astral_Extreme Damage Reduction CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuC VISIBLE:YES BONUS:DR|Magic|6
-Extreme Deflection KEY:Astral_Extreme Deflection CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuC VISIBLE:YES BONUS:COMBAT|AC|8|TYPE=Deflection
-Natural Invisibility KEY:Astral_Natural Invisibility CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuC VISIBLE:DISPLAY ABILITY:Special Ability|AUTOMATIC|Natural Invisibility
-Power Resistance KEY:Astral_Power Resistance CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuC VISIBLE:YES
-Rend KEY:Astral_Rend CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuC VISIBLE:DISPLAY ABILITY:Special Ability|AUTOMATIC|Rend
-Spring Attack KEY:Astral_Spring Attack CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuC VISIBLE:DISPLAY AUTO:FEAT|Spring Attack
-Whirlwind Attack KEY:Astral_Whirlwind Attack CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuC VISIBLE:DISPLAY AUTO:FEAT|Whirlwind Attack
+###Block: Menu C
+Two Menu B Abilities KEY:Astral_Two Menu B Abilities CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuC VISIBLE:DISPLAY BONUS:ABILITYPOOL|Astral Construct Menu B Ability|2 SOURCEPAGE:p.444
+Blindsight KEY:Astral_Blindsight CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuC VISIBLE:DISPLAY VISION:Blindsight (60') SOURCEPAGE:p.444
+Concussion KEY:Astral_Concussion CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuC VISIBLE:YES SOURCEPAGE:p.444
+Constrict KEY:Astral_Constrict CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuC VISIBLE:DISPLAY ABILITY:Special Ability|AUTOMATIC|Constrict SOURCEPAGE:p.444
+Dimension Slide KEY:Astral_Dimension Slide CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuC VISIBLE:YES SOURCEPAGE:p.444
+Energy Bolt KEY:Astral_Energy Bolt CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuC VISIBLE:YES SOURCEPAGE:p.444
+Extra Buff KEY:Astral_Extra Buff CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuC VISIBLE:YES BONUS:HP|CURRENTMAX|30 SOURCEPAGE:p.444
+Extreme Damage Reduction KEY:Astral_Extreme Damage Reduction CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuC VISIBLE:YES BONUS:DR|Magic|6 SOURCEPAGE:p.444
+Extreme Deflection KEY:Astral_Extreme Deflection CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuC VISIBLE:YES BONUS:COMBAT|AC|8|TYPE=Deflection SOURCEPAGE:p.444
+Natural Invisibility KEY:Astral_Natural Invisibility CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuC.Extraordinary.Defensive VISIBLE:YES DESC:This ability is constant--this astral construct remains invisible at all times, even when attacking. SOURCEPAGE:p.444 BENEFIT:This ability is constant--this astral construct remains invisible at all times, even when attacking. As this ability is inherent, it is not subject to the eradicate invisibility power. Against foes that cannot pinpoint it, this astral construct gains a +20 bonus on Stealth checks when moving, or +40 when standing still--these bonuses are not included in the statistics above.
+Power Resistance KEY:Astral_Power Resistance CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuC VISIBLE:YES SOURCEPAGE:p.444
+Rend KEY:Astral_Rend CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuC VISIBLE:DISPLAY ABILITY:Special Ability|AUTOMATIC|Rend SOURCEPAGE:p.444
+Spring Attack KEY:Astral_Spring Attack CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuC VISIBLE:DISPLAY AUTO:FEAT|Spring Attack SOURCEPAGE:p.444
+Whirlwind Attack KEY:Astral_Whirlwind Attack CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuC VISIBLE:DISPLAY AUTO:FEAT|Whirlwind Attack SOURCEPAGE:p.444
###Block: Advanced Constructs Astral Construct abilities
###Block: Menu A
# Ability Name Unique Key Category of Ability Type Visible Required Template Define Description Stackable? Multiple? Choose Automatically Gained Feat Combat bonus Modify VAR Natural Attacks
-Armor Spikes KEY:Astral_Armor Spikes CATEGORY:Special Ability TYPE:SpecialAttack.AstralConstructMenuA VISIBLE:YES PRETEMPLATE:1,Advanced Construct DESC:Do extra 1d6 piercing damage with trample, constrict, bull rush, or grapple attack. NATURALATTACKS:Armor Spikes,Weapon.Natural.Melee.Finesseable.Piercing,*1,1d6
-Dodge KEY:Astral_Dodge CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuA VISIBLE:YES PRETEMPLATE:1,Advanced Construct AUTO:FEAT|Dodge
-Might KEY:Astral_Might CATEGORY:Special Ability TYPE:SpecialAttack.AstralConstructMenuA VISIBLE:YES PRETEMPLATE:1,Advanced Construct BONUS:COMBAT|DAMAGE.Melee|1|TYPE=Might
-Talons KEY:Astral_Talons CATEGORY:Special Ability TYPE:SpecialAttack.AstralConstructMenuA VISIBLE:YES PRETEMPLATE:1,Advanced Construct DESC:Slam attacks do either slashing or piercing damage.
-Utility KEY:Astral_Utility CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuA VISIBLE:YES PRETEMPLATE:1,Advanced Construct DEFINE:AstralUtilityDC|8 DESC:The astral construct can perform various tasks up to DC %1.|AstralUtilityDC STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|AstralUtilityDC|2
+Armor Spikes KEY:Astral_Armor Spikes CATEGORY:Special Ability TYPE:SpecialAttack.AstralConstructMenuA VISIBLE:YES PRETEMPLATE:1,Advanced Construct DESC:Do extra 1d6 piercing damage with trample, constrict, bull rush, or grapple attack. NATURALATTACKS:Armor Spikes,Weapon.Natural.Melee.Finesseable.Piercing,*1,1d6 SOURCEPAGE:p.87
+Dodge KEY:Astral_Dodge CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuA VISIBLE:YES PRETEMPLATE:1,Advanced Construct AUTO:FEAT|Dodge SOURCEPAGE:p.87
+Might KEY:Astral_Might CATEGORY:Special Ability TYPE:SpecialAttack.AstralConstructMenuA VISIBLE:YES PRETEMPLATE:1,Advanced Construct BONUS:COMBAT|DAMAGE.Melee|1|TYPE=Might SOURCEPAGE:p.87
+Talons KEY:Astral_Talons CATEGORY:Special Ability TYPE:SpecialAttack.AstralConstructMenuA VISIBLE:YES PRETEMPLATE:1,Advanced Construct DESC:Slam attacks do either slashing or piercing damage. SOURCEPAGE:p.87
+Utility KEY:Astral_Utility CATEGORY:Special Ability TYPE:SpecialQuality.AstralConstructMenuA VISIBLE:YES PRETEMPLATE:1,Advanced Construct DEFINE:AstralUtilityDC|8 DESC:The astral construct can perform various tasks up to DC %1.|AstralUtilityDC STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|AstralUtilityDC|2 SOURCEPAGE:p.87
###Block: Menu B
# Ability Name Unique Key Category of Ability Type Visible Required Template Description Automatically Gained Feat Combat bonus
-Great Cleave KEY:Astral_Great Cleave CATEGORY:Special Ability TYPE:SpecialAttack.AstralConstructMenuB VISIBLE:YES PRETEMPLATE:1,Advanced Construct AUTO:FEAT|Great Cleave
-Improved Might KEY:Astral_Improved Might CATEGORY:Special Ability TYPE:SpecialAttack.AstralConstructMenuB VISIBLE:YES PRETEMPLATE:1,Advanced Construct BONUS:COMBAT|DAMAGE.Melee|3|TYPE=Might
-Reach KEY:Astral_Reach CATEGORY:Special Ability TYPE:SpecialAttack.AstralConstructMenuB VISIBLE:YES PRETEMPLATE:1,Advanced Construct BONUS:COMBAT|REACH|5
-Stunning Fist KEY:Astral_Stunning Fist CATEGORY:Special Ability TYPE:SpecialAttack.AstralConstructMenuB VISIBLE:YES PRETEMPLATE:1,Advanced Construct DESC:The astral construct can use Stunning Fist with its slam attacks. AUTO:FEAT|Stunning Fist
+Great Cleave KEY:Astral_Great Cleave CATEGORY:Special Ability TYPE:SpecialAttack.AstralConstructMenuB VISIBLE:YES PRETEMPLATE:1,Advanced Construct AUTO:FEAT|Great Cleave SOURCEPAGE:p.87
+Improved Might KEY:Astral_Improved Might CATEGORY:Special Ability TYPE:SpecialAttack.AstralConstructMenuB VISIBLE:YES PRETEMPLATE:1,Advanced Construct BONUS:COMBAT|DAMAGE.Melee|3|TYPE=Might SOURCEPAGE:p.87
+Reach KEY:Astral_Reach CATEGORY:Special Ability TYPE:SpecialAttack.AstralConstructMenuB VISIBLE:YES PRETEMPLATE:1,Advanced Construct BONUS:COMBAT|REACH|5 SOURCEPAGE:p.87
+Stunning Fist KEY:Astral_Stunning Fist CATEGORY:Special Ability TYPE:SpecialAttack.AstralConstructMenuB VISIBLE:YES PRETEMPLATE:1,Advanced Construct DESC:The astral construct can use Stunning Fist with its slam attacks. AUTO:FEAT|Stunning Fist SOURCEPAGE:p.87
###Block: Menu C
# Ability Name Unique Key Category of Ability Type Visible Required Template Combat bonus Weapon prof. bonus Natural Attacks
-Greater Might KEY:Astral_Greater Might CATEGORY:Special Ability TYPE:SpecialAttack.AstralConstructMenuC VISIBLE:YES PRETEMPLATE:1,Advanced Construct BONUS:COMBAT|DAMAGE.Melee|5|TYPE=Might
-Tail Slap KEY:Astral_Tail Slap CATEGORY:Special Ability TYPE:SpecialAttack.AstralConstructMenuC VISIBLE:YES PRETEMPLATE:1,Advanced Construct BONUS:WEAPONPROF=Tail Slap|TOHIT|-5 BONUS:WEAPONPROF=Tail Slap|TOHIT|3|PREFEAT:1,Multiattack NATURALATTACKS:Tail Slap,Weapon.Natural.Melee.Finesseable.Bludgeoning,*1,2d8
+Greater Might KEY:Astral_Greater Might CATEGORY:Special Ability TYPE:SpecialAttack.AstralConstructMenuC VISIBLE:YES PRETEMPLATE:1,Advanced Construct BONUS:COMBAT|DAMAGE.Melee|5|TYPE=Might SOURCEPAGE:p.87
+Tail Slap KEY:Astral_Tail Slap CATEGORY:Special Ability TYPE:SpecialAttack.AstralConstructMenuC VISIBLE:YES PRETEMPLATE:1,Advanced Construct BONUS:WEAPONPROF=Tail Slap|TOHIT|-5 BONUS:WEAPONPROF=Tail Slap|TOHIT|3|PREFEAT:1,Multiattack NATURALATTACKS:Tail Slap,Weapon.Natural.Melee.Finesseable.Bludgeoning,*1,2d8 SOURCEPAGE:p.87
###Block: Monster abilities
-
-# Brain Mole
-Cascade Flu CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary VISIBLE:YES DESC:Disease - bite; Fortitude DC %1, onset one day, damage psionic cascade.|11+CON
-# Hide Mind
-Power Conversion CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural VISIBLE:YES DESC:Heal 1 hp when draining a power point with power leech.
-
-
-# Caller in Darkness
-Unnatural Aura CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.Aura VISIBLE:YES DESC:Animals within 30 ft. must make DC %1 Will save or be panicked until they are more than 30 ft. away.|16+CHA
-# Vulnerability to Sunlight
-Steal Essence CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural VISIBLE:YES DESC:Gains 12 hp when it slays a living creature with its touch attack.
-
-
-# Cerebrilith - change to custom spell?
-Summon Demon CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural VISIBLE:YES DESC:1/day, 1 cerebrilith 35%%, 4th level.
-
-
-# Folubgub
-Liquefy Crystal CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary VISIBLE:YES DESC:Breaks crystal objects, does 3d6+4 damage to crystal creatures, DC %1 negates.|12+CON
-Scent Crystal CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.Sense VISIBLE:YES DESC:Like scent, except it has a range of 90 ft., and can only be used to find crystals.
-
-
-# Gray Glutton
-Null Psionic Exhalation CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural VISIBLE:YES DESC:1/round, as a free action, breathe 10' cube of gas poisonous to characters with power points.
-Poison ~ Gray Glutton OUTPUTNAME:Poison CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural VISIBLE:YES DESC:save %1, frequency 1/round for 4 rounds; effect 1d4 power points; cure 1 save.|14+CON
-
-
-# Intellect Devourer
-Body Thief CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural VISIBLE:YES DESC:Can merge with body of victim.
-#Vulnerability to Protection from Evil
-
-
-# Phrenic Scourge
-Implant CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary VISIBLE:YES DESC:If both tendrils hit, save (DC %1) or infected with larva, which eventually reach the brain.|16+CON
-Dispassionate Insight CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary VISIBLE:YES DESC:All psi-like and supernatural abilities are based on Int, not Cha.
-Sap Will CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural VISIBLE:YES DESC:30-ft. range, 20-ft. radius sphere, save (DC %1) or stunned.|16+INT
-Unnatural Vision CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.Sense VISIBLE:YES DESC:Impossible to benefit from flanking, +6 racial bonus to Perception, only when not clothed. BONUS:SKILL|Perception|6|TYPE=Racial
-Compress CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary VISIBLE:YES DESC:Can squeeze through narrow slits.
-
-
-#Phthisic
-Mind Feed CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary VISIBLE:YES DESC:1d4 Int damage on bite.
-
-# Psion-Killer
-Dispel Psionics CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural VISIBLE:YES DESC:1/round, as a free action, area effect dispel psionics, 30-ft. radius, ML 10
-Immunity To Psionics CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.Immunity VISIBLE:YES DESC:You are never subject to psionics effects. ASPECT:Immunity|Psionics
-
-
-# Puppeteer
-Enthrall CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary VISIBLE:YES DESC:If in contact with charmed victim, that victim is dominated.
-# Hide Mind (also with Unbodied)
-Host Protection CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.Defensive VISIBLE:YES DESC:Treated as an attended magic item for saves, as being in grapple for attacks.
-
-
-# Temporal Filcher
-Time Filch CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural VISIBLE:YES DESC:Hop self and grappled creature forward in time.
-
-
-# Thought Eater
-Eat Thoughts CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural VISIBLE:YES DESC:Drain 6 pp or deal 1 Int point damage.
-Ethereal Jaunt CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.Defensive VISIBLE:YES DESC:Shift to material plane as part of move action, and back as free action.
-
-
-# Thought Slayer
-# Ethereal Jaunt
-Mind-Consuming Gaze CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural VISIBLE:YES DESC:Range 30 ft., direct gaze kills, indirect gaze dazes, DC %1 negates.|17+CHA
-
-
-# Udoroot
-Udoroot Traits CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary VISIBLE:YES DESC:Can only be killed if root dug up and destroyed. Crowns have hardness 5 and 7 hp.
-Crown Regeneration CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary VISIBLE:YES DESC:If destroyed, crown cannot attack, but no other effect. Crowns regrow in a month.
-Double Manifest CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary VISIBLE:YES DESC:Can manifest two psionic powers per round, as long as at least two crowns are remaining.
-
-
-# Unbodied
-Assume Likeness CATEGORY:Special Ability DESC:Lost this ability!
-Hide Mind CATEGORY:Special Ability DESC:Lost this ability!
-Telekinetic Force CATEGORY:Special Ability DESC:Lost this ability!
-
-
-# What creature?
-Natural Invisibility CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.Defensive VISIBLE:YES DESC:Constantly invisible, even while attacking.
-
-
-# COMMENT: Change these to their own powers??
-CATEGORY=Special Ability|Vulnerability to Sunlight.MOD DESC:Can only take one move or standard action a round in natural sunlight.
-
###Block: Astral Warrior abilities
# Ability Name Unique Key Category of Ability Type Description Source Page
-Link KEY:Link ~ Astral Warrior CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:An ectopic artisan and his astral warrior share a mental link that allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the ectopic artisan to give orders to his astral warrior at any time. In addition, magic items interfere with the ectopic artisan's connection to his astral warrior. As a result, the ectopic artisan and his astral warrior share magic item slots. For example, if the ectopic artisan is wearing a ring, his astral warrior can wear no more than one ring. In case of a conflict, the items worn by the ectopic artisan remain active, and those used by the astral warrior become dormant. SOURCEPAGE:p.66
+Link KEY:Link ~ Astral Warrior CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:An ectopic artisan and his astral warrior share a mental link that allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the ectopic artisan to give orders to his astral warrior at any time. In addition, magic items interfere with the ectopic artisan's connection to his astral warrior. As a result, the ectopic artisan and his astral warrior share magic item slots. For example, if the ectopic artisan is wearing a ring, his astral warrior can wear no more than one ring. In case of a conflict, the items worn by the ectopic artisan remain active, and those used by the astral warrior become dormant. SOURCEPAGE:p.263
###Block: Ectoplasmic Swarm abilities
# Ability Name Unique Key Category of Ability Type Define Description Modify VAR Source Page Aspects
-Ectoplasmic Poison KEY:Ectoplasmic Poison ~ Ectoplasmic Swarm CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary DEFINE:EctoplasmicSwarmPoisonDC|10+TL/2+CON DESC:Swarm - injury; save Fort DC %1; frequency 1/round for 2 rounds; effect 1d3 Dexterity drain; cure 1 save.|EctoplasmicSwarmPoisonDC BONUS:VAR|EctoplasmicSwarmPoisonDC|2|PREFEAT:1,Ability Focus (Ectoplasmic Poison) SOURCEPAGE:p.67 ASPECT:Ability Benefit|(swarm)
+Ectoplasmic Poison KEY:Ectoplasmic Poison ~ Astral Swarm CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary DEFINE:EctoplasmicSwarmPoisonDC|10+TL/2+CON DESC:Swarm - injury; save Fort DC %1; frequency 1/round for 2 rounds; effect 1d3 Dexterity drain; cure 1 save.|EctoplasmicSwarmPoisonDC BONUS:VAR|EctoplasmicSwarmPoisonDC|2|PREFEAT:1,Ability Focus (Ectoplasmic Poison) SOURCEPAGE:p.448 ASPECT:Ability Benefit|(swarm)
###Block: Horror abilities
# Ability Name Unique Key Category of Ability Type Define Description Modify VAR Source Page
-Link KEY:Link ~ Horror CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:A nightmare constructor and his horror share a mental link that allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the nightmare constructor to give orders to his horror at any time. In addition, magic items interfere with the nightmare constructor's connection to his horror. As a result, the nightmare constructor and his horror share magic item slots. For example, if the nightmare constructor is wearing a ring, his horror can wear no more than one ring. In case of a conflict, the items worn by the nightmare constructor remain active, and those used by the horror become dormant. SOURCEPAGE:p.70
-Devastating Touch KEY:Devastating Touch ~ Horror CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DEFINE:DevastatingTouchDice|0 DEFINE:DevastatingTouchDieType|0 DEFINE:DevastatingTouchBonusDamage|0 DEFINE:DevastatingTouchLVL|0 DESC:Melee touch on living target deals %1d%2+%3 damage.|DevastatingTouchDice|DevastatingTouchDieType|DevastatingTouchBonusDamage BONUS:VAR|DevastatingTouchDice|1 BONUS:VAR|DevastatingTouchDieType|6 BONUS:VAR|DevastatingTouchBonusDamage|DevastatingTouchLVL BONUS:VAR|DevastatingTouchLVL|MasterLevel SOURCEPAGE:p.70
+Link KEY:Link ~ Horror CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:A nightmare constructor and his horror share a mental link that allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the nightmare constructor to give orders to his horror at any time. In addition, magic items interfere with the nightmare constructor's connection to his horror. As a result, the nightmare constructor and his horror share magic item slots. For example, if the nightmare constructor is wearing a ring, his horror can wear no more than one ring. In case of a conflict, the items worn by the nightmare constructor remain active, and those used by the horror become dormant. SOURCEPAGE:p.268
+Devastating Touch KEY:Devastating Touch ~ Horror CATEGORY:Special Ability TYPE:SpecialAttack.Supernatural DEFINE:DevastatingTouchDice|0 DEFINE:DevastatingTouchDieType|0 DEFINE:DevastatingTouchBonusDamage|0 DEFINE:DevastatingTouchLVL|0 DESC:Melee touch on living target deals %1d%2+%3 damage.|DevastatingTouchDice|DevastatingTouchDieType|DevastatingTouchBonusDamage BONUS:VAR|DevastatingTouchDice|1 BONUS:VAR|DevastatingTouchDieType|6 BONUS:VAR|DevastatingTouchBonusDamage|DevastatingTouchLVL BONUS:VAR|DevastatingTouchLVL|MasterLevel SOURCEPAGE:p.268
#
# End
Modified: Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_abilities_other.lst
===================================================================
--- Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_abilities_other.lst 2014-04-28 00:55:08 UTC (rev 23732)
+++ Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_abilities_other.lst 2014-04-28 21:27:36 UTC (rev 23733)
@@ -144,3 +144,13 @@
CMSCHuge CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:NO BONUS:VAR|CMSizeChangeBonus|-4|PREVARLTEQ:CMSizeChange,-6 BONUS:VAR|CMSizeChangeBonus|-2|PREVARLTEQ:CMSizeChange,-5 BONUS:VAR|CMSizeChangeBonus|-1|PREVARLTEQ:CMSizeChange,-4 BONUS:VAR|CMSizeChangeBonus|-1|PREVARLTEQ:CMSizeChange,-3 BONUS:VAR|CMSizeChangeBonus|-1|PREVARLTEQ:CMSizeChange,-2 BONUS:VAR|CMSizeChangeBonus|-1|PREVARLTEQ:CMSizeChange,-1 BONUS:VAR|CMSizeChangeBonus|2|PREVARGTEQ:CMSizeChange,1 BONUS:VAR|CMSizeChangeBonus|4|PREVARGTEQ:CMSizeChange,2
CMSCGargantuan CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:NO BONUS:VAR|CMSizeChangeBonus|-4|PREVARLTEQ:CMSizeChange,-7 BONUS:VAR|CMSizeChangeBonus|-2|PREVARLTEQ:CMSizeChange,-6 BONUS:VAR|CMSizeChangeBonus|-1|PREVARLTEQ:CMSizeChange,-5 BONUS:VAR|CMSizeChangeBonus|-1|PREVARLTEQ:CMSizeChange,-4 BONUS:VAR|CMSizeChangeBonus|-1|PREVARLTEQ:CMSizeChange,-3 BONUS:VAR|CMSizeChangeBonus|-1|PREVARLTEQ:CMSizeChange,-2 BONUS:VAR|CMSizeChangeBonus|-2|PREVARLTEQ:CMSizeChange,-1 BONUS:VAR|CMSizeChangeBonus|4|PREVARGTEQ:CMSizeChange,1
CMSCColossal CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:NO BONUS:VAR|CMSizeChangeBonus|-4|PREVARLTEQ:CMSizeChange,-8 BONUS:VAR|CMSizeChangeBonus|-2|PREVARLTEQ:CMSizeChange,-7 BONUS:VAR|CMSizeChangeBonus|-1|PREVARLTEQ:CMSizeChange,-6 BONUS:VAR|CMSizeChangeBonus|-1|PREVARLTEQ:CMSizeChange,-5 BONUS:VAR|CMSizeChangeBonus|-1|PREVARLTEQ:CMSizeChange,-4 BONUS:VAR|CMSizeChangeBonus|-1|PREVARLTEQ:CMSizeChange,-3 BONUS:VAR|CMSizeChangeBonus|-2|PREVARLTEQ:CMSizeChange,-2 BONUS:VAR|CMSizeChangeBonus|-4|PREVARLTEQ:CMSizeChange,-1
+
+###Block: Psionic Diseases
+Cascade Flu CATEGORY:Afflictions TYPE:Disease.Affliction DESC:Disease, injury; Fort DC 13; Onset 1 day; Frequency 1/day; Effect psionic cascade COST:0 SOURCEPAGE:p.134
+Cerebral Parasites CATEGORY:Afflictions TYPE:Disease.Affliction DESC:Disease, contact; Fort DC 15; Onset 1d4 days; Frequency 1/day; Effect loss of 1d8 power points COST:0 SOURCEPAGE:p.134
+
+
+#
+# End
+#
+
Modified: Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_classes_companions.lst
===================================================================
--- Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_classes_companions.lst 2014-04-28 00:55:08 UTC (rev 23732)
+++ Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_classes_companions.lst 2014-04-28 21:27:36 UTC (rev 23733)
@@ -5,14 +5,13 @@
# TODO:
# Change source line
-# Change page number
# CHECK:
# Why isn't there a psicrystal class? Is it not needed?
###Block: Astral Warrior class
# Class Name Hit Dice Type Class Type Max Level Source Page Levels per Feat Ability Automatically Gained Weapon Prof. Save checks bonus Combat bonus Template
-CLASS:Astral Warrior HD:10 TYPE:Monster.Companion CLASSTYPE:Companion MAXLEVEL:NOLIMIT SOURCEPAGE:p.66 LEVELSPERFEAT:0 ABILITY:FEAT|AUTOMATIC|CMB Output ABILITY:Special Ability|AUTOMATIC|Construct Traits|PREVAREQ:NoTypeTraits,0 AUTO:WEAPONPROF|Astral Warrior Weapon BONUS:CHECKS|BASE.Fortitude,BASE.Will|CL/2+2 BONUS:CHECKS|BASE.Reflex|CL/3 BONUS:COMBAT|BAB|CL|TYPE=Base.REPLACE TEMPLATE:Construct|Mindless
+CLASS:Astral Warrior HD:10 TYPE:Monster.Companion CLASSTYPE:Companion MAXLEVEL:NOLIMIT SOURCEPAGE:p.66 LEVELSPERFEAT:0 ABILITY:FEAT|AUTOMATIC|CMB Output ABILITY:Special Ability|AUTOMATIC|Construct Traits|PREVAREQ:NoTypeTraits,0 AUTO:WEAPONPROF|Astral Warrior Weapon BONUS:CHECKS|BASE.Fortitude,BASE.Will|CL/2+2 BONUS:CHECKS|BASE.Reflex|CL/3 BONUS:COMBAT|BAB|CL|TYPE=Base.REPLACE TEMPLATE:Construct|Mindless SOURCEPAGE:p.263
# Class Name Reg. Race Type
CLASS:Astral Warrior PRERACETYPE:Construct
# Class Name Skill Pts/Lvl Add INT to Skill Points?
Modified: Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_kits_monsters.lst
===================================================================
--- Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_kits_monsters.lst 2014-04-28 00:55:08 UTC (rev 23732)
+++ Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_kits_monsters.lst 2014-04-28 21:27:36 UTC (rev 23733)
@@ -5,65 +5,64 @@
# TODO:
# Change source line
-# Change page numbers (are there page numbers?)
-STARTPACK:Astral Construct (1st Level) Default TYPE:DefaultMonster.Construct VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Astral Construct (1st Level)]
+STARTPACK:Astral Construct (1st Level) Default TYPE:DefaultMonster.Construct VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Astral Construct (1st Level)] SOURCEPAGE:p.444
RACE:Astral Construct (1st Level) !PRERACE:1,%
NAME:Astral Construct (1st Level)
ALIGN:TN
GENDER:Neuter
STAT:STR=11|DEX=11|WIS=11|CON=10|INT=10|CHA=10
-STARTPACK:Astral Construct (2nd Level) Default TYPE:DefaultMonster.Construct VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Astral Construct (2nd Level)]
+STARTPACK:Astral Construct (2nd Level) Default TYPE:DefaultMonster.Construct VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Astral Construct (2nd Level)] SOURCEPAGE:p.445
RACE:Astral Construct (2nd Level) !PRERACE:1,%
NAME:Astral Construct (2nd Level)
ALIGN:TN
GENDER:Neuter
STAT:STR=11|DEX=11|WIS=11|CON=10|INT=10|CHA=10
-STARTPACK:Astral Construct (3rd Level) Default TYPE:DefaultMonster.Construct VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Astral Construct (3rd Level)]
+STARTPACK:Astral Construct (3rd Level) Default TYPE:DefaultMonster.Construct VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Astral Construct (3rd Level)] SOURCEPAGE:p.445
RACE:Astral Construct (3rd Level) !PRERACE:1,%
NAME:Astral Construct (3rd Level)
ALIGN:TN
GENDER:Neuter
STAT:STR=11|DEX=11|WIS=11|CON=10|INT=10|CHA=10
-STARTPACK:Astral Construct (4th Level) Default TYPE:DefaultMonster.Construct VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Astral Construct (4th Level)]
+STARTPACK:Astral Construct (4th Level) Default TYPE:DefaultMonster.Construct VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Astral Construct (4th Level)] SOURCEPAGE:p.445
RACE:Astral Construct (4th Level) !PRERACE:1,%
NAME:Astral Construct (4th Level)
ALIGN:TN
GENDER:Neuter
STAT:STR=11|DEX=11|WIS=11|CON=10|INT=10|CHA=10
-STARTPACK:Astral Construct (5th Level) Default TYPE:DefaultMonster.Construct VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Astral Construct (5th Level)]
+STARTPACK:Astral Construct (5th Level) Default TYPE:DefaultMonster.Construct VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Astral Construct (5th Level)] SOURCEPAGE:p.446
RACE:Astral Construct (5th Level) !PRERACE:1,%
NAME:Astral Construct (5th Level)
ALIGN:TN
GENDER:Neuter
STAT:STR=11|DEX=11|WIS=11|CON=10|INT=10|CHA=10
-STARTPACK:Astral Construct (6th Level) Default TYPE:DefaultMonster.Construct VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Astral Construct (6th Level)]
+STARTPACK:Astral Construct (6th Level) Default TYPE:DefaultMonster.Construct VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Astral Construct (6th Level)] SOURCEPAGE:p.446
RACE:Astral Construct (6th Level) !PRERACE:1,%
NAME:Astral Construct (6th Level)
ALIGN:TN
GENDER:Neuter
STAT:STR=11|DEX=11|WIS=11|CON=10|INT=10|CHA=10
-STARTPACK:Astral Construct (7th Level) Default TYPE:DefaultMonster.Construct VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Astral Construct (7th Level)]
+STARTPACK:Astral Construct (7th Level) Default TYPE:DefaultMonster.Construct VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Astral Construct (7th Level)] SOURCEPAGE:p.446
RACE:Astral Construct (7th Level) !PRERACE:1,%
NAME:Astral Construct (7th Level)
ALIGN:TN
GENDER:Neuter
STAT:STR=11|DEX=11|WIS=11|CON=10|INT=10|CHA=10
-STARTPACK:Astral Construct (8th Level) Default TYPE:DefaultMonster.Construct VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Astral Construct (8th Level)]
+STARTPACK:Astral Construct (8th Level) Default TYPE:DefaultMonster.Construct VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Astral Construct (8th Level)] SOURCEPAGE:p.447
RACE:Astral Construct (8th Level) !PRERACE:1,%
NAME:Astral Construct (8th Level)
ALIGN:TN
GENDER:Neuter
STAT:STR=11|DEX=11|WIS=11|CON=10|INT=10|CHA=10
-STARTPACK:Astral Construct (9th Level) Default TYPE:DefaultMonster.Construct VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Astral Construct (9th Level)]
+STARTPACK:Astral Construct (9th Level) Default TYPE:DefaultMonster.Construct VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Astral Construct (9th Level)] SOURCEPAGE:p.447
RACE:Astral Construct (9th Level) !PRERACE:1,%
NAME:Astral Construct (9th Level)
ALIGN:TN
@@ -71,238 +70,22 @@
STAT:STR=11|DEX=11|WIS=11|CON=10|INT=10|CHA=10
###Block: Astral Swarm
-STARTPACK:Astral Swarm Default TYPE:DefaultMonster.AstralSwarm VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Astral Swarm] SOURCEPAGE:p.66
+STARTPACK:Astral Swarm Default TYPE:DefaultMonster.AstralSwarm VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Astral Swarm] SOURCEPAGE:p.447
RACE:Astral Swarm !PRERACE:1,%
NAME:Astral Swarm
ALIGN:TN
STAT:STR=10|DEX=10|CON=10|INT=10|WIS=11|CHA=10
###Block: Astral Warrior
-STARTPACK:Astral Warrior TYPE:Companion VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Astral Warrior] SOURCEPAGE:p.66
+STARTPACK:Astral Warrior TYPE:Companion VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Astral Warrior] SOURCEPAGE:p.263
RACE:Astral Warrior !PRERACE:1,%
STAT:STR=10|DEX=10|CON=11|INT=11|WIS=10|CHA=11
GEAR:Astral Warrior Weapon (Bludgeoning)
GEAR:Astral Warrior Weapon (Piercing)
GEAR:Astral Warrior Weapon (Slashing)
-STARTPACK:Brain Mole Default TYPE:DefaultMonster.MagicalBeast VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Brain Mole]
-RACE:Brain Mole !PRERACE:1,%
-NAME:Brain Mole
-ALIGN:TN
-SKILL:Stealth RANK:1
-FEAT:Alertness
-STAT:CON=11|CHA=11|STR=10|DEX=10|INT=10|WIS=10
-STARTPACK:Caller in Darkness Default TYPE:DefaultMonster.Undead VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Caller in Darkness]
-RACE:Caller in Darkness !PRERACE:1,%
-NAME:Caller in Darkness
-ALIGN:CE
-SKILL:Spellcraft RANK:11
-SKILL:Perception RANK:11
-SKILL:Intimidate RANK:11
-SKILL:Knowledge (Psionics) RANK:11
-SKILL:Sense Motive RANK:11
-SKILL:Stealth RANK:11
-FEAT:Blind-Fight
-FEAT:Combat Reflexes
-FEAT:Improved Initiative
-FEAT:Autonomous
-FEAT:Iron Will
-FEAT:Ability Focus (Unnatural Aura)
-STAT:CHA=11|STR=10|DEX=10|CON=10|INT=10|WIS=10
+#
+# End
+#
-STARTPACK:Cerebrilith Default TYPE:DefaultMonster.Outsider VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Cerebrilith]
-RACE:Cerebrilith !PRERACE:1,%
-NAME:Cerebrilith
-ALIGN:CE
-SKILL:Spellcraft RANK:9
-SKILL:Autohypnosis RANK:9
-SKILL:Perception RANK:9
-SKILL:Stealth RANK:9
-SKILL:Knowledge (Arcana) RANK:9
-SKILL:Knowledge (Psionics) RANK:9
-SKILL:Knowledge (Planes) RANK:9
-SKILL:Sense Motive RANK:9
-FEAT:Wild Talent
-FEAT:Power Attack
-FEAT:Psionic Fist
-FEAT:Psionic Meditation
-FEAT:Greater Psionic Fist
-FEAT:Unavoidable Strike
-STAT:DEX=11|CON=11|INT=11|CHA=11|STR=10|WIS=10
-
-STARTPACK:Crysmal Default ~ Psionic TYPE:DefaultMonster.Elemental VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Crysmal ~ Psionic]
-RACE:Crysmal ~ Psionic !PRERACE:1,%
-NAME:Crysmal
-ALIGN:LN
-GENDER:Neuter
-SKILL:Appraise RANK:6
-SKILL:Climb RANK:6
-SKILL:Acrobatics RANK:6
-SKILL:Perception RANK:6
-FEAT:Alertness
-FEAT:Great Fortitude
-FEAT:Lightning Reflexes
-STAT:STR=11|DEX=10|CON=10|INT=10|WIS=10|CHA=10
-
-STARTPACK:Folugub Default TYPE:DefaultMonster.Aberration VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Folugub]
-RACE:Folugub !PRERACE:1,%
-NAME:Folugub
-ALIGN:TN
-SKILL:Perception RANK:4
-FEAT:Skill Focus (Perception)
-FEAT:Weapon Finesse
-STAT:DEX=11|CON=11|WIS=11|CHA=11|STR=10|INT=10
-
-STARTPACK:Gray Glutton Default TYPE:DefaultMonster.MagicalBeast VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Gray Glutton]
-RACE:Gray Glutton !PRERACE:1,%
-NAME:Gray Glutton
-ALIGN:TN
-SKILL:Survival RANK:9
-FEAT:Improved Initiative
-FEAT:Lightning Reflexes
-FEAT:Iron Will
-FEAT:Step Up
-FEAT:Skill Focus (Perception)
-STAT:STR=11|DEX=11|CON=11|WIS=11|INT=10|CHA=10
-
-STARTPACK:Intellect Devourer ~ Psionic Default TYPE:DefaultMonster.Aberration VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Intellect Devourer ~ Psionic]
-RACE:Intellect Devourer ~ Psionic !PRERACE:1,%
-NAME:Intellect Devourer ~ Psionic
-ALIGN:CE
-SKILL:Stealth RANK:6
-SKILL:Autohypnosis RANK:6
-SKILL:Bluff RANK:6
-SKILL:Perform (Act) RANK:6
-SKILL:Perception RANK:6
-FEAT:Wild Talent
-FEAT:Combat Manifestation
-FEAT:Toughness
-FEAT:Up the Walls
-STAT:STR=11|DEX=11|CON=11|INT=10|WIS=10|CHA=10
-
-STARTPACK:Phrenic Scourge Default TYPE:DefaultMonster.Aberration VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Phrenic Scourge]
-RACE:Phrenic Scourge !PRERACE:1,%
-NAME:Phrenic Scourge
-SKILL:Autohypnosis RANK:3
-SKILL:Bluff RANK:8
-SKILL:Diplomacy RANK:8
-SKILL:Disguise...
[truncated message content] |
|
From: <dis...@us...> - 2014-04-28 00:55:14
|
Revision: 23732
http://sourceforge.net/p/pcgen/code/23732
Author: distant-scholar
Date: 2014-04-28 00:55:08 +0000 (Mon, 28 Apr 2014)
Log Message:
-----------
NEWSOURCE-204: Finished chapter 8 (finally)
Modified Paths:
--------------
Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/TODO.txt
Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_abilities_other.lst
Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_equipment.lst
Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_equipmods.lst
Modified: Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/TODO.txt
===================================================================
--- Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/TODO.txt 2014-04-28 00:24:29 UTC (rev 23731)
+++ Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/TODO.txt 2014-04-28 00:55:08 UTC (rev 23732)
@@ -5,13 +5,12 @@
- Update powers known/max power level variables and display for classes (and gifted blade)
- Chapter 7: Prestige Classes
- Chapter 8: Psionic Items
- * All items done
- * Four legendary items tested
- Change classlevel references to xxxLVL (for consistency)
DS/DL DOING:
-- Chapter 8: Psionic Items
- * Test last six legendary items
+- Chapter 4: Psionics - Nothing should be needed here
+- Appendix: These should all be present already
+ * Remove monsters (except astral construct / astral swarm / psicrystal)
ELRO DONE:
- Change BONUS/PREAPPLY to TEMPBONUS
@@ -23,12 +22,10 @@
- Overall:
* Update SOURCExxx line
* Update page numbers
- * Remove monsters (except astral construct / astral swarm / psicrystal)
* Consolidate files and change to new file naming scheme - do last
* Add appropriate comments to separate sections
* Update OGL info
* Consider adding checklist info to all the myriad N/day abilities
-- Chapter 4: Psionics - Nothing should be needed here
- Chapter 6: Advanced Options
* Add new archetypes
* Add new character traits
@@ -37,5 +34,4 @@
* Add new racial favored class abilities (they may all be in there)
* Add new racial archetypes
* Double-check xephyr/gifted blade interaction
- - Appendix: These should all be present already
Modified: Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_abilities_other.lst
===================================================================
--- Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_abilities_other.lst 2014-04-28 00:24:29 UTC (rev 23731)
+++ Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_abilities_other.lst 2014-04-28 00:55:08 UTC (rev 23732)
@@ -64,9 +64,8 @@
###Block: Helm of the Hydra abilities
Helm of the Hydra Attunement CATEGORY:Special Ability TYPE:SpecialQuality DESC:Attuned to Helm of the Hydra SOURCEPAGE:p.438 ABILITY:Special Ability|AUTOMATIC|Physical Resonance ~ Helm of the Hydra|PREVARGTEQ:TL,5 ABILITY:Internal|AUTOMATIC|Metaconcert ~ Helm of the Hydra|PREVARGTEQ:TL,10 ABILITY:Special Ability|AUTOMATIC|Monstrous Fusion ~ Helm of the Hydra|PREVARGTEQ:TL,15 ABILITY:Special Ability|AUTOMATIC|Fast Healing ~ Helm of the Hydra|PREVARGTEQ:TL,20
-Helm of the Hydra Collective CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.Collective.ThrallherdLinkMinds DEFINE:TacticianCollectiveMinds|0 DEFINE:TacticianCollectiveRange|0 DEFINE:TacticianCollectiveLVL|0 DESC:Join %1 minds, plus your own, within %2 feet; can manifest some powers through collective.|TacticianCollectiveMinds|TacticianCollectiveRange|!PREABILITY:1,CATEGORY=Internal,Collective Range Unlimited ~ Tactician DESC:Join %1 minds, plus your own, on own plane; can manifest some powers through collective.|TacticianCollectiveMinds|PREMULT:2,[PREABILITY:1,CATEGORY=Internal,Collective Range Unlimited ~ Tactician],[!PREABILITY:1,CATEGORY=Internal,Collective Range Planar ~ Tactician] DESC:Join %1 minds, plus your own, across planar boundaries; can manifest some powers through collective.|TacticianCollectiveMinds|TacticianCollectiveRange|PREABILITY:1,CATEGORY=Internal,Collective Range Planar ~ Tactician BONUS:VAR|TacticianCollectiveMinds|max(TacticianPrimeStat,TacticianCollectiveLVL/2) BONUS:VAR|TacticianCollectiveRange|100+10*TacticianCollectiveLVL|!PREFEAT:1,Enlarged Collective BONUS:VAR|CollectiveRange|400+(40*EnlargedCollectiveLVL)|PREFEAT:1,Enlarged Collective BONUS:VAR|TacticianCollectiveLVL|TL|!PREFEAT:1,Expansive Collective BONUS:VAR|TacticianCollectiveLVL|HD|PREFEAT:1,Expansive Collective SOURCEPAGE:p.438
-# COMMENT: Not sure tempbonus will work/choose will trigger
-Physical Resonance KEY:Physical Resonance ~ Helm of the Hydra CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DESC:Increase psychometabolism powers' manifester level by 1 for every four people in the collective. SOURCEPAGE:p.438 TEMPBONUS:PC|CASTERLEVEL|SCHOOL.Psychometabolism|floor(%LIST/4) CHOOSE:NUMBER|MIN=1|MAX=20|TITLE=Number of People in Collective
+Helm of the Hydra Collective CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.Collective.ThrallherdLinkMinds DEFINE:TacticianCollectiveMinds|0 DEFINE:TacticianCollectiveRange|0 DEFINE:TacticianCollectiveLVL|0 DESC:Join %1 minds, plus your own, within %2 feet; can manifest some powers through collective.|TacticianCollectiveMinds|TacticianCollectiveRange|!PREABILITY:1,CATEGORY=Internal,Collective Range Unlimited ~ Tactician DESC:Join %1 minds, plus your own, on own plane; can manifest some powers through collective.|TacticianCollectiveMinds|PREMULT:2,[PREABILITY:1,CATEGORY=Internal,Collective Range Unlimited ~ Tactician],[!PREABILITY:1,CATEGORY=Internal,Collective Range Planar ~ Tactician] DESC:Join %1 minds, plus your own, across planar boundaries; can manifest some powers through collective.|TacticianCollectiveMinds|TacticianCollectiveRange|PREABILITY:1,CATEGORY=Internal,Collective Range Planar ~ Tactician BONUS:VAR|TacticianCollectiveMinds|max(INT,TacticianCollectiveLVL/2) BONUS:VAR|TacticianCollectiveRange|100+10*TacticianCollectiveLVL|!PREFEAT:1,Enlarged Collective BONUS:VAR|CollectiveRange|400+(40*EnlargedCollectiveLVL)|PREFEAT:1,Enlarged Collective BONUS:VAR|TacticianCollectiveLVL|TL|!PREFEAT:1,Expansive Collective BONUS:VAR|TacticianCollectiveLVL|HD|PREFEAT:1,Expansive Collective SOURCEPAGE:p.438
+Physical Resonance KEY:Physical Resonance ~ Helm of the Hydra CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DESC:Increase psychometabolism powers' manifester level by 1 for every four people in the collective. SOURCEPAGE:p.438 TEMPBONUS:PC|CASTERLEVEL|SCHOOL.Psychometabolism|floor(%CHOICE/4) CHOOSE:NUMBER|MIN=1|MAX=20|TITLE=Number of People in Collective
Metaconcert KEY:Metaconcert ~ Helm of the Hydra CATEGORY:Internal TYPE:SpecialQuality.Supernatural SPELLKNOWN:CLASS|SPELLCASTER.Psionic=5|Metaconcert
Monstrous Fusion KEY:Monstrous Fusion ~ Helm of the Hydra CATEGORY:Special Ability TYPE:SpecialQuality.Psilike DESC:1/day, for %1 hours, join yourself and collective members into enhanced form of doom.|MonstrousFusionDuration DEFINE:MonstrousFusionDuration|0 BONUS:VAR|MonstrousFusionDuration|TL SOURCEPAGE:p.439
# COMMENT: Use generic fast healing ability?
@@ -80,9 +79,10 @@
Scramble Mind KEY:Scramble Mind ~ Moldev CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DESC:1/day touch attack, target helpless for 24 hours (Will DC %1).|ScrambleMindDC DEFINE:ScrambleMindDC|0 BONUS:VAR|ScrambleMindDC|10+BAB SOURCEPAGE:p.440
###Block: Severis abilities
-Severis Attunement CATEGORY:Special Ability TYPE:SpecialQuality DESC:Attuned to Severis, the Scourge Slayer SOURCEPAGE:p.440 ABILITY:Special Ability|AUTOMATIC|Scourge Resonance ~ Severis|PREVARGTEQ:TL,4 ABILITY:Special Ability|AUTOMATIC|Implant Protection ~ Severis|PREVARGTEQ:TL,8 SR:15|PREVARGTEQ:TL,12 SPELLS:Innate|TIMES=3|CASTERLEVEL=TL|Barred Mind (Personal)|PREVARGTEQ:TL,16 ABILITY:Special Ability|AUTOMATIC|Phrenic Liberation ~ Severis|PREVARGTEQ:TL,20
+Severis Attunement CATEGORY:Special Ability TYPE:SpecialQuality DESC:Attuned to Severis, the Scourge Slayer SOURCEPAGE:p.440 ABILITY:Special Ability|AUTOMATIC|Scourge Resonance ~ Severis|PREVARGTEQ:TL,4 ABILITY:Special Ability|AUTOMATIC|Implant Protection ~ Severis|PREVARGTEQ:TL,8 ABILITY:Internal|AUTOMATIC|Power Resistance ~ Severis|PREVARGTEQ:TL,12 SPELLS:Innate|TIMES=3|CASTERLEVEL=TL|Barred Mind (Personal)|PREVARGTEQ:TL,16 ABILITY:Special Ability|AUTOMATIC|Phrenic Liberation ~ Severis|PREVARGTEQ:TL,20
Scourge Resonance KEY:Scourge Resonance ~ Severis CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DESC:You can detect phrenic scourges within 30 ft.; phrenic scourges can detect Severis within 100 ft. SOURCEPAGE:p.441
Implant Protection KEY:Implant Protection ~ Severis CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DESC:You gain an additional Fortitude save every round to fight off an implant attack. SOURCEPAGE:p.441
+Power Resistance KEY:Power Resistance ~ Severis CATEGORY:Internal SR:15
Phrenic Liberation KEY:Phrenic Liberation ~ Severis CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DESC:When striking a creature being controlled by a phrenic scourge creature, the damage is redirected to the controlling creature. SOURCEPAGE:p.441
###Block: Tempest's Blade abilities
Modified: Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_equipment.lst
===================================================================
--- Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_equipment.lst 2014-04-28 00:24:29 UTC (rev 23731)
+++ Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_equipment.lst 2014-04-28 00:55:08 UTC (rev 23732)
@@ -437,14 +437,12 @@
Dancing Robes of Sharatwan PROFICIENCY:ARMOR|Padded TYPE:Psionic.Legendary.Armor.Light.Suit.Specific.Nonmetal WT:10 ACCHECK:0 EQMOD:CLOTH.MWORKA.PLUSN_DRS.DETERM_DRS MAXDEX:8 SOURCEPAGE:p.433 SPELLFAILURE:5 BONUS:COMBAT|AC|1|TYPE=Armor ABILITY:Special Ability|AUTOMATIC|Dancing Robes of Sharatwan Attunement|PREMULT:4,[PREFEAT:2,Two-Weapon Fighting,Weapon Finesse],[PRESKILL:2,Diplomacy=4,Intimidate=4],[PREVARGTEQ:TL,4],[PRETEXT:Ability to form two mind blades]
Disruptor TYPE:Psionic.Legendary.CrystallineFocus SOURCEPAGE:p.434 WT:2 SPROP:enhancement of mind shield is increased by +%, up to +5|DisruptorShieldBonus ABILITY:Special Ability|AUTOMATIC|Disruptor Attunement|PREMULT:4,[PREFEAT:1,Shield Focus],[PRESKILL:1,Knowledge (Psionics)=4],[PREABILITY:1,CATEGORY=Special Ability,Mind Shield ~ Blade Skill],[PREVARGTEQ:TL,4] DEFINE:DisruptorShieldBonus|1
Dissonance OUTPUTNAME:Dissonance, Wind of the Mind EQMOD:PLUSN_DIS_M.WHSTL_DIS_M.STEEL ALTEQMOD:PLUSN_DIS_A.WHSTL_DIS_A.STEEL SOURCEPAGE:p.435 ABILITY:Special Ability|AUTOMATIC|Dissonance Attunement|PREMULT:3,[PREFEAT:2,Weapon Focus (Meteor Hammer),Exotic Weapon Proficiency (Meteor Hammer)],[PRESKILL:1,Perform (Wind Instruments)=4],[PREVARGTEQ:TL,4] PROFICIENCY:WEAPON|Meteor Hammer TYPE:Weapon.EasternWeapon.Eastern.Melee.Double.TwoHanded.Exotic.Bludgeoning.Reach.Trip.Hammer.Psionic.Legendary ALTTYPE:Weapon.Melee.Bludgeoning WT:10 CRITMULT:x2 CRITRANGE:1 ALTCRITMULT:x2 ALTCRITRANGE:1 DAMAGE:1d8 ALTDAMAGE:1d8 WIELD:TwoHanded SIZE:M
-
-# To be tested
Groundscorn Boots OUTPUTNAME:Groundscorn Boots of the Twice-Loved TYPE:Psionic.Legendary.Boot WT:1 SLOTS:2 SOURCEPAGE:p.436 BONUS:MOVEADD|TYPE=Walk|15|TYPE=Enhancement ABILITY:Special Ability|AUTOMATIC|Groundscorn Boots Attunement|PREMULT:3,[PREFEAT:2,Lightning Reflexes,Step Up],[PRESKILL:1,Acrobatics=5],[PREVARGTEQ:TL,5]
-Heartstaff OUTPUTNAME:The Heartstaff TYPE:Psionic.Legendary.Staff.Weapon.Melee.OneHanded.Simple.Standard.Double.Bludgeoning.Quarterstaff.Polearm WT:5 SOURCEPAGE:p.437 SPROP:not yet implemented BONUS:VAR|PCrystalLevel|2 SPROP:Can hold psicrystal, 3 setting stones, 10 companion stones|PREVARLT:HeartstaffLVL,5 DEFINE:HeartstaffLVL|1 SPROP:Can hold psicrystal, 5 setting stones, 10 companion stones; psicrystal repairs 1 hp/minute; double personality bonuses [not implemented]|PREVARGTEQ:HeartstaffLVL,10 PROFICIENCY:WEAPON|Quarterstaff ALTTYPE:Weapon.Melee.Bludgeoning CRITMULT:x2 CRITRANGE:1 ALTCRITMULT:x2 ALTCRITRANGE:1 DAMAGE:1d6 ALTDAMAGE:1d6 EQMOD:WOOD ALTEQMOD:WOOD WIELD:TwoHanded SIZE:M EQMOD:MWORKW ABILITY:Special Ability|AUTOMATIC|Heartstaff Attunement|PREMULT:3,[PREFEAT:2,Psicrystal Affinity,Psicrystal Containment],[PRESKILL:1,Spellcraft=5],[PREVARGTEQ:TL,4]
+Heartstaff OUTPUTNAME:The Heartstaff TYPE:Psionic.Legendary.Staff.Weapon.Melee.OneHanded.Simple.Standard.Double.Bludgeoning.Quarterstaff.Polearm WT:5 SOURCEPAGE:p.437 BONUS:VAR|PCrystalLevel|2 SPROP:Can hold psicrystal, 3 setting stones, 10 companion stones|PREVARLT:HeartstaffLVL,5 DEFINE:HeartstaffLVL|1 SPROP:Can hold psicrystal, 5 setting stones, 10 companion stones; psicrystal repairs 1 hp/minute; double personality bonuses [not implemented]|PREVARGTEQ:HeartstaffLVL,5 PROFICIENCY:WEAPON|Quarterstaff ALTTYPE:Weapon.Melee.Bludgeoning CRITMULT:x2 CRITRANGE:1 ALTCRITMULT:x2 ALTCRITRANGE:1 DAMAGE:1d6 ALTDAMAGE:1d6 EQMOD:WOOD ALTEQMOD:WOOD WIELD:TwoHanded SIZE:M EQMOD:MWORKW ABILITY:Special Ability|AUTOMATIC|Heartstaff Attunement|PREMULT:3,[PREFEAT:2,Psicrystal Affinity,Psicrystal Containment],[PRESKILL:1,Spellcraft=5],[PREVARGTEQ:TL,4]
Helm of the Hydra TYPE:Psionic.Legendary SOURCEPAGE:p.438 ABILITY:Special Ability|AUTOMATIC|Helm of the Hydra Collective|!PREABILITY:1,CATEGORY=Special Ability,Collective ~ Vitalist,Collective ~ Tactician BONUS:VAR|TacticianCollectiveLVL|4|PREABILITY:1,CATEGORY=Special Ability,Collective ~ Tactician BONUS:VAR|CollectiveLVL|4|PREABILITY:1,CATEGORY=Special Ability,Collective ~ Vitalist ABILITY:Special Ability|AUTOMATIC|Helm of the Hydra Attunement|PREMULT:3,[PRESKILL:1,Intimidate=5],[PRESPELLSCHOOL:1,Psychometabolism=0],[PREVARGTEQ:TL,5]
Moldev OUTPUTNAME:Moldev, the Secret Strike TYPE:Psionic.Legendary.Ring SOURCEPAGE:p.439 SPROP:Can create a light piercing weapon with a 19-20/x2 crit range as a mind blade (1st level soulknife). BONUS:VAR|EnhancedMndBladeLVL|2 ABILITY:Special Ability|AUTOMATIC|Moldev Attunement|PREMULT:4,[PREABILITY:2,CATEGORY=Special Ability,Form Mind Blade ~ Soulknife,Enhanced Mind Blade ~ Soulknife],[PREFEAT:1,Up The Walls],[PRESKILL:1,Stealth=5],[PREVARGTEQ:TL,5]
Severis OUTPUTNAME:Severis, the Scourge Slayer SOURCEPAGE:p.440 PROFICIENCY:WEAPON|Battleaxe TYPE:Weapon.Melee.OneHanded.Martial.Standard.Slashing.Axe.Psionic.Legendary WT:6 CRITMULT:x3 CRITRANGE:1 DAMAGE:1d8 EQMOD:STEEL WIELD:OneHanded SIZE:M EQMOD:PLUSN_SVS.SCGBN_SVS ABILITY:Special Ability|AUTOMATIC|Severis Attunement|PREMULT:4,[PREATT:4],[PREFEAT:1,Power Attack],[PRESKILL:1,Knowledge (Psionics)=4],[PREVARGTEQ:TL,4]
-Tempest's Blade TYPE:Psionic.Legendary.CrystallineFocus WT:2 SOURCEPAGE:p.441 SPROP:enhancement of mind blade is increased by +%, up to +5|TempestsBladeHiltBonus DEFINE:TempestsBladeHiltBonus|1 ABILITY:Special Ability|AUTOMATIC|Tempest's Blade Attunement|PREMULT:4,[PREABILITY:1,CATEGORY=Blade Skill,Additional Configuration ~ Blade Skill],[PREFEAT:1,Weapon Finesse],[PRESKILL:1,Knowledge (Psionics)=4],[PREVARGTEQ:TL,4] BONUS:COMBAT|INITIATIVE|4*TempestsBladeDuelingWeapon BONUS:VAR|CMB_Disarm|2*TempestsBladeDuelingWeapon BONUS:VAR|CMD_Disarm|2*TempestsBladeDuelingWeapon BONUS:SKILL|Bluff (Feint)|2*TempestsBladeDuelingWeapon
+Tempest's Blade TYPE:Psionic.Legendary.CrystallineFocus WT:2 SOURCEPAGE:p.441 SPROP:enhancement of mind blade is increased by +%, up to +5|TempestsBladeHiltBonus DEFINE:TempestsBladeHiltBonus|1 ABILITY:Special Ability|AUTOMATIC|Tempest's Blade Attunement|PREMULT:4,[PREABILITY:1,CATEGORY=Special Ability,Additional Configuration ~ Blade Skill],[PREFEAT:1,Weapon Finesse],[PRESKILL:1,Knowledge (Psionics)=4],[PREVARGTEQ:TL,4] BONUS:COMBAT|INITIATIVE|4*TempestsBladeDuelingWeapon BONUS:VAR|CMB_Disarm|2*TempestsBladeDuelingWeapon BONUS:VAR|CMD_Disarm|2*TempestsBladeDuelingWeapon BONUS:SKILL|Bluff (Feint)|2*TempestsBladeDuelingWeapon
#
# End
Modified: Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_equipmods.lst
===================================================================
--- Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_equipmods.lst 2014-04-28 00:24:29 UTC (rev 23731)
+++ Trunk/content/notfordistribution/pathfinder/dreamscarred_press/ultimate_psionics/ultimate_psionics_equipmods.lst 2014-04-28 00:55:08 UTC (rev 23732)
@@ -132,7 +132,6 @@
###Block: Equipmods for Legendary Items
-###Block: Dancing Robes of Sharatwan
Armor Bonus for Dancing Robes of Sharatwan KEY:PLUSN_DRS FORMATCAT:MIDDLE NAMEOPT:NOTHING TYPE:Armor VISIBLE:NO ITYPE:Enhancement.Psionic BONUS:COMBAT|AC|DancingRobesArmorBonus|TYPE=ARMORENHANCEMENT BONUS:VAR|DancingRobesArmorBonus|floor((TL-2)/6)|PREABILITY:1,CATEGORY=Special Ability,Dancing Robes of Sharatwan Attunement DEFINE:DancingRobesArmorBonus|1 SPROP:+% enhancement|DancingRobesArmorBonus
Determination for Dancing Robes of Sharatwan KEY:DETERM_DRS NAMEOPT:NOTHING TYPE:Armor VISIBLE:NO SPROP:1/day automatic breath of life at 0 hp|PREMULT:2,[PREVARGTEQ:TL,14],[PREABILITY:1,CATEGORY=Special Ability,Dancing Robes of Sharatwan Attunement]
Enhancement Bonus for Dissonance Main KEY:PLUSN_DIS_M FORMATCAT:MIDDLE NAMEOPT:NOTHING TYPE:Weapon VISIBLE:NO ITYPE:Enhancement.Psionic BONUS:WEAPON|DAMAGE,TOHIT|DissonanceEnhancementBonusMain|TYPE=ENHANCEMENT ASSIGNTOALL:NO DEFINE:DissonanceEnhancementBonusMain|1 SPROP:+% enhancement|DissonanceEnhancementBonusMain
This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site.
|
|
From: <th...@us...> - 2014-04-28 00:24:35
|
Revision: 23731
http://sourceforge.net/p/pcgen/code/23731
Author: thpr
Date: 2014-04-28 00:24:29 +0000 (Mon, 28 Apr 2014)
Log Message:
-----------
Change SKILLSIT output token to be conditional on being different from the base skill
count function needed a similar change, and also needed to support skill filters.
Issue#: NEWTAG-427, NEWTAG-428
Modified Paths:
--------------
Trunk/pcgen/code/src/java/pcgen/cdom/helper/SkillSituation.java
Trunk/pcgen/code/src/java/pcgen/util/JepCountType.java
Trunk/pcgen/code/src/java/plugin/exporttokens/SkillSitToken.java
Modified: Trunk/pcgen/code/src/java/pcgen/cdom/helper/SkillSituation.java
===================================================================
--- Trunk/pcgen/code/src/java/pcgen/cdom/helper/SkillSituation.java 2014-04-27 20:04:37 UTC (rev 23730)
+++ Trunk/pcgen/code/src/java/pcgen/cdom/helper/SkillSituation.java 2014-04-28 00:24:29 UTC (rev 23731)
@@ -24,8 +24,9 @@
private final Skill skill;
private final String situation;
+ private final double bonus;
- public SkillSituation(Skill sk, String sit)
+ public SkillSituation(Skill sk, String sit, double sitbonus)
{
if (sk == null)
{
@@ -37,6 +38,7 @@
}
skill = sk;
situation = sit;
+ bonus = sitbonus;
}
public Skill getSkill()
@@ -48,4 +50,9 @@
{
return situation;
}
+
+ public double getSituationBonus()
+ {
+ return bonus;
+ }
}
Modified: Trunk/pcgen/code/src/java/pcgen/util/JepCountType.java
===================================================================
--- Trunk/pcgen/code/src/java/pcgen/util/JepCountType.java 2014-04-27 20:04:37 UTC (rev 23730)
+++ Trunk/pcgen/code/src/java/pcgen/util/JepCountType.java 2014-04-28 00:24:29 UTC (rev 23731)
@@ -47,6 +47,7 @@
import pcgen.cdom.enumeration.MapKey;
import pcgen.cdom.enumeration.Nature;
import pcgen.cdom.enumeration.ObjectKey;
+import pcgen.cdom.enumeration.SkillFilter;
import pcgen.cdom.enumeration.Type;
import pcgen.core.Ability;
import pcgen.core.AbilityUtilities;
@@ -827,19 +828,38 @@
public Number count(PlayerCharacter pc, Object[] params)
throws ParseException
{
- if (params.length != 0)
+ SkillFilter sf = null;
+ if (params.length > 1)
{
- Logging.errorPrint("count(\"SKILLSIT\") does not take parameters");
+ Logging.errorPrint("count(\"SKILLSIT\") allows 0 or 1 parameters");
}
+ if (params.length == 1)
+ {
+ Object filtername = params[0];
+ sf = SkillFilter.getByToken(filtername.toString());
+ if (sf == null)
+ {
+ Logging.errorPrint("Unable to find Skill Filter: "
+ + filtername);
+ }
+ }
int count = 0;
Collection<Skill> skills = pc.getSkillSet();
for (Skill sk : skills)
{
- if (pc.includeSkill(sk, null)
+ if (pc.includeSkill(sk, sf)
&& sk.qualifies(pc, null))
{
count++; //For the skill
- count += sk.getSizeOfListFor(ListKey.SITUATION);
+ for (String situation : sk.getSafeListFor(ListKey.SITUATION))
+ {
+ double bonus = pc.getTotalBonusTo("SITUATION", sk.getKeyName()
+ + "=" + situation);
+ if (bonus > .01)
+ {
+ count++;
+ }
+ }
}
}
return Double.valueOf(count);
Modified: Trunk/pcgen/code/src/java/plugin/exporttokens/SkillSitToken.java
===================================================================
--- Trunk/pcgen/code/src/java/plugin/exporttokens/SkillSitToken.java 2014-04-27 20:04:37 UTC (rev 23730)
+++ Trunk/pcgen/code/src/java/plugin/exporttokens/SkillSitToken.java 2014-04-28 00:24:29 UTC (rev 23731)
@@ -150,9 +150,20 @@
if (i < numSits)
{
Collections.sort(situations);
- return new SkillSituation(sk, situations.get(i));
}
- i -= numSits;
+ for (String situation : situations)
+ {
+ double bonus = pc.getTotalBonusTo("SITUATION", sk.getKeyName()
+ + "=" + situation);
+ if (bonus > .01)
+ {
+ if (i == 0)
+ {
+ return new SkillSituation(sk, situations.get(i), bonus);
+ }
+ i--; //Wasn't this situation
+ }
+ }
}
}
}
@@ -172,7 +183,9 @@
String situation = skillName.substring(equalLoc + 1);
Skill sk = Globals.getContext().ref.silentlyGetConstructedCDOMObject(
Skill.class, skillName.substring(0, equalLoc));
- return new SkillSituation(sk, situation);
+ double bonus = pc.getTotalBonusTo("SITUATION", sk.getKeyName()
+ + "=" + situation);
+ return new SkillSituation(sk, situation, bonus);
}
}
return skill;
@@ -242,15 +255,17 @@
Skill skill;
boolean isSituation;
String situation;
+ SkillSituation sit;
if (skillSit instanceof Skill)
{
+ sit = null;
skill = (Skill) skillSit;
isSituation = false;
situation = "";
}
else if (skillSit instanceof SkillSituation)
{
- SkillSituation sit = (SkillSituation) skillSit;
+ sit = (SkillSituation) skillSit;
skill = sit.getSkill();
isSituation = true;
situation = sit.getSituation();
@@ -277,9 +292,7 @@
+ SkillModifier.modifier(skill, pc).intValue();
if (isSituation)
{
- rank +=
- pc.getTotalBonusTo("SITUATION",
- skill.getKeyName() + "=" + situation);
+ rank += sit.getSituationBonus();
}
if (SettingsHandler.getGame().hasSkillRankDisplayText())
{
@@ -309,9 +322,7 @@
int mod = SkillModifier.modifier(skill, pc).intValue();
if (isSituation)
{
- mod +=
- pc.getTotalBonusTo("SITUATION",
- skill.getKeyName() + "=" + situation);
+ mod += sit.getSituationBonus();
}
retValue.append(Integer.toString(mod));
break;
@@ -328,9 +339,7 @@
int misc = SkillModifier.modifier(skill, pc).intValue();
if (isSituation)
{
- misc +=
- pc.getTotalBonusTo("SITUATION",
- skill.getKeyName() + "=" + situation);
+ misc += sit.getSituationBonus();
}
misc -= SkillModifier.getStatMod(skill, pc);
retValue.append(Integer.toString(misc));
@@ -393,9 +402,7 @@
.intValue();
if (isSituation)
{
- mRank +=
- pc.getTotalBonusTo("SITUATION",
- skill.getKeyName() + "=" + situation);
+ mRank += sit.getSituationBonus();
}
retValue.append(Integer.toString(mRank));
}
@@ -417,9 +424,7 @@
.intValue();
if (isSituation)
{
- mRank +=
- pc.getTotalBonusTo("SITUATION",
- skill.getKeyName() + "=" + situation);
+ mRank += sit.getSituationBonus();
}
retValue.append(Integer.toString(mRank));
}
This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site.
|
|
From: <nu...@us...> - 2014-04-27 20:04:41
|
Revision: 23730
http://sourceforge.net/p/pcgen/code/23730
Author: nuance
Date: 2014-04-27 20:04:37 +0000 (Sun, 27 Apr 2014)
Log Message:
-----------
NEWSOURCE-213
More section 15 information.
The info for the "m" creatures.
Modified Paths:
--------------
Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/OGL.txt
Added Paths:
-----------
Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/m.txt
Modified: Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/OGL.txt
===================================================================
--- Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/OGL.txt 2014-04-27 18:23:48 UTC (rev 23729)
+++ Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/OGL.txt 2014-04-27 20:04:37 UTC (rev 23730)
@@ -821,59 +821,59 @@
Magmoid from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Magnesium Spirit from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Nick Louth.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Mandragora from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Mantidrake from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Marble Snake from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Erica Balsley, based on original material by Jean Wells.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Mawler from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Erica Balsley.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Medusa, Greater from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Wizards of the Coast.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Memory Child from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Mephit, Lightning from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Mephit, Smoke from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Midnight Peddler from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Mihstu from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Mimi from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Mire Brute from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Mite from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Skeeter Green, based on original material by Ian Livingstone and Mark Barnes.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Mongrelman from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Moon Dog from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Mortuary Cyclone from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Mosquito, Giant from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Erica Balsley.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Muckdweller from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Mudbog from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Erica Balsley.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Mudman from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by David J. Browne, Tom Kirby, and Graeme Morris.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Mummy of the Deep from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Murder Crow from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Lance Hawvermale.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Murder-Born from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Nazalor from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Necrophidius from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Simon Tilbrook.
RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
@@ -924,8 +924,6 @@
RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
-
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
Added: Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/m.txt
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+Magmoid
+DESC:This elemental appears to be a massive of spherical ball entirely comprised of swirling liquid fire and rock.
+MAGMOID CR 7
+XP 3,200
+N Large outsider (earth, extraplanar, fire)
+Init +7; Senses blindsight 60 ft.; Perception +14
+Aura fiery aura (10 ft., 1d6 fire, Fort DC 17 resists)
+
+AC 22, touch 13, flat-footed 18 (+3 Dex, +1 dodge, +9
+natural, -1 size)
+hp 75 (10d10+20)
+Fort +9; Ref +10; Will +5
+DR 10/piercing; Immune fire, elemental traits
+Weaknesses vulnerability to cold
+
+Speed 40 ft.
+
+Melee slam +11 (2d6+2 plus 2d6 fire)
+
+Space 10 ft.; Reach 0 ft.
+
+Special Attacks burn, magma blast (40 ft. line, 2d6 fire damage, Ref DC 17 half, useable every 1d4 rounds), melt weapons (Fort DC 17)
+
+Str 14, Dex 17, Con 15, Int 4, Wis 11, Cha 10
+
+Base Atk +10 CMB +13; CMD 27(can't be tripped)
+
+Feats Dodge, Improved Initiative, Improved Overrun, Iron Will, Power Attack
+
+Skills Perception +14
+
+Languages Ignan, Terran (cannot speak)
+
+Environment Elemental Plane of Fire
+Organization solitary
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Burn (Ex) The body of a magmoid is composed of molten rock and elemental fire. Any melee hit deals 2d6 points of fire damage initially and 1d6 points of damage for the next 1d3 rounds. Creatures attacking a magmoid unarmed or with natural weapons take fire damage each time one of their attacks hits just as if the magmoid had hit with a melee attack.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Magma Blast (Ex) Once every 1d4 rounds as a standard action, a magmoid can release a line of magma to a range of 40 feet. This deals 2d6 points of damage in the round it hits a foe (DC 17 Reflex save for half), and 1d6 points of damage for another 1d3 rounds (no save).
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Melt Weapons (Ex) Any metal weapon that strikes a magmoid must make a successful DC 17 Fortitude save or melt away into slag. The save DC is Constitution-based.
+
+-----------------------------------------------
+
+Magnesium Spirit
+DESC:This creature looks like a human-sized column of white fire with a wispy tail protruding from the bottom of it.
+
+MAGNESIUM SPIRIT CR 5 XP 1,600
+LE Medium outsider (evil, extraplanar, incorporeal, lawful)
+Init +6; Perception +11
+
+AC 14, touch 14, flat-footed 12 (+2 Dex, +2 deflection)
+hp 45 (6d10+18)
+Fort +8; Ref +5; Will +7
+Immune incorporeal; SR 18
+Weaknesses vulnerability to holy water
+
+Speed 50 ft.
+
+Melee incorporeal tail slap +8 (1d6 plus 1d6
+
+Str damage)
+
+Special Attacks blinding flash, energy drain, soul portal
+
+Str -, Dex 15, Con 17, Int 12, Wis 15, Cha 15
+
+Base Atk +6; CMB +8; CMD 20 (can't be tripped)
+
+Feats Ability Focus (soul portal), Blind-Fight, Improved Initiative
+
+Skills Bluff +11, Intimidate +8, Knowledge (planes) +10, Perception +11, Sense Motive +11, Stealth +11, Survival +8
+
+Environment any
+Organization solitary
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Energy Drain (Su) A magnesium spirit possessing a host deals 1 negative level to it each round if the host fails a DC 16 Will save. A magnesium spirit gains 5 temporary hit points for each negative level bestowed. The save DC is Constitution-based. Negative levels remain for 24 hours, after which time the host can attempt a DC 16 Fortitude save to remove a negative level.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Soul Portal (Su) This ability is similar to a magic jar spell (caster level 8th), except that it does not require a receptacle. To use this ability, the magnesium spirit must try move into the target's space; moving into the target's space to use this ability does not provoke attacks of opportunity. The target can resist the attack with a successful DC 17 Will save. If the save fails, the magnesium spirit vanishes into the target's body. The save DC is Charisma-based and includes a +2 bonus from the creature's Ability Focus feat. A magnesium spirit that has possessed an opponent's body deals a negative level to the host each round (see its energy drain attack above). When the host drops below 1st level, both it and the magnesium spirit vanish in a flash of white light as the spirit completes the ritual needed to return it to its plane of origin. Neither is ever seen again. Each round, as a standard action, while the magnesium spirit inhabits its body, the host can attempt to eject the creature by making an opposed Wisdom check against the magnesium spirit's Wisdom check. If successful, the magnesium spirit is ejected and cannot use its soul portal ability against that creature again for 1 hour. A magnesium spirit can be damaged by holy water even while merged with its host. Holy water deals 2d4 points of damage per vial to the creature. If it takes half or more of its current hit points in damage from holy water, it is ejected from the host's body. The host is stunned for 1d3 rounds.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Strength Damage (Su) A magnesium spirit's incorporeal tail slap deals 1d6 points of Strength damage to a living foe. When a foe has taken a total of Strength damage equal to one-half its original Strength total, the magnesium spirit can use its soul portal attack against that opponent.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Vulnerability to Holy Water (Ex) A magnesium spirit takes 2d4 points of damage from holy water (even while merged with a host).
+
+-----------------------------------------------
+
+Mandragora
+DESC:This small vaguely humanoid looking plant creature is mottled green and brown. Its lower roots are splayed and resemble legs and feet. Its upper roots are long and resemble humanoid arms. Its head, if it could be called that, is a mass of solid vegetable matter covered in lumps.
+MANDRAGORA CR 1
+XP 400
+NE Small plant (fungus)
+Init +1; Senses low-light vision, tremorsense 120 ft.;
+Perception +7
+
+AC 16, touch 12, flat-footed 15 (+1 Dex, +4 natural, +1 size)
+hp 5 (1d8+1)
+Fort +3; Ref +1; Will +0
+Immune plant traits; Resist fire 10; SR 12
+Weaknesses light blindness
+
+Speed 30 ft., burrow 20 ft.
+
+Melee 2 tentacle slaps +2 (1d4 plus grab)
+
+Special Attacks constrict (2d4)
+
+Str 11, Dex 13, Con 13, Int 8, Wis 10, Cha 9
+
+Base Atk +0; CMB -1 (+3 to grapple); CMD 10
+
+Feats Skill Focus (Perception), Weapon FinesseB
+
+Skills Perception +7, Stealth +5
+
+Environment temperate forests
+Organization solitary, gang (2-5), or colony (3-18)
+Treasure none
+
+-----------------------------------------------
+
+Mantari
+DESC:This creature looks like a man-sized flying manta ray, dark gray in color.
+MANTARI CR 1/2
+XP 200
+NE Medium magical beast
+Init +2; Senses darkvision 60 ft., low-light vision; Perception +4
+
+AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
+hp 5 (1d10)
+Fort +2; Ref +4; Will +0
+
+Speed 5 ft., fly 60 ft. (good)
+
+Melee tail sting +3 (1d6)
+
+Space 5 ft.; Reach 5 ft. (10 ft. with tail)
+
+Str 12, Dex 14, Con 11, Int 2, Wis 11, Cha 6
+
+Base Atk +1; CMB +2; CMD 14 (can't be tripped)
+
+Feats Weapon Finesse
+
+Skills Fly +6, Perception +4, Stealth +2
+
+Environment underground
+Organization solitary or pack (2-4)
+Treasure none
+
+-----------------------------------------------
+
+Mantidrake
+DESC:This creature resembles a large, powerfully-built lion with a dragon's head where its head would normally be, a pair of large scaly draconic wings, and a long serpentine tail that ends in volley of sharpened spikes.
+MANTIDRAKE CR 9
+XP 4,800
+LE Large magical beast
+Init +2; Senses darkvision 60 ft., low-light vision, scent;
+Perception +14
+
+AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, -1size)
+hp 94 (9d10+45)
+Fort +11; Ref +8; Will +5
+Immune energy, paralysis, sleep
+
+Speed 30 ft., fly 50 ft. (clumsy)
+
+Melee bite +15 (1d8+7), 2 claws +15 (1d8+7)
+
+Ranged 6 spikes +11 (1d6+7)
+
+Space 10 ft.; Reach 5 ft. M
+
+Special Attacks breath weapon (varies, see below, 5d8 damage, DC 19), spikes
+
+Str 24, Dex 15, Con 20, Int 9, Wis 14, Cha 13
+
+Base Atk +9; CMB +17; CMD 29 (33 vs. trip)
+
+Feats Flyby Attack, Improved Natural Attack (claws), Power Attack, Skill Focus (Survival), Weapon Focus (spikes)
+
+Skills Fly -4, Intimidate +3, Perception +14, Survival +6; Racial Modifiers +4 Perception
+
+Languages Common, Draconic
+
+Environment any (see text)
+Organization solitary or pair
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Breath Weapon (Su): A mantidrake's breath weapon depends on what type of dragon parent it had, as summarized on the table below. Regardless of its type, a mantidrake's breath weapon is usable once every 1d4 rounds, deals 5d8 points of damage, and allows a DC 19 Reflex save for half damage. The save DC is Constitution-based. To determine a mantidrake's draconic parent and breath weapon randomly, roll 1d10 and consult the table below. 1d10 | Draconic Parent | Breath Weapon || 1-2 | Black | 60-foot line of acid || 3-4 | Blue | 60-foot line of lightning || 5-6 | Green | 30-foot cone of gas (acid) || 7-8 | Red | 30-foot cone of fire || 9-10 | White | 30-foot cone of cold ||
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Spikes (Ex): With a snap of its tail, a mantidrake can loose a volley of six spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only twenty-four spikes in a single day.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Immunity to Energy (Ex): A mantidrake is immune to one type of energy based on its draconic heritage: black, immunity to acid; blue, immunity to electricity; green, immunity to acid; red, immunity to fire; white, immunity to cold.
+
+-----------------------------------------------
+
+Marble Snake
+DESC:This snake has whitish-gray scales, translucent in places where its underlying veins can be seen. The snake's head is long and has a large lion-like mane of golden fur. Two long sharp fangs protrude from its mouth. Its multi-faceted eyes are red.
+MARBLE SNAKE CR 2
+XP 600
+N Large magical beast
+Init +1; Senses darkvision 60 ft., low-light vision;
+Perception +11
+
+AC 12, touch 10, flat-footed 11 (+2 Dex, +2 natural, -1 size)
+hp 25 (3d10+9 plus 3)
+Fort +5; Ref +4; Will +1
+
+Speed 20 ft., climb 20 ft.
+
+Melee bite +6 (1d6+6)
+
+Space 10 ft.; Reach 5 ft.
+
+Special Attacks whistle
+
+Str 18, Dex 13, Con 14, Int 2, Wis 10, Cha 11
+
+Base Atk +3; CMB +8; CMD 19 (can't be tripped)
+
+Feats Toughness, Skill Focus (perception)
+
+Skills Acrobatics +13, Climb +20, Perception +11, Stealth +5; Racial Modifiers +8 Acrobatics, +8 Climb, +4 Perception, +4 Stealth
+
+Environment any land
+Organization solitary or pack (2-4)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Whistle (Su) A marble snake can whistle, gaining the attention of any creature within 50 feet that hears it. All creatures (other than marble snakes) with the area must succeed on a DC 11 Will save or become entranced. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same marble snake's whistle for one day. The save DC is Charisma-based. An entranced victim walks toward the marble snake, taking the most direct route available. If the path leads into a dangerous area, that creature gets a second saving throw. The effect continues for as long as the marble snake whistles and for 1 round thereafter. An entranced victim is effectively dazed (cannot attack, but can defend). If an entranced opponent is attacked, the effect is immediately broken. A bard's countersong ability allows the entranced creature to attempt a new Will save.
+
+-----------------------------------------------
+
+Mawler
+DESC:The collar of the fine new cloak suddenly reveals a set of jagged teeth as you realize that it is a carnivorous creature, and you are wearing it.
+MAWLER CR 4
+XP 1,200
+NE Tiny aberration (shapechanger)
+Init +3; Senses darkvision 60 ft.; Perception +8
+Aura magic aura
+
+AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
+hp 39 (6d8+12)
+Fort +4; Ref +5; Will +7
+
+Speed 20 ft.
+
+Melee bite +9 (1d4+1 plus grab)
+
+Space 2-1/2 ft.; Reach 0 ft.
+
+Special Attacks constrict (1d4+1), vorpal bite
+
+Str 13, Dex 16, Con 14, Int 5, Wis 11, Cha 11
+
+Base Atk +4; CMB +3 (+7 grapple); CMD 16 (can't be tripped)
+
+Feats Iron Will, Skill Focus (Perception), Weapon Finesse
+
+Skills Disguise +10, Perception +8, Stealth +16; Racial Modifiers +8 Disguise
+
+SQ mimic shape
+
+Environment any
+Organization solitary or pair
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Magic Aura (Su) A mawler continuously emits a moderate aura of transmutation magic. This ability can be negated or dispelled (versus caster level 6), but the mawler can activate it as a free action on its next turn.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Mimic Shape (Ex) A mawler can assume the general shape of any object that is roughly Tiny sized. A mawler's body is fleshy and pliable, but it can alter the rigidity of its body to resemble metal, wood, and even stone. Most mawlers have found that taking on the shape of articles of clothing provides the most ready meals. The ruse can be detected by a Perception check opposed by the mawler's Disguise skill.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Vorpal Bite (Ex) A mawler that scores a critical hit with its bite attack while being worn severs the extremity that was inside it at the time. For example, a mawler being worn as a boot that scores a critical hit, severs the victim's leg. A mawler can only use its vorpal bite while being worn. A creature that loses a limb suffers a -4 penalty to skill checks that require the use of two limbs. For example, a victim that loses a hand or arm suffers a -4 penalty to Climb checks, Disable Device checks, and so forth. Additionally, a creature that loses its primary weapon-wielding arm or hand suffers a -6 penalty when wielding a weapon in its offhand. A creature with the Two-Weapon Fighting feat that loses its primary arm or hand ignores the penalty for wielding a weapon in its offhand. If the victim loses a foot or leg, the penalty applies to Acrobatics checks and the like. Additionally, the creature's speed is reduced to one-quarter. If the severed extremity happens to be the head, the victim dies immediately (unless it can live without its head).
+
+-----------------------------------------------
+
+Medusa, Greater
+DESC:This creature appears as a large female with glistening green scales, snakes for hair, and the lower torso of a giant snake.
+GREATER MEDUSA CR 8
+XP 4,800
+LE Large monstrous humanoid
+Init +1; Senses darkvision 60 ft.; Perception +12
+
+AC 16, touch 10, flat-footed 15 (+1 Dex, +6 natural, -1 size)
+hp 60 (8d10+16)
+Fort +4; Ref +7; Will +7
+
+Speed 30 ft.
+
+Melee dagger +9/+4 (1d4+2/19-20) or snakes +9 (1d4 plus poison)
+
+Ranged composite shortbow +9/+4 (1d6+2/x3)
+
+Space 10 ft.; Reach 10 ft.
+
+Special Attacks petrifying gaze, poison, poisonous blood
+
+Str 14, Dex 12, Con 15, Int 12, Wis 13, Cha 15
+
+Base Atk +8; CMB +11; CMD 22 (can't be tripped)
+
+Feats Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (composite shortbow)
+
+Skills Bluff +10, Disguise +10, Intimidate +13, Perception +12, Stealth +8
+
+Languages Common, Terran
+
+Gear composite shortbow, 20 arrows, dagger
+
+Environment temperate marshes
+Organization solitary or covey (greater medusa plus 1-2 medusas)
+Treasure double standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Petrifying Gaze (Su) Turn to stone permanently, 30 feet, Fortitude DC 16 negates. The save DC is Charisma-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Poison (Ex) Bite-injury; save DC 16; frequency 1/round for 6 rounds; effect 1d6 Strength damage; cure 1 save. The save DC is Constitution-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Poisonous Blood (Ex) The blood of a greater medusa is highly poisonous even to the touch. A creature contacting the blood is exposed to the poison of the medusa as described above. The blood loses its potency one hour after being exposed to air.
+
+-----------------------------------------------
+
+Memory Child
+DESC:A small innocent child, seemingly confused or lost, stands in front of you.
+MEMORY CHILD CR 6
+XP 2,400
+N Small outsider (extraplanar)
+Init +2; Senses darkvision 60 ft.; Perception +15
+
+AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size)
+hp 68 (8d10+16 plus 8)
+Fort +8; Ref +6; Will +10
+DR 10/silver
+
+Speed 30 ft.
+
+Melee touch +9 (1d4 plus thought consumption)
+
+Special Attacks mind
+
+flood Spell-Like Abilities (CL 10th)
+
+Constant-detect thoughts (DC 12)
+
+Str 10, Dex 14, Con 14, Int 12, Wis 15, Cha 11
+
+Base Atk +8; CMB +7; CMD 19
+
+Feats Alertness, Iron Will, Lightning Reflexes, Toughness
+
+Skills Diplomacy +4, Disguise +5, Knowledge (arcana) +12, Knowledge (history) +12, Knowledge (planes) +12, Perception +15, Perform (oratory) +11, Sense Motive +4, Stealth +15, Survival +3
+
+Languages Celestial, Common; telepathy 100 ft.
+
+Environment any
+Organization solitary or gang (2-4)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Mind Flood (Su) As a standard action and by touching an opponent, a memory child floods the opponent's mind with every single thought the child has ever collected from those that have come into contact with it. This effect overloads the opponent's brain dazing it for 1d6+2 rounds and confusing it for 1 hour (treat as a confusion spell, caster level equals the memory child's Hit Dice). A successful DC 16 Will save negates the stunning effect and reduces the confusion effect to 1 minute. The save DC is Constitution-based. This ability is always active but can be suppressed or restarted by the memory child as a free action.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Thought Consumption (Su) A memory child can drain an opponent's thoughts and memories by touch. (The opponent retains its memories; the memory child just copies them). By making a successful melee touch attack, a memory child deals 1d4 points of Intelligence damage to its opponent. A memory child must consume at least 4 points of Intelligence each day or it suffers the effects of starvation.
+
+-----------------------------------------------
+
+Mephit, Lightning
+DESC:This small creature appears to be a humanoid-shaped being composed of electricity. Bluish-white lighting arcs in small bursts from its body.
+LIGHTNING MEPHIT CR 3
+XP 800
+N Medium outsider (air, electricity, extraplanar)
+Init +7; Senses darkvision 60 ft.; Perception +4
+
+AC 17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +3 natural)
+hp 16 (3d10); fast healing 2
+Fort +1; Ref +6; Will +3
+DR 5/magic; Immune electricity
+Weaknesses vulnerability to water
+
+Speed 30 ft., fly 60 ft. (perfect)
+
+Melee 2 claw +3 (1d4 plus 1d4 electricity)
+
+Special Attacks breath weapon (15-foot cone of lightning, DC 13 for half, 1d8 electricity)
+
+Spell-like Abilities (CL 6th) 1/hour-shocking grasp
+
+1/day-lightning bolt, summon (level 2, lightning mephit 25%)
+
+Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15
+
+Base Atk +3; CMB +3; CMD 17
+
+Feats Dodge, Improved Initiative
+
+Skills Bluff +6, Diplomacy +6, Disguise +6, Escape Artist +7, Fly +14, Intimidate +6, Perception +4, Stealth +9
+
+Languages Auran, Common
+
+Environment any (Elemental Plane of Air or Quasi- Elemental Plane of Lightning)
+Organization solitary, gang (2-4 mephits of mixed types), or mob (5-12 mephits of mixed types)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Breath Weapon (Su) 15-foot cone of lightning, damage 1d8 electricity, Reflex DC 13 half. The save DC is Constitution-based and includes a +1 racial bonus. Creatures wearing metal armor take an extra +2 points of damage from a lightning mephit's breath weapon.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Fast Healing (Ex) A lightning mephit heals only if exposed electricity (whether natural, such as an electrical storm, or magical, such as its own shocking grasp or lightning bolt spell-like ability).
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Vulnerability to Water (Ex) A lightning mephit takes 1d4 points of damage per gallon of water it contacts. Pouring water onto a lightning mephit requires a successful ranged touch attack. Water from other sources, such as spells or effects that create water but do not specify an amount in gallons, deal 1d4 points of damage per caster level to a lightning mephit within its area of effect. Damage from waterbased attacks, like the slam attack of a water elemental, is increased by 50% against a lightning mephit.
+
+-----------------------------------------------
+
+Mephit, Smoke
+DESC:This small winged humanoid has soot-colored skin, crimson eyes, and dark wings. Small trails of smoke stream from its body as it flies along.
+SMOKE MEPHIT CR 3
+XP 800
+N Medium outsider (air, extraplanar, fire)
+Init +6; Senses darkvision 60 ft.; Perception +4
+
+AC 17, touch 14, flat-footed 14 (+1 size, +2 Dex, +1 dodge,
++3 natural)
+hp 16 (3d10); fast healing 2
+Fort +1; Ref +5; Will +3
+DR 5/magic; Immune fire, outsider traits
+Weakness vulnerability to cold
+
+Speed 30 ft., fly 50 ft. (perfect)
+
+Melee 2 claw +3 (1d3)
+
+Special Attacks breath weapon (15-foot cone of black soot, DC 12 for half, 1d4 fire)
+
+Spell-like Abilities (CL 6th) 1/hour-blur
+
+1/day-ember storm, summon (level 2, 1 smoke mephit 25%)
+
+Str 10, Dex 14, Con 10, Int 6, Wis 11, Cha 15
+
+Base Atk +3; CMB +3; CMD 17
+
+Feats Dodge, Improved Initiative
+
+Skills Bluff +7, Diplomacy +7, Disguise +6, Escape Artist +8, Fly +12, Intimidate +6, Perception +4, Stealth +8
+
+Languages Ignan, Common
+
+Environment any (Plane of Fire)
+Organization solitary, gang (2-4), or mob (5-12)
+Treasure standard
+
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.SpellLike DESC:
+Ember Storm (Sp) Once per day a smoke mephit can create a downpour of white-hot embers that affects a 20foot radius. Living creatures caught in the storm take 2d6 points of fire damage (Reflex DC 14 half, caster level 6th). This ability is the equivalent of a 2nd-level spell. The save DC is Charisma-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Fast Healing (Ex) A smoke mephit heals only if it is exposed to smoke or soot (whether magically created or mundane in nature).
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Sooty Breath (Su) Living creatures that fail their saves against the smoke mephit's breath weapon are tormented by burning eyes. This effect imposes a -4 penalty to AC and a -2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.
+
+-----------------------------------------------
+
+Midnight Peddler
+DESC:This creature appears as a normal human, cloaked in a long gray hooded robe. A long protruding, sharp jaw can be seen under the hood. He moves with a shuffling gait, pushing a wooden cart that squeaks as it rolls along.
+
+MIDNIGHT PEDDLER CR 6 XP 2,400
+N Medium outsider (extraplanar)
+Init +5; Senses darkvision 60 ft.; Perception +16
+
+AC 16, touch 11, flat-footed 15 (+1 Dex, +1 dodge, +5 natural)
+hp 52 (7d10+14)
+Fort +6; Ref +6; Will +9
+
+Speed 20 ft.
+
+Melee touch +7 (death chill)
+
+Special Attacks death chill
+
+Str 11, Dex 13, Con 15, Int 16, Wis 18, Cha 15
+
+Base Atk +7; CMB +7; CMD 19
+
+Feats Alertness, Dodge, Great Fortitude, Improved Initiative
+
+Skills Bluff +12, Craft (wood) +12, Diplomacy +8, Knowledge (history) +9, Knowledge (local) +9, Knowledge (planes) +12, Perception +16, Profession (peddler) +10, Sense Motive +16, Survival +10
+
+Languages Common, Celestial, Abyssal, Terran
+
+SQ divination, plane shift
+
+Environment any land
+Organization solitary
+Treasure none (see text)
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Death Chill (Su) The touch of the midnight peddler deals 1d4 negative levels to a living creature. The DC is 15 for the Fortitude save to remove a negative level. The save DC is Constitution-based. The midnight peddler gains 5 temporary hit points for each negative level bestowed.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Divination (Su) The peddler provides advice and answers correctly any one question asked of him by any creature who buys something from his cart. This ability functions similar to a divination spell (caster level 12th).
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Plane Shift (Su) The midnight peddler can plane shift (as the spell) to any inner or outer plane as a move action. His cart (and any non-living matter contained therein) shifts with him. This ability otherwise functions as the spell of the same name.
+
+-----------------------------------------------
+
+Mihstu
+DESC:This creature appears as a semi-solid cloud of vapor and mist.
+MIHSTU CR 6
+XP 2,400
+NE Medium outsider (air, elemental, extraplanar)
+Init +10; Senses darkvision 60 ft.; Perception +13
+
+AC 23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural)
+hp 60 (8d10+16)
+Fort +8; Ref +12; Will +4
+Defensive Abilities resistance to missile attacks; DR 10/ magic; Immune electricity, elemental traits; SR 13 Weaknesses susceptible to cold
+
+Speed 20 ft., fly 20 ft. (good)
+
+Melee 4 tentacles +14(1d6+1)
+
+Special Attacks constitution damage, engulf
+
+Str 12, Dex 22, Con 14, Int 14, Wis 14, Cha 13
+
+Base Atk +8; CMB +9; CMD 26
+
+Feats Dodge, Improved Initiative, Mobility, Weapon Finesse
+
+Skills Acrobatics +14, Escape Artist +14, Fly +21, Knowledge (the planes) +13, Perception +13, Sense Motive +13, Stealth +17, Survival +10
+
+Environment Plane of Air
+Organization solitary
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Constitution Damage (Su) A mihstu deals 1d2 points of Constitution damage to an engulfed opponent each round the hold is maintained.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Engulf (Ex) A mihstu can try to wrap a Medium or smaller creature in its body as a standard action. The mihstu attempts a grapple that does not provoke an attack of opportunity. If it wins the grapple check, it establishes a hold and can slash (with a tentacle) the engulfed victim with a +4 bonus on its attack roll. It can still use its tentacles to strike at other targets. Attacks that hit an engulfing mihstu deal half their damage to the monster and half to the trapped victim.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Resistance to Missile Attacks (Ex) Ranged attacks (including magic missile) used against a mihstu have a 50% miss chance.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Susceptible to Cold (Ex) Cold-based attacks and effects deal no damage to a mihstu, but stun it. If the cold-based effect allows a saving throw and the mihstu succeeds on its save, it ignores the stun effect. If it fails its save, or if the effect doesn't allow a save, the mihstu is stunned for 1d4+2 rounds.
+
+-----------------------------------------------
+
+Mimi
+DESC:This tiny fey resembles a 1-foot tall elf with small bee-like wings, silver hair, milk white skin, and icy blue eyes. It is dressed in colorful garments of blue, silver, or green and carries a tiny short sword in a scabbard slung across its backs, resting between its wings.
+MIMI CR 1
+XP 400
+N(G) Tiny fey (cold)
+Init +4; Senses low-light vision; Perception +5
+
+AC 19, touch 17, flat-footed 14 (+4 Dex, +1 dodge, +2
+natural, +2 size)
+hp 4 (1d6+1)
+Fort +2; Ref +6; Will +3
+DR 5/cold iron; Immune cold, SR 15
+Weaknesses vulnerability to fire
+
+Speed 20 ft., fly 50 ft. (average)
+
+Melee short sword +6 (1d3-3),
+
+Space 2 1/2 ft.; Reach 0 ft.
+
+Special Attacks group casting, lower
+
+temperature Spell-like Abilities (CL 8th):
+
+At will-invisibility
+
+2/day-frost fingers (as burning hands, but cold damage, DC 13)
+
+1/day-cone of cold (DC 17)
+
+Str 4, Dex 19, Con 14, Int 15, Wis 13, Cha 14
+
+Base Atk +0 CMB +2; CMD 10
+
+Feats DodgeB, Weapon Finesse
+
+Skills Bluff +6, Craft (any one) +6, Escape Artist +8, Perception +5, Perform (limericks) +6, Perform (sing) +6, Sense Motive +5, Stealth +16, Survival +2, Racial Modifiers +4 Perception
+
+Languages Common, Elven, Sylvan
+
+Environment cold forest and plains
+Organization gang (2-4), band (6-11), or tribe (20-80)
+Treasure no coins; 50% goods; 50% items
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.SpellLike DESC:
+Group Casting (Sp) A group of three or more mimis together can use freezing sphere (DC 18 half), once per day. Caster level 12th. The save DCs are Charisma-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Lower Temperature (Su) A mimi can, as a free action, lower the temperature in a 10- foot radius around its body by 20-80 degrees. Creatures in the area that are not immune or resistant to cold may take damage as detailed in the Pathfinder RPG Corebook (see Cold Hazards).
+
+-----------------------------------------------
+
+Mire Brute
+DESC:This creature resembles a vaguely humanoid monster about 12 feet tall covered with slime. Sharpened wooden stakes seemingly jut from its body at various points and angles. No discernible facial features are present.
+MIRE BRUTE CR 13
+XP 25,600
+NE Huge outsider (earth, elemental, extraplanar, water)
+Init -1; Senses darkvision 60 ft., tremorsense 100 ft.;
+Perception +34
+
+AC 17, touch 7, flat-footed 17 (-1 Dex, +10 natural, -2 size)
+hp 283 (21d10+168)
+Fort +22; Ref +6; Will +14
+DR 10/-; Immune fire, elemental traits; Resist cold 15
+
+Speed 20 ft., swim 60 ft.
+
+Melee 2 slams +31 (3d6+11/19-20 plus grab)
+
+Space 15 ft.; Reach 15 ft.
+
+Special Attacks disgorge vermin, disease, drench, impale
+
+Str 32, Dex 8, Con 26, Int 6, Wis 11, Cha 10
+
+Base Atk +21; CMB +34 (+38 grapple); CMD 43
+
+Feats Alertness, Blinding Critical, Cleave, Great Cleave, Great Fortitude, Improved Critical (slam), Improved Natural Attack (slam), Iron Will, Power Attack, Skill Focus (Perception), Weapon Focus (slam)
+
+Skills Acrobatics +14, Intimidate +23, Perception +34, Sense Motive +2, Stealth +15 (+23 in swamps or marshes), Swim +32; Racial Modifiers +8 Stealth in swamp or marsh terrain.
+
+Languages Aquan, Terran (cannot speak)
+
+Environment temperate marshes
+Organization solitary
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Disease (Ex) Filth fever: Stakes-injury; save Fort DC 28; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Disgorge Vermin (Ex): Once per day as a standard action, a mire brute can vomit forth a spray of fetid water to a range of 30 feet. The spray contains small biting insects and worms. Treat these vermin as a centipede swarm (Pathfinder Roleplaying Game Bestiary). A mire brute disgorges 1d3 centipede swarms when it uses this ability. A swarm moves to engage the closest living creature.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Drench (Ex): A mire brute can extinguish torches, campfires, exposed lanterns and other open flames of a nonmagical origin if they are of Large size or smaller. A mire brute can dispel magical fire as dispel magic (CL 21).
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Impale (Ex): A mire brute can try to impale a grabbed opponent of one size smaller than itself by making a successful grapple check that does not provoke an attack of opportunity. If successful, the opponent immediately takes 4d6 points of damage and is impaled on the stakes jutting from the mire brute's body. An impaled opponent is considered pinned and thereafter takes 3d6 points of damage each round until it breaks free. An impaled opponent must succeed on a grapple check against the mire brute's CMD to break free. A mire brute is not considered grappled while it has an opponent impaled. A Huge mire brute can impale 1 Large, 2 Medium, 8 Small, or 32 Tiny or smaller opponents at one time.
+
+-----------------------------------------------
+
+Mite
+DESC:This creature is a rather ugly humanoid about 2 feet tall. It has long pointed ears and a large round nose. Its skin is grayish-brown.
+COMMON MITE CR 1/2
+XP 400
+LE Small fey
+Init +1; Senses darkvision 90 ft., low-light vision, scent;
+Perception +5
+
+AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
+hp 3 (1d6)
+Fort +0; Ref +3; Will +3
+DR 2/cold iron
+Weaknesses light sensitivity
+
+Speed 20 ft., climb 20 ft.
+
+Melee dagger +2 (1d3-1/19-20), bite +2 (1d2-1)
+
+Ranged dart +2 (1d3-1)
+
+Special Attacks
+
+hatred Spell-like Abilities (CL 2nd)
+
+At will-prestidigitation
+
+1/day-doom (DC 11)
+
+Str 8, Dex 13, Con 11, Int 8, Wis 13, Cha 10
+
+Base Atk +0; CMB -2 ; CMD 9
+
+Feats Weapon Finesse
+
+Skills Climb +11, Craft (traps) +7, Perception +5, Stealth +10; Racial Modifiers +4 Craft (traps)
+
+Languages Aklo
+
+Languages: Mites begin play speaking Aklo. Mites with a high intelligence can choose from the following languages: Dwarf, Gnome, Goblin, Orc, Undercommon.
+
+SQ vermin empathy +4
+
+Gear dagger, 6 darts
+
+Environment any underground
+Organization solitary, band (2-8), or mob (9-20 plus 1 chieftain of 2nd-4th level and 2-6 giant vermin)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Hatred (Ex) Mites receive a +1 bonus on attack rolls against creatures with the dwarf or gnome subtype due to special training against these hated foes.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Vermin Empathy (Ex) This ability functions as a druid's wild empathy, save that a mite can only use this ability on vermin. A mite gains a +4 racial bonus on this check. Vermin are normally mindless, but this empathic communication imparts on them a modicum of implanted intelligence, allowing mites to train Medium vermin and use them as mounts. Vermin empathy treats swarms as if they were one creature possessing a single mind-a mite can thus use this ability to influence and direct the actions of swarms with relative ease.
+
+
+PESTIE CR 1
+XP 600
+N Small fey
+Init +3; Senses darkvision 90 ft., low-light vision, scent;
+Perception +5
+
+AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
+hp 7 (2d6)
+Fort +0; Ref +6; Will +4
+DR 2/cold iron
+Weaknesses light sensitivity
+
+Speed 40 ft., climb 20 ft.
+
+Melee dagger +5 (1d3-1/19-20)
+
+Ranged dart +4 (1d3-1)
+
+Special Attacks hatred, sneak attack +
+
+1d6 Spell-like Abilities (CL 2nd)
+
+At will-prestidigitation
+
+1/day-doom (DC 11)
+
+Str 8, Dex 17, Con 11, Int 6, Wis 13, Cha 10
+
+Base Atk +1; CMB -1; CMD 12
+
+Feats Weapon Finesse
+
+Skills Acrobatics +7, Climb +11, Perception +5, Sleight of Hand +11, Stealth +13; Racial Modifiers +4 Sleight of Hand, +4 Stealth
+
+Languages Aklo (cannot speak)
+
+Gear dagger, 6 darts
+
+Environment any underground
+Organization solitary or squad (2-8)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Hatred (Ex) Pesties receive a +1 bonus on attack rolls against creatures with the dwarf or gnome subtype due to special training against these hated foes.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Sneak Attack (Ex) Pesties have a sneak attack for +1d6 damage that is identical to the rogue ability. This ability stacks with any sneak attack damage that a pestie gains through taking rogue levels.
+
+-----------------------------------------------
+
+Mongrelman
+DESC:The hideous creature approaching from the shadows looks to be pieced together from parts of other monsters as some sort of vile joke or blight on Nature.
+MONGRELMAN CR 2
+XP 400
+LN Medium monstrous humanoid
+Init +1; Senses darkvision 60 ft.; Perception +7
+
+AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
+hp 13 (2d10+2)
+Fort +1; Ref +4; Will +5
+
+Speed 30 ft.
+
+Melee club +5 (1d6+4) or slam +5 (1d4+4)
+
+Str 16, Dex 13, Con 12, Int 10, Wis 14, Cha 6
+
+Base Atk +2; CMB +5; CMD 16
+
+Feats Skill Focus (Survival)
+
+Skills Climb +7, Disguise +6, Perception +7, Sleight of Hand +7, Stealth +10, Survival +9; Racial Modifiers +8 Disguise, +4 Sleight of Hand, +4 Stealth
+
+Languages Mongrelman
+
+SQ sound imitation
+
+Gear club
+
+Environment underground
+Organization solitary, gang (2-5), band (6-11 plus 1 3rd level sergeant), or tribe (10-100 plus 1
+
+3rd-level sergeant per 10 adults, 1 or 2 bodyguards of 4th or 5th level, and 1 leader of
+
+6th-8th level)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Sound Imitation (Ex) Mongrelmen can imitate sounds made by any creature they have previously encountered, including monsters with special vocal attacks. They cannot, however, mimic the special vocal attack powers or damage dealt by such attacks. A successful DC 14 Will save made by a listener detects the falsehood. The save DC is Constitution-based and includes a +2 racial bonus.
+
+
+Randomly Generating a Mongrelman
+
+
+Mongrelmen are a mixture of many different creatures, and no two mongrelmen ever look alike. The table below can be used to generate the appearance of any given mongrelman.
+
+Roll one time for each of the following areas of a mongrelman: left side of head (includes ear and eye); right side of head (includes ear and eye); upper torso; lower torso; upper arm (roll once for left and right arm); lower arm (roll once for left and right arm); upper leg (roll once for left and right leg); lower leg (roll once for left and right leg); foot (roll once for left and right foot); hand (roll once for left and right hand); and jaw/mouth.
+
+
+Random Mongrelman Generation
+
+Description of Body Parts
+
+A mongrelman gains abilities in addition to the ones noted in the stat block above based on the actual body parts that make up that mongrelman. Below are descriptions of the body parts and additional abilities gained.
+
+Bugbear: Eye: darkvision 60 ft.
+Bugbear: Arm: +4 effective Strength score using that arm.
+
+Crabman: Eye: darkvision 60 ft.
+Crabman: Arm: +6 effective Strength score using that arm.
+Crabman: Hand: hand is actually a large pincer like that of the crabfolk, gains claw attack that deals 1d6 + Strength modifier damage, and gains grab and constrict attacks (deals an additional 1d6 points of bludgeoning damage).
+
+Dwarf: Eye: darkvision 60 ft.
+Dwarf: Head: if entire head is dwarven, the mongrelman gains the stonecunning ability as a dwarf. Upper torso: +2 to saves against poison.
+
+Elf: Eye: low-light vision and +3 racial bonus on Perception checks.
+Elf: Ear: +3 racial bonus on Perception checks.
+Elf: Head: if entire head is elven, the mongrelman gains a +2 racial bonus to Will saves against enchantment spells or effects.
+
+Goblin: Eye: darkvision 60 ft. and +2 racial bonus on Perception checks.
+Goblin: Ear: +3 racial bonus on Perception checks.
+Goblin: Arm: -2 effective Strength score using that arm.
+
+Gnoll: Eye: darkvision 60 ft. and +2 racial bonus on Perception checks.
+Gnoll: Ear: +3 racial bonus on Perception checks.
+Gnoll: Arm: +4 effective Strength score using that arm.
+
+Gnome: Eye: low-light vision. Ear: +2 racial bonus on Perception checks.
+Gnome: Head: if entire head is gnome, the mongrelman gains a +2 bonus to saves against illusions.
+
+Halfling: Ear: +3 racial bonus on Perception checks.
+Halfling: Arm: -2 effective Strength score using that arm.
+Halfling: Upper and lower torso: mongrelman is Small size.
+Halfling: Lower torso: gains +2 racial bonus on Acrobatics, Climb, and Stealth checks.
+
+Hobgoblin: Eye: darkvision 60 ft. and +2 racial bonus on Perception checks.
+Hobgoblin: Ear: +3 racial bonus on Perception checks.
+
+Human: No additional abilities.
+
+Kobold: Eye: darkvision 60 ft. and +1 racial bonus on Perception checks, and light sensitivity.
+Kobold: Ear: +2 racial bonus on Perception checks.
+Kobold: Arm: -4 effective Strength score using that arm.
+
+Lizardfolk: Arm: +2 effective Strength score using that arm.
+Lizardfolk: Hand: gains claw attack that deals 1d4 + Strength modifier damage.
+Lizardfolk: Jaw/mouth: gains bite attack that deals 1d4 + Strength modifier damage.
+Lizardfolk: Lower torso: gains a lizardfolk's tail and +4 racial bonus on Acrobatics and Swim checks.
+
+Locathah: Eye: darkvision 60 ft. and +2 racial bonus on Perception check.
+Locathah: Ear: +3 racial bonus on Perception checks.
+Locathah: Head: if entire head is locathah, the mongrelman can breathe water and air equally.
+
+Merfolk: Eye: darkvision 60 ft. and +3 racial bonus on Perception checks.
+Merfolk: Ear: +4 racial bonus on Perception checks.
+Merfolk: Head: if entire head is merfolk, the mongrelman can breathe water and air equally.
+Merfolk: Leg: leg is actually a fin or flipper, and the mongrelman moves at one-half speed while on land.
+Merfolk: Lower torso: mongrelman can only move on land at 5 feet per round, but can swim at 50 feet per round and gains a +8 Swim check.
+
+Minotaur: Eye: darkvision 60 ft. and +3 racial bonus on Perception checks.
+Minotaur: Ear: +4 racial bonus on Perception checks.
+Minotaur: Arm: +8 effective Strength score using that arm.
+Minotaur: Head: gore attack for 1d4+ Strength modifier; if both sides of a mongrelman's head are minotaur, the gore damage increases to 1d8 + Strength modifier.
+
+Orc: Eye: darkvision 60 ft. and light sensitivity.
+Orc: Arm: +4 effective Strength score using that arm.
+
+Ogre: Eye: darkvision 60 ft. and light sensitivity.
+Ogre: Arm: +4 effective Strength score using that arm (orc) or +10 effective Strength score using that arm (ogre).
+
+Sahuagin: Eye: darkvision 60 ft., +2 racial bonus on Perception check, and light blindness.
+Sahuagin: Ear: +3 racial bonus on Perception checks.
+Sahuagin: Arm: +2 effective Strength score using that arm.
+Sahuagin: Head: if entire head is sahuagin, the mongrelman can breathe water and air equally.
+
+Troglodyte: Eye: darkvision 90 ft.
+Troglodyte: Upper or lower torso: gains the stench attack and bonus to Stealth checks for changing its skin color as the standard troglodyte.
+
+-----------------------------------------------
+
+Moon Dog
+DESC:This creature appears to be a large grayish-black sleek hound standing about 3 feet tall at the shoulder. Its triangular head has a somewhat human appearance. Its eyes are white with amber pupils.
+MOON DOG CR 9
+XP 6,400
+NG Medium outsider (extraplanar, good)
+Init +6; Senses darkvision 120 ft., keen senses, scent;
+Perception +21
+
+AC 22, touch 12, flat-footed 20 (+2 Dex, +10 natural)
+hp 65 (9d10+18)
+Fort +8; Ref +8; Will +8
+DR 10/evil; Immune fear; SR 16
+
+Speed 50 ft., 30 ft. on 2 legs
+
+Melee bite +14 (1d8+4 plus trip)
+
+Special Attacks bay, shadow weave
+
+Spell-like Abilities (CL 12th):
+
+At will-detect evil, detect magic, see invisibility (all at will abilities always active)
+
+3/day-alter self, mirror image
+
+1/day-dancing lights, darkness, dispel magic (using this ability forces the moon dog back to its plane of origin), improved invisibility, light, nondetection, obscuring mist, shades
+
+Str 18, Dex 15, Con 15, Int 15, Wis 16, Cha 14
+
+Base Atk +9; CMB +13; CMD 25 (29 vs. trip)
+
+Feats Alertness, Combat Casting, Improved Initiative, Iron Will, Weapon Focus (bite)
+
+Skills Bluff +14, Diplomacy +11, Knowledge (arcana) +11, Knowledge (the planes) +14 , Perception +21, Sense Motive +17, Stealth +14, Survival +12 (+16 tracking by scent); Racial Modifiers +4 Perception, +4 Survival when tracking by scent
+
+Languages telepathy 100 ft. (does not speak)
+
+SQ plane shift
+
+Environment Elysium
+Organization solitary, pair, or pack (6-11)
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Bay (Su) A moon dog can produce one of the following effects when it howls or barks. Each effect functions as the spell of the same name (caster level 12th). The save DCs are Charisma-based. Fear: All evil creatures within 80 feet must make a successful Will save or be affected as by a fear spell. This is a sonic, mind-affecting fear effect. If the save is successful, that creature cannot be affected by the fear effect of that moon dog's bay for 24 hours. Dispel Evil: This effect works like the spell, and affects one evil extraplanar creature within 80 feet. Dismissal: This effect works as the spell, except that it targets one evil extraplanar creature.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Keen Senses (Ex) Moon dogs can see twice as far as humans in low-light and normal light conditions.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Lick (Su) By licking a target, a moon dog may use one of the following abilities: cure light wounds, delay poison, remove disease. Each is usable at will by the moon dog, but only once per day per recipient. Each is caster level 12th.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Plane Shift (Su) A moon dog can enter the Ethereal Plane, Astral Plane, or Material Plane. This ability resembles the spell of the same name (caster level 12th).
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Shadow Weave (Su) When in shadows, a moon dog can move in such a way as to affect evil creatures within 60 feet as though by hypnotic pattern (DC 16 Will save, caster level 12th). Any good-aligned creature in the area of the shadow weave will be affected as though by protection from evil (caster level 12th). The shadow weave is a full-round action, and the moon dog must concentrate to maintain it.
+
+-----------------------------------------------
+
+Mortuary Cyclone
+DESC:A whirling and spinning cyclone of dirt, bone fragments, and body parts rapidly advances toward you. It stands about 20 feet tall. From its central form you see two large arm-like appendages ending in clench fists emerge.
+
+MORTUARY CYCLONE CR 20 XP 307,200
+N Huge undead
+Init +5; Senses darkvision 60 ft.; Perception +39
+Aura desecrating aura (50 ft.)
+
+AC 28, touch 13, flat-footed 27 (+1 Dex, +15 natural, +4
+profane, -2 size)
+hp 263 (31d8+124)
+Fort +20; Ref +17; Will +24
+DR 15/bludgeoning and magic; Immune undead traits; SR 31
+
+Speed 40 ft.
+
+Melee slam +33 (2d8+16/19-20 plus energy drain)
+
+Space 15 ft.; Reach 15 ft.
+
+Special Attacks create spawn, energy drain (2 levels, DC 29), necrocone, whirlwind (10-40 ft. high, 3d6 damage, DC 36),
+
+Str 33, Dex 12, Con -, Int 11, Wis 12, Cha 19
+
+Base Atk +23; CMB +36; CMD +49
+
+Feats Ability Focus (energy drain), Alertness, Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Great Fortitude, Improved Critical (slam), Improved Initiative, Improved Iron Will, Intimidating Prowess, Iron Will, Lightning Reflexes, Power Attack, Skill Focus (Intimidate), Weapon Focus (slam)
+
+Skills Acrobatics +32, Intimidate +46, Perception +39, Sense Motive +1, Stealth +27
+
+Languages Common (cannot speak)
+
+SQ unholy grace
+
+Environment any land
+Organization solitary or band (10-40 HD of undead creatures)
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbi...
[truncated message content] |
|
From: <nu...@us...> - 2014-04-27 18:23:51
|
Revision: 23729
http://sourceforge.net/p/pcgen/code/23729
Author: nuance
Date: 2014-04-27 18:23:48 +0000 (Sun, 27 Apr 2014)
Log Message:
-----------
NEWSOURCE-213
More section 15 information.
The info for the "l" creatures.
Modified Paths:
--------------
Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/OGL.txt
Added Paths:
-----------
Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/l.txt
Modified: Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/OGL.txt
===================================================================
--- Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/OGL.txt 2014-04-27 17:29:14 UTC (rev 23728)
+++ Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/OGL.txt 2014-04-27 18:23:48 UTC (rev 23729)
@@ -795,31 +795,31 @@
Land Lamprey from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Lantern Goat from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Lance Hawvermale.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Lava Child from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Jim Donohoe.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Leech, Giant from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Leprechaun from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Lich Shade from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Livestone from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Erica Balsley.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Living Lake (Agrath-Ogh) from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Erica Balsley.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Lizard, Cavern from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Lizard, Fire from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Lizard, Gnasher from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Lurker Above from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Lythic from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Magmoid from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
@@ -870,8 +870,6 @@
RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
-
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
Added: Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/l.txt
===================================================================
--- Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/l.txt (rev 0)
+++ Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/l.txt 2014-04-27 18:23:48 UTC (rev 23729)
@@ -0,0 +1,561 @@
+Land Lamprey
+DESC:This creature is a 3-foot long blackish-green eel with a large downward facing mouth lined with sharpened teeth.
+LAND LAMPREY CR 1
+XP 400
+N Small magical beast
+Init +2; Senses darkvision 60 ft., low-light vision; Perception +5
+
+AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size)
+hp 5 (1d10)
+Fort +2; Ref +4; Will +1
+
+Speed 40 ft.
+
+Melee bite +3 (1d3-1 plus attach)
+
+Special Attacks attach, blood drain (1d4 Constitution)
+
+Str 8, Dex 14, Con 11, Int 1, Wis 12, Cha 2
+
+Base Atk +0; CMB -2 (+6 grapple); CMD 10
+
+Feats Weapon Finesse
+
+Skills Perception +5, Stealth +6
+
+Environment temperate plains and forests and underground
+Organization solitary, pack (2-5), or swarm (6-11)
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Blood Drain (Ex) A land lamprey drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 4 points of Constitution damage, it detaches and slithers off to digest the meal. If its victim dies before the land lamprey's appetite has been sated, the land lamprey detaches and seeks a new target.
+
+-----------------------------------------------
+
+Lantern Goat
+DESC:This creature resembles a goat with tangled and patchy gray-and-white hair, and horns and hooves that appear to be made of stone. Its eyes
+are stark white. Around its neck hangs a dented and ugly iron lantern, glowing with a foul amber light.
+LANTERN GOAT CR 6
+XP 2,400
+CE Medium undead
+Init +8; Senses darkvision 60 ft., lifesense 60 ft.; Perception +11
+
+AC 19, touch 15, flat-footed 14 (+4 Dex, +1 dodge, +4 natural)
+hp 68 (8d8+24 plus 8)
+Fort +5; Ref +6; Will +6
+Immune undead traits
+
+Speed 30 ft. L
+
+Melee head butt +10 (1d6+1), 2 hooves +10 (1d4+1)
+
+Special Attacks fear light, soul capture
+
+Str 13, Dex 18, Con -, Int 6, Wis 10, Cha 17
+
+Base Atk +6; CMB +7; CMD 22 (26 vs. trip)
+
+Feats Dodge, Improved Initiative, Toughness, Weapon Finesse
+
+Skills Acrobatics +10, Perception +11, Stealth +9
+
+Environment any mountains
+Organization solitary
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Fear Light (Su): A lantern goat can emit an ugly yellow light from the lantern around its neck as a free action. All creatures within 60 feet that view this light must succeed on a DC 17 Will save or be panicked for 1d4+4 rounds. A creature that succeeds on its save is immune to the fear light of that lantern goat for one day. The save DC is Charisma-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Lifesense (Su): A lantern goat notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Soul Capture (Su): Any living creature reduced to below 0 hit points while within 60 feet of a lantern goat must succeed on a DC 17 Will save or have its soul drawn into the lantern goat's lantern. The DC increases by +1 for every hit point the character is below 0 (e.g., a character at -3 hit points must save at DC 20). Once captured, the lantern goat slowly digests the creature's soul over a period of 1 hour, using it to fuel its dark energies. A creature slain in this manner can only be returned to life by a resurrection, true resurrection, wish, or miracle. Raise dead has no effect on such a slain creature. If the lantern goat is slain and the lantern destroyed, the soul is released back to the body if still living. The lantern cannot be destroyed or removed until the lantern goat is destroyed. The save DC is Charisma-based.
+
+-----------------------------------------------
+
+GRUFF LANTERN GOAT CR 9 XP 6,400
+CE Large undead
+Init +7; Senses darkvision 60 ft., lifesense 60 ft.; Perception +19
+
+AC 19, touch 13, flat-footed 15 (+3 Dex, +1 dodge, +6
+natural, -1 size)
+hp 136 (16d8+48 plus 16)
+Fort +10; Ref +8; Will +12
+Immune undead traits
+
+Speed 30 ft.
+
+Melee head butt +17 (2d6+5), 2 hooves +17 (1d6+5)
+
+Special Attacks fear light (DC 21), soul capture (DC 21)
+
+Str 21, Dex 16, Con -, Int 6, Wis 10, Cha 17
+
+Base Atk +12; CMB +18; CMD 32 (36 vs. trip)
+
+Feats Alertness, Dodge, Great Fortitude, Improved Initiative, Improved Natural Attack (bite), Iron Will, Toughness, Weapon Finesse
+
+Skills Acrobatics +11, Perception +19, Sense Motive +2, Stealth +14
+
+Environment any mountains
+Organization solitary
+Treasure none
+
+-----------------------------------------------
+
+Lava Child
+DESC:This creature is a stocky humanoid standing about 5 or 6 feet tall with sooty-black hair and green eyes. It wears crudely constructed hides of fur and leather. Its face has a curious, almost child-like appearance and seems to be imprinted with a permanent, non-changing smile. Its skin is pinkish-white.
+LAVA CHILD CR 3
+XP 800
+N Medium humanoid (earth, elemental, fire)
+Init +4; Senses darkvision 60 ft.; Perception +7
+
+AC 16, touch 10, flat-footed 16 (+6 natural)
+hp 22 (4d8+4)
+Fort +5; Ref +1; Will +1
+Immune earth magic, fire, metal, elemental traits
+Weaknesses elemental vulnerability, vulnerability to cold
+
+Speed 30 ft.
+
+Melee 2 claws +4 (1d4+1) and bite +4 (1d6+1)
+
+Special Attacks rend (2 claws, 2d4+1)
+
+Str 13, Dex 11, Con 13, Int 10, Wis 11, Cha 11
+
+Base Atk +3; CMB +4; CMD 14
+
+Feats Improved Initiative, Skill Focus (Perception)
+
+Skills Knowledge (Dungeoneering) +4, Perception +7
+
+Languages Ignan, Lava Child
+
+Languages: Ignan, Lava Child. Lava children with high Intelligence scores can choose from the following languages: Dwarf, Goblin, Orc, Terran.
+
+Environment underground
+Organization gang (3-6) or band (7-15 plus 50% noncombatants plus 1 5th-level fighter, 1 5th-level wizard, and 1 5th-level cleric)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Elemental Vulnerability (Ex) Lava children take 1 extra point of damage per caster level from spells and effects with the air or water subtype and from spells of the Air and Water domains.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Immunity to Earth Magic (Ex) Lava children are immune to all spells and effects with the earth descriptor and all spells of the Earth domain.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Immunity to Metal (Ex) Lava children are completely immune to any metal object or weapon and its effects (swords, armor, doors, walls, for example). Metal simply passes through the lava child as though it did not exist. Metal items are not destroyed, just ignored. Any metal weapon (including magic weapons) that strikes a lava child deals no damage and simply passes through its body. Likewise a lava child can simply walk through metal doors or walls as though they did not exist. All attacks against a metal-armored foe are considered melee touch attacks as the lava child's attacks simply pass through the metal armor.
+
+-----------------------------------------------
+
+Leech, Giant
+DESC:A large bloated leech floats in the muck and slime.
+GIANT LEECH CR 2
+XP 600
+N Medium vermin (aquatic)
+Init +1; Senses blindsight 30 ft., scent; Perception +0
+
+AC 11, touch 11, flat-footed 10 (+1 Dex)
+hp 19 (3d8+6)
+Fort +5, Ref +2, Will +1
+Immune vermin traits
+Weaknesses vulnerability to salt
+
+Speed 5 ft., swim 20 ft.
+
+Melee bite +2 (1d6 plus attach)
+
+Special Attacks attach, blood drain (1 Strength and 1 Constitution)
+
+Str 11, Dex 12, Con 14, Int -, Wis 10, Cha 1
+
+Base Atk +2; CMB +2 (+10 grapple); CMD 13 (can't be tripped)
+
+Skills Stealth +1 (+9 in swamps), Swim +8; Racial Modifiers +8 Stealth in swamps
+
+SQ amphibious
+
+Environment temperate or warm marshes
+Organization cluster, pair, or brood (3-6)
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Vulnerability to Salt (Ex) A handful of salt burns a giant leech as if it were a flask of acid, causing 1d6 points of damage per use.
+
+-----------------------------------------------
+
+Leprechaun
+DESC:This creature resembles a tiny elf with long pointed ears and a pointed nose. It is dressed in brightly colored clothes of red and green and wears a wide-brimmed hat.
+LEPRECHAUN CR 4
+XP 1,200
+N Small fey
+Init +7; Senses low-light vision; Perception +15
+
+AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
+hp 7 (2d6)
+Fort +0; Ref +5; Will +4
+DR 10/cold iron; SR 27
+
+Speed 40 ft.
+
+Melee dagger +5 (1d3-2)
+
+Spell-like Abilities (CL 7th):
+
+At will-dancing lights, invisibility (self only), permanent image (visual and auditory only, DC 19), polymorph any object (objects only, DC 21), ventriloquism (DC 14)
+
+Str 7, Dex 16, Con 11, Int 16, Wis 15, Cha 16
+
+Base Atk +1; CMB -1; CMD 12
+
+Feats Improved Initiative, Weapon FinesseB
+
+Skills Acrobatics +8, Bluff +8, Craft (any one) +8, Escape Artist +8, Knowledge (local) +8, Perception +15, Perform (comedy) +8, Stealth +12, Sleight of Hand +12; Racial Modifiers +4 Sleight of Hand, +8 Perception
+
+Languages Common, Sylvan
+
+Environment temperate forests and hills
+Organization gang (2-4), band (6-11), or family (12-20)
+Treasure double coins; 50% goods; 50% items
+
+-----------------------------------------------
+
+Lich Shade
+DESC:This creature appears as a rotting and skeletal humanoid dressed in tattered and worn robes with ancient runes etched on their surface. Its eyes blaze with a crimson fire.
+LICH SHADE CR 9
+XP 6,400
+NE Medium undead
+Init +8; Senses darkvision 60 ft., spell sense 100 ft.; Perception +17
+
+AC 20, touch 15, flat-footed 15 (+4 Dex, +1 dodge, +5 natural)
+hp 104 (11d8+55)
+Fort +10; Ref +9; Will +12
+Defensive Abilities channel resistance +2; DR 10/ bludgeoning and magic; Immune undead traits; Resist cold 10, electricity 10; SR 20
+
+Speed 30 ft.
+
+Melee 2 claws +15 (1d6+7 plus 1d6 cold)
+
+Special Attacks chill, death throes, spell leech
+
+Str 24, Dex 19, Con -, Int 19, Wis 16, Cha 20
+
+Base Atk +8; CMB +15; CMD 30
+
+Feats Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes
+
+Skills Intimidate +19, Knowledge (arcana) +18, Knowledge (religion) +18, Perception +17, Sense Motive +19, Spellcraft +18, Stealth +20, Use Magic Device +16; Racial Modifiers +2 Sense Motive, +2 Stealth
+
+Languages Common, Infernal, plus any four
+
+Environment any
+Organization solitary
+Treasure double standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Chill (Su) A lich shade's claws inflict an additional 1d6 points of cold damage on a hit, and any creature that takes this additional cold damage must make a DC 20 Fortitude save or be staggered for 1 round by the numbing chill. The save DC is Charisma-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Death Throes (Su) When a lich shade is destroyed, it explodes into a burst of choking dust. All creatures within 10 feet must make a DC 20 Fortitude save or take 1d6 points of Constitution damage from the violent choking and necromantic scouring of this supernaturally vile dust. Those who fail the save are also nauseated for 1d6 rounds, while those who succeed are merely sickened for 1d6 rounds. The save DC is Charisma-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Spell Leech (Su) Whenever a spellcaster within 50 feet of a lich shade casts a spell, the spellcaster must make a DC 20 Will save or the spell is lost, as if it were counterspelled. The lost spell's energy is transferred to the lich shade, who can use the magical energy in one of the following three ways. A lich shade can only store the energy of one spell at a time. Cast: A lich shade can cast the spell on his turn at caster level 11th. When casting spells in this manner, he ignores the spell's material component requirements, but not its focus requirements. Eldritch Bolt: A lich shade can release the spell as an eldritch bolt of pure magic energy as a standard action (range 50 ft., ranged touch +12, 1d6 damage per 2 levels of the spell used to create it). Healing: A lich shade can absorb the spell's energy to heal hit points equal to the spell's level \xD74. Hit points in excess of his maximum are instead gained as temporary hit points. These temporary hit points last for 1 hour before fading.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Spell Sense (Su) A lich shade can automatically pinpoint the location of any spellcaster within 100 feet who has cast a spell within the previous round. It can also identify spells as they are being cast and all existing spell effects as if it were under the effects of greater arcane sight.
+
+-----------------------------------------------
+
+Livestone
+DESC:A large slab of moss-covered rock seems to ooze and move before you.
+LIVESTONE CR 6
+XP 2,400
+N Large ooze
+Init +0; Senses blindsight 60 ft.; Perception -5
+
+AC 9, touch 9, flat-footed 9 (-1 size)
+hp 76 (8d8+40)
+Fort +7; Ref +2; Will -3
+Defensive Abilities solidify; Immune petrification, ooze traits
+
+Speed 20 ft.
+Melee slam +10 (1d8+7)
+Space 10 ft.; Reach 5 ft.
+Special Attacks engulf (DC 17, 1 acid)
+
+Str 20, Dex 10, Con 20, Int -, Wis 1, Cha 1
+Base Atk +6; CMB +12; CMD 22 (can't be tripped)
+Skills Stealth -4 (+8 in stony areas, +16 while solidified); Racial Modifiers +12 Stealth in stony areas, +20 if it solidifies while in stony areas
+
+Environment any
+Organization solitary or group (2-5)
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Engulf (Ex) A livestone that has engulfed an opponent can instantly solidify its form, dealing 8d6 points of bludgeoning damage per round to the trapped victim (DC 17 Fort half). The save DC is Strength-based. An engulfed creature can be freed by killing the livestone or by casting stone to flesh on the livestone. This deals 1d6 points of damage per caster level to the livestone and automatically ejects an engulfed victim.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Solidify (Ex) A livestone can solidify all or part of itself into a material with the hardness and consistency of solid rock. A solidified part of a livestone has a hardness of 8 and a break DC of 50. A livestone can effect the solidification as a free action. An opponent attacking a livestone must succeed on a DC 19 Reflex save each time his attack hits. If the save is failed, the livestone actually solidifies the portion of its body at the instant it was hit, thus applying its hardness rating of 8 to any damage it takes. A livestone cannot attack if its entire form is solidified. The save DC is Strength-based.
+
+-----------------------------------------------
+
+Living Lake (Agrath-Ogh)
+DESC:The lake's surface is calm and serene, and a cool morning mist rises from it. Suddenly, it is alive with activity as a massive pseudopod, towering dozens of feet into the air, erupts like a cyclone.
+LIVING LAKE CR 22
+XP 615,000
+N Colossal Ooze
+Init +4; Senses blindsight 60 ft., tremorsense 120 ft.;
+Perception +40
+
+AC 23, touch 2, flat-footed 23 (+21 natural, \x968 size)
+hp 525 (30d8+360 plus 30)
+Fort +24; Ref +12; Will +18
+Immune gaze attacks, visual effects, poison, sleep, paralysis,
+polymorph, stunning
+
+Speed 30 ft.
+
+Melee 4 (or more) slams +31 (4d6+17 plus grab)
+
+Space 100 ft.; Reach 20 ft.
+
+Special Attacks constrict (4d6+17), engulf (4d6+17 bludgeoning, AC 20, 52 hp), trample (4d6+25, DC 42)
+
+Druid Spells Prepared (CL 20th):
+
+9th-antipathy (DC 25), mass cure critical wounds, regenerate, summon nature's ally IX
+
+8th-control plants (DC 24), earthquake, sunburst (DC 24), whirlwind (DC 24)
+
+7th-animate plants, control weather, heal, sunbeam (DC 23)
+
+6th-greater dispel magic, liveoak, move earth, stone tell, summon nature's ally VI
+
+5th-animal growth, baleful polymorph (DC 21), insect plague, summon nature's ally V, wall of thorns
+
+4th-blight (DC 20), command plants (DC 20), flame strike (DC 20), scrying, summon nature's ally IV
+
+3rd-call lightning (DC 19), dominate animal (DC 19), poison (DC 19), sleet storm, water breathing
+
+2nd-animal trance (DC 18), bull's strength, flaming sphere (DC 18), heat metal (DC 18), hold animal (DC 18), lesser restoration
+
+1st-calm animals (DC 17), charm animal (DC 17), cure light wounds, obscuring mist, produce flame, summon nature's ally I
+
+0 (at will)-detect magic, flare (DC 16), purify food and drink, virtue
+
+Str 45, Dex 10, Con 35, Int 16, Wis 22, Cha 16
+
+Base Atk +22; CMB +47 (+51 grapple); CMD 57 (can't be tripped)
+
+Feats Alertness, Cleave, Combat Casting, Empower Spell, Great Fortitude, Improved Initiative, Improved Natural Armor, Improved Natural Attack (slam), Iron Will, Lightning Reflexes, Power Attack, Quicken Spell, Spell Focus (conjuration), Toughness, Weapon Focus (slam)
+
+Skills Knowledge (local) +33, Knowledge (nature) +33, Perception +40, Sense Motive +8, Stealth +14, Survival +38; Racial Modifiers +2 Survival
+
+Languages Aquan, Common, Orc, Sylvan
+
+Environment any land
+Organization solitary
+Treasure double standard
+
+AAA KEY:AAA ~ RRR CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Engulf (Ex) A living lake that has grabbed an opponent can try to engulf the creature in its body. This ability functions as swallow whole, except for the following changes. An engulfed creature is trapped in the living lake\x92s body, where the ooze inflicts automatic slam damage each round. In addition, an engulfed foe has no air to breathe and must hold its breath or risk drowning (see the Pathfinder Core Rulebook for rules on drowning). A living lake can engulf 1 Gargantuan, 2 Huge, 8 Large, 16 Medium, 32 Small, 64 Tiny, 128 Diminutive, or 512 Fine creatures. If an engulfed creature cuts its way free, living lake simply flows together again and can still use its engulf attack.
+
+-----------------------------------------------
+
+Lizard, Cavern
+DESC:A 10-foot long gray lizard with large wide feet and sapphire-gold bulging eyes stares. Balanced upon thick and muscled, its feet cling to surfaces upon small suction cup-like pads. Its head is angular and somewhat flat and its mouth sports a row of long, serrated teeth. CAVERN LIZARD CR 4
+XP 1,600
+N Large magical beast
+Init +2 Senses darkvision 60 ft., low-light vision, scent;
+Perception +9
+
+AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, -1 size)
+hp 42 (5d10+15)
+Fort +7; Ref +6; Will +4
+
+Speed 30 ft., climb 20 ft.
+
+Melee bite +10 (2d6+7 plus grab)
+
+Space 10 ft.; Reach 5 ft.
+
+Str 20, Dex 15, Con 17, Int 3, Wis 12, Cha 2
+
+Base Atk +5; CMB +11; CMD 23 (27 vs. trip)
+
+Feats Iron Will, Skill Focus (Perception), Weapon Focus (bite)
+
+Skills Climb +22, Perception +9, Stealth +10 (+14 in areas of natural stone or rock); Racial Modifiers +4 Climb, +4 Stealth (+8 in areas of natural stone or rock)
+
+Environment underground
+Organization solit
+Treasure 50% stan
+
+-----------------------------------------------
+
+Lizard, Fire
+DESC:This creature resembles a wingless red dragon. Its scales are gray and dappled in red and brown along its back. Its underbelly is bright red and its eyes are black with yellow pupils.
+
+FIRE LIZARD CR 8
+XP 4,800
+N Huge magical beast (fire)
+Init +0; Senses darkvision 60 ft., low-light vision; Perception +0
+
+AC 17, touch 8, flat-footed 17 (+9 natural, -2 size)
+hp 105 (10d10+50)
+Fort +12; Ref +7; Will +3
+Immune fire
+Weaknesses vulnerability to cold
+
+Speed 30 ft.
+
+Melee bite +17 (2d6+8), 2 claws +16 (1d8+8)
+
+Space 15 ft.; Reach 10 ft.
+
+Special Attacks breath weapon (20 ft. cone, DC 22, 4d6 fire)
+
+Str 26, Dex 10, Con 21, Int 2, Wis 11, Cha 10
+
+Base Atk +10; CMB +20; CMD 30 (34 vs. trip)
+
+Feats Ability Focus (breath weapon), Cleave, Power Attack, Skill Focus (Stealth), Weapon Focus (bite)
+
+Skills Stealth +11
+
+Environment warm plains and underground
+Organization solitary or pair
+Treasure standard
+
+-----------------------------------------------
+
+Lizard, Gnasher
+DESC:This 10-foot long stone-colored lizard has a large, wide gaping maw filled with double rows of dagger-like teeth. Its head is large and flat and sports a ridge of hardened bone that runs the length of its head before tapering off near the middle of its back. Its four legs end in large, flat clawed feet.
+
+GNASHER LIZARD CR 8
+XP 4,800
+N Large magical beast
+Init +7; Senses darkvision 60 ft., low-light vision, scent;
+Perception +16
+
+AC 21, touch 12, flat-footed 18 (+3 Dex, +9 natural, -1 size)
+hp 105 (10d10+50)
+Fort +12; Ref +8; Will +4
+
+Speed 30 ft.
+
+Melee bite +17 (2d10+10 plus grab)
+
+Space 10 ft.; Reach 5 ft.
+
+Special Attacks swallow whole (1d8+7 plus 1d8 acid damage, AC 14, 10 hp), vorpal bite
+
+Str 24, Dex 16, Con 20, Int 2, Wis 12, Cha 10
+
+Base Atk +10; CMB +18 (+22 grapple); CMD 31 (35 vs. trip)
+
+Feats Improved Initiative, Power Attack, Skill Focus (Perception), Vital Strike, Weapon Focus (bite)
+
+Skills Perception +16, Stealth +11; Racial Modifiers +4 Perception, +4 Stealth
+
+Environment temperate forests and mountains
+Organization solitary or pair
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Vorpal Bite (Ex) If the gnasher lizard rolls a natural 20 on its attack roll, and subsequently confirms the critical hit, it severs the head of its opponent. This attack is effective on creatures up to one size larger than the gnasher lizard.
+
+-----------------------------------------------
+
+Lurker Above
+DESC:A black manta ray-like creature three times the size of a normal human flies toward you. Its body is black changing to gray on its inside or underbelly.
+LURKER ABOVE CR 7
+XP 3,200
+N Huge aberration
+Init +5; Senses darkvision 60 ft., scent; Perception +12
+
+AC 19, touch 9, flat-footed 18 (+1 Dex, +10 natural, -2 size)
+hp 95 (10d8+40)
+Fort +7; Ref +4; Will +9
+Defensive Abilities amorphous; DR 10/slashing or piercing;
+Resist cold 10, fire 10
+Weaknesses light sensitivity
+
+Speed 10 ft., climb 5 ft., fly 40 ft. (poor) L
+
+Melee slam +15 (3d8+15 plus grab)
+
+Space 15 ft.; Reach 10 ft.
+
+Special Attacks constrict (3d6+15), smother
+
+Str 30, Dex 12, Con 19, Int 2, Wis 15, Cha 9
+
+Base Atk +7; CMB +19 (+23 grapple); CMD 31 (can't be tripped)
+
+Feats Blind-Fight, Combat Reflexes, Improved Initiative, Skill Focus (Perception), Skill Focus (Stealth)
+
+Skills Climb +23, Fly +1, Perception +12, Stealth +8 (+16 in rocky areas); Racial Modifiers +4 Stealth (+12 in rocky areas)
+
+Environment underground
+Organization solitary
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Smother (Ex) When a lurker above grapples a target, it forms an airtight seal around its prey. A grappled target cannot speak or cast spells with verbal components and must hold its breath (see the suffocation rules in the Pathfinder Core Rulebook).
+
+Lurker Below
+
+The lurker below is an aquatic variety of lurker above that makes its lair in any body of water and in any climate (though it rarely lairs in extremely cold climates). Lurkers below are pale blue or black in color and are often mistaken for giant manta rays. Lurkers below cannot fly, but have a swim speed of 40 feet. They are otherwise identical to their land-based counterparts detailed above.
+
+-----------------------------------------------
+
+Lythic
+DESC:This creature appears to be a man-sized humanoid composed of smoothly-formed rock. Its features are human-like though emotionless.
+LYTHIC CR 4
+XP 1,200
+N Medium outsider (earth, elemental, extraplanar)
+Init +1; Senses darkvision 60 ft., tremorsense 100 ft;
+Perception +11
+
+AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
+hp 45 (6d10+12)
+Fort +7; Ref +6; Will +2
+Immune elemental traits
+
+Speed 30 ft., burrow 20 ft.
+
+Melee 2 slams +9 (1d4+3)
+
+Special Attacks fury of the earth
+
+Str 17, Dex 12, Con 15, Int 10, Wis 11, Cha 10
+
+Base Atk +6; CMB +9; CMD 20
+
+Feats Alertness, Power Attack, Skill Focus (Stealth)
+
+Skills Bluff +9, Escape Artist +10, Knowledge (dungeoneering) +9, Perception +11, Sense Motive +11, Stealth +13 (+21 in rocky areas) ; Racial Modifiers +8 Stealth in rocky areas
+
+Languages Terran
+
+SQ blend with stone, earth glide
+
+Environment Elemental Plane of Earth
+Organization solitary or gang (2-5)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Blend with Stone (Su) A lythic can use its Stealth skill even when being observed. As long as it's within 10 feet of some sort of stone, a lythic can hide itself from view in the open without anything to actually hide behind.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Earth Glide (Su) A lythic can glide through stone, dirt or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing lythic flings the lythic back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Fury of the Earth (Su) Anytime a lythic suffers more than 50% of its normal hit points in damage in a single encounter, it flies into a berserker-like rage. This grants the lythic a bonus to its damage rolls equal to one-half its Hit Dice for the remainder of the encounter. It cannot end this fury voluntarily but continues until all opponents are defeated or have fled.
+
+
+-----------------------------------------------
+
This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site.
|
|
From: <nu...@us...> - 2014-04-27 17:29:18
|
Revision: 23728
http://sourceforge.net/p/pcgen/code/23728
Author: nuance
Date: 2014-04-27 17:29:14 +0000 (Sun, 27 Apr 2014)
Log Message:
-----------
NEWSOURCE-213
More section 15 information.
The info for the "j & k" creatures.
Modified Paths:
--------------
Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/OGL.txt
Added Paths:
-----------
Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/j_k.txt
Modified: Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/OGL.txt
===================================================================
--- Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/OGL.txt 2014-04-27 16:39:22 UTC (rev 23727)
+++ Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/OGL.txt 2014-04-27 17:29:14 UTC (rev 23728)
@@ -759,41 +759,41 @@
Jack-O-Lantern from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Erica Balsley.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Jaculi from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Philip Masters.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Jelly, Marsh from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Jelly, Mustard from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Jelly, Stun- from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Neville White.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Jelly, Whip from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Jellyfish, Monstrous from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Jupiter Bloodsucker (Vampire Plant) from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Jean Wells.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Kamadan from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Nick Louth.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Kampfult (Sinewy Mugger) from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Kathlin from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Kech from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Kelp Devil from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Bruce Cordell.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Kelpie from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Lawrence Schick.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Khargra from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Lawrence Schick.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Killmoulis from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Korred from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Kuah-Lij from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Lance Hawvermale.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Land Lamprey from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
Added: Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/j_k.txt
===================================================================
--- Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/j_k.txt (rev 0)
+++ Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/j_k.txt 2014-04-27 17:29:14 UTC (rev 23728)
@@ -0,0 +1,806 @@
+Jack-O-Lantern
+DESC:This creature is a roughly humanoid shaped tangle of vines and leaves with a large pumpkin for its head. The pumpkin-head bears a leering face that appears to have been carved there, and glows from within with an eldritch fire.
+JACK-O-LANTERN CR 3
+XP 800
+N Medium plant
+Init +3; Senses darkvision 60 ft.; Perception +6
+
+AC 15, touch 14, flat-footed 11 (+3 Dex, +1 dodge, +1 natural)
+hp 33 (6d8+6)
+Fort +6; Ref +5; Will +2
+Immune plant traits
+
+Speed 30 ft.
+
+Melee 3 slams +6 (1d6+2 plus grab) or pitchfork +6 (1d6+3)
+
+Special Attacks constrict (1d6+2), rend (2 slams, 2d6+3)
+
+Spell-like Abilities (CL 11th):
+
+1/day-fire seeds (first version only on its own seeds,
+
+ranged touch +7, DC 17)
+
+Str 14, Dex 16, Con 13, Int 6, Wis 11, Cha 2
+
+Base Atk +4; CMB +6 (+10 to grapple); CMD 20
+
+Feats Dodge, Mobility, Skill Focus (Stealth)
+
+Skills Perception +6, Stealth +16; Racial Modifiers +4 Stealth
+
+Gear rusty pitchfork
+
+Environment any land
+Organization solitary
+Treasure none
+
+-----------------------------------------------
+
+Jaculi
+DESC:This creature appears as serpent with a long muscular body and a squat, flat head. A mane-like ridge of sharpened bones surrounds its head.
+JACULI CR 1/2
+XP 200
+N Medium magical beast
+Init +3; Senses darkvision 60 ft., low-light vision, scent;
+Perception +4
+
+AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
+hp 5 (1d10)
+Fort +2; Ref +5; Will +1
+
+Speed 30 ft.
+
+Melee bite +4 (1d6+1)
+
+Special Attacks ambush leap
+
+Str 12, Dex 17, Con 11, Int 2, Wis 12, Cha 2
+
+Base Atk +1; CMB +2; CMD 15 (can't be tripped)
+
+Feats Skill Focus (Perception)B, Weapon Finesse
+
+Skills Perception +4, Stealth +7 (+19 in natural
+
+environment); Racial Modifiers +12 Stealth in natural
+
+environment
+
+Environment temperate forests
+Organization gang (2-5) or swarm (6-13)
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Ambush Leap (Ex) A jaculi is not required to make an Acrobatics check when jumping down from heights of 30 feet or less and can do so without taking any damage.
+
+-----------------------------------------------
+
+Jelly, Marsh
+DESC:This transparent jellyfish-like being occasionally flickers with a weird green inner light that steadily flashes on and off.
+
+This massive jellyfish-like being reeks of the Abyss and flickers with an unusual inner light displaying a disturbing sentience.
+
+MARSH JELLY CR 3
+
+XP 800
+N Medium aberration
+Init +5; Senses darkvision 60 ft., scent; Perception +10
+
+AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
+hp 32 (5d8+10)
+Fort +3; Ref +2; Will +5
+DR 5/piercing or slashing
+
+Spd 5 ft., fly 30 ft. (average)
+Melee 4 tentacles +6 (1d6+3 plus poison)
+Special Attacks death throes, disorienting glow
+
+Str 16, Dex 13, Con 15, Int 3, Wis 12, Cha 10
+Base Atk +3; CMB +6; CMD 17 (can't be tripped)
+Feats Improved Initiative, Skill Focus (Perception), Stealthy Skills Escape Artist +3, Fly +5,
+Perception +10, Stealth +7
+
+Environment temperate marshes
+Organization solitary or globe (2-5)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Death Throes (Ex) When slain, a marsh jelly explodes in a blast of acid that deals 2d6 points of acid damage to anything within 10 feet. A successful DC 14 Reflex save reduces the damage by half. The save DC is Constitution-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Disorienting Glow (Ex) When a marsh jelly first takes damage, its body begins pulsating and flashing rapidly, emitting an eerie greenish glow. Creatures viewing a pulsating marsh jelly must succeed on a DC 14 Will save or be dazzled for 1d4 rounds. The save DC is Constitution-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Poison (Ex) Tentacle-injury; save DC 14; frequency 1/ round for 4 rounds; effect 1d2 Dexterity damage; cure 2 consecutive saves. The save DC is Constitution-based.
+
+
+
+JUBILEX-TOUCHED MARSH JELLY CR 11
+XP 12,800
+CE Large aberration (chaotic, evil, extraplanar)
+Init +5; Senses darkvision 60 ft., scent; Perception +29
+
+AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, -1 size)
+hp 142 (15d8+75)
+Fort +10; Ref +8; Will +10
+DR 10/slashing or piercing and good; Resist acid 10, cold 10, fire 10; SR 22
+
+Speed 5 ft., fly 30 ft. (average)
+
+Melee 4 tentacles +18 (1d8+7 plus 1d6 acid and poison)
+
+Space 10 ft.; Reach 10 ft.
+
+Special Attacks death throes, disorienting glow (DC 22), poison (DC 22)
+
+Str 24, Dex 12, Con 20, Int 10, Wis 12, Cha 10
+
+Base Atk +11; CMB +19; CMD 30 (can't be tripped)
+
+Feats Alertness, Flyby Attack, Hover, Improved Initiative, Lightning Reflexes, Skill Focus (Perception), Stealthy, Weapon Focus (tentacle)
+
+Skills Escape Artist +3, Fly +17, Intimidate +18, Perception +29, Sense Motive +3, Stealth +19
+
+Languages telepathy 100 ft.
+
+Environment any (Abyss)
+Organization solitary or globe (2-5)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Death Throes (Ex) A Jubilex-touched marsh jelly deals 3d6 points of acid damage and 3d6 points of profane damage to anything within 10 feet when it is killed. A successful DC 22 Reflex save reduces the acid damage by half (but does not reduce the profane damage).
+
+AAA KEY:AAA ~ RRR CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality DESC:
+A Jubilex-touched marsh jelly's natural weapons are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
+
+-----------------------------------------------
+
+Jelly, Mustard
+DESC:This creature appears to be a yellowish-brown amoeba.
+MUSTARD JELLY CR 7
+XP 3,200
+N Large ooze
+Init +0; Senses blindsight 60 ft.; Perception +19
+Aura poison aura (10 ft., DC 21)
+
+AC 17, touch 9, flat-footed 17 (+8 natural, -1 size)
+hp 105 (10d8+60)
+Fort +9; Ref +3; Will +3
+Defensive Abilities divide, energy absorption; DR 5/magic; Immune gaze attacks, paralysis, poison, polymorph, sleep, stunning, visual effects; Resist cold 10; SR 18
+
+Speed 30 ft.
+
+Melee slam +9 (2d4+3 plus 1d4 acid)
+
+Space 10 ft.; Reach 5 ft.
+
+Special Attacks acid, constrict (2d4+3 plus 1d4 acid)
+
+Str 15, Dex 10, Con 22, Int 10, Wis 10, Cha 10
+
+Base Atk +7; CMB +10; CMD 20 (can't be tripped)
+
+Feats Cleave, Power Attack, Skill Focus (Perception), Vital Strike, Weapon Focus (slam)
+
+Skills Perception +19, Stealth +9
+
+Environment temperate marshes
+Organization solitary
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Acid (Ex) A mustard jelly secretes a digestive acid that dissolves only flesh. Any melee hit deals acid damage.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Divide (Ex) A mustard jelly can, as a standard action, split itself into two identical jellies, each with half of the original's current hit points (round down). A jelly with 10 hit points or less cannot divide itself. When divided, each jelly moves faster than the original (base speed 40 feet per round).
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Energy Absorption (Ex) A mustard jelly is immune to electrical effects and magic missiles. If targeted by an electricity effect (including area effects) or a magic missile spell, the mustard jelly gains temporary hit points equal to the amount of damage it would have otherwise sustained. These temporary hit points last for 1 hour.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Poison Aura (Ex) The mustard jelly exudes an aura of poison in a 10-foot radius centered on it that slows (as the slow spell) any creature in the area as long as it remains in the area and for 1d4 rounds afterward if it fails a DC 21 Fortitude save. A new save must be made each round a creature is within 10 feet of the mustard jelly. The save DC is Constitution-based.
+
+AAA KEY:AAA ~ RRR CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality DESC:
+A mustard jelly\x92s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
+
+-----------------------------------------------
+
+Jelly, Stun-
+DESC:What appears to be a section of the wall comes to life, revealing a slightly translucent protoplasmic creature.
+STUNJELLY CR 3
+XP 800
+N Large ooze
+Init +0; Senses blindsight 60 ft.; Perception -5
+
+AC 9, touch 9, flat-footed 9 (-1 size)
+hp 42 (4d8+24)
+Fort +7; Ref +1; Will -4
+Defensive Abilities camouflage; Immune ooze traits
+
+Speed 10 ft.
+
+Melee slam +3 (1d6+1 plus 1d6 acid plus paralysis)
+
+Space 10 ft.; Reach 5 ft.
+
+Special Attacks corrosion, engulf (DC 13, 1d6 acid and paralysis), paralysis (3d6 rounds, DC 18)
+
+Str 12, Dex 10, Con 22, Int -, Wis 1, Cha 1
+
+Base Atk +3; CMB +5; CMD 15(can't be tripped)
+
+Environment underground
+Organization solitary
+Treasure incidental
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Acid (Ex) A stunjelly secretes a digestive acid that dissolves organic material quickly, but does not affect metal or stone. Any melee hit deals acid damage, and the opponent's clothing and armor (non-metal only) take the same amount of damage unless they succeed on DC 18 Reflex save. A wooden weapon that strikes a stunjelly takes 1d6 acid damage unless it succeeds on a DC 18 Reflex save. If a stunjelly remains in contact with a wooden object for 1 full round, it inflicts 18 points of damage (no save) to the object. The save DCs are Constitution-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Camouflage (Ex) Since a stunjelly looks like normal stone when at rest, it takes a DC 20 Perception check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (dungeoneering) can use one of those skills instead of Perception to notice the stunjelly. Dwarves can use stonecunning to notice a stunjelly.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Corrosion (Ex) An opponent that is being engulfed by a stunjelly suffers a -4 penalty on Reflex saves made to resist acid damage applying to clothing and armor.
+
+-----------------------------------------------
+
+Jelly, Whip
+DESC:This creature looks like a squirming mass of bluish-gray slime with several long writhing tentacles protruding from its form. Veins of dark blue and black snake through its protoplasmic form.
+WHIP JELLY CR 2
+XP 600
+N Medium ooze
+Init +0; Senses blindsight 60 ft.; Perception -5
+
+AC 14, touch 10, flat-footed 14 (+4 natural)
+hp 22 (3d8+9)
+Fort +4; Ref +1; Will -4
+Immune ooze traits
+
+Speed 20 ft., climb 20 ft.
+
+Melee 4 tendrils +2 (1d4 plus 1d4 acid)
+
+Space 5 ft.; Reach 10 ft.
+
+Special Attacks acid
+
+Str 11, Dex 10, Con 17, Int -, Wis 1, Cha 1
+
+Base Atk +2; CMB +2; CMD 12 (can't be tripped)
+
+Skills Climb +8
+
+Environment underground
+Organization solitary
+Treasure incidental
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Acid (Ex) A whip jelly secretes a deadly acid that quickly dissolves organic matter but does not harm metal or s Any melee hit deals acid damage. Non-metal armor clothing dissolves and becomes useless immediately unless it succeeds on a DC 14 Reflex save. A wooden weap that strikes a whip jelly dissolves immediately unless it succeeds on a DC 14 Reflex save. The save DCs are Constitution-based.
+
+-----------------------------------------------
+
+Jellyfish, Monstrous
+DESC:An enormous jelly-like being floats peacefully in the warm waters, trailing long seaweed-like tendrils from its central mass.
+
+MONSTROUS JELLYFISH CR 2 XP 600
+N Large vermin
+Init +1; Senses watersense 60 ft; Perception +0
+
+AC 12, touch 10, flat-footed 11 (+1 Dex, +2 natural, -1 size)
+hp 13 (3d8)
+Fort +3; Ref +2; Will +1
+Defensive Abilities jet, transparent; Immune vermin traits
+
+Speed Swim 10 ft.
+
+Melee tentacles +3 (1d6 plus poison and grab)
+
+Space 10 ft.; Reach 10 ft.
+
+Str 11, Dex 12, Con 10, Int -, Wis 10, Cha 2
+
+Base Atk +2; CMB +3 (+7 to grapple); CMD 14 (can't be tripped)
+
+Feats Weapon FinesseB
+
+Skills Stealth +5, Swim +8; Racial Modifiers +8 Stealth
+
+Environment temperate and warm aquatic
+Organization solitary, pack (2-5), cluster (6-11), or swarm (12-23)
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Jet (Ex) A monstrous jellyfish can jet backward once per round as a full-round action at a speed equal to four times its swim speed. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Poison (Ex) Tentacle-injury; save DC 13; frequency 1/ minute for 6 minutes; effect 1d6 Dexterity damage; cure 2 consecutive saves. The save DC is Constitution-based and includes a +2 bonus.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Transparent (Ex) A monstrous jellyfish is nearly invisible floating in the water. An observer must succeed on a DC 20 Perception check to notice the jellyfish.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Watersense (Ex) Monstrous jellyfish can automatically sense the location of anything within 60 feet that is in contact with water.
+
+-----------------------------------------------
+
+Jupiter Bloodsucker (Vampire Plant)
+DESC:This plant is a man-sized tangle of leaves and roots. Four large dark green and serrated leaves top the brown, red-veined roots.
+
+JUPITER BLOODSUCKER CR 3 XP 800
+N Medium plant
+Init -3; Senses blindsense 60 ft., bloodsense 60 ft.;
+Perception +0
+
+AC 15, touch 7, flat-footed 15 (-3 Dex, +8 natural)
+hp 30 (4d8+12)
+Fort +7; Ref -2; Will +1
+Immune plant traits
+Weaknesses vulnerability to fire
+
+Speed 5 ft.
+
+Melee 6 vine leaves +4 (1d6+1 plus blood drain and grab)
+
+Special Attacks blood drain (1 Con per vine leaf), smother
+
+Str 12, Dex 5, Con 16, Int -, Wis 10, Cha 10
+
+Base Atk +3; CMB +4 (+8 to grapple); CMD 11 (can't be tripped)
+
+Environment temperate forests
+Organization solitary, patch (2-5), or bed (6-10)
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Bloodsense (Ex) A Jupiter bloodsucker can detect any living creature that has blood in its body to a range of 60 feet by scent.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Smother (Ex) By making a successful grapple check (with a +2 bonus for every vine-leaf attached to a foe at the beginning of its turn), a Jupiter bloodsucker can cover a grappled opponent's nose and mouth. An opponent caught in this way must hold its breath or begin suffocating (see suffocation in the Pathfinder Core Rulebook). A vineleaf attached in this way does not drain blood.
+
+-----------------------------------------------
+
+Kamadan
+DESC:This creature resembles a large leopard-like cat with emerald green eyes. From its shoulders sprout six long serpents, blackish-green in color, each about twice the length of a normal human. The serpents' eyes are reddish-yellow.
+KAMADAN CR 4
+XP 1,200
+N(E) Large magical beast
+Init +2; Senses darkvision 60 ft., low-light vision, scent;
+Perception +8
+
+AC 18, touch 13, flat-footed 15 (+2 Dex, +1 dodge,
++5 natural)
+hp 30 (4d10+8)
+Fort +6; Ref +6; Will +2
+
+Speed 40 ft.
+
+Melee 2 claws +7 (1d6+4), bite +7 (1d8+4), and 6 snakes +2 (1d4)
+
+Space 10 ft.; Reach 5 ft. (10 ft. with snakes)
+
+Special Attacks sleep breath, snakes
+
+Str 18, Dex 15, Con 15, Int 5, Wis 12, Cha 9
+
+Base Atk +4; CMB +9; CMD 22 (26 vs. trip)
+
+Feats Dodge, Skill Focus (Perception)
+
+Skills Acrobatics +6 (+10 jump, +14 balance), Perception +8, Stealth +7 (+15 in undergrowth); Racial Modifiers +8 Acrobatics (for balance), +4 Stealth (+8 in tall grass or undergrowth)
+
+Languages Common
+
+Environment any temperate and warm land
+Organization solitary
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Sleep Breath (Su) Cone of sleep, 30 feet, every 1d4 rounds (but not more than 5/day); DC 14 Fortitude negates, as the sleep spell (caster level 8th). There is no HD limit to the number of creatures that can be affected. The save DC is Constitution-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Snakes (Ex) Each snake attacks independently each round at the listed attack bonus. The snakes do not gain the kamadan's Strength bonus to damage.
+
+Poisonous Kamadan
+A variant kamadan, one with poisonous snakes, is rumored to exist in the world. Encounters with such creatures are rare, for which most adventurers are thankful. The poisonous kamadan is CR 6 and uses the same statistics as the normal kamadan, but each snake head delivers a poisonous bite.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Poison (Ex) Snakes-injury; save Fort DC 14; frequency 1/round for 6 rounds; effect 1d6 Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based.
+
+-----------------------------------------------
+
+Kampfult (Sinewy Mugger)
+DESC:This creature is a man-sized monster resembling a tree trunk with six long sinewy tendrils spaced evenly around the upper portion of its body. Six smaller tendrils located at the base of its trunk seem to aid it in locomotion. Its body is dark grayish-green and its tendrils are dark gray changing to dark green at the tips.
+KAMPFULT CR 2
+XP 600
+N(E) Medium plant
+Init +1; Senses blindsight 30 ft; Perception +8
+
+AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
+hp 19 (3d8+6)
+Fort +5; Ref +2; Will +2
+Immune plant traits
+
+Speed 10 ft.
+
+Melee 6 tendrils +5 (1d3+3 plus grab)
+
+Special Attacks constrict (2 tendrils, 1d6+4)
+
+Str 16, Dex 12, Con 14, Int 6, Wis 12, Cha 6
+
+Base Atk +2; CMB +5 (+9 to grapple); CMD 16
+
+Feats Skill Focus (Perception), Skill Focus (Stealth)
+
+Skills Perception +8, Stealth +9
+
+Languages Sylvan (cannot speak)
+
+Environment underground
+Organization solitary
+Treasure standard
+
+-----------------------------------------------
+
+Kathlin
+DESC:This creature resembles a blackish-brown warhorse that rears, exposing six muscular legs and terrible hooves.
+KATHLIN CR 3
+XP 800
+NG Large magical beast
+Init +2; Senses darkvision 60 ft., low-light vision, scent;
+Perception +8
+
+AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, -1 size)
+hp 34 (4d10+12)
+Fort +7; Ref +6; Will +2
+
+Speed 50 ft.
+
+Melee 4 hooves +7 (1d6+4), bite +7 (1d4+4) K
+
+Space 10 ft.; Reach 5 ft.
+
+Str 18, Dex 15, Con 17, Int 5, Wis 13, Cha 8
+
+Base Atk +4; CMB +9; CMD 21 (29 vs. trip)
+
+Feats Endurance, Run
+
+Skills Perception +8
+
+Languages Common, Sylvan (cannot speak)
+
+SQ great endurance
+
+Environment temperate plains
+Organization solitary or herd (4-13)
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Great Endurance (Ex) A kathlin gains a +4 bonus to Constitution checks made to continue running (see run, in the Pathfinder Core Rulebook). This bonus stacks with the bonus to Constitution checks the kathlin gains from the Endurance feat.
+
+Paladin's Mount
+
+A paladin of 6th level or higher may call a kathlin as his or her special mount.
+
+-----------------------------------------------
+
+Kech
+DESC:This creature is a monkey-like man-sized humanoid with sapphire blue eyes and greenish-brown leaves covering its body.
+KECH CR 3
+XP 800
+NE Medium monstrous humanoid
+Init +6; Senses darkvision 60 ft., low-light vision;
+Perception +11
+
+AC 17, touch 13, flat-footed 14 (+2 Dex, +1 dodge, +4 natural)
+hp 32 (5d10+5)
+Fort +2, Ref +6, Will +5
+
+Speed 40 ft., climb 20 ft.
+Melee 2 claws +6 (1d4+1 and bite +6 (1d6+1)
+Special Attacks rend (2 claws, 1d4+1)
+
+Str 13, Dex 15, Con 12, Int 10, Wis 13, Cha 11
+Base Atk +5; CMB +6; CMD 19
+Feats Dodge, Improved Initiative, Mobility
+Skills Climb +17, Perception +11, Stealth +14 (+20 in forested
+areas), Survival +9; Racial Modifiers +2 Perception, +4 Stealth (+10 in forested areas)
+Languages Kech
+Languages: Kechs begin play speaking Kech. Kechs with high Intelligence scores can choose from the following bonus languages: Common, Elven, Goblin, Sylvan.
+SQ pass without trace
+
+Environment any forest
+Organization pack (2-5) or band (2-8 plus 50% noncombatants)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Pass Without Trace (Ex) A kech can move across any ground-ice, snow, mud-without leaving any footprints. Tracking a kech by nonmagical means is impossible.
+
+-----------------------------------------------
+
+Kelp Devil
+DESC:A large colony of seaweed about 20 feet or more in diameter covers the nearby area.
+KELP DEVIL CR 8
+XP 4,800
+NE Huge plant
+Init +4; Senses blindsight 30 ft.; Perception +10
+
+AC 20, touch 8, flat-footed 20 (+12 natural, -2 size)
+hp 76 (9d8+36)
+Fort +11; Ref +4; Will +5
+Defensive Abilities underwater concealment; DR 10/slashing or piercing; Immune electricity, plant traits; Resist fire 10
+
+Speed 30 ft., swim 50 ft.
+
+Melee 6 fronds +13 (1d6+8 plus grab)
+
+Space 15 ft.; Reach 15 ft.
+
+Special Attacks charm touch (DC 18)
+
+Str 26, Dex 10, Con 19, Int 5, Wis 12, Cha 10
+
+Base Atk +7; CMB +17 (+21 grapple); CMD 27 (can't be tripped)
+
+Feats Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Perception)
+
+Skills Perception +10, Stealth -2 (+10 in natural
+
+environment), Swim +19; Racial Modifiers +12 Stealth in natural
+
+environment
+
+Languages Common
+
+Environment temperate and warm aquatic
+Organization solitary
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Charm touch (Su) Twice per day, on a successful hit with a frond, a kelp devil can affect the opponent as by charm monster (caster level 12th). The creature can make a DC 18 save DC to resist the effects. The save DC is Constitution-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Underwater Concealment (Ex) The main body of a kelp devil remains submerged even when attacking. This grants it concealment (20% miss chance) against all attacks.
+
+-----------------------------------------------
+
+Kelpie
+DESC:A beautiful human female with long flowing dark hair, emerald eyes, and milky-white skin sits nearby. She is cloaked in a robe of green seaweed.
+KELPIE CR 4
+XP 1,200
+NE Medium plant
+Init +6; Senses darkvision 60 ft.; Perception +5
+
+AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
+hp 28 (5d8+5)
+Fort +5; Ref +3; Will +4
+Defensive Abilities reshape form; Immune plant traits; Resist
+fire 10
+
+Speed 20 ft., swim 30 ft.
+
+Melee slam +5 (1d4+2 plus grab plus charm touch)
+
+Special Attacks charm (DC 17)
+
+Str 15, Dex 14, Con 13, Int 8, Wis 13, Cha 17
+
+Base Atk +3; CMB +5 (+9 to grapple); CMD 17
+
+Feats Improved Initiative, Iron Will, Skill Focus (Bluff)
+
+Skills Bluff +7, Perception +5, Stealth +6, Swim +12
+
+Languages Aquan, Common; telepathy 1 mile (see below)
+
+SQ amphibious
+
+Environment any aquatic
+Organization solitary or bed (1-4)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Charm (Su) Once per day, a kelpie can produce an effect identical to the charm monster spell (caster level 9th). The target can make a DC 17 Will save to avoid the effects. If the save fails, the victim believes the kelpie to be a very beautiful and attractive creature, and attempts to move as quickly as possible toward the kelpie. The kelpie can automatically grapple a charmed foe and attempts to drown the victim. A charmed foe does not resist the kelpie's embrace, and the drowning attempt does not allow an additional save. Female creatures are immune to the kelpie's charm ability; only males can be affected. The charm is negated if the victim dies, the kelpie dies, or dispel magic, greater dispelling, miracle, or wish is cast on the victim. If the save is successful, the target cannot be affected by that kelpie's charm or charm touch for 24 hours. The save DC is Charisma-based and includes a +2 racial bonus.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Charm Touch (Su) On a successful slam attack, a kelpie's target must make a DC 17 or be charmed as described under the charm ability above. This effect does not stack with that ability.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Reshape Form (Su) A kelpie's natural form is that of a mass of dark green seaweed. It can assume three other forms. The first is a Small or Medium female humanoid. The second form is a hippocampus (see that entry). The third form is a Large green horse. In each form, the kelpie retains all of her special abilities. She does not truly alter her form (such as shapechangers do), she simply reshapes her body. In all of her forms, the kelpie's skin/fur has a greenish cast, and her features are slightly distorted. The kelpie's ruse can be detected if an opponent who is not charmed succeeds on a DC 10 Perception check.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Telepathy (Su) A kelpie can communicate telepathically to a range of 1 mile with any creature she has touched.
+
+-----------------------------------------------
+
+Khargra
+DESC:This creature resembles a man-sized cylinder covered in metallic scales. It sports three large "fins" spaced even around its circumference.
+Between each fin is a metal sheath from which slide long claw-like arms. A large hole in the front of its cylindrical body is lined with many small curved metallic teeth and seems to function as its mouth.
+KHARGRA CR 4
+XP 1,200
+N Small outsider (earth, elemental, extraplanar)
+Init +6; Senses darkvision 60 ft., tremorsense 60 ft.;
+Perception +11
+
+AC 23, touch 13, flat-footed 21 (+2 Dex, +10 natural, +1 size)
+hp 42 (5d10+10 plus 5)
+Fort +6; Ref +6; Will +1
+Immune cold , fire, elemental traits
+Weaknesses vulnerabilities (see below)
+
+Speed 10 ft., burrow 30 ft.
+
+Melee 3 claws +8 (1d3+2 plus grab) and bite +8 (2d8+2)
+
+Special Attacks rend armor, sundering bite
+
+Str 15, Dex 15, Con 15, Int 5, Wis 11, Cha 10
+
+Base Atk +5; CMB +6 (+10 to grapple); CMD 18
+
+Feats Improved Initiative, Skill Focus (Perception), Toughness
+
+Skills Perception +11, Stealth +14, Survival +8 (+12 following tracks); Racial Modifiers +4 Survival (following tracks)
+
+Languages Common, Terran (does not speak to nonkhargra)
+
+SQ earth glide
+
+Environment Elemental Plane of Earth
+Organization solitary or pack (2-5)
+Treasure standard coins (in digestive tract); no goods; no items
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Earth Glide (Ex) A khargra can glide through stone, dirt, or almost any other sort of earth, including metal, as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing khargra flings the khargra back 30 feet, stunning the creature for 1 round unless it succeeds at a Fortitude save.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Rend Armor (Ex) If a khargra hits with a bite attack, it deals normal bite damage and pulls apart any metal armor worn by its foe. This attack deals 2d8+2 points of damage to the opponent's armor. Creatures wearing no armor or non-metal armor are unaffected by this special attack (though they still take normal bite damage). Armor reduced to 0 hit points is destroyed and devoured by the khargra. Damaged armor gains the broken condition.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Sundering Bite (Ex) A khargra can making a sunder attempt with its bite attack against an opponent's weapon or shield without provoking attacks of opportunity. Resolve this using the normal rules for a sunder attempt. If the khargra succeeds on its CMB roll, it deals 2d8+2 points of damage to the weapon or shield. Note, against a khargra, a weapon or shield's hardness is only one-half as effective as normal. This means that a light steel shield, for example, is considered to have a hardness of 5 rather than 10 against a khargra's sunder attack. A weapon or shield reduced to 0 or less hit points is destroyed and half of it is swallowed by the khargra. It only uses this special attack against metal weapons and shields. Damaged armor and weapons gain the broken condition.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Vulnerabilities (Ex) A khargra takes maximum damage from a heat metal spell (no save). A transmute metal to wood deals 1d6 points of damage per caster level (maximum 20d6) to a khargra. It can attempt a Fortitude saving throw (DC 17 + caster's ability modifier) to reduce the damage by half.
+
+-----------------------------------------------
+
+Killmoulis
+DESC:A tiny, unnaturally thin humanoid frolics nearby. It has a huge bulbous head with no chin and seemingly no mouth. It has an immense trunk-like nose. Its skin is pale white and its eyes are deep blue.
+KILLMOULIS CR 1/6
+XP 65
+CN Diminutive fey
+Init +3; Senses low-light-vision; Perception +8
+
+AC 18, touch 18, flat-footed 14 (+3 Dex, +1 dodge, +4 size)
+hp 4 (1d6+1)
+Fort +1; Ref +5; Will +4
+DR 5/cold iron; SR 11
+
+Speed 40 ft.
+
+Melee needle +7 (1d2-3)
+
+Space 1 ft.; Reach 0 ft.
+
+Str 5, Dex 16, Con 12, Int 10, Wis 14, Cha 6
+
+Base Atk +0; CMB -7; CMD 7
+
+Feats Dodge, Weapon FinesseB
+
+Skills Craft (any one) +4, Escape Artist +7, Perception +8, Profession (farmer or miller) +4, Stealth +23; Racial Modifiers +2 Perception, +4 Stealth
+
+Languages telepathy 100 ft.
+
+Gear sewing needle
+
+Environment temperate forests or underground
+Organization solitary or gang (2-4)
+Treasure 1/10 standard
+
+-----------------------------------------------
+
+Korred
+DESC:This creature has the upper torso of a small humanoid and the lower torso of a goat, thus giving it a satyr-like appearance. It has a long, flowing beard, and like its hair, is tangled and matted into frightful knots. It wears a simple leather covering on which hangs a large leather pouch. Its hair is dark and its wild, brown eyes have an almost feral-like gleam in them.
+KORRED CR 4
+XP 1,200
+CN Small fey
+Init +2; Senses low-light vision; Perception +11
+
+AC 16, touch 14, flat-footed 13 (+2 Dex, +1 dodge, +2
+natural, +1 size)
+hp 27 (6d8+6)
+Fort +3; Ref +7; Will +7
+DR 10/cold iron; SR 15
+
+Speed 30 ft.
+
+Melee slam +8 (1d2+4) or shears +8 (1d4+4) or club +8 (1d4+4)
+
+Ranged rock +7 (1d4+4)
+
+Special Attacks animate hair, laugh, rock throwing (20 ft.)
+
+Spell-like Abilities (CL 8th):
+
+At will-animate objects (rock only), shatter (rock only) (DC 13), stone door (functions as tree stride, but maximum distance moved is 30 feet), stone shape, stone tell, transmute rock to mud (DC 16)
+
+Str 19, Dex 15, Con 12, Int 12, Wis 14, Cha 13
+
+Base Atk +3; CMB +6; CMD 19
+
+Feats Dodge, Mobility, Point Blank Shot
+
+Skills Bluff +10, Intimidate +7, Knowledge (local) +10, Knowledge (nature) +10, Perception +11, Perform (dance) +10, Stealth +15
+
+Languages Common, Korred, Sylvan
+
+Gear club, korred shears, pouch
+
+Environment temperate forests
+Organization solitary or gang (2-4)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Animate Hair (Su) A korred can weave its hair (contained in its pouch) into animated ropes that can entangle foes. The time it takes to weave enough hair to entangle one foe is dependent on the size of the creature as follows: Size | Time || Up to Tiny | 1 round || Small or Medium | 2 rounds || Large | 3 rounds || A korred cannot entangle an opponent of greater than Large size. This ability otherwise is similar to the animate rope spell (caster level 15th)
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Laugh (Su) Three times per day, a korred can unleash a laugh that stuns all creatures that hear it within 60 feet for 1d2 rounds. A DC 14 Will save negates the effects. A bard's countersong ability allows a stunned creature a new Will save to break free. Whether the save is successful or not, a creature is immune to the laugh of the same korred for one day. The save DC is Constitution-based.
+
+Korred Shears (Exotic Light Melee Weapon)
+
+Korred Shears: Cost N/A (cannot be bought);
+Damage 1d4 (S), 1d6 (M); Crit x3, Weight 1 lb., Type slashing.
+
+-----------------------------------------------
+
+Kuah-Lij
+DESC:This creature resembles a gnome that has been stretched vertically to a height of a human. Its features are knobby and elongated. Its hair is
+light and downy, more akin to a soft fur than anything else, and its skin is white with pale blue undertones.
+KUAH-LIJ CR 1/3
+XP 135
+Kuah-lij warrior 1
+LN Medium humanoid (kuah-lij)
+Init +1; Senses low-light vision; Perception +2
+
+AC 11, touch 11, flat-footed 10 (+1 Dex)
+hp 7 (1d10+2)
+Fort +4; Ref +1; Will +1;
+
+Speed 30 ft.
+
+Melee dagger +0 (1d4-1/19-20)
+
+Ranged light crossbow +2 (1d8/19-20)
+
+Str 8, Dex 13, Con 14, Int 17, Wis 13, Cha 8
+
+Base Atk +1; CMB +0; CMD 10
+
+Feats Master Craftsman (any craft), Skill Focus (any craft)
+
+Skills Craft (any one) +14, Knowledge (arcana) +7, Knowledge (any two) +7, Perception +2, Swim +3; Racial Modifiers +2 Craft (any one)
+
+Languages Aquan, Common, Elven, Gnome, Kuah-Lij
+
+Languages: Kuah-lij begin plays speaking Common and Kuah-lij. Kuah-lij with high Intelligence scores can choose from the following bonus languages: Aquan, Elven, and Gnome.
+
+SQ gifted craftsman, magic item use
+
+Gear dagger, light crossbow, 20 crossbow bolts
+
+Environment any land
+Organization company (2-4), squad (11-20 plus 1 leader of 3rd-6th level and 2 3rd-level lieutenants), or band (30-50 plus 1 3rd-level sergeant per 10 adults, 2 5th-level lieutenants, and 1 7th-level captain)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Gifted Craftsmen (Ex) Due to their skill at crafting items of all kinds, kuah-lij gain Master Craftsman as a bonus feat even if they do not have the normal prerequisites. In addition, kuah-lij only pay 75% of the total gp cost when creating magic items if they have access to a kuah-lij production facility.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Magic Item Use (EX) Kuah-lij can use magic items as if they have 1 level of wizard. This innate ability does not increase with level unless the kuah-lij gains levels in the wizard class.
+
+-----------------------------------------------
+
This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site.
|
|
From: <nu...@us...> - 2014-04-27 16:39:27
|
Revision: 23727
http://sourceforge.net/p/pcgen/code/23727
Author: nuance
Date: 2014-04-27 16:39:22 +0000 (Sun, 27 Apr 2014)
Log Message:
-----------
NEWSOURCE-213
More section 15 information.
The info for the "h & i" creatures.
Modified Paths:
--------------
Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/OGL.txt
Added Paths:
-----------
Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/h_i.txt
Modified: Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/OGL.txt
===================================================================
--- Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/OGL.txt 2014-04-27 15:24:43 UTC (rev 23726)
+++ Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/OGL.txt 2014-04-27 16:39:22 UTC (rev 23727)
@@ -719,45 +719,45 @@
Half-Ogre from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Erica Balsley, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Hanged Man from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Erica Balsley.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Hangman Tree from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Haunt from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Harold Johnson and Tom Moldvay.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Helix Moth from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Hell Moth from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Herald of Tsathogga from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Erica Balsley.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Hippocampus from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Erica Balsley, based on original material by Gary Gygax.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Hoar Fox from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Graeme Morris.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Hoar Spirit from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Hornet, Giant from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Horsefly, Giant from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Huecuva from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Underworld Oracle.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Huggermugger from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Inphidian, Cobra-Back from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Inphidian, Common from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Inphidian, Dancer from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Inphidian, Night Adder from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Inphidian, Rattler from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Iron Cobra from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Philip Masters.
-RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
+Jack-O-Lantern from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Erica Balsley.
RRR from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; CCC.
Added: Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/h_i.txt
===================================================================
--- Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/h_i.txt (rev 0)
+++ Trunk/content/notfordistribution/pathfinder/frog_god_games/tome_of_horrors_complete/h_i.txt 2014-04-27 16:39:22 UTC (rev 23727)
@@ -0,0 +1,954 @@
+Half-Ogre
+DESC:This being resembles a somewhat ugly human with dark toned skin and matted dark hair. It wears tattered skins over a suit of hide armor.
+HALF-OGRE CR 1
+XP 400
+CE Medium humanoid (giant)
+Init +0; Senses darkvision 60 ft.; Perception +0
+
+AC 15, touch 10, flat-footed 15 (+3 armor, +2 natural)
+hp 13 (2d8+4)
+Fort +5; Ref +0; Will +0
+
+Speed 20 ft., 30 ft. base
+
+Melee greatsword +5 (2d6+4/19-20), longspear +4 (1d8+4/x3)
+
+Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
+
+Str 17, Dex 10, Con 14, Int 9, Wis 10, Cha 9
+
+Base Atk +1; CMB +4; CMD 14
+
+Feats Weapon Focus (greatsword)
+
+Skills Climb +8
+
+Languages Common
+
+Languages: Half-ogres begin play speaking Common, and can also speak giant if they have an Intelligence of at least 10. Half-ogres with high Intelligence scores can choose from the following languages: Orc, Goblin, Troll
+
+SQ ogre blood
+
+Gear hide armor, greatsword, longspear
+
+Environment temperate hills and mountains
+Organization solitary, pair, gang (2-4), or band (5-8)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Ogre Blood (Ex) For all special abilities and effects, a half-ogre is considered an ogre.
+
+-----------------------------------------------
+
+Hanged Man
+DESC:This creature has pale skin pulled tight over its bones. Its head hangs at an odd angle, seemingly unsupported by a broken neck. A rotted noose and several feet of rope hang from its neck and trail off behind it. Its eyes have no pupils.
+HANGED MAN CR 3
+XP 800
+CE Medium undead
+Init +5; Senses darkvision 60 ft.; Perception +7
+
+AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
+hp 22 (4d8+4)
+Fort +2; Ref +2; Will +4
+Immune undead traits
+
+Speed 30 ft.
+
+Melee 2 claws +5 (1d4+2)
+
+Ranged rope touch +5 (entangle)
+
+Special Attacks drag
+
+Str 15, Dex 13, Con -, Int 9, Wis 11, Cha 13
+
+Base Atk +3; CMB +5 (+10 drag); CMD 16
+
+Feats Improved Initiative, Weapon Focus (rope)
+
+Skills Climb +9 (+19 with rope), Perception +7, Stealth +8
+
+Languages Common (cannot speak)
+
+Environment any
+Organization solitary
+Treasure half standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Drag (Ex) If the hanged man entangles a foe with his rope attack, it drags its opponent 10 feet closer as a standard action on each subsequent round that it succeeds on a CMB check (including a +5 racial bonus) without provoking attacks of opportunity. When an opponent is dragged within 5 feet, the hanged man can attack with both of its claws in the same round. It gains a +4 attack bonus against opponents entangled in its rope.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Entangle (Su) The hanged man's noose is a 20-ft. length of rope that entangles opponents of any size as an animate rope spell (CL 15th, DC 21). A hanged man can lash its rope outward 20 feet with no range penalty. The rope functions only for the hanged man it belongs to and no other. It has AC 22, hardness 10, hp 10, and DR 5/slashing. If the rope is severed, both it and the hanged man are destroyed. The save DC is Strength-based.
+
+-----------------------------------------------
+
+Hangman Tree
+DESC:A giant oak tree with few leaves and branches stands nearby.
+HANGMAN TREE CR 7
+XP 3,200
+N(E) Huge plant
+Init +3; Senses blindsight 60 ft., low-light vision; Perception +6 Aura hallucinatory spores (50 ft. radius, DC 19, passive 2d6 minutes)
+
+AC 20, touch 7, flat-footed 20 (-1 Dex, +13 natural, -2 size)
+hp 76 (8d8+40)
+Fort +11; Ref +1; Will +5
+Immune plant traits; SR 19
+Weaknesses paralyzed by cold, slowed by darkness, vulnerability to electricity
+
+Speed 10 ft.
+
+Melee 4 vines +13 (1d6+8 plus grab)
+
+Space 15 ft.; Reach 15 ft.
+
+Special Attacks constrict (1d6+8), swallow whole (2d6+8 bludgeoning damage, AC 16, hp 7)
+
+Str 27, Dex 8, Con 20, Int 6, Wis 12, Cha 10
+
+Base Atk +6; CMB +16 (+20 grapple); CMD 25
+
+Feats Improved Initiative, Iron Will, Step Up, Weapon Focus (vines)
+
+Skills Perception +6, Stealth +0 (+16 to hide in forests); Racial Modifiers +16 to Stealth to hide in forests
+
+Languages Common
+
+Environment temperate and warm forests
+Organization solitary or pair
+Treasure half standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Constrict (Ex) Because it seizes its victims by the neck, a creature in the hangman tree's grasp cannot speak or cast spells with verbal components.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Hallucinatory Spores (Ex) As a standard action, a hangman tree can release a cloud of spores in a 50-foot radius spread. Creatures in the area must succeed on a DC 19 Will save or be affected as if by a charm monster spell for 2d6 minutes. Affected creatures believe the tree to be of some ordinary sort (or to be a treant or other such friendly tree creature). An affected creature becomes passive and refuses to attack the hangman tree during this time. This is a mind-affecting compulsion effect. The save DC is Constitution-based. An affected creature can attempt a new Will save (DC 19, +1 per previous save) each round. A creature that makes its save cannot be affected by the hallucinatory spores of that hangman's tree for 24 hours.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Paralyzed by Cold (Ex) Cold-based effects paralyze a hangman tree as if by a hold person spell.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Slowed by Darkness (Ex) Spells that generate darkness (such as darkness or deeper darkness) slow the hangman's tree (as the slow spell) for 1 round per caster level.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Vines (Ex) The vines of a hangman tree have 10 hit points and can be attacked by making a successful sunder attempt. Attacking a hangman tree's vine does not provoke an attack of opportunity. If the vine is currently grappling a target, the hangman tree takes a -4 penalty on its opposed attack roll to resist the sunder attempt. Severing a vine deals no damage to a hangman tree.
+
+-----------------------------------------------
+
+Haunt
+DESC:This entity appears as a translucent humanoid floating about a foot off the ground. Its eyes flash with pure hatred.
+HAUNT CR 4
+XP 1,200
+N Medium undead (incorporeal)
+Init +6; Senses darkvision 60 ft.; Perception +10
+
+AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge)
+hp 32 (5d8+10)
+H Fort +3; Ref +3; Will +6
+Defensive Abilities rejuvenation; Immune channel energy,
+undead traits
+Weakness vulnerability to dispel evil/good/law/chaos
+
+Speed 20 ft., fly 30 ft. (perfect)
+
+Melee incorporeal touch +5 (1d4 cold plus 1d3 Dex)
+
+Special Attacks Dexterity damage, malevolence (DC 14), strangle
+
+Str -, Dex 15, Con -, Int 10, Wis 14, Cha 14
+
+Base Atk +3; CMB +3; CMD 18
+
+Feats Blind-Fight, Dodge, Improved Initiative
+
+Skills Fly +9, Intimidate +10, Perception +10, Stealth +10
+
+Languages Common
+
+SQ alternate form
+
+Environment any
+Organization solitary
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Alternate Form (Su) A haunt's natural form is that of a translucent image appearing much as the person did in life. As a standard action, it can alter its form so as to appear as a floating, luminescent ball of light (possibly being mistaken for a will-o'-wisp in this form). In this form, it cannot use its Dexterity damage attack or its malevolence attack. It retains its incorporeal form and can make an incorporeal touch attack that deals normal damage (but not Dex damage). A haunt remains in one form or the other until it chooses to assume a new one (as a standard action). A change in form cannot be dispelled. A haunt cannot change forms while using its malevolence attack (that is, while possessing a host).
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Malevolence (Su) Once per round, a haunt can merge its body with a creature on the Material Plane whose Dexterity has been reduced to 0 (either through the haunt's touch or by some other means). This ability is similar to a magic jar spell (caster level 10th or the haunt's Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the haunt must be adjacent to the target. The target can resist the attack with a successful DC 14 Will save. A creature that successfully saves is immune to that same haunt's malevolence for 24 hours. If the save fails, the haunt vanishes into the target's body (whose Dexterity temporarily returns to normal) and attempts to complete its unfinished task. If the haunt completes its task, it leaves the host and fades away forever. When the haunt leaves the host, the host's Dexterity drops back to 0. If the host body is slain while the haunt is in possession of it, the creature becomes tied to that area and can never leave. Its unfinished task remains the same.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Rejuvenation (Su) In most cases, it's difficult to destroy a haunt through simple combat: the "destroyed" spirit restores itself in 1d4 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a haunt is to use dispel evil/good/law/chaos (depending on the haunt's alignment) or determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research, and should be created specifically for each different ghost by the GM.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Strangle (Su) If a creature possessed by a haunt has an alignment opposite to that of the haunt on either the law/ chaos or good/evil axis, it attempts to strangle the host using its own hands (i.e., the hands of the host body). Unless precautions are taken to restrain the possessed victim's hands, they immediately reach for the throat and begin strangling the haunt-possessed body. An opponent takes 1d4 points of damage each round until its hands are forcibly restrained with a successful CMB check, the haunt is ejected from the body, or the victim dies.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Vulnerability (Ex) A haunt can be forcibly ejected from a host if hold person is cast on the victim and the haunt fails its Will save. A dispel evil/good/law/chaos spell (depending on the haunt's alignment) instantly ejects the creature from the host and deals 1d6 points of damage per caster level to the haunt. A haunt slain in such a manner cannot rejuvenate and is permanently destroyed.
+
+-----------------------------------------------
+
+Helix Moth
+DESC:A monstrously-sized, multi-segmented insect crawls forth on scores of stumpy legs. Its fleshy gray exterior glistens with slime and its great gray mandibles click wildly.
+LARVA HELIX MOTH CR 6
+
+XP 2,400
+N Large vermin
+Init +0; Senses blindsense 60ft; Perception +0
+
+AC 18, touch 9, flat-footed 18 (+9 natural, -1 size)
+hp 55 (10d8+10)
+Fort +8; Ref +3; Will +3
+Immune vermin traits
+
+Speed 10 ft.
+
+Melee bite +9 (1d8+3 plus grab plus 1d6 acid)
+
+Space 10 ft.; Reach 5 ft.
+
+Str 16, Dex 10, Con 12, Int -, Wis 11, Cha 2
+
+Base Atk +7; CMB +11; CMD 21
+
+Environment underground
+Organization solitary or nest (2-5)
+Treasure none
+
+
+-----------------------------------------------
+
+Mature Helix Moth CR 10
+DESC:This 20-foot long insect has a black abdomen wrapped with spiraling bands of various color and a white underbelly. Three sets of translucent bluishviolet wings extend from its body. A small black sword-like stinger protrudes from the end of its abdomen and its maw clatters with large gray mandibles.
+
+MATURE HELIX MOTH CR 10
+XP 9,600
+N Huge vermin
+Init +6; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +0
+
+AC 23, touch 10, flat-footed 21 (+2 Dex, +13 natural, -2 size)
+hp 120 (16d8+48)
+Fort +13; Ref +7; Will +5
+Immune vermin traits
+
+Speed 20 ft., fly 60 ft. (good)
+
+Melee bite +15 (2d8+5 plus 1d8 acid plus grab), tail sting +15 (2d6+2 plus poison),
+
+Space 15 ft.; Reach 10 ft.
+
+Special Attacks drone
+
+Str 20, Dex 15, Con 16, Int -, Wis 11, Cha 2
+
+Base Atk +12 CMB +19; CMD 27
+
+Feats Improved Initiative B
+
+Environment temperate forests
+Organization solitary or pair
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Drone (Ex) The rapid beating of the helix moth's wings creates a droning sound that is audible up to 60 feet away. This droning clouds the minds of all creatures within 30 feet that hear it except other helix moths. A successful DC 21 Will save negates the effect. The save DC is Constitution-based. On a failed save, a creature suffers a -4 circumstance penalty to attack rolls, checks and saves for 1 minute. After this time, a new save can be attempted (same DC) if the helix moth's droning can still be heard and the creature is within range. If this save fails, the creature remains affected for another one minute. This continues every minute until a successful save is made or the combat ends. A creature that makes a successful Will save is unaffected by the droning of that helix moth for one day. The droning is a free action so long as the helix moth is airborne. On the ground, it may beat its wings as a move action with the effects as above.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Poison (Ex) Sting-injury; save DC 21; frequency 1/round for 6 rounds; effect 1d4 Strength damage; cure 2 consecutive saves. The save DC is Constitution-based.
+
+
+-----------------------------------------------
+
+Hell Moth
+DESC:This creature looks like a giant gray moth with spiraling bands of red and black on its body. It has large, thin, reddish-hued wings.
+HELL MOTH CR 6
+XP 2,400
+N(E) Large aberration (extraplanar)
+Init +7; Senses darkvision 60 ft., scent; Perception +13
+
+AC 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, -1 size)
+hp 76 (9d8+27 plus 9)
+Fort +6; Ref +6; Will +7
+Resist fire 20
+
+Speed 10 ft., fly 40 ft. (average)
+
+Melee bite +10 (1d6+7 plus grab)
+
+Space 10 ft.; Reach 5 ft.
+
+Special Attacks engulf, immolation
+
+Str 21, Dex 16, Con 17, Int 6, Wis 12, Cha 10
+
+Base Atk +6; CMB +12 (+16 grapple); CMD 25
+
+Feats Diehard, Endurance, Improved Initiative, Skill Focus (Perception), Toughness
+
+Skills Fly +10, Perception +13, Stealth +8
+
+Environment any
+Organization solitary or flock (3-6)
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Engulf (Ex) If a hell moth grapples an opponent it can wrap a Medium or smaller creature in its wings and body and automatically deal bite damage in each round it maintains the grapple. Attacks that hit an engulfing hell moth deal half their damage to the monster and half to the trapped victim.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Immolation (Su) A hell moth that has engulfed an opponent can detonate its body in a blast of hellish fire that deals 6d10 points of fire damage to itself and the engulfed opponent (no save). (Reduce the damage dealt to the hell moth by its fire resistance.) A hell moth can immolate itself once every 3 hours (providing it survives the immolation). Creatures within 10 feet of the hell moth when it uses this ability must succeed on a DC 17 Reflex save or take 1d8 points of fire damage as clothes and combustibles ignite. The damage continues for another 1d4+4 rounds after the hell moth uses this ability or until the fire is extinguished. The save DC is Constitution-based.
+
+-----------------------------------------------
+
+Herald of Tsathogga
+DESC:This creature appears to be a gigantic pale yellow-green frog with oversized monstrous eyes. In place of its legs and forelimbs are many long, writhing tentacles it uses to pull itself along the ground.
+
+HERALD OF TSATHOGGA CR 15 XP 51,200
+CE Huge aberration (chaotic, evil, extraplanar)
+Init +3; Senses darkvision 60 ft.; Perception +34
+
+AC 27, touch 11, flat-footed 24 (+3 Dex, +16 natural, -2 size)
+hp 231 (22d8+110 plus 22); regeneration 10 (good, fire)
+Fort +12; Ref +12; Will +18 DR 10/good; Resist sonic 15 Weaknesses bloated
+
+Speed 30 ft., swim 30 ft.
+
+Melee bite +21 (2d6+7 plus grab), 10 tentacles +20 (1d8+3 plus paralysis), tongue +20 (1d6+3 plus grab)
+
+Space 15 ft.; Reach 10 ft. (30 ft. with tongue)
+
+Special Attacks bellow, paralysis (1d6+4 rounds, DC 26), swallow whole (2d6+7 plus 2d6 acid damage, AC 18, 23 hp)
+
+Str 24, Dex 16, Con 20, Int 7, Wis 16, Cha 12
+
+Base Atk +16; CMB +25 (+29 grapple); CMD 38
+
+Feats Blind-Fight, Cleave, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Skill Focus (Perception, Stealth), Toughness, Weapon Focus (tentacle, tongue)
+
+Skills Intimidate +14, Perception +34, Stealth +15, Swim +19
+
+Environment warm marshes
+Organization solitary
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Bellow (Su) A herald of Tsathogga has two distinct bellows, each usable once every 1d4 rounds. The first is a trilling croak like that of a frog. All opponents with 30 feet hearing this trilling must succeed on a DC 22 Fortitude save or be deafened for 1d6+4 rounds. Opponents within 10 feet must make a DC 22 Fortitude save or be stunned for 1d4 rounds. Alternately, a herald can focus its bellow attack against a single opponent within 100 feet. The opponent takes 5d6 points of sonic damage. A successful DC 22 Reflex save reduces the damage by half. The save DCs are Charisma-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Bloated (Ex) Because of its bloated, heavy body, a herald of Tsathogga that attacks with more than 5 tentacles in one round cannot move that round.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Regeneration (Ex) A herald of Tsathogga takes normal damage from fire and good-aligned weapons, and from spells or effects with the good descriptor.
+
+-----------------------------------------------
+
+Hippocampus
+DESC:This strange creature appears to be half-horse and half-fish. The front half resembles a sleek stallion with a flowing mane and long, sleek legs ending in wide fins rather than hooves. The hindquarters are that of a great fish.
+HIPPOCAMPUS CR 3
+XP 800
+CG Large magical beast (aquatic)
+Init +2; Senses darkvision 60 ft., low-light vision, scent;
+Perception +7
+
+AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, -1 size)
+hp 34 (4d10+12)
+Fort +7; Ref +6; Will +2
+Weakness water dependent
+
+Speed Swim 60 ft.
+
+Melee bite +7 (1d4+4) or tail slap +7 (1d6+4) or butt +7 (1d3+4)
+
+Space 10 ft.; Reach 5 ft.
+
+Str 18, Dex 15, Con 16, Int 10, Wis 12, Cha 10
+
+Base Atk +4; CMB +9; CMD 21 (can't be tripped)
+
+Feats Endurance, Skill Focus (perception)
+
+Skills Perception +7, Stealth +7 (+11 underwater), Swim +18; Racial Modifiers +4 Stealth underwater
+
+Environment temperate aquatic
+Organization solitary, pair or herd (3-8)
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Water Dependency (Ex) Though they are unable to move on land, a hippocampus can breathe air (such as if it surfaces from the water). It can survive out of the water for 1 minute per 1 point of Constitution (after that, refer to the drowning rules in the Pathfinder Core Rulebook).
+
+-----------------------------------------------
+
+Hoar Fox
+DESC:This creature appears to be a silvery-gray fox with sapphire colored eyes.
+HOAR FOX CR 2
+XP 600
+N Small magical beast (cold)
+Init +3; Senses darkvision 60 ft., low-light vision, scent;
+Perception +8
+
+AC 16, touch 14, flat-footed 13 (+3 Dex, +2 natural, +1 size)
+hp 24 (3d10+6)
+Fort +5; Ref +6; Will +2
+Immune cold
+Weaknesses vulnerability to fire
+
+Speed 40 ft.
+
+Melee bite +5 (1d6)
+
+Special Attacks breath weapon (cold)
+
+Str 10, Dex 17, Con 14, Int 2, Wis 12, Cha 6
+
+Base Atk +3; CMB +2; CMD 15 (19 vs. trip)
+
+Feats Skill Focus (perception), Weapon Finesse
+
+Skills Perception +8, Stealth +11 (+15 in natural
+
+environment), Survival +2; Racial Modifiers +4 Stealth in natural
+
+environment
+
+Environment cold hills
+Organization solitary, pair, or pack (3-6)
+Treasure none (pelt is worth 200 gp)
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Breath Weapon (Su) Once every 1d4 rounds, as a standard action, a hoar fox can expel a blast of frigid ice in a 30- foot cone. A creature in the area takes 2d6 points of cold damage (DC 13 Reflex save for half). The save DC is Constitution-based.
+
+-----------------------------------------------
+
+Hoar Spirit
+DESC:This being is a gaunt humanoid dressed in tattered rags. Its skin is pale gray and ice crystals have formed on various parts of its body. Its hands end in claws, each with translucent icy blue nails. Its eyes are frozen solid and show no signs of life.
+HOAR SPIRIT CR 3
+XP 800
+CE Medium undead (cold)
+Init +2; Senses darkvision 60 ft., heatsense 60 ft.; Perception +11
+
+AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
+hp 26 (4d8+8)
+Fort +3; Ref +3; Will +6
+Immune cold, undead traits
+Weaknesses vulnerability to fire
+
+Speed 30 ft.
+
+Melee 2 claws +7 (1d4+3 plus 1d3 cold plus glaciate)
+
+Special Attacks cold (1d6), glaciate (DC 14)
+
+Spell-like Abilities (CL 4th):
+
+1/day-cone of cold (DC 17)
+
+Str 17, Dex 15, Con -, Int 10, Wis 15, Cha 15
+
+Base Atk +3; CMB +6; CMD 18
+
+Feats Alertness, Weapon Focus (claws)
+
+Skills Acrobatics +6, Climb +10, Perception +11, Sense Motive +4, Stealth +9
+
+Environment any cold land
+Organization pack (2-5) or gang (6-11)
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Cold (Su) Hoar spirits generate intense cold. It deals an extra 1d3 points of cold damage with each claw attack. Creatures attacking a hoar spirit with unarmed or natural attacks take 1d3 points of cold damage each time they hit.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Glaciate (Su) A creature hit by a hoar spirit's claw must succeed on a DC 14 Fortitude save or by paralyzed by bone-numbing cold for 1d4+1 rounds and take 1 point of Dexterity damage. The save DC is Charisma-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Heatsense (Ex) Hoar spirits can detect heat (such as that generated by living creatures) within 60 feet, including the heat of invisible creatures. It functions as blindsense in regards to any non-visible heat sources within its range.
+
+-----------------------------------------------
+
+Hornet, Giant
+DESC:This massive horse-sized hornet has a black body with white markings on the thorax and abdomen and a cruel looking rapier-length stinger.
+GIANT HORNET CR 5
+XP 1,600
+N Large vermin
+Init +1; Senses darkvision 60ft.; Perception +9
+
+AC 15, touch 10, flat-footed 14 (+1 Dex, +5 natural, -1 size)
+hp 45 (7d8+14)
+Fort +7; Ref +3; Will +3
+Immune vermin traits
+
+Speed 20 ft., fly 60 ft. (good)
+
+Melee bite +9 (1d3+5), sting +9 (1d4+5 plus poison)
+
+Space 10 ft.; Reach 5 ft.
+
+Special Attacks poison
+
+Str 20, Dex 12, Con 15, Int - Wis 13, Cha 11
+
+Base Atk +5 CMB +11; CMD 22
+
+Skills Perception +9, Survival +1 (+4 orient direction); Racial Modifiers +8 Perception, +4 Survival to orient direction
+
+SQ pheromone
+
+Environment temperate and warm land
+Organization solitary, cluster (2-5), or nest (11-20)
+Treasure standard or otherwise
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Poison (Ex) Sting-injury; save DC 21; frequency 1/round for 6 rounds; effect 1d3 Dexterity damage; cure 2 consecutive saves. The save DC is Constitution-based and includes a +2 racial bonus.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Pheromone (Ex) The first time a giant hornet is successfully hit in combat, it releases a fear pheromone that heightens the aggressiveness of all giant hornets within 50 feet. All affected giant hornets receive a +1 morale bonus on attack rolls for the remainder of the encounter and fight without penalty even while disabled or dying (see Pathfinder Core Rulebook).
+
+-----------------------------------------------
+
+Horsefly, Giant
+DESC:This creature looks like an 8-foot long hairy, black fly.
+GIANT HORSEFLY CR 3
+XP 800
+N Large vermin
+Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +5
+
+AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, -1 size)
+hp 26 (4d8+8)
+Fort +6; Ref +3; Will +2
+Immune mind-affecting effects
+
+Speed 20 ft., fly 60 ft. (good)
+
+Melee bite +6 (1d6+6 plus grab)
+
+Space 10 ft.; Reach 5 ft.
+
+Special Attacks blood drain (1d4 Constitution)
+
+Str 18, Dex 15, Con 14, Int -, Wis 12, Cha 7
+
+Base Atk +3; CMB +8 (+12 grapple); CMD 20
+
+Skills Fly +4, Perception +5; Racial Modifiers +4 Perception
+
+Environment temperate or warm forests and marshes
+Organization solitary, pair or nest (10-20)
+Treasure none
+
+-----------------------------------------------
+
+Huecuva
+DESC:This rotting and decaying humanoid is dressed in defiled and tattered priestly vestments. Worms crawl and slither into and out of its eye sockets, rib cage, and other decaying areas of its rotting form.
+HUECUVA CR 2
+XP 600
+CE Medium undead
+Init +6; Senses darkvision 60 ft.; Perception +5
+Aura faithless (30 ft.)
+
+AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
+hp 16 (3d8+3)
+Fort +2; Ref +3; Will +4
+DR 5/magic or silver; Immune undead traits
+
+Speed 30 ft.
+
+Melee 2 claws +4 (1d6+1 plus disease) Spell-like Abilities (CL 3rd):
+
+3/day-disguise self
+
+Str 13, Dex 14, Con -, Int 4, Wis 12, Cha 12
+
+Base Atk +2; CMB +3; CMD 15
+
+Feats Improved Initiative, Weapon Focus (claw)
+
+Skills Perception +5, Stealth +7
+
+Environment any
+Organization solitary, pair, or cloister (5-10)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Disease (Ex) Filth fever: Claw-injury; save Fort DC 12; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Charisma-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Faithless (Su) The huecuva and all undead creatures within 30 feet receive a +2 profane bonus on Will saves made to resist channeled energy and any effects based off that ability. This bonus stacks with channel resistance.
+
+-----------------------------------------------
+
+Huggermugger
+DESC:DESC:This small humanoid stands no ore than 3 to 4-feet tall, with cropped, black hair, hidden beneath a black hat, pulled low so as to hide its facial features. It conceals the rest of its body beneath a long dark robe. HUGGERMUGGER CR 1
+XP 400
+CN Small humanoid (dark folk)
+Init +3; Senses darkvision 60 ft., low-light vision; Perception +6
+Aura confusion aura
+
+AC 15, touch 14, flat-footed 15 (+3 Dex, +1 natural, +1 size);
+natural cunning
+hp 9 (2d8)
+Fort +0; Ref +6; Will +1
+Immune natural cunning
+
+Speed 30 ft.
+
+Melee hook-blade +5 (1d4))
+
+Space 5 ft.; Reach 5 ft.
+
+Str 11, Dex 16, Con 10, Int 11, Wis 13, Cha 12
+
+Base Atk +1; CMB +0; CMD 13
+
+Feats Weapon Finesse
+
+Skills Perception +6, Sleight of Hand +11, Stealth +15; Racial Modifiers +4 Sleight of Hand, +4 Stealth
+
+Languages chatter (see description below)
+
+Languages: Huggermuggers PCs begin play speaking their own gibberish as well as a smattering of Common provided they have an Intelligence of at least 10. Huggermuggers with high Intelligence scores can choose from the following
+
+languages: Aklo, Dark Folk, Dwarven, Goblin, Orc, and Undercommon,.
+
+Gear hook-blade
+
+Environment underground
+Organization band (4-9) or swarm (10-20)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Confusion Aura (Su) A group of three or more huggermuggers can, as a free action, create an aura of confusion. Anyone within 40 feet of the huggermuggers must succeed at a Will save (DC 12, +1 per huggermugger in the group) or be affected as by a confusion spell for 5 rounds. All huggermuggers in the group must be within 30 feet of each other to create this aura. Each huggermugger may contribute to the confusion aura once per day. A creature that makes a successful save cannot be affected by the confusion aura of any huggermuggers in that group for one day. The save DC is Charisma-based.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Natural Cunning (Ex) Huggermuggers possess innate cunning and logical ability. This makes them immune to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.
+
+
+Hook-Blade (Exotic Light Melee Weapon)
+The hook-blade is 13 inches long with a wooden handle and finely sharpened, curved blade on one end. A smaller blade protrudes from the other side of the weapon. It resembles a kama with a smaller curved blade opposite the main blade.
+
+Hook-Blade: Cost 7 gp; Damage 1d4 (S), 1d6 (M); Crit x2; Weight 2 lb.; Type slashing; Special disarm.
+
+INPHIDIANS
+
+Somewhere in humanities lost aeons a race of malformed serpentine humanoids
+rose, now known as inphidians. While the truth of their origins has been long
+forgotten, most sages subscribe to one of two theories. The first states the
+creatures are the failed results of horrific experiments performed by the dark
+and nameless sorcerers of an ancient snakecult in their attempts to ensorcel
+their followers. The second theory contends the inphidians were once a cult of
+snakeworshippers cursed by an ancient snake-god for some transgression against
+the ethos. Whatever the truth, it appears as of late that the inphidians
+have evolved into true race, beyond the machinations of arcane experiments or
+curses. While there exist several known species, recent reports describe
+encounters with yet unidentified inphidians and others are sure to surface as
+encounters with the race grow more frequent.
+
+All inphidians, regardless of the subspecies, have viper heads in place of
+their hands. The creatures use these in combat to deliver a powerful bite that
+injects the victim with poison. Inphidians, particularly the craftsmen, wear
+special gloves called inphidian gauntlets that let them use their hands like
+any other humanoid with five digits (including an opposing thumb) uses its
+hands. See the sidebar for details on inphidian gauntlets.
+
+---
+
+Inphidian Gauntlets
+Aura faint transmutation; CL 3rd
+Slot hands; Price 24,000; Weight1/2 lb.
+
+DESCRIPTION
+Inphidian gauntlets are leather or metal gauntlets that provide a creature (normally an inphidian) with limbs but without humanoid hands a set of fully functional hands. When wearing these gauntlets, the creature can manipulate items normally considered unusable (because the creature lacks hands). The wearer can use its full Strength and Dexterity while wearing these gauntlets. An inphidian cannot use its hand-snake bite attacks while wearing inphidian gauntlets. These gauntlets serve no purpose to creatures with humanoid hands. These gauntlets are manufactured by inphidian craftsmen and are virtually unknown outside the inphidian community.
+
+CONSTRUCTION
+Requirements Craft Wondrous Item, alter self, Cost
+12,000 gp
+
+---
+
+Serpent Domain
+Granted Powers: Over time, your devotion bestows you with serpentine traits. As the great serpent, you can hypnotize prey with your serpentine glare and slowly develop immunity to poisons.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.SpellLike DESC:
+Serpent's Gaze (Sp) As a full-round action, you can attempt a gaze attack to hypnotize a single opponent within 30 feet as per the hypnotism spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Poison Resistance (Ex) At 8th level, whenever you fail your primary saving throw against poison, you automatically gain a second attempt to avoid the negative effects. At 12th level, you gain immunity to poison.
+
+Domain Spells 1st-magic fang, 2nd-summon swarm (snakes only), 3rd-greater magic fang, 4th-charm monster, 5th-animal growth, 6th-irresistible dance, 7th-creeping doom (Tiny snakes), 8th-animal shapes (snake forms only), 9th-summon nature's ally IX (snakes only)
+
+An important aspect of any inphidian community is religion. The inphidian race as a whole worships the Great Serpent (Hassith-Kaa). Little is known of this religion or the priests of the Great Serpent. Inphidian clerics can choose from any of the two following domains: Evil, Serpent (see sidebar), Strength, and Trickery.
+
+
+Inphidian Characters
+
+Languages: Inphidians begin play knowing their own language and can speak Common provided they have an intelligence of at least 10.
+Inphidians with higher intelligence can choose from any of the following bonus languages: Aklo, Dwarven, Elven, Goblin, Orc.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Poison (Ex) Bite-injury; save Fort DC 12 + 1/2 HD + Constitution modifier; frequency 1/round for 4 rounds; effect 1d4 Strength damage; cure 1 save. The save is Constitution-based and includes a +2 racial bonus.
+
+-----------------------------------------------
+
+Inphidian, Cobra-Back
+DESC:This hideously formed humanoid covered with bluish green scales stands roughly taller than a man. A large flap of skin forms a cobra-like hood that runs from the back of the head, halfway down the spine. Its eyes burn like crimson embers and its long forked tongue flickers. But the creature's most unnerving features are its hands which end in viper heads complete with sharp fangs that drip with venom.
+
+COBRA-BACK INPHIDIAN CR 3 XP 800
+NE Medium monstrous humanoid (reptilian)
+Init +3; Senses darkvision 60 ft.; Perception +10
+
+AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
+hp 37 (5d10+10)
+Fort +5; Ref +7; Will +5
+
+Speed 30 ft.
+
+Melee 2 snake-hand bites +9 (1d4+3 plus poison)
+
+Special Attacks poison (DC 16), spit poison
+
+Str 16, Dex 17, Con 15, Int 12, Wis 13, Cha 12
+
+Base Atk +5; CMB +8; CMD 21
+
+Feats Alertness, Great Fortitude, Weapon Focus (snakehand bites)
+
+Skills Acrobatics +8, Craft (alchemy) +9, Perception +11, Sense Motive +8, Stealth +11
+
+Languages Aklo, Common, Inphidian
+
+Environment warm forests and plains or underground
+Organization solitary or troupe (1 cobra-back plus 3-5 common inphidians)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Spit Poison (Ex) Once every 1d4 rounds, a cobra-back can spit a line of inphidian poison from its mouth to a range of 20 feet.
+
+-----------------------------------------------
+
+Inphidian, Common
+DESC:This strange 6-foot tall humanoid is covered with blue-green scales and its head is almost snake-like in appearance. It has no hair on its head or body. Where its hands should be, are instead the snapping the heads of a cruel fanged vipers.
+
+COMMON INPHIDIAN CR 3 XP 800
+NE Medium monstrous humanoid (reptilian)
+Init +7; Senses darkvision 60 ft.; Perception +8
+
+AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
+hp 30 (4d10+8)
+Fort +3; Ref +7; Will +5
+
+Speed 30 ft.
+
+Melee 2 snake-hand bites +6 (1d4+2 plus poison)
+
+Special Attacks blinding spray, poison (DC 16)
+
+Str 14, Dex 17, Con 15, Int 12, Wis 13, Cha 12
+
+Base Atk +4; CMB +6; CMD 19
+
+Feats Alertness, Improved Initiative
+
+Skills Climb +9, Craft (alchemy) +8, Perception +10, Stealth +8, Sense Motive +7
+
+Languages Aklo, Common, Inphidian
+
+Environment warm forests and plains or underground
+Organization solitary, pair, hunting party (25), band (10-20 plus 50% noncombatants plus 1 4th-level sergeant per 10 adults and 1 leader of 5th-7th level), or tribe (50-100 plus 1 3rd-level sergeant per 10 adults, 1 or 2 lieutenants of 5th or 6th level, and 1 leader of 7th-10th level)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Blinding Spray (Ex) Once every 1d4 rounds, a common inphidian can spew forth a 20-foot line of milky-white liquid that causes blindness (as the blindness spell) for 6 rounds to any creature struck. A DC 14 Reflex save negates the effect. The save DC is Constitution-based.
+
+-----------------------------------------------
+
+Inphidian, Dancer
+DESC:A shapely feminine humanoid with pale bluish green scales sways in lithe and elegant rhythm. As she moves, her forked tongue flickers and her eyes burn crimson. Where her hands should be, a viper head sprouts from each wrist.
+
+DANCER INPHIDIAN CR 3 XP 800
+NE Medium monstrous humanoid (reptilian)
+Init +3; Senses darkvision 60 ft.; Perception +10
+
+AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
+hp 30 (4d10+8)
+Fort +3; Ref +7; Will +5
+
+Speed 30 ft.
+
+Melee 2 snake-hand bites +5 (1d4+1 plus poison)
+
+Special Attacks entrancing dance, poison (DC 16)
+
+Str 12, Dex 17, Con 14, Int 13, Wis 12, Cha 15
+
+Base Atk +4; CMB +5; CMD 18
+
+Feats Alertness, Skill Focus (Perform [dance])
+
+Skills Bluff +6, Perception +10, Perform (dance) +9, Sense Motive +7, Stealth +10
+
+Languages Common, Inphidian
+
+Environment warm forests and plains or underground
+Organization solitary or troupe (1 dancer plus 2-4 common inphidians)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Entrancing Dance (Su) a dancer inphidian can sway its body in a rhythmic motion that charms all those within 30 feet viewing the dance. The charmer makes a Perform (dance) check. Those viewing the dance must make a successful Will save (DC equal to the charmer's Perform check) or be fascinated for 1d4+2 rounds. A creature that makes a successful save is immune to the entrancing dance of that charmer for one day.
+
+-----------------------------------------------
+
+Inphidian, Night Adder
+DESC:Dressed in black robes, this creature has black scales covering its entire body. Its head is serpentine and its arms end in snake-like hands resembling black mambas.
+
+NIGHT ADDER INPHIDIAN CR 5 XP 1,600
+NE Medium monstrous humanoid (reptilian)
+Init +6; Senses darkvision 60 ft.; Perception +15
+
+AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
+hp 45 (6d10+12)
+Fort +6; Ref +7; Will +7;
+
+Speed 30 ft.
+
+Melee 2 snake-hand bites +8 (1d4+1 plus poison)
+
+Special Attacks poison (DC 17)
+
+Spell-Like Abilities (CL 7th)
+
+3/day-cause fear (DC 13), darkness, hypnotic pattern (DC 13)
+
+1/day-suggestion (DC 15)
+
+Str 12, Dex 15, Con 15, Int 13, Wis 14, Cha 14
+
+Base Atk +6; CMB +7; CMD 19
+
+Feats Great Fortitude, Improved Initiative, Weapon Finesse
+
+Skills Craft (alchemy) +10, Knowledge (nature) +7, Knowledge (any one) +7, Perception +15, Stealth +15 (+19 in shadow); Racial Modifiers +4 Perception, +4 Stealth (+8 in areas of shadow)
+
+Languages Aklo, Common, Inphidian
+
+Environment warm forests and plains or underground
+Organization solitary or troupe (1 night adder plus 2 cobra- backs and 1d6 common inphidians)
+Treasure standard
+
+
+NIGHT ADDER PRIEST INPHIDIAN CR 7 XP 3,200
+Night adder inphidian cleric of Hassith-Kaa 5 NE Medium monstrous humanoid (reptilian) Init +6; Senses darkvision 60 ft.; Perception +26
+
+AC 20, touch 12, flat-footed 18 (+4 armor, +2 Dex, +4 natural)
+hp 86 (6d10+12 plus 5d8+10 plus 5)
+Fort +11; Ref +9; Will +14
+
+Speed 30 ft.
+
+Melee 2 snake-hand bites +11 (1d6+1 plus poison)
+
+Special Attacks channel negative energy 7/day (DC 18, 3d6), poison (DC 19), spontaneous casting (inflict spells)
+
+Spell-Like Abilities (CL 7th)
+
+3/day-cause fear (DC 15), darkness, hypnotic pattern (DC 15)
+
+1/day-suggestion (DC 17)
+
+Domain Spell-Like Abilities (CL 5th)
+
+7/day-serpent's gaze (DC 15), touch of evil (melee touch +11, 2 rounds)
+
+Spells Prepared (CL 5th):
+
+3rd-bestow curse (DC 17), contagion (DC 17), greater magic fangD
+
+2nd-desecrate, hold person (DC 16), shatter (DC 16), summon swarm (snakes)D
+
+1st-bane (DC 15), command (DC 15), curse water (DC 15), doom (DC 15), protection from goodD
+
+0 (at will)-detect magic, detect poison, read magic, resistance
+
+D domain spell; Domains Evil, Serpent (see sidebar)
+
+Str 13, Dex 15, Con 14, Int 15, Wis 18, Cha 18
+
+Base Atk +9; CMB +7; CMD 19
+
+Feats Alertness, Great Fortitude, Improved Channel, Improved Initiative, Improved Natural Attack, Weapon Finesse
+
+Skills Craft (alchemy) +11, Knowledge (nature) +8, Knowledge (religion) +16, Perception +26, Sense Motive +22, Stealth +18 (+22 in shadow); Racial Modifiers +4 Perception, +4 Stealth (+8 in areas of shadow)
+
+Languages Aklo, Common, Inphidian Combat
+
+Gear 3 potions of cure light wounds, 2 potions of cure moderate wounds, wand of cure light wounds (CL 5th, 20 charges);
+
+Other Gear chain shirt, cloak of resistance +1, caduseus holy symbol
+
+-----------------------------------------------
+
+Inphidian, Rattler
+DESC:Ornate diamond shaped patterns cover the flesh of this serpentine horror. The most noticeable feature of his humanoid torso is its arms-they end in snake heads rather than hands. Its snake arms and heads have a distinctive triangular shape with a pit above the nostrils and before the slit-like eyes. This creature has no legs but instead has the lower half of a monstrous rattlesnake complete with a foot long rattle which twitches ominously at the tip.
+
+RATTLER INPHIDIAN CR 4 XP 1,200
+NE Medium monstrous humanoid (reptilian)
+Init +2; Senses darkvision 60 ft.; Perception +15
+
+AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
+hp 51 (6d10+18)
+Fort +5; Ref +7; Will +7;
+
+Speed 30 ft., climb 20 ft., swim 20 ft.
+
+Melee 2 snake-hand bites +11 (1d6+4 plus poison)
+
+Special Attacks death rattle, poison (DC 18)
+
+Str 18, Dex 15, Con 17, Int 12, Wis 14, Cha 13
+
+Base Atk +6; CMB +10; CMD 22
+
+Feats Blind-Fight, Power Attack, Weapon Focus (snake-hand bites)
+
+Skills Climb +21, Diplomacy +7, Intimidate +10, Perception +15, Stealth +11, Swim +12; Racial Modifiers +4 Perception
+
+Languages Common, Inphidian
+
+Environment warm forests and plains or underground
+Organization solitary or band (1 rattler plus 2-5 common inphidians and 1 cobra-back inphidian)
+Treasure standard
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Death Rattle (Su): Once every 1d4 rounds, a rattler inphidian can unleash a death rattle in a 40-foot radius around itself. Creatures caught in the area take 3d6 points of damage. A DC 16 Fortitude save reduces the damage by half. The save DC is Constitution-based. This is a sonic effect.
+
+-----------------------------------------------
+
+Iron Cobra
+DESC:This creature resembles a small metallic cobra. Its body sheens with a silver hue and its eyes are small pinpoints of red light.
+IRON COBRA CR 2
+XP 600
+N Small construct
+Init +2; Senses darkvision 60 ft., low-light vision; Perception +0
+
+AC 20, touch 13, flat-footed 18 (+2 Dex, +7 natural, +1 size)
+hp 15 (1d10+10)
+Fort +0, Ref +2, Will +0
+DR 5/-; Immune construct traits; SR 13
+
+Speed 40 ft.
+
+Melee bite +3 (1d6+1 plus poison)
+
+Str 12, Dex 15, Con -, Int -, Wis 11, Cha 1
+
+Base Atk +1; CMB +1; CMD 13 (can't be tripped) Skill Stealth +12; Racial Modifiers +6 Stealth
+
+SQ find target
+
+Environment any
+Organization solitary
+Treasure none
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Supernatural DESC:
+Find Target (Su) Once per day, an iron cobra's creator can order it to find and kill a specific creature within 1 mile, which it does as if guided by discern location. The creator must have seen or be holding an item from the specified creature for this order to function.
+
+AAA KEY:RRR ~ AAA CATEGORY:Special Ability TYPE:RRRRaceAbility.RaceAbility.SpecialQuality.Extraordinary DESC:
+Poison (Ex) An iron cobra's bite injects poison from a hidden reservoir within its body. Because it is a construct, the cobra does not naturally produce this poison, and its creator must refill this reservoir manually. The reservoir holds enough poison for 3 successful bite attacks, after which the creature merely deals bite damage. Refilling the reservoir takes 5 rounds and provokes attacks of opportunity. The creator can fill the reservoir with any injury poison (typically black adder venom), though acid, alchemical substances, and even stranger liquids have been used. Black Adder Venom: Bite-injury; save Fort DC 11; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.
+
+-----------------------------------------------
+
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