From 2055df72c879b9d6390c4fbddc716e8cdb46bf21 Mon Sep 17 00:00:00 2001 From: Andrew Maitland Date: Sun, 14 Oct 2018 10:45:37 -0700 Subject: [PATCH] NEWSOURCE-330 Ultimate Wilderness (#4309) --- .../sargava_the_lost_colony/stlc_feats.lst | 2 +- .../ultimate_wilderness/OGL.txt | 64 + .../_ultimate_wilderness.pcc | 100 ++ .../support/uw_abilities_class_arg.lst | 3 + .../support/uw_abilities_class_fap.lst | 7 + .../support/uw_abilities_class_oa.lst | 167 ++ .../support/uw_abilities_class_pu.lst | 7 + .../support/uw_abilities_class_ui.lst | 14 + .../support/uw_abilities_companion_pu.lst | 26 + .../support/uw_races_companion_arg.lst | 7 + .../support/uw_races_companion_b3.lst | 25 + .../support/uw_races_companion_b4.lst | 19 + .../support/uw_races_companion_b5.lst | 26 + .../support/uw_races_companion_b6.lst | 15 + .../ultimate_wilderness.jpg | Bin 0 -> 8390 bytes .../ultimate_wilderness/uw__datacontrols.lst | 56 + .../uw_abilities_class.lst | 1357 +++++++++++++++++ .../uw_abilities_companion.lst | 734 +++++++++ .../ultimate_wilderness/uw_abilities_race.lst | 298 ++++ .../uw_abilitycategories.lst | 53 + .../ultimate_wilderness/uw_classes.lst | 31 + .../ultimate_wilderness/uw_companionmods.lst | 76 + .../ultimate_wilderness/uw_deities.lst | 11 + .../ultimate_wilderness/uw_domains.lst | 16 + .../uw_equip_arms_armor.lst | 13 + .../ultimate_wilderness/uw_equip_general.lst | 105 ++ .../uw_equip_magic_items.lst | 56 + .../ultimate_wilderness/uw_equipmods.lst | 8 + .../ultimate_wilderness/uw_feats.lst | 172 +++ .../ultimate_wilderness/uw_kits.lst | 37 + .../ultimate_wilderness/uw_kits_companion.lst | 661 ++++++++ .../ultimate_wilderness/uw_kits_race.lst | 472 ++++++ .../ultimate_wilderness/uw_languages.lst | 7 + .../ultimate_wilderness/uw_profs_weapon.lst | 13 + .../ultimate_wilderness/uw_races.lst | 7 + .../uw_races_companion.lst | 306 ++++ .../ultimate_wilderness/uw_skills.lst | 33 + .../ultimate_wilderness/uw_spells.lst | 146 ++ .../ultimate_wilderness/uw_templates.lst | 35 + 39 files changed, 5184 insertions(+), 1 deletion(-) create mode 100644 data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/OGL.txt create mode 100644 data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/_ultimate_wilderness.pcc create mode 100644 data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_abilities_class_arg.lst create mode 100644 data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_abilities_class_fap.lst create mode 100644 data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_abilities_class_oa.lst create mode 100644 data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_abilities_class_pu.lst create mode 100644 data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_abilities_class_ui.lst create mode 100644 data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_abilities_companion_pu.lst create mode 100644 data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_races_companion_arg.lst create mode 100644 data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_races_companion_b3.lst create mode 100644 data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_races_companion_b4.lst create mode 100644 data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_races_companion_b5.lst create mode 100644 data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_races_companion_b6.lst create mode 100644 data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/ultimate_wilderness.jpg create mode 100644 data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw__datacontrols.lst create mode 100644 data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_abilities_class.lst create mode 100644 data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_abilities_companion.lst create mode 100644 data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_abilities_race.lst create mode 100644 data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_abilitycategories.lst create mode 100644 data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_classes.lst create mode 100644 data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_companionmods.lst create mode 100644 data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_deities.lst create mode 100644 data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_domains.lst create mode 100644 data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_equip_arms_armor.lst create mode 100644 data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_equip_general.lst create mode 100644 data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_equip_magic_items.lst create mode 100644 data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_equipmods.lst create mode 100644 data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_feats.lst create mode 100644 data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_kits.lst create mode 100644 data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_kits_companion.lst create mode 100644 data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_kits_race.lst create mode 100644 data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_languages.lst create mode 100644 data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_profs_weapon.lst create mode 100644 data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_races.lst create mode 100644 data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_races_companion.lst create mode 100644 data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_skills.lst create mode 100644 data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_spells.lst create mode 100644 data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_templates.lst diff --git a/data/pathfinder/paizo/player_companion/sargava_the_lost_colony/stlc_feats.lst b/data/pathfinder/paizo/player_companion/sargava_the_lost_colony/stlc_feats.lst index 067db3a829d..7f7c5e9d249 100644 --- a/data/pathfinder/paizo/player_companion/sargava_the_lost_colony/stlc_feats.lst +++ b/data/pathfinder/paizo/player_companion/sargava_the_lost_colony/stlc_feats.lst @@ -11,7 +11,7 @@ Jaguar Pounce CATEGORY:FEAT TYPE:Combat PRETOTALAB:4 DESC:Your Monkey Lunge CATEGORY:FEAT TYPE:Combat PREABILITY:1,CATEGORY=FEAT,Lunge PRESKILL:1,Acrobatics=1 DESC:You can quickly recover from your lunges, helping you to avoid counterattacks. SOURCEPAGE:p.24 Piranha Strike CATEGORY:FEAT TYPE:Combat PREABILITY:1,CATEGORY=FEAT,Weapon Finesse PRETOTALAB:1 DESC:You make a combination of quick strikes, sacrificing accuracy for multiple, minor wounds that prove exceptionally deadly. SOURCEPAGE:p.24 -CATEGORY=FEAT|Piranha Strike.MOD TYPE.AttackOption PRETOTALAB:1 DEFINE:PiranhaStrikeModifier|0 DEFINE:PiranhaStrikeDamageModifier|0 DEFINE:PiranhaStrikeDamageBase|0 DESC:You make a combination of quick strikes, sacrificing accuracy for multiple, minor wounds that prove exceptionally deadly. ABILITY:FEAT|VIRTUAL|Piranha Strike (Light)|Piranha Strike (Off-Hand) BONUS:VAR|PiranhaStrikeModifier|(BAB/4)+1 BONUS:VAR|PiranhaStrikeDamageBase|2 BONUS:VAR|PiranhaStrikeDamageModifier|PiranhaStrikeDamageBase*floor(PiranhaStrikeModifier) BENEFIT:You can choose to take a -%1 penalty on all melee attack rolls when wielding a light weapon to gain a +%2 bonus on all melee damage rolls. This bonus to damage is halved (-50%%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and for every 4 points thereafter, the penalty increases by -1 and the bonus on damage rolls increases by +2. You must choose to use this feat before the attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. This feat cannot be used in conjunction with the Power Attack feat.|PiranhaStrikeModifier|PiranhaStrikeDamageModifier ABILITY:FEAT|VIRTUAL|Piranha Strike (Natural Secondary)|PREABILITY:1,CATEGORY=Internal,TYPE.NaturalAttackSecondary ABILITY:FEAT|VIRTUAL|Piranha Strike (Natural Primary)|PREABILITY:1,CATEGORY=Internal,TYPE.NaturalAttackPrimary ABILITY:FEAT|VIRTUAL|Piranha Strike (Natural Primary - Single)|PREABILITY:1,CATEGORY=Internal,TYPE.NaturalAttackPrimarySingle +CATEGORY=FEAT|Piranha Strike.MOD TYPE:AttackOption PRETOTALAB:1 DEFINE:PiranhaStrikeModifier|0 DEFINE:PiranhaStrikeDamageModifier|0 DEFINE:PiranhaStrikeDamageBase|0 DESC:You make a combination of quick strikes, sacrificing accuracy for multiple, minor wounds that prove exceptionally deadly. ABILITY:FEAT|VIRTUAL|Piranha Strike (Light)|Piranha Strike (Off-Hand) BONUS:VAR|PiranhaStrikeModifier|(BAB/4)+1 BONUS:VAR|PiranhaStrikeDamageBase|2 BONUS:VAR|PiranhaStrikeDamageModifier|PiranhaStrikeDamageBase*floor(PiranhaStrikeModifier) BENEFIT:You can choose to take a -%1 penalty on all melee attack rolls when wielding a light weapon to gain a +%2 bonus on all melee damage rolls. This bonus to damage is halved (-50%%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and for every 4 points thereafter, the penalty increases by -1 and the bonus on damage rolls increases by +2. You must choose to use this feat before the attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. This feat cannot be used in conjunction with the Power Attack feat.|PiranhaStrikeModifier|PiranhaStrikeDamageModifier ABILITY:FEAT|VIRTUAL|Piranha Strike (Natural Secondary)|PREABILITY:1,CATEGORY=Internal,TYPE.NaturalAttackSecondary ABILITY:FEAT|VIRTUAL|Piranha Strike (Natural Primary)|PREABILITY:1,CATEGORY=Internal,TYPE.NaturalAttackPrimary ABILITY:FEAT|VIRTUAL|Piranha Strike (Natural Primary - Single)|PREABILITY:1,CATEGORY=Internal,TYPE.NaturalAttackPrimarySingle Piranha Strike (Light) CATEGORY:FEAT VISIBLE:NO TEMPBONUS:EQ|Weapon,Melee,Light;Natural|WEAPON|TOHIT|-PiranhaStrikeModifier|TYPE=Temporary TEMPBONUS:EQ|Weapon,Melee,Light;Natural|WEAPON|DAMAGE|PiranhaStrikeDamageBase*PiranhaStrikeModifier|TYPE=Temporary Piranha Strike (Natural Secondary) CATEGORY:FEAT VISIBLE:NO TEMPBONUS:EQ|Weapon,Melee,Natural,NaturalSecondary|WEAPON|TOHIT|-PiranhaStrikeModifier|TYPE=Temporary TEMPBONUS:EQ|Weapon,Melee,Natural,NaturalSecondary|WEAPON|DAMAGE|PiranhaStrikeDamageBase*PiranhaStrikeModifier|TYPE=Temporary Piranha Strike (Natural Primary) CATEGORY:FEAT VISIBLE:NO TEMPBONUS:EQ|Weapon,Melee,Natural,NaturalPrimary|WEAPON|TOHIT|-PiranhaStrikeModifier|TYPE=Temporary TEMPBONUS:EQ|Weapon,Melee,Natural,NaturalPrimary|WEAPON|DAMAGE|PiranhaStrikeDamageBase*PiranhaStrikeModifier|TYPE=Temporary diff --git a/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/OGL.txt b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/OGL.txt new file mode 100644 index 00000000000..5e0ddb82db1 --- /dev/null +++ b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/OGL.txt @@ -0,0 +1,64 @@ +OPEN GAME LICENSE Version 1.0a + +The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. + +1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. + +2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. + +3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. + +4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. + +5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. + +6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. + +7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. + +8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. + +9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. + +10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. + +11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. + +12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. + +13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. + +14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. + +15 COPYRIGHT NOTICE +Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. + +System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson. + +Pathfinder Roleplaying Game Core Rulebook Copyright 2009, Paizo Inc.; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. + +Animal Lord, Cat Lord 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. + +Atomie 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. + +Axe Beak 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. + +Dragon, Faerie 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 Brian Jaeger and Gary Gygax. + +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. + +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. + +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. + +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. + +Mite 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 and Mark Barnes. + +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. + +Slime Mold from the Tome of Horrors Complete Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene. + +Pathfinder Roleplaying Game Ultimate Wilderness Copyright 2017, Paizo Inc.; Authors: Alexander Augunas, John Bennett, Robert Brookes, John Compton, Dan Dillon, Steven T. Helt, Thurston Hillman, Eric Hindley, Mikko Kallio, Jason Keeley, Isabelle Lee, Jason Nelson, Stephen Radney-MacFarland, Alex Riggs, David N. Ross, David Schwartz, Mark Seifter, Jeffery Swank, and Linda Zayas-Palmer. + +PCGen dataset conversion for "Ultimate Wilderness" Copyright 2013, PCGen Data team (Including, but not limited to Gary Davies, Gwen T., Regan Anderson) diff --git a/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/_ultimate_wilderness.pcc b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/_ultimate_wilderness.pcc new file mode 100644 index 00000000000..caeae0e6f4c --- /dev/null +++ b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/_ultimate_wilderness.pcc @@ -0,0 +1,100 @@ +# CVS $Revision$ $Author$ -- Wed Nov 20 08:25:04 2013 -- reformated by prettylst.pl v1.50 (build 21703) +CAMPAIGN:Ultimate Wilderness +GAMEMODE:Pathfinder|Pathfinder_PFS +TYPE:Paizo Publishing.Pathfinder RPG +RANK:1 +GENRE:Fantasy +BOOKTYPE:Supplement +SETTING:Pathfinder|Golarion +STATUS:BETA +PRECAMPAIGN:6,INCLUDESBOOKTYPE=Core Rules,INCLUDES=Advanced Player's Guide,INCLUDES=Ultimate Magic,INCLUDES=Ultimate Combat,INCLUDES=Advanced Class Guide,INCLUDES=Bestiary +PUBNAMELONG:Paizo Inc. +PUBNAMESHORT:Paizo +PUBNAMEWEB:http://paizo.com +SOURCELONG:Ultimate Wilderness +SOURCESHORT:UW +SOURCEWEB:http://paizo.com/products/btpy9ujo +SOURCEDATE:2017-11 +ISOGL:YES + +COVER:ultimate_wilderness.jpg +LOGO:@/publisher_logos/Paizo_Publishing.png +URL:WEBSITE|http://www.paizo.com/|Visit Paizo Publishing! +URL:WEBSITE|http://www.paizo.com/communityuse|Paizo's Community Use Policy. +URL:Paizo Publishing|http://paizo.com/products/btpy9ujo|Download this publication from Paizo Publishing! + +DESC:Answer the Call! Wild, untamed lands hold a wealth of mystery and danger, providing the perfect backdrop for heroic adventure. Whether adventurers are climbing mountains in search of a dragon's lair, carving their way through the jungle, or seeking a long-lost holy city covered by desert sands, Pathfinder RPG Ultimate Wilderness gives them the tools to survive the wilds. A new 20-level base class, the shifter, puts animalistic powers into the hands "or claws" of player characters and villains alike, with new class features derived from animalistic attributes. Overviews of druidic sects and rituals, as well as new archetypes, character options, spells, and more, round out the latest contribution to the Pathfinder RPG rules! + +INFOTEXT:This dataset uses trademarks and/or copyrights owned by Paizo Inc., which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This dataset is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com. + +COPYRIGHT:Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. +COPYRIGHT:System Reference Document. Copyright 2000. Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. +COPYRIGHT:Pathfinder Roleplaying Game Core Rulebook Copyright 2009, Paizo Inc.; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. +COPYRIGHT:Animal Lord, Cat Lord 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. +COPYRIGHT:Atomie 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. +COPYRIGHT:Axe Beak 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. +COPYRIGHT:Dragon, Faerie 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 Brian Jaeger and Gary Gygax. +COPYRIGHT: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. +COPYRIGHT: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. +COPYRIGHT: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. +COPYRIGHT: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. +COPYRIGHT:Mite 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 and Mark Barnes. +COPYRIGHT: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. +COPYRIGHT:Slime Mold from the Tome of Horrors Complete Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene. +COPYRIGHT:Pathfinder Roleplaying Game Ultimate Wilderness Copyright 2017, Paizo Inc.; Authors: Alexander Augunas, John Bennett, Robert Brookes, John Compton, Dan Dillon, Steven T. Helt, Thurston Hillman, Eric Hindley, Mikko Kallio, Jason Keeley, Isabelle Lee, Jason Nelson, Stephen Radney-MacFarland, Alex Riggs, David N. Ross, David Schwartz, Mark Seifter, Jeffery Swank, and Linda Zayas-Palmer. +COPYRIGHT:PCGen dataset conversion for "Pathfinder RPG Ultimate Wilderness Copyright 2017, PCGen Data team (Including, but not limited to Gary Davies, Gwen T., Regan Anderson). + +#Do Not Remove Comment +#EXTRAFILE:OGL.txt +DATACONTROL:uw__datacontrols.lst + +ABILITY:uw_abilities_class.lst +ABILITY:uw_abilities_companion.lst +ABILITY:uw_abilities_race.lst +ABILITYCATEGORY:uw_abilitycategories.lst +CLASS:uw_classes.lst +COMPANIONMOD:uw_companionmods.lst +DEITY:uw_deities.lst +DOMAIN:uw_domains.lst +EQUIPMENT:uw_equip_arms_armor.lst +EQUIPMENT:uw_equip_general.lst +EQUIPMENT:uw_equip_magic_items.lst +EQUIPMOD:uw_equipmods.lst +ABILITY:uw_feats.lst +KIT:uw_kits.lst +KIT:uw_kits_companion.lst +KIT:uw_kits_race.lst +LANGUAGE:uw_languages.lst +WEAPONPROF:uw_profs_weapon.lst +RACE:uw_races.lst +RACE:uw_races_companion.lst +SKILL:uw_skills.lst +SPELL:uw_spells.lst +TEMPLATE:uw_templates.lst + +ABILITY:support/uw_abilities_class_arg.lst|PRECAMPAIGN:1,INCLUDES=Advanced Race Guide +ABILITY:support/uw_abilities_class_fap.lst|PRECAMPAIGN:1,INCLUDES=Faiths and Philosophies +ABILITY:support/uw_abilities_class_oa.lst|PRECAMPAIGN:1,INCLUDES=Occult Adventures +ABILITY:support/uw_abilities_class_pu.lst|PRECAMPAIGN:1,INCLUDES=Pathfinder Unchained +ABILITY:support/uw_abilities_class_ui.lst|PRECAMPAIGN:1,INCLUDES=Ultimate Intrigue +ABILITY:support/uw_abilities_companion_pu.lst|PRECAMPAIGN:1,INCLUDES=Pathfinder Unchained +RACE:support/uw_races_companion_arg.lst|PRECAMPAIGN:1,INCLUDES=Advanced Race Guide +RACE:support/uw_races_companion_b3.lst|PRECAMPAIGN:1,INCLUDES=Bestiary 3 +RACE:support/uw_races_companion_b4.lst|PRECAMPAIGN:1,INCLUDES=Bestiary 4 +RACE:support/uw_races_companion_b5.lst|PRECAMPAIGN:1,INCLUDES=Bestiary 5 +RACE:support/uw_races_companion_b6.lst|PRECAMPAIGN:1,INCLUDES=Bestiary 6 + +FORWARDREF:ABILITY=FEAT|Psychic Sensitivity +FORWARDREF:CLASSSPELLLIST|Medium,Mesmerist,Occultist,Psychic,Spiritualist + +# ENTRY DATE: 2017-01 +# LST MONKEY: Gary Davies, Gwen T., Regan Anderson +# LICENSE MONKEY: Paul (Nylanfs) Grosse +# RELEASE REVIEW # +# BETA: Andrew (LegacyKing) Maitland +# RELEASE: +# Built for PCGen Version: 6.07.09 +# Updated to work with version: - +# MINVER:6.7 +# MINDEVVER:6.07.09 + diff --git a/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_abilities_class_arg.lst b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_abilities_class_arg.lst new file mode 100644 index 00000000000..ca97687dd49 --- /dev/null +++ b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_abilities_class_arg.lst @@ -0,0 +1,3 @@ +SOURCELONG:Ultimate Wilderness SOURCESHORT:UW SOURCEWEB:http://paizo.com/products/btpy9ujo SOURCEDATE:2017-11 + +CATEGORY=Special Ability|Treesinger ~ Plant Companion.MOD COMPANIONLIST:Plant Companion|RACESUBTYPE=PlantCompanion diff --git a/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_abilities_class_fap.lst b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_abilities_class_fap.lst new file mode 100644 index 00000000000..62f80a6559d --- /dev/null +++ b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_abilities_class_fap.lst @@ -0,0 +1,7 @@ +SOURCELONG:Ultimate Wilderness SOURCESHORT:UW SOURCEWEB:http://paizo.com/products/btpy9ujo SOURCEDATE:2017-11 + +#Support for Green Faith Marshal +Badlands KEY:Green Faith Marshal ~ Badlands Domain CATEGORY:Special Ability TYPE:GreenFaithMarshalDomainSelection.SpecialQuality ABILITY:Special Ability|AUTOMATIC|Badlands Domain ~ Subsistence|PREVARGTEQ:DomainBadlandsAbilityTriggerLVL,1 ABILITY:Special Ability|AUTOMATIC|Badlands Domain ~ Wasteland Stride|PREVARGTEQ:DomainBadlandsAbilityTriggerLVL,2 ABILITY:Special Ability|AUTOMATIC|Badlands Domain ~ Badlands Spirit|PREVARGTEQ:DomainBadlandsAbilityTriggerLVL,8 DEFINE:DomainBadlandsLVL|0 DEFINE:DomainBadlandsDC|0 DEFINE:DomainBadlandsTimes|0 DEFINE:DomainBadlandsAbilityTriggerLVL|0 BONUS:VAR|DomainBadlandsLVL|DomainLVL|TYPE=Domain BONUS:VAR|DomainBadlandsDC|10+(DomainBadlandsLVL/2)+WIS|TYPE=Domain BONUS:VAR|DomainBadlandsTimes|DomainPowerTimes|TYPE=Domain BONUS:VAR|DomainBadlandsAbilityTriggerLVL|DomainAbilityTriggerLVL|TYPE=Domain SPELLLEVEL:CLASS|Inquisitor=1|Cloak of Shade|Inquisitor=2|Feast of Ashes|Inquisitor=3|Cloak of Winds|Inquisitor=4|Spike Stones|Inquisitor=5|Wind Blades|Inquisitor=6|Find the Path +Crocodile KEY:Green Faith Marshal ~ Crocodile Domain CATEGORY:Special Ability TYPE:GreenFaithMarshalDomainSelection.SpecialQuality ABILITY:Special Ability|AUTOMATIC|Crocodile Domain ~ Familiar|PREVARGTEQ:DomainCrocodileAbilityTriggerLVL,1 ABILITY:Special Ability|AUTOMATIC|Crocodile Domain ~ Death Roll ABILITY:Special Ability|AUTOMATIC|Crocodile Domain ~ Ambush|PREVARGTEQ:DomainCrocodileAbilityTriggerLVL,6 DEFINE:DomainCrocodileLVL|0 DEFINE:DomainCrocodileDC|0 DEFINE:DomainCrocodileTimes|0 DEFINE:DomainCrocodileAbilityTriggerLVL|0 BONUS:VAR|DomainCrocodileLVL|DomainLVL|TYPE=Domain BONUS:VAR|DomainCrocodileDC|10+(DomainCrocodileLVL/2)+WIS|TYPE=Domain BONUS:VAR|DomainCrocodileTimes|DomainPowerTimes|TYPE=Domain BONUS:VAR|DomainCrocodileAbilityTriggerLVL|DomainAbilityTriggerLVL|TYPE=Domain SPELLLEVEL:CLASS|Inquisitor=1|Touch of the Sea|Inquisitor=2|Savage Maw|Inquisitor=3|Water Walk|Inquisitor=4|Strong Jaw|Inquisitor=5|Legend Lore|Inquisitor=6|Owl's Wisdom (Mass) +Panther KEY:Green Faith Marshal ~ Panther Domain CATEGORY:Special Ability TYPE:GreenFaithMarshalDomainSelection.SpecialQuality ABILITY:Special Ability|AUTOMATIC|Panther Domain ~ Hunter's Senses|PREVARGTEQ:DomainPantherAbilityTriggerLVL,1 ABILITY:Special Ability|AUTOMATIC|Panther Domain ~ Move in Darkness|PREVARGTEQ:DomainPantherAbilityTriggerLVL,8 DEFINE:DomainPantherLVL|0 DEFINE:DomainPantherDC|0 DEFINE:DomainPantherTimes|0 DEFINE:DomainPantherAbilityTriggerLVL|0 BONUS:VAR|DomainPantherLVL|DomainLVL|TYPE=Domain BONUS:VAR|DomainPantherDC|10+(DomainPantherLVL/2)+WIS|TYPE=Domain BONUS:VAR|DomainPantherTimes|DomainPowerTimes|TYPE=Domain BONUS:VAR|DomainPantherAbilityTriggerLVL|DomainAbilityTriggerLVL|TYPE=Domain SPELLLEVEL:CLASS|Inquisitor=1|True Strike|Inquisitor=2|Darkness|Inquisitor=3|Deeper Darkness|Inquisitor=4|Moonstruck|Inquisitor=5|Commune with Nature|Inquisitor=6|Mislead +Vulture KEY:Green Faith Marshal ~ Panther Domain CATEGORY:Special Ability TYPE:GreenFaithMarshalDomainSelection.SpecialQuality ABILITY:Special Ability|AUTOMATIC|Vulture Domain ~ Death's Companion|PREVARGTEQ:DomainVultureAbilityTriggerLVL,1 ABILITY:Special Ability|AUTOMATIC|Vulture Domain ~ Agent of Rebirth|PREVARGTEQ:DomainVultureAbilityTriggerLVL,8 DEFINE:DomainVultureLVL|0 DEFINE:DomainVultureDC|0 DEFINE:DomainVultureTimes|0 DEFINE:DomainVultureAbilityTriggerLVL|0 BONUS:VAR|DomainVultureLVL|DomainLVL|TYPE=Domain BONUS:VAR|DomainVultureDC|10+(DomainVultureLVL/2)+WIS|TYPE=Domain BONUS:VAR|DomainVultureTimes|DomainPowerTimes|TYPE=Domain BONUS:VAR|DomainVultureAbilityTriggerLVL|DomainAbilityTriggerLVL|TYPE=Domain SPELLLEVEL:CLASS|Inquisitor=1|Deathwatch|Inquisitor=2|Glide|Inquisitor=3|Death Knell|Inquisitor=4|Death Ward|Inquisitor=5|Breath of Life|Inquisitor=6|Circle of Death diff --git a/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_abilities_class_oa.lst b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_abilities_class_oa.lst new file mode 100644 index 00000000000..2c95aa7103e --- /dev/null +++ b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_abilities_class_oa.lst @@ -0,0 +1,167 @@ +SOURCELONG:Ultimate Wilderness SOURCESHORT:UW SOURCEWEB:http://paizo.com/products/btpy9ujo SOURCEDATE:2017-11 + +# ============================== +# Kineticist Archetype +# ============================== + +Blighted Defiler KEY:Kineticist Archetype ~ Blighted Defiler CATEGORY:Archetype TYPE:Archetype.KineticistArchetype PREALIGN:LE,NE,CE SOURCEPAGE:p.62 DESC:A few kineticists have developed the ability to steal the life force from the surrounding land in order to infuse themselves with unnatural strength beyond their bodies' normal capabilities. PRECLASS:1,Kineticist=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Kineticist Archetype ~ Blighted Defiler],[!PREFACT:1,ABILITIES,Kineticist_Archetype_GatherPower=True,Kineticist_Archetype_WildTalents=True,Kineticist_Archetype_ElementalOverflow=True,Kineticist_Archetype_InternalBuffer=True,Kineticist_Archetype_ElementalDefense=True,Kineticist_Archetype_Omnikinesis=True] ABILITY:Special Ability|AUTOMATIC|Blighted Defiler ~ Alignment|PRECLASS:1,Kineticist=1 ABILITY:Special Ability|AUTOMATIC|Blighted Defiler ~ Steal Power|PRECLASS:1,Kineticist=1 ABILITY:Special Ability|AUTOMATIC|Blighted Defiler ~ Elemental Might|PRECLASS:1,Kineticist=1 ABILITY:Special Ability|AUTOMATIC|Blighted Defiler ~ Life Buffer|PRECLASS:1,Kineticist=6 ABILITY:Special Ability|AUTOMATIC|Blighted Defiler ~ Stolen Strength|PRECLASS:1,Kineticist=6 ABILITY:Special Ability|AUTOMATIC|Blighted Defiler ~ Steal Life|PRECLASS:1,Kineticist=20 FACT:Kineticist_Archetype_GatherPower|true FACT:Kineticist_Archetype_WildTalents|true FACT:Kineticist_Archetype_ElementalOverflow|true FACT:Kineticist_Archetype_InternalBuffer|true FACT:Kineticist_Archetype_ElementalDefense|true FACT:Kineticist_Archetype_Omnikinesis|true FACT:Kineticist_CF_InternalBuffer|true FACT:Kineticist_CF_ElementalDefense|true FACT:Kineticist_CF_Omnikinesis|true COST:0 +Leshykineticist KEY:Kineticist Archetype ~ Leshykineticist CATEGORY:Archetype TYPE:Archetype.KineticistArchetype PRERACE:1,Vine Leshy SOURCEPAGE:p.23 DESC:Of all those who pursue the path of a kineticist, only leshykineticists are both made of plant matter and born of nature spirits. These curious creatures wield ancient powers unknown to any other kineticists. PRECLASS:1,Kineticist=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Kineticist Archetype ~ Leshykineticist],[!PREFACT:1,ABILITIES,Kineticist_Archetype_ElementalFocus=True,Kineticist_Archetype_ExpandedElement=True,Kineticist_Archetype_UtilityWildTalent6=True,Kineticist_Archetype_UtilityWildTalent10=True,Kineticist_Archetype_MaximizeMetakinesis=True,Kineticist_Archetype_InternalBuffer=True,Kineticist_Archetype_Omnikinesis=True] ABILITY:Special Ability|AUTOMATIC|Leshykineticist ~ Leshy Element|PRECLASS:1,Kineticist=1 ABILITY:Special Ability|AUTOMATIC|Leshykineticist ~ Basic Leshykinesis|PRECLASS:1,Kineticist=1 ABILITY:Special Ability|AUTOMATIC|Leshykineticist ~ Photosynthetic Buffer|PRECLASS:1,Kineticist=6 ABILITY:Special Ability|AUTOMATIC|Leshykineticist ~ Green Rebirth|PRECLASS:1,Kineticist=20 FACT:Kineticist_Archetype_ElementalFocus|true FACT:Kineticist_Archetype_ExpandedElement|true FACT:Kineticist_Archetype_UtilityWildTalent6|true FACT:Kineticist_Archetype_UtilityWildTalent10|true FACT:Kineticist_Archetype_MaximizeMetakinesis|true FACT:Kineticist_Archetype_InternalBuffer|true FACT:Kineticist_Archetype_Omnikinesis|true FACT:Kineticist_CF_UtilityWildTalent6|true FACT:Kineticist_CF_UtilityWildTalent10|true FACT:Kineticist_CF_MaximizeMetakinesis|true FACT:Kineticist_CF_Omnikinesis|true COST:0 +Terrakineticist KEY:Kineticist Archetype ~ Terrakineticist CATEGORY:Archetype TYPE:Archetype.KineticistArchetype SOURCEPAGE:p.63 DESC:Terrakineticists have a stunted ability that allows them to access the Elemental Planes, but they've learned how to turn this limited talent into an incredible strength by tapping into the ambient elemental nature of the land surrounding them. PRECLASS:1,Kineticist=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Kineticist Archetype ~ Terrakineticist],[!PREFACT:1,ABILITIES,Kineticist_Archetype_ElementalFocus=True,Kineticist_Archetype_KineticBlast=True,Kineticist_Archetype_ElementalDefense=True,Kineticist_Archetype_ExpandedElement=True,Kineticist_Archetype_Omnikinesis=True] ABILITY:Special Ability|AUTOMATIC|Terrakineticist ~ Terrakinesis|PRECLASS:1,Kineticist=1 ABILITY:Special Ability|AUTOMATIC|Terrakineticist ~ Terrakinetic Defense|PRECLASS:1,Kineticist=2 ABILITY:Special Ability|AUTOMATIC|Terrakineticist ~ Expanded Terrakinesis|PRECLASS:1,Kineticist=7 ABILITY:Special Ability|AUTOMATIC|Terrakineticist ~ Omniterrakinesis|PRECLASS:1,Kineticist=20 FACT:Kineticist_Archetype_ElementalFocus|true FACT:Kineticist_Archetype_KineticBlast|true FACT:Kineticist_Archetype_ElementalDefense|true FACT:Kineticist_Archetype_ExpandedElement|true FACT:Kineticist_Archetype_Omnikinesis|true FACT:Kineticist_CF_ExpandedElement|true FACT:Kineticist_CF_Omnikinesis|true COST:0 + +#Blighted Defiler +Alignment KEY:Blighted Defiler ~ Alignment CATEGORY:Special Ability TYPE:Kineticist Class Features.BlightedDefilerClassFeatures SOURCEPAGE:p.62 DESC:Blighted defilers must be evil in order to use steal power, since defiling the land and reaping the vulnerable for power is a particularly vile act. Nonevil blighted defilers can continue to gain kineticist levels and use their other abilities. This alters the kineticist's alignment. +Steal Power KEY:Blighted Defiler ~ Steal Power CATEGORY:Special Ability TYPE:Kineticist Class Features.BlightedDefilerClassFeatures.SpecialAttack.Supernatural SOURCEPAGE:p.62 DESC:%1 times per day, a blighted defiler can draw energy from the surrounding land to gather power, gaining one of the three following benefits. She can increase the burn reduction from gather power by 1 for a blast wild talent. Alternatively, she can use gather power to reduce the cost of a defense, infusion, or utility wild talent by 1, regardless of whether she gathers power for longer or has abilities that increase the burn reduction from gather power. Finally, she can siphon the energy into healing herself, recovering %2 hit points. When a blighted defiler uses steal power, she afflicts the area within a radius of %3 feet by stunting plants as the stunt growth option from diminish plants, weakening and killing minor wildlife (creatures too small or insignificant to themselves have statistics), and reducing the rate of live birth among the other surviving creatures in the area. If a blighted defiler uses steal power in an area that overlaps a previous use of her steal power within the same month, she expends a daily use and the remaining area is still blighted as above, but she doesn't gain any benefits. Steal power doesn't work in barren landscapes, the void of space, or other places without enough life to steal. This alters gather power.|STR|2*KineticistLVL|250*(min(20,KineticistLVL)) +Elemental Might KEY:Blighted Defiler ~ Elemental Might CATEGORY:Special Ability TYPE:Kineticist Class Features.BlightedDefilerClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.62 DESC:A blighted defiler uses her Strength modifier instead of her Constitution modifier to determine her damage with wild talents, the DCs of Constitution-based wild talents, the durations of wild talents with Constitution-based durations, her bonus on concentration checks for wild talents, and other Constitution-based effects of her wild talents. She can't use abilities to substitute her Strength modifier for another ability score when determining damage from wild talents. A blighted defiler gains attack and damage bonuses from elemental overflow based on her current burn total + the number of times she successfully used steal power that day. For instance, a 9th-level blighted defiler who used steal power twice and had 1 point of burn would add a +3 bonus on attack rolls and a +6 bonus on damage rolls. A blighted defiler does not gain size bonuses to physical ability scores or a chance to ignore critical hits and sneak attacks from elemental overflow. This alters the key ability score of wild talents and elemental overflow. +Life Buffer KEY:Blighted Defiler ~ Life Buffer CATEGORY:Special Ability TYPE:Kineticist Class Features.BlightedDefilerClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.62 DESC:A blighted defiler gains a buffer she can use to store life potential from healthy areas in order to use it later. She must use steal power on a healthy area and take none of the three usual benefits, and this doesn't count as a use of steal power for elemental might or stolen strength. This grants her buffer 1 life point. It can hold DESC:1 life point.|!PRECLASS:1,Kineticist=11 DESC:2 life points.|PRECLASS:1,Kineticist=11|!PRECLASS:1,Kineticist=16 DESC:3 life points.|PRECLASS:1,Kineticist=16 DESC:When using steal power, she can spend 1 life point to gain the benefits even in an area she already blighted that month. Life points remain in the buffer until she spends them. +Stolen Strength KEY:Blighted Defiler ~ Stolen Strength CATEGORY:Special Ability TYPE:Kineticist Class Features.BlightedDefilerClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.62 DESC:A blighted defiler gains the ability to collect unused portions of the life she's stolen throughout the day to bolster herself. After the third time she successfully uses steal power in a given day, she gains a +2 size bonus to Strength and to either Dexterity or Constitution until she recovers uses of steal power. DESC:After the fifth time the blighted defender successfully uses steal power in a day, she instead gains a +4 size bonus to Strength and a +2 size bonus to Dexterity and Constitution, and she can use the life energy to increase her size category by one (to a maximum of Large).|PRECLASS:1,Kineticist=11 DESC:After the seventh time the blighted defender successfully uses steal power in a day, her size bonuses increase to +6 to Strength, +4 to either Dexterity or Constitution, and +2 to the remaining ability score, and she can also grow to Huge.|PRECLASS:1,Kineticist=16 DESC:Finally, after the 9th time she successfully uses steal power in a day, she can also grow to Gargantuan.|PRECLASS:1,Kineticist=20 DESC:All of these size increases function as kinetic form, meaning they don't change her ability scores in any way. A blighted defiler can never gain an elemental defense, even from expanded defense. +Steal Life KEY:Blighted Defiler ~ Steal Life CATEGORY:Special Ability TYPE:Kineticist Class Features.BlightedDefilerClassFeatures.SpecialAttack.Supernatural SOURCEPAGE:p.63 DESC:A blighted defiler who successfully uses steal power when gathering power as a move action can use a standard action on the same turn and choose a living creature within 30 feet. The creature must succeed at a Fortitude save (DC %1) or die; this is a death effect. If the creature dies and was CR 10 or higher, on the blighted defiler's next turn, she counts as if she had used a full round to gather power with steal power. If the target survives or was lower than CR 10, she loses all benefits from both her gather power and steal power, as normal at the end of her turn.|20+STR + +#Leshykineticist +Leshy Element KEY:Leshykineticist ~ Leshy Element CATEGORY:Special Ability TYPE:Kineticist Class Features.LeshykineticistClassFeatures.SpecialQuality SOURCEPAGE:p.23 DESC:A leshykineticist must select the wood element (see page 58) as her primary element and for both her expanded elements. She must choose wood blast as her first simple blast and positive blast as her second simple blast. At 6th level, she gains green tongue as a bonus utility wild talent, ignoring its prerequisites. At 7th level, when she first gains positive blast, she gains kinetic healer and the photokinetic infusion instead of the extra wild talent of 3rd level or lower for expanding in the same element. Her kinetic healer wild talent restores 1 extra hit point per die when healing plant creatures. At 9th level, she gains an extra wild talent of 3rd level or lower of her choice. At 10th level, she gains greater green tongue as a bonus utility wild talent, ignoring its prerequisites. This alters element and expanded element. BONUS:VAR|Pool_KineticistElementalFocus|-1 BONUS:VAR|Pool_KineticistExpandedElement|-1|PRECLASS:1,Kineticist=7 BONUS:VAR|Pool_KineticistExpandedElement|-1|PRECLASS:1,Kineticist=15 BONUS:ABILITYPOOL|Kineticist Blast|-1 BONUS:ABILITYPOOL|Kineticist Blast|-1|PRECLASS:1,Kineticist=7 ABILITY:Special Ability|AUTOMATIC|Kineticist Primary Element ~ Wood ABILITY:Special Ability|AUTOMATIC|Kineticist Expanded Element ~ Wood|PRECLASS:1,Kineticist=7 ABILITY:Special Ability|AUTOMATIC|Kineticist Expanded Element ~ Wood|PRECLASS:1,Kineticist=15 ABILITY:Special Ability|AUTOMATIC|Wild Talent ~ Wood Blast ABILITY:Special Ability|AUTOMATIC|Wild Talent ~ Positive Blast|PRECLASS:1,Kineticist=7 ABILITY:Special Ability|AUTOMATIC|Wild Talent ~ Green Tongue|PRECLASS:1,Kineticist=6 ABILITY:Special Ability|AUTOMATIC|Wild Talent ~ Kinetic Healer|PRECLASS:1,Kineticist=7 ABILITY:Special Ability|AUTOMATIC|Wild Talent ~ Photokinetic Infusion|PRECLASS:1,Kineticist=7 BONUS:ABILITYPOOL|Kineticist Infusion or Wild Talent Wood|-1|PRECLASS:1,Kineticist=7 BONUS:ABILITYPOOL|Kineticist Infusion or Wild Talent Wood|1|PRECLASS:1,Kineticist=9 ABILITY:Special Ability|AUTOMATIC|Wild Talent ~ Green Tongue (Greater)|PRECLASS:1,Kineticist=10 +Basic Leshykinesis KEY:Leshykineticist ~ Basic Leshykinesis CATEGORY:Special Ability TYPE:Kineticist Class Features.LeshykineticistClassFeatures.SpecialQuality SOURCEPAGE:p.23 DESC:A vine leshy leshykineticist can use her basic phytokinesis to move while in her alternate vine form, with a base speed of 10 feet and a climb speed of 10 feet. The vine counts as a prehensile appendage for the purpose of aiming kinetic blasts and gathering power. At the GM's discretion, this ability might apply to leshykineticists of other leshy varieties as long as their alternate forms aren't rooted to the ground (and even then, they might be able to use something like a branch to aim kinetic blasts). This alters basic phytokinesis. +Photosynthetic Buffer KEY:Leshykineticist ~ Photosynthetic Buffer CATEGORY:Special Ability TYPE:Kineticist Class Features.LeshykineticistClassFeatures.SpecialQuality SOURCEPAGE:p.24 DESC:A leshykineticist fills her buffer with energy photosynthesized from sunlight, rather than from internal energy. Once per day, she can spend 1 hour motionless in her alternate plant form soaking in sunlight to fill her internal buffer. However, she can't fill her internal buffer by accepting burn, and her internal buffer becomes empty whenever her burn is removed. She can't benefit from any abilities that increase the maximum burn her buffer can hold. This alters internal buffer. +Green Rebirth KEY:Leshykineticist ~ Green Rebirth CATEGORY:Special Ability TYPE:Kineticist Class Features.LeshykineticistClassFeatures.SpecialQuality SOURCEPAGE:p.24 DESC:At 20th level, a leshykineticist taps into the ancient power of the First World. When her verdant burst ability activates, it heals all allies and plant creatures in the area as if by a maximized version of her kinetic healer ability, rather than only 1d8 hit points. After 24 hours, one of the plants that grew in the area serves as a vessel for the leshykineticist's spirit again, allowing her to return to life without penalty. Killing all the new plants that grew from her verdant burst within 24 hours prevents her from reviving in this way. + +#Terrakineticist +Terrakinesis KEY:Terrakineticist ~ Terrakinesis CATEGORY:Special Ability TYPE:Kineticist Class Features.TerrakineticistClassFeatures.SpecialQuality SOURCEPAGE:p.63 DESC:[NOT IMPLEMENTED] Whenever a terrakineticist gains a wild talent that isn't a universal talent, she chooses one wild talent of the appropriate level from each of the six elements (aether, air, fire, earth, water, and wood). She can use wild talents of the same element that she chose in this way to meet prerequisites for these wild talents. Instead of gaining one kineticist blast, a terrakineticist chooses one simple blast from each element that has more than one simple blast. &nl;When in a corresponding terrain, as determined by the ranger favored terrain categories, her element changes to the corresponding element (granting her class skills, basic utility wild talent, simple blast, and elemental defense as appropriate), and she gains all the wild talents she selected from the corresponding element. Aether corresponds to urban and the Ethereal Plane; air corresponds to hill, mountain, plains, and the Plane of Air; fire corresponds to desert and the Plane of Fire; earth corresponds to underground and the Plane of Earth; water corresponds to cold, swamp, water, and the Plane of Water; and wood corresponds to forest, jungle, the First World, and the Positive Energy Plane. In areas that might count as multiple types of terrain, the GM decides which element predominates, and in certain areas not covered by the ranger favored terrains (such as the upper atmosphere) or in those with strong elemental energy (like an underground temple of a fire cult), the corresponding element might differ. If the kineticist class gains additional elements, those elements also gain corresponding terrains at the GM's discretion, and the terrakineticist chooses wild talents from those elements. A terrakineticist should almost never be in a situation that doesn't correspond to any of these elements, but in such an unusual circumstance (for instance, the void of space given the standard six elements), she loses access to all her wild talents, even her universal wild talents. &nl;When her element changes, she loses the benefits of all active wild talents from the previous element, even if it would usually last until the next time she recovers burn. However, time spent in other terrain still counts against the ability's duration; if she changes back again to the original element, the benefit returns only if it has any remaining duration. This alters elemental focus and kinetic blast. +Terrakinetic Defense KEY:Terrakineticist ~ Terrakinetic Defense CATEGORY:Special Ability TYPE:Kineticist Class Features.TerrakineticistClassFeatures.SpecialQuality SOURCEPAGE:p.63 DESC:A terrakineticist's elemental defense wild talent changes with her corresponding element, just like her other wild talents. However, unlike her other wild talents, any burn she invests in one element's elemental defense carries over to her elemental defense when her element changes. For instance, if a 6th-level terrakineticist invested 2 points of burn in flesh of stone to gain 2 additional points of damage reduction and then entered a city and changed to aether, she would have 2 points of burn invested in force ward and increase the force ward's temporary hit points by 6. This alters elemental defense. +Expanded Terrakinesis KEY:Terrakineticist ~ Expanded Terrakinesis CATEGORY:Special Ability TYPE:Kineticist Class Features.TerrakineticistClassFeatures.SpecialQuality SOURCEPAGE:p.63 DESC:[NOT IMPLEMENTED] A terrakineticist gains both simple blasts for the element corresponding to her current terrain, if that element has two, and the composite blast associated with expanding in that element (force blast, thunderstorm blast, blue flame blast, metal blast, ice blast, and verdant blast). She also gains a universal infusion or utility talent for which she meets the prerequisites. At 15th level, she gains one infusion or utility wild talent for which she meets the prerequisites. +Omniterrakinesis KEY:Terrakineticist ~ Omniterrakinesis CATEGORY:Special Ability TYPE:Kineticist Class Features.TerrakineticistClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.63 DESC:A terrakineticist can accept 1 point of burn as a free action at the start of her turn to change her element without regard to the surrounding terrain until the beginning of her next turn. + +# ============================== +# Kineticist Element +# ============================== + +CATEGORY=Special Ability|Kineticist ~ Infusion.MOD BONUS:ABILITYPOOL|Kineticist Infusion or Wild Talent Wood|1|PREVARGTEQ:ElementTracker_Wood,2 + +Wood KEY:Kineticist Primary Element ~ Wood CATEGORY:Special Ability TYPE:SpecialQuality.Kineticist Element.Element ~ Wood DEFINE:ElementTracker_Wood|0 BONUS:VAR|ElementTracker_Wood|1 DEFINE:KineticistLVL_Wood|0 BONUS:VAR|KineticistLVL_Wood|KineticistLVL_Base|TYPE=Base BONUS:ABILITYPOOL|Kineticist Blast|1 DESC:Kineticists who focus on the concept of wood as an element are known as phytokineticists. Phytokineticists share a strong bond with the First World and channel the power of primordial life. As there is no “Elemental Plane of Wood,” the phytokineticist draws upon pockets of vital energy that form when the Elemental Planes grind against the borders of the First World. DESC:&nl;Class Skills: A telekineticist adds Handle Animal and Knowledge (nature) to her list of class skills. DESC:&nl;Wild Talents: 1st—basic phytokinesis, kinetic cover, pushing infusion, roots, wood healer, woodland step; 2nd—entangling infusion, merciful foliage; 3rd—brachiation, foxfire infusion, impale, thorn flesh, warp wood; 4th—greensight, healing burst, herbal antivenom, plant disguise, shape wood, toxic infusion; 5th—plant puppet, spore infusion, wild growth, woodland step (greater); 6th—deadly earth, green tongue; 7th—green tongue (greater), toxic infusion (greater), tree step; 8th—wood soldiers; 9th—forest siege. ABILITY:Special Ability|AUTOMATIC|Kineticist Element ~ Universal ABILITY:Kineticist Utility Wild Talent|AUTOMATIC|Wild Talent ~ Basic Phytokinesis|PREVARGTEQ:Kineticist_CFP_Level,1|PREVAREQ:Kineticist_CF_BasicUtilityWildTalent,0 CSKILL:Handle Animal|Knowledge (nature) SOURCEPAGE:p.58 +Wood KEY:Kineticist Expanded Element ~ Wood CATEGORY:Special Ability TYPE:SpecialQuality.Kineticist Expanded Element BONUS:ABILITYPOOL|Kineticist Blast|1|PREVAREQ:ElementTracker_Wood,1 DEFINE:ElementTracker_Wood|0 BONUS:VAR|ElementTracker_Wood|1 DEFINE:KineticistLVL_Wood|0 BONUS:VAR|KineticistLVL_Wood|KineticistLVL_Base-2|TYPE=Base CHOOSE:NOCHOICE MULT:YES STACK:YES + +Positive Blast KEY:Wild Talent ~ Positive Blast CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Simple Blast PREVARGTEQ:ElementTracker_Wood,1 DESC:Element wood; Type simple blast (Sp); Level —; Burn 0 DESC:&nl;Blast Type energy; Damage positive energy; You blast your foe with positive energy. The positive energy damage from positive blast and its composites harms only undead and other creatures harmed by positive energy. It never heals creatures, even if they would be healed by positive energy, but it damages haunts and deals full damage to incorporeal undead. SOURCEPAGE:p.60 +Wood Blast KEY:Wild Talent ~ Wood Blast CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Simple Blast PREVARGTEQ:ElementTracker_Wood,1 DESC:Element wood; Type simple blast (Sp); Level —; Burn 0 DESC:&nl;Blast Type physical; Damage bludgeoning, piercing, or slashing; You lash out with boughs, vines, or a deluge of stinging blooms. SOURCEPAGE:p.61 + +CATEGORY=Special Ability|Kineticist ~ Kinetic Blast.MOD ABILITY:Special Ability|AUTOMATIC|Composite Blast ~ Autumn Blast|PREABILITY:2,CATEGORY=Special Ability,Wild Talent ~ Earth Blast,Wild Talent ~ Wood Blast +CATEGORY=Special Ability|Kineticist ~ Kinetic Blast.MOD ABILITY:Special Ability|AUTOMATIC|Composite Blast ~ Positive Admixture|PREMULT:2,[PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Positive Blast],[PREABILITY:2,CATEGORY=Special Ability,TYPE.Simple Blast] +CATEGORY=Special Ability|Kineticist ~ Kinetic Blast.MOD ABILITY:Special Ability|AUTOMATIC|Composite Blast ~ Spring Blast|PREABILITY:2,CATEGORY=Special Ability,Wild Talent ~ Air Blast,Wild Talent ~ Wood Blast +CATEGORY=Special Ability|Kineticist ~ Kinetic Blast.MOD ABILITY:Special Ability|AUTOMATIC|Composite Blast ~ Summer Blast|PREABILITY:2,CATEGORY=Special Ability,Wild Talent ~ Fire Blast,Wild Talent ~ Wood Blast +CATEGORY=Special Ability|Kineticist ~ Kinetic Blast.MOD ABILITY:Special Ability|AUTOMATIC|Composite Blast ~ Verdant Blast|PREABILITY:2,CATEGORY=Special Ability,Kineticist Primary Element ~ Wood,Kineticist Expanded Element ~ Wood +CATEGORY=Special Ability|Kineticist ~ Kinetic Blast.MOD ABILITY:Special Ability|AUTOMATIC|Composite Blast ~ Winter Blast|PREABILITY:2,CATEGORY=Special Ability,Wild Talent ~ Cold Blast,Wild Talent ~ Wood Blast + +CATEGORY=Special Ability|Kineticist ~ Elemental Defense.MOD ABILITY:Special Ability|AUTOMATIC|Elemental Defense ~ Flesh of Wood|PREABILITY:1,CATEGORY=Special Ability,Kineticist Primary Element ~ Wood + +Autumn Blast KEY:Composite Blast ~ Autumn Blast CATEGORY:Special Ability TYPE:SpecialAttack.Composite Blast PRETEXT:Prerequisites earth blast, wood blast DESC:Element earth and wood; Type composite blast (Sp); Level —; Burn 2 DESC:&nl;Blast Type physical; Damage any two of bludgeoning, piercing, and slashing (half each); A burst of fallen leaves and earthy decay batters a single foe. SOURCEPAGE:p.58 +Positive Admixture KEY:Composite Blast ~ Positive Admixture CATEGORY:Special Ability TYPE:SpecialAttack.Composite Blast PRETEXT:Prerequisites positive blast, any other energy simple blast DESC:Element wood; Type composite blast (Sp); Level —; Burn 2 DESC:&nl;Blast Type energy; Damage special; Choose another energy simple blast you know. Positive admixture's damage is half positive energy and half the chosen blast's type. SOURCEPAGE:p.60 +Spring Blast KEY:Composite Blast ~ Spring Blast CATEGORY:Special Ability TYPE:SpecialAttack.Composite Blast PRETEXT:Prerequisites air blast, wood blast DESC:Element air and wood; Type composite blast (Sp); Level —; Burn 2 DESC:&nl;Blast Type physical; Damage half bludgeoning and half slashing or piercing; Sharp blossoms and pummeling seeds buffet your foe. SOURCEPAGE:p.60 +Summer Blast KEY:Composite Blast ~ Summer Blast CATEGORY:Special Ability TYPE:SpecialAttack.Composite Blast PRETEXT:Prerequisites fire blast, wood blast DESC:Element fire and wood; Type composite blast (Sp); Level —; Burn 2 DESC:&nl;Blast Type physical; Damage half fire and half bludgeoning, piercing, or slashing; A burning blast of heat and sun-dried foliage tears at your foe. SOURCEPAGE:p.60 +Verdant Blast KEY:Composite Blast ~ Verdant Blast CATEGORY:Special Ability TYPE:SpecialAttack.Composite Blast PRETEXT:Prerequisites primary element (wood), expanded element (wood) DESC:Element wood; Type composite blast (Sp); Level —; Burn 2 DESC:&nl;Blast Type physical; Damage bludgeoning, piercing, slashing, and optionally positive energy; You blast your foes with fanciful wild growth overflowing with positive energy from the First World. Verdant blast's damage counts as positive energy damage only when it would be beneficial for you. SOURCEPAGE:p.61 +Winter Blast KEY:Composite Blast ~ Winter Blast CATEGORY:Special Ability TYPE:SpecialAttack.Composite Blast PRETEXT:Prerequisites cold blast, wood blast DESC:Element water and wood; Type composite blast (Sp); Level —; Burn 2 DESC:&nl;Blast Type physical; Damage half cold and half bludgeoning, piercing, or slashing; You unleash a blast of frigid frost and jagged, bare branches at your target. SOURCEPAGE:p.61 + +Flesh of Wood KEY:Elemental Defense ~ Flesh of Wood CATEGORY:Special Ability TYPE:SpecialQuality.Defense Wild Talent DESC:Element wood; Type defense (Su); Level —; Burn 0 DESC:&nl;Your skin toughens like timber and can turn aside some blows. You gain a +1 enhancement bonus to your existing natural armor bonus. By accepting 1 point of burn, you can increase this enhancement bonus by 1. For every 3 levels beyond 2nd, you can accept 1 additional point of burn to further increase this enhancement bonus by 1 (to a maximum of +7 at 17th level). Whenever you accept burn while using a wood wild talent, phytokinetic power causes your full natural armor bonus to apply to your touch AC for 1 round. You can dismiss and restore this effect as an immediate action. SOURCEPAGE:p.58 + +Foxfire Infusion KEY:Wild Talent ~ Foxfire Infusion CATEGORY:Special Ability TYPE:SpecialAttack.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Fire.Infusion Wild Talent Wood PRETEXT:Prerequisite foxfire or positive blast PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Foxfire,Wild Talent ~ Positive Blast PREMULT:1,[PREVARGTEQ:KineticistLVL_Fire,3],[PREVARGTEQ:KineticistLVL_Wood,3] DESC:Element fire or wood; Type substance infusion (Sp); Level 3; Burn 2 DESC:&nl;Associated Blasts blue flame, fire, positive; Saving Throw Will partial; Your blast leaves behind flickering flames that reveal the target's location as per faerie fire for 1 minute (or until your next turn if the target succeeds at its save). This effect occurs even if the foe doesn't take damage, as long as the attack overcomes spell resistance (if any). You can reduce the blast's damage by half to increase the DC of this saving throw by 2. A creature can remove the revealing flames early by taking a full-round action to extinguish them. SOURCEPAGE:p.58 +Photokinetic Infusion KEY:Wild Talent ~ Photokinetic Infusion CATEGORY:Special Ability TYPE:SpecialAttack.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Wood PRETEXT:Prerequisite positive blast PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Positive Blast PREVARGTEQ:KineticistLVL_Wood,1 DESC:Element wood; Type substance infusion; Level 1; Burn 1 DESC:&nl;Associated Blasts positive; Saving Throw none; Your blast damages living creatures with light. This deals normal damage to undead creatures but also deals minimum damage (1 point of damage per d6, can't be increased by the 9th-level improvement to metakinesis) to living creatures. Undead creatures that are particularly vulnerable to sunlight, such as vampires, take 1 extra point of damage per die from the infused blast. SOURCEPAGE:p.24 +Spore Infusion KEY:Wild Talent ~ Spore Infusion CATEGORY:Special Ability TYPE:SpecialAttack.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,5 DESC:Element wood; Type substance infusion; Level 5; Burn 3 DESC:&nl;Associated Blasts autumn, spring, summer, verdant, winter, wood; Saving Throw Fortitude negates; Creatures that take piercing or slashing damage from your blast are infected with spores. If a target fails its Fortitude save, it takes 1d6 points of damage per round for 10 rounds as plants and fungi grow out of its body. At the end of that time, the target is exposed to the pulsing puffs disease. This infusion is a disease effect. When using a wood kinetic blast against a creature infected by this infusion, you gain a +2 bonus on attack rolls, to saving throw DCs, and on caster level checks to overcome spell resistance. Pulsing Puffs: Blast—injury; save Fort DC 18; onset 1 minute; frequency 1/day; effect 1d6 Dex damage; cure 2 consecutive saving throws. SOURCEPAGE:p.60 +Toxic Infusion KEY:Wild Talent ~ Toxic Infusion CATEGORY:Special Ability TYPE:SpecialAttack.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,4 DESC:Element wood; Type substance infusion; Level 4; Burn 3 DESC:&nl;Associated Blasts autumn, spring, summer, verdant, winter, wood Saving Throw Fortitude negates; The plants in your blast are mildly toxic. All creatures that take piercing or slashing damage from your blast are sickened for 1 round. SOURCEPAGE:p.61 +Toxic Infusion, Greater KEY:Wild Talent ~ Toxic Infusion (Greater) CATEGORY:Special Ability TYPE:SpecialAttack.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Wood PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Toxic Infusion PREVARGTEQ:KineticistLVL_Wood,7 DESC:Element wood; Type substance infusion; Level 7; Burn 4 DESC:&nl;Prerequisites toxic infusion; Associated Blasts autumn, spring, summer, verdant, winter, wood; Saving Throw Fortitude negates; Your plant toxin is more virulent. Each time you use this infusion, choose a physical ability score. Creatures that take piercing or slashing damage from your blast are exposed to your poison. Blast—injury; save Fort; frequency 1/round for 6 rounds; effect 1d2 damage to the chosen ability score; cure 2 consecutive saves. SOURCEPAGE:p.61 + +Basic Phytokinesis KEY:Wild Talent ~ Basic Phytokinesis CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,1 DESC:Element wood; Type utility (Sp); Level 1; Burn 0 DESC:&nl;You can prune and otherwise tend plants within 30 feet without using gardening tools. You can search wooded areas and other plant-heavy areas from a distance as if using the sift cantrip. By concentrating, you can detect plants within 120 feet as if using detect animals or plants. SOURCEPAGE:p.58 +Brachiation KEY:Wild Talent ~ Brachiation CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,3 DESC:Element wood; Type utility (Su); Level 3; Burn 0 DESC:&nl;You can gain a climb speed equal to your base speed when moving through forested terrain. SOURCEPAGE:p.58 +Forest Siege KEY:Wild Talent ~ Forest Siege CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,9 DESC:Element wood; Type utility (Sp); Level 9; Burn 0 DESC:&nl;You can transform available plant life into a besieging army. This functions as greater siege of trees (UC), except you need to concentrate or the effect ends, and you can change targets as a free action. If you accept 1 point of burn, you can prolong the effect without the need for concentration until the next time you recover burn, but you need to spend a standard action to change targets. SOURCEPAGE:p.58 +Foxfire KEY:Wild Talent ~ Foxfire CATEGORY:Special Ability TYPE:SpecialAttack.Wild Talent.Utility Wild Talent.Utility Wild Talent Fire.Utility Wild Talent Wood PRETEXT:Prerequisites fire blast or positive blast PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Fire Blast,Wild Talent ~ Positive Blast PREMULT:1,[PREVARGTEQ:KineticistLVL_Fire,2],[PREVARGTEQ:KineticistLVL_Wood,2] DESC:Element fire or wood; Type utility (Sp); Level 2; Burn 0; Saving Throw none; Spell Resistance yes; DESC:&nl;You surround a creature with glowing flames that outline it, as per faerie fire. If you use foxfire with positive energy, the flames don't give off heat. If you use it with fire, the flames still aren't hot enough to deal damage immediately, but the illuminated creature counts as being under the effects of severe heat and must succeed at a Fortitude save against nonlethal damage after 10 minutes. A creature can extinguish the foxfire automatically as a full-round action. SOURCEPAGE:p.58 +Green Tongue KEY:Wild Talent ~ Green Tongue CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,7 DESC:Element wood; Type utility (Su); Level 6; Burn 0 DESC:&nl;You can speak to plants and hear their whispers, as if constantly under the effect of speak with plants. SOURCEPAGE:p.59 +Green Tongue, Greater KEY:Wild Talent ~ Green Tongue (Greater) CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PRETEXT:Prerequisite green tongue PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Green Tongue PREVARGTEQ:KineticistLVL_Wood,7 DESC:Element wood; Type utility (Su); Level 7; Burn 0 DESC:&nl;You can spend 10 minutes in any outdoor location that would be valid for commune with nature in order to contact and chat with fey and leshy spirits, allowing you to gain three pieces of information as per commune with nature. SOURCEPAGE:p.59 +Greensight KEY:Wild Talent ~ Greensight CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,4 DESC:Element wood; Type utility (Su); Level 4; Burn 0 DESC:&nl;You can see through plant material as if you had greensight as per the universal monster rule (Bestiary 4 p.295) with a range of 60 feet. SOURCEPAGE:p.59 +Healing Burst KEY:Wild Talent ~ Healing Burst CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Aether.Utility Wild Talent Void.Utility Wild Talent Water.Utility Wild Talent Wood PRETEXT:Prerequisite kinetic healer or void healer PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Kinetic Healer,Wild Talent ~ Void Healer PREMULT:1,[PREVARGTEQ:KineticistLVL_Aether,4],[PREVARGTEQ:KineticistLVL_Void,4],[PREVARGTEQ:KineticistLVL_Water,4],[PREVARGTEQ:KineticistLVL_Wood,4] DESC:Element aether, void, water, or wood; Type utility (Sp); Level 4; Burn 1; Saving Throw none; Spell Resistance yes DESC:&nl;You use kinetic healer or void healer (whichever you have, or either if you have both) to heal all creatures in a 30-foot radius around you. Healing burst heals half as much damage as normal, unless your healing amount is based on positive blast, in which case it heals the full amount. Unlike kinetic healer, you must accept the burn yourself. This counts as kinetic healer for the purpose of the kinetic chirurgeon archetype (the 17th-level metahealer ability heals the kinetic chirurgeon twice—once for half and once for full). SOURCEPAGE:p.59 +Herbal Antivenom KEY:Wild Talent ~ Herbal Antivenom CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,4 DESC:Element wood; Type utility (Sp); Level 4; Burn 0 DESC:&nl;Your body can produce the herbal remedies necessary to counter almost any poison. You gain a +5 alchemical bonus on saving throws against poison, as if you were always under the effect of antitoxin. You can use the treat poison action from the Heal skill as a standard action with a mere touch, without a healer's kit, and even on yourself; if you succeed, you grant the touched creature a +5 alchemical bonus against that specific instance of poison in addition to the normal +4 bonus from treat poison. You can accept 1 point of burn while using the treat poison action in this way to also produce the effects of neutralize poison. SOURCEPAGE:p.59 +Merciful Foliage KEY:Wild Talent ~ Merciful Foliage CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,2 DESC:Element wood; Type utility (Su); Level 2; Burn 0 DESC:&nl;The First World is a place of rampant life, and you can use some of its energy to ease the danger of your attacks. You can deal nonlethal damage without taking a penalty on attack rolls with your wood blasts or composite blasts that include wood. SOURCEPAGE:p.59 +Plant Disguise KEY:Wild Talent ~ Plant Disguise CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,4 DESC:Element wood; Type utility (Sp); Level 4; Burn 0 DESC:&nl;You can assume the shape of an immobile plant, as per tree shape but transforming into any ordinary Small or Medium plant. SOURCEPAGE:p.59 +Plant Puppet KEY:Wild Talent ~ Plant Puppet CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,5 DESC:Element wood; Type utility (Sp); Level 5; Burn 0 DESC:&nl;You can control plants, causing them to attack your foes. This functions as the aether puppet wild talent, except it controls plants instead of objects. At 12th level, you can grant hardness 5 to Large and larger animated plants. SOURCEPAGE:p.59 +Roots KEY:Wild Talent ~ Roots CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,1 DESC:Element wood; Type utility (Su); Level 1; Burn 0 DESC:&nl;Your body sinks roots into soft surfaces, making it hard to move you. This functions as the earth walk wild talent (Occult Adventures 24), except it works only on soft surfaces (like soil or snow) and not on stone. If you have both roots and earth walk, the bonuses stack while you're on soft earth surfaces. SOURCEPAGE:p.60 +Shape Wood KEY:Wild Talent ~ Shape Wood CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,4 DESC:Element wood; Type utility (Sp); Level 4; Burn 0 DESC:&nl;You reshape wood to suit your purposes, as per wood shape. SOURCEPAGE:p.60 +Thorn Flesh KEY:Wild Talent ~ Thorn Flesh CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PRETEXT:Prerequisite flesh of wood PREABILITY:1,CATEGORY=Special Ability,Elemental Defense ~ Flesh of Wood PREVARGTEQ:KineticistLVL_Wood,3 DESC:Element wood; Type utility (Sp); Level 3; Burn 1 DESC:&nl;You cover your body in barbed thorns that injure foes who strike you. This functions as the jagged flesh wild talent (Occult Adventures 25). SOURCEPAGE:p.60 +Tree Step KEY:Wild Talent ~ Tree Step CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PRETEXT:Prerequisites greater woodland step, woodland step PREABILITY:2,CATEGORY=Special Ability,Wild Talent ~ Woodland Step,Wild Talent ~ Woodland Step (Greater) PREVARGTEQ:KineticistLVL_Wood,7 DESC:Element wood; Type utility (Sp); Level 7; Burn 1 DESC:&nl;You can enter a tree and magically transport to a different tree of the same type within range, as per tree stride. Each time you activate this ability, it lasts until you have taken a number of tree steps equal to your kineticist level, your burn is removed, or you accept burn again to refresh it. Each time your burn is removed, you can automatically activate this ability once and ignore the burn cost. You can accept 1 additional point of burn while this ability is active to use all remaining tree steps at once, adding up the total distance traveled and instantly reaching your destination tree even if there wouldn't have been enough trees along the way to make the journey one at a time. SOURCEPAGE:p.61 +Warp Wood KEY:Wild Talent ~ Warp Wood CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,3 DESC:Element wood; Type utility (Sp); Level 3; Burn 0 DESC:&nl;You can bend and twist plants and wooden objects. This functions as warp wood. SOURCEPAGE:p.61 +Wild Growth KEY:Wild Talent ~ Wild Growth CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,5 DESC:Element wood; Type utility (Sp); Level 5; Burn 0 DESC:&nl;You can charge plants with life energy, hindering your enemies or aiding local farmers. This functions as plant growth. SOURCEPAGE:p.61 +Wood Healer KEY:Wild Talent ~ Wood Healer CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PRETEXT:Prerequisite positive blast PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Positive Blast PREVARGTEQ:KineticistLVL_Wood,1 DESC:Element wood; Type utility (Sp); Level 1; Burn 1; see text; Saving Throw none; Spell Resistance yes DESC:&nl;This functions as kinetic healer, but you must base the amount of healing on your positive blast, not wood blast. A phytokineticist with positive blast as her first blast qualifies for the kinetic chirurgeon archetype and gains this utility talent instead of kinetic healer. This wild talent counts as kinetic healer for prerequisites for selecting other kineticist wild talents. SERVESAS:ABILITY=Special Ability|Wild Talent ~ Kinetic Healer SOURCEPAGE:p.61 +Wood Soldiers KEY:Wild Talent ~ Wood Soldiers CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,8 DESC:Element wood; Type utility (Su); Level 8; Burn 1 DESC:&nl;Your presence animates surrounding plant life and causes it to fight by your side. Each time you recover burn, you automatically use this ability once and ignore the burn cost. This functions as wooden phalanx (UM), except you always animate four golems, and the duration lasts until the next time you recover burn. If you have spring blast, one of your golems gains a 30-foot fly speed (average maneuverability). If you have summer blast, one of your golems is healed by fire damage, is vulnerable to cold, and deals 1d6 extra points of fire damage on slam attacks and when splintering. If you have autumn blast, one of your golems gains a 20-foot burrow speed. If you have winter blast, one of your golems deals 1d6 extra points of cold damage on its slam attacks and when splintering. Each of the above modifications must apply to a different golem. SOURCEPAGE:p.61 +Woodland Step KEY:Wild Talent ~ Woodland Step CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,1 DESC:Element wood; Type utility (Su); Level 1; Burn 0 DESC:&nl;You gain woodland stride, as per the druid ability. Due to your ability to manipulate plants, you can attempt a caster level check (DC = 11 + the spell's caster level) as a standard action to also ignore magically manipulated plants (but not creatures of the plant type). SOURCEPAGE:p.61 +Woodland Step, Greater KEY:Wild Talent ~ Woodland Step (Greater) CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PRETEXT:Prerequisite woodland step PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Woodland Step PREVARGTEQ:KineticistLVL_Wood,5 DESC:Element wood; Type utility (Sp); Level 5; Burn 0 DESC:&nl;The plants actively assist you and nearby allies. You and all allies within 30 feet benefit as per forest friend (UC). SOURCEPAGE:p.61 + +Kinetic Cover KEY:Wild Talent ~ Kinetic Cover (Wood) CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Utility Wild Talent.Utility Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,1 ABILITY:Special Ability|AUTOMATIC|Wild Talent ~ Kinetic Cover +Pushing Infusion KEY:Wild Talent ~ Pushing Infusion (Wood) CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,1 ABILITY:Special Ability|AUTOMATIC|Wild Talent ~ Pushing Infusion +Entangling Infusion KEY:Wild Talent ~ Entangling Infusion (Wood) CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,2 ABILITY:Special Ability|AUTOMATIC|Wild Talent ~ Entangling Infusion +Impale KEY:Wild Talent ~ Impale (Wood) CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Wood PREVARGTEQ:KineticistLVL_Wood,3 ABILITY:Special Ability|AUTOMATIC|Wild Talent ~ Impale +Deadly Earth KEY:Wild Talent ~ Deadly Earth (Wood) CATEGORY:Special Ability TYPE:SpecialQuality.Wild Talent.Infusion Wild Talent.Infusion Wild Talent Wood PRETEXT:Prerequisite extended range PREABILITY:1,CATEGORY=Special Ability,Wild Talent ~ Extended Range PREVARGTEQ:KineticistLVL_Wood,6 ABILITY:Special Ability|AUTOMATIC|Wild Talent ~ Deadly Earth + +# ============================== +# Mesmerist Archetype +# ============================== + +Aromaphile KEY:Mesmerist Archetype ~ Aromaphile CATEGORY:Archetype TYPE:Archetype.MesmeristArchetype PRERACE:1,Ghoran SOURCEPAGE:p.18 DESC:Rather than employ the baleful glares of the typical mesmerist, aromaphiles hypnotize others using an array of sickeningly sweet scents developed from their unique ghoran physiology. PRECLASS:1,Mesmerist=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Mesmerist Archetype ~ Aromaphile],[!PREFACT:1,ABILITIES,Mesmerist_Archetype_HypnoticStare=True,Mesmerist_Archetype_PainfulStare=True,Mesmerist_Archetype_ToweringEgo=True,Mesmerist_Archetype_BoldStare=True,Mesmerist_Archetype_TouchTreatment=True,Mesmerist_Archetype_MentalPotency=True] ABILITY:Special Ability|AUTOMATIC|Aromaphile ~ Hypnotic Aroma|PRECLASS:1,Mesmerist=1 ABILITY:Special Ability|AUTOMATIC|Aromaphile ~ Debilitating Aroma|PRECLASS:1,Mesmerist=3 ABILITY:Special Ability|AUTOMATIC|Aromaphile ~ Aromatic Manipulation|PRECLASS:1,Mesmerist=3 FACT:Mesmerist_Archetype_HypnoticStare|true FACT:Mesmerist_Archetype_PainfulStare|true FACT:Mesmerist_Archetype_ToweringEgo|true FACT:Mesmerist_Archetype_BoldStare|true FACT:Mesmerist_Archetype_TouchTreatment|true FACT:Mesmerist_Archetype_MentalPotency|true FACT:Mesmerist_CF_HypnoticStare|true FACT:Mesmerist_CF_PainfulStare|true FACT:Mesmerist_CF_ToweringEgo|true FACT:Mesmerist_CF_BoldStare|true FACT:Mesmerist_CF_MentalPotency|true COST:0 + +Hypnotic Aroma KEY:Aromaphile ~ Hypnotic Aroma CATEGORY:Special Ability TYPE:Mesmerist Class Features.AromaphileClassFeatures.SpecialAttack.Supernatural DEFINE:AromaphileHypnoticAroma|0 SOURCEPAGE:p.18 DESC:As a swift action, an aromaphile can use unique aspects of ghoran biology to release intoxicating aromas in a 10-foot-radius burst centered on him. All creatures within this area, as well as creatures with scent within 30 feet, take a –%1 penalty on Will saving throws. The aroma hovers around the aromaphile, moving with him, and lasts for 1 minute. The hypnotic aroma must be inhaled to be effective, and creatures that choose to hold their breath, do not breathe, or are immune to inhaled poisons are immune to its effect.|AromaphileHypnoticAroma BONUS:VAR|AromaphileHypnoticAroma|2 BONUS:VAR|AromaphileHypnoticAroma|1|PRECLASS:1,Mesmerist=8 +Debilitating Aroma KEY:Aromaphile ~ Debilitating Aroma CATEGORY:Special Ability TYPE:Mesmerist Class Features.AromaphileClassFeatures.SpecialAttack.Supernatural DEFINE:DebilitatingAromasKnown|0 SOURCEPAGE:p.18 DESC:An aromaphile can imbue his hypnotic aroma with other effects. These effects are the same as those listed within the bold stare mesmerist class feature, but they affect creatures affected by his hypnotic aroma for as long as they are affected by that ability. The aromaphile chooses one option each time he gains a new debilitating aroma improvement, and the choice can't be changed later. The aromaphile can't choose the same debilitating aroma more than once unless otherwise noted. BONUS:ABILITYPOOL|Debilitating Aroma Choice|DebilitatingAromasKnown BONUS:VAR|DebilitatingAromasKnown|(MesmeristLVL+1)/4 +Aromatic Manipulation KEY:Aromaphile ~ Aromatic Manipulation CATEGORY:Special Ability TYPE:Mesmerist Class Features.AromaphileClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.18 DESC:The aromaphile can touch a creature affected by his hypnotic aroma to alter its mental state. This functions as the touch treatment class feature, except the aromaphile cannot remove the confused, cowering, or stunned conditions, and he cannot break enchantments using this ability. Instead, he adds fatigued DESC:and exhausted|PREVARGTEQ:MesmeristLVL,10 DESC:to his list of removable conditions. An aromaphile can also use this ability to inflict hampering conditions on a target by touching it. He can cause his target to become fascinated by his aroma. DESC:He can deaden the target's emotions (as per calm emotions).|PREVARGTEQ:MesmeristLVL,6 DESC:He can cause the target to become stunned.|PREVARGTEQ:MesmeristLVL,10 DESC:He can cause the target to fall asleep (as per deep slumber, except the Hit Die limit is %1).|MesmeristLVL+2|PREVARGTEQ:MesmeristLVL,14 DESC:The target can attempt a Will save to negate these effects (DC %1). On a failed save, the target gains the chosen condition for %2 rounds. Each round that the target is affected, it can attempt a new Will save at the same DC to end the effect early. If the target succeeds at such a save, its turn immediately ends. This alters touch treatment.|10+MesmeristLVL/2+CHA|MesmeristLVL + +# ============================== +# Monk Archetype +# ============================== + +Water Dancer KEY:Monk Archetype ~ Water Dancer CATEGORY:Archetype TYPE:Archetype.MonkArchetype SOURCEPAGE:p.65 DESC:Water dancers derive their martial training from ancient nereid traditions jealously guarded by these enigmatic fey. PRECLASS:1,Monk=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Monk Archetype ~ Wasteland Meditant],[!PREFACT:1,ABILITIES,Monk_Archetype_FlurryOfBlows=True,Monk_Archetype_StunningFist=True,Monk_Archetype_QuiveringPalm=True,Monk_Archetype_BonusFeats=True,Monk_Archetype_UnarmedStrike=True,Monk_Archetype_Evasion=True,Monk_Archetype_SlowFall=True,Monk_Archetype_ImprovedEvasion=True,Monk_Archetype_AbundantStep=True] ABILITY:Special Ability|AUTOMATIC|Water Dancer ~ Elemental Focus|PRECLASS:1,Monk=1 ABILITY:Special Ability|AUTOMATIC|Water Dancer ~ Nereid's Grace|PRECLASS:1,Monk=1 ABILITY:Special Ability|AUTOMATIC|Water Dancer ~ Unarmed Strike|PRECLASS:1,Monk=1 ABILITY:Special Ability|AUTOMATIC|Water Dancer ~ Burn|PRECLASS:1,Monk=2 ABILITY:Special Ability|AUTOMATIC|Water Dancer ~ Wild Talents|PRECLASS:1,Monk=2 ABILITY:Special Ability|AUTOMATIC|Water Dancer ~ Water Dance|PRECLASS:1,Monk=4 ABILITY:Special Ability|AUTOMATIC|Water Dancer ~ Metakinesis|PRECLASS:1,Monk=9 ABILITY:Special Ability|AUTOMATIC|Water Dancer ~ Water Stride|PRECLASS:1,Monk=12 FACT:Monk_Archetype_FlurryOfBlows|true FACT:Monk_Archetype_StunningFist|true FACT:Monk_Archetype_QuiveringPalm|true FACT:Monk_Archetype_BonusFeats|true FACT:Monk_Archetype_UnarmedStrike|true FACT:Monk_Archetype_Evasion|true FACT:Monk_Archetype_SlowFall|true FACT:Monk_Archetype_ImprovedEvasion|true FACT:Monk_Archetype_AbundantStep|true FACT:Monk_CF_FlurryOfBlows|true FACT:Monk_CF_StunningFist|true FACT:Monk_CF_QuiveringPalm|true FACT:Monk_CF_BonusFeats|true FACT:Monk_CF_Evasion|true FACT:Monk_CF_SlowFall|true FACT:Monk_CF_ImprovedEvasion|true FACT:Monk_CF_AbundantStep|true COST:0 + +Elemental Focus KEY:Water Dancer ~ Elemental Focus CATEGORY:Special Ability TYPE:Monk Class Features.WaterDancerClassFeatures.SpecialQuality.Supernatural.SpellLike DEFINE:KineticistLVL_Base|0 SOURCEPAGE:p.65 DESC:A water dancer gains the elemental focus ability of the kineticist class, but must choose water as his element. He gains the basic hydrokinesis wild talent as normal, and gains the kinetic blast feature of the kineticist class for the water element, using his monk level as his effective kineticist level. He can't use his kinetic blast when armored or encumbered. ABILITY:Special Ability|AUTOMATIC|Kineticist Primary Element ~ Water ABILITY:Kineticist Class Feature|AUTOMATIC|Kineticist Blast ~ Simple Blasts BONUS:VAR|KineticistLVL_Base|max(1,(MonkLVL-2)/2) +Nereid's Grace KEY:Water Dancer ~ Nereid's Grace CATEGORY:Special Ability TYPE:Monk Class Features.WaterDancerClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.65 DESC:When unarmored and unencumbered, a water dancer adds %1 to his Armor Class as a dodge bonus. If he is caught flat-footed or otherwise denied his Dexterity bonus, he also loses this bonus. He uses his Charisma score instead of his Wisdom score to determine the size of his ki pool and the DC and effects of monk class features.|min(CHA,MonkLVL) ASPECT:CombatBonus|+%1 to AC unless flat-footed or otherwise denied Dexterity bonus|min(CHA,MonkLVL) BONUS:VAR|KiPoolWis|-1 BONUS:VAR|KiPoolCha|1 +Unarmed Strike KEY:Water Dancer ~ Unarmed Strike CATEGORY:Special Ability TYPE:Monk Class Features.WaterDancerClassFeatures.SpecialAttack SOURCEPAGE:p.65 DESC:A water dancer gains the unarmed strike monk class feature but treats his unarmed strike damage as that of a monk 4 levels lower (minimum 1st level). This alters unarmed strike. BONUS:VAR|MonkUnarmedDamageLVL|-4|PRECLASS:1,Monk=4 +Burn KEY:Water Dancer ~ Burn CATEGORY:Special Ability TYPE:Monk Class Features.WaterDancerClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.65 DESC:A water dancer gains the burn class feature of the kineticist class. A water dancer can overexert himself to channel more power than normal, pushing past the limit of what is safe for his body by accepting burn. Some of his wild talents allow him to accept burn in exchange for a greater effect, while others require him to accept a certain amount of burn to use that talent at all. For each point of burn he accepts, a water dancer takes 1 point of nonlethal damage per character level. This damage can't be healed by any means other than getting a full night's rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can't be reduced or redirected, and a water dancer incapable of taking nonlethal damage can't accept burn. A water dancer can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A water dancer can't choose to accept burn if it would put his total number of points of burn higher than 3 + his Constitution modifier (though he can be forced to accept more burn from a source outside his control). A water dancer who has accepted burn never benefits from abilities that allow him to ignore or alter the effects he receives from nonlethal damage. +Wild Talents KEY:Water Dancer ~ Wild Talents CATEGORY:Special Ability TYPE:Monk Class Features.WaterDancerClassFeatures.SpecialQuality SOURCEPAGE:p.65 DESC:At 2nd level and every 4 levels thereafter, a water dancer selects a new utility wild talent from the list of options available to the kineticist class, treating his monk level –2 (minimum 1) as his kineticist level for the purpose of fulfilling prerequisites as well as for level-dependent effects of the utility talent. He can select only universal wild talents or those that match his element (see elemental focus above). At 6th, 10th, and 16th levels, he can replace one of his utility wild talents with another wild talent of the same level or lower. He can't replace a wild talent that he used to qualify for another of his wild talents. DEFINE:WildTalentsDC|0 BONUS:VAR|WildTalentsDC|10+(MonkLVL/2) BONUS:VAR|WildTalentsDC|WildTalentDCStat DEFINE:WildTalentDCStat|0 BONUS:VAR|WildTalentDCStat|CON DEFINE:Pool_KineticistUtilityWildTalents|0 BONUS:VAR|Pool_KineticistUtilityWildTalents|MonkLVL/2 +Water Dance KEY:Water Dancer ~ Water Dance CATEGORY:Special Ability TYPE:Monk Class Features.WaterDancerClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.65 DESC:A water dancer can move across any liquid surface as though it were solid ground up to a maximum distance of %1 feet before falling through the liquid's surface as normal. Additionally, at 10th level the water dancer can even move vertically up water surfaces (such as a flowing waterfall) as though under the effects of spider climb. If he runs out of movement before reaching a solid surface when climbing a vertical water source, he immediately falls.|10*(MonkLVL/2) +Metakinesis KEY:Water Dancer ~ Metakinesis CATEGORY:Special Ability TYPE:Monk Class Features.WaterDancerClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.65 DESC:A water dancer gains the ability to alter his kinetic blasts as the kineticist's metakinesis (empower) class feature. By accepting 1 point of burn, he can empower his kinetic blast (as if using Empower Spell). +Water Stride KEY:Water Dancer ~ Water Stride CATEGORY:Special Ability TYPE:Monk Class Features.WaterDancerClassFeatures.SpecialQuality.SpellLike SOURCEPAGE:p.65 DESC:A water dancer can leap from one source of water to another as per dimension door as a move action by expending 1 point of ki from his ki pool. He must begin and end his movement in a space of water equal to his size. He cannot take other creatures with him when he uses this ability. + +# ============================== +# Occultist Archetypes +# ============================== + +Geomancer KEY:Occultist Archetype ~ Geomancer CATEGORY:Archetype TYPE:Archetype.OccultistArchetype SOURCEPAGE:p.66 DESC:A geomancer studies every type of land, deriving power from the differences between types of terrain. PRECLASS:1,Occultist=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Occultist Archetype ~ Geomancer],[!PREFACT:1,ABILITIES,Occultist_Archetype_ClassSkills=True,Occultist_Archetype_MentalFocus=True,Occultist_Archetype_Implements=True,Occultist_Archetype_MagicItemSkill=True,Occultist_Archetype_AuraSight=True,Occultist_Archetype_FocusPowers7=True,Occultist_Archetype_FocusPowers13=True] ABILITY:Internal|AUTOMATIC|Geomancer ~ Class Skills|PRECLASS:1,Occultist=1 ABILITY:Special Ability|AUTOMATIC|Geomancer ~ Geomantic Focus|PRECLASS:1,Occultist=1 ABILITY:Special Ability|AUTOMATIC|Geomancer ~ Geomancy|PRECLASS:1,Occultist=1 ABILITY:Special Ability|AUTOMATIC|Geomancer ~ Survivalist|PRECLASS:1,Occultist=2 ABILITY:Special Ability|AUTOMATIC|Geomancer ~ Terrain Stride|PRECLASS:1,Occultist=5 ABILITY:Special Ability|AUTOMATIC|Geomancer ~ Dominion|PRECLASS:1,Occultist=7 ABILITY:Special Ability|AUTOMATIC|Geomancer ~ Wall of Terrain|PRECLASS:1,Occultist=13 FACT:Occultist_Archetype_ClassSkills|true FACT:Occultist_Archetype_MentalFocus|true FACT:Occultist_Archetype_Implements|true FACT:Occultist_Archetype_MagicItemSkill|true FACT:Occultist_Archetype_AuraSight|true FACT:Occultist_Archetype_FocusPowers7|true FACT:Occultist_Archetype_FocusPowers13|true FACT:Occultist_CF_ClassSkills|true FACT:Occultist_CF_MagicItemSkill|true FACT:Occultist_CF_AuraSight|true FACT:Occultist_CF_FocusPowers7|true FACT:Occultist_CF_FocusPowers13|true COST:0 +Naturalist KEY:Occultist Archetype ~ Naturalist CATEGORY:Archetype TYPE:Archetype.OccultistArchetype SOURCEPAGE:p.66 DESC:A naturalist eschews the contact with outsiders that other occultists use as the core of their work. Instead, he attunes his mind to the natural spirits that exist everywhere, just out of sight for the unawakened mind. PRECLASS:1,Occultist=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Occultist Archetype ~ Naturalist],[!PREFACT:1,ABILITIES,Occultist_Archetype_ClassSkills=True,Occultist_Archetype_MentalFocus=True,Occultist_Archetype_MagicCircles=True,Occultist_Archetype_FastCircles=True,Occultist_Archetype_OutsideContact=True,Occultist_Archetype_BindingCircles=True] ABILITY:Internal|AUTOMATIC|Naturalist ~ Class Skills|PRECLASS:1,Occultist=1 ABILITY:Special Ability|AUTOMATIC|Naturalist ~ Natural Focus|PRECLASS:1,Occultist=1 ABILITY:Special Ability|AUTOMATIC|Naturalist ~ Tree Talker|PRECLASS:1,Occultist=8 ABILITY:Special Ability|AUTOMATIC|Naturalist ~ Reflect on the Land|PRECLASS:1,Occultist=12 FACT:Occultist_Archetype_ClassSkills|true FACT:Occultist_Archetype_MentalFocus|true FACT:Occultist_Archetype_MagicCircles|true FACT:Occultist_Archetype_FastCircles|true FACT:Occultist_Archetype_OutsideContact|true FACT:Occultist_Archetype_BindingCircles|true FACT:Occultist_CF_ClassSkills|true FACT:Occultist_CF_MagicCircles|true FACT:Occultist_CF_FastCircles|true FACT:Occultist_CF_OutsideContact|true FACT:Occultist_CF_BindingCircles|true COST:0 +Occult Historian KEY:Occultist Archetype ~ Occult Historian CATEGORY:Archetype TYPE:Archetype.OccultistArchetype SOURCEPAGE:p.67 DESC:Many wilderness areas contain the remnants of ancient civilizations, with some waiting to be discovered and some held by fierce monsters or devious cults. An occult historian seeks these ruins not only for their esoteric artifacts but also to learn the structures' secrets. PRECLASS:1,Occultist=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Occultist Archetype ~ Occult Historian],[!PREFACT:1,ABILITIES,Occultist_Archetype_ObjectReading=True,Occultist_Archetype_FocusPowers3=True,Occultist_Archetype_OutsideContact=True] ABILITY:Special Ability|AUTOMATIC|Occult Historian ~ Ruin Reading|PRECLASS:1,Occultist=2 ABILITY:Special Ability|AUTOMATIC|Occult Historian ~ Trap Sense|PRECLASS:1,Occultist=3 ABILITY:Special Ability|AUTOMATIC|Occult Historian ~ Crumbling Strike|PRECLASS:1,Occultist=12 FACT:Occultist_Archetype_ObjectReading|true FACT:Occultist_Archetype_FocusPowers3|true FACT:Occultist_Archetype_OutsideContact|true FACT:Occultist_Archetype_AuraSight|true FACT:Occultist_CF_FocusPowers3|true COST:0 + +#Geomancer +Class Skills KEY:Geomancer ~ Class Skills CATEGORY:Internal TYPE:Occultist Class Features.GeomancerClassFeatures CSKILL:Appraise|TYPE=Craft|Diplomacy|Disguise|Fly|Knowledge (arcana)|Knowledge (geography)|Knowledge (history)|Knowledge (nature)|Knowledge (planes)|Linguistics|Perception|TYPE=Profession|Sense Motive|Sleight of Hand|Spellcraft|Survival|Use Magic Device +Geomantic Focus KEY:Geomancer ~ Geomantic Focus CATEGORY:Special Ability TYPE:Occultist Class Features.GeomancerClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.66 DESC:When a geomancer invests mental focus into his implements for the day, he can store some of it in the surrounding terrain. As long as he remains in physical contact with the terrain, he gains the survivalist resonant power and the ability to use the terrain stride, dominion, and wall of terrain focus powers as appropriate for his level. This alters mental focus. +Geomancy KEY:Geomancer ~ Geomancy CATEGORY:Special Ability TYPE:Occultist Class Features.GeomancerClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.66 DESC:A geomancer learns one fewer implement school at 1st level. Instead, the spells that he knows are partially determined by the type of terrain he is currently in (and the level of spells he can cast). When he leaves a type of terrain, he loses knowledge of the spells that terrain grants and instead knows the spells granted by the new type of terrain he has entered. If a specific terrainfalls into more than one category, the geomancer chooses which list of spells he receives when he enters the terrain. The spells at each spell level for the various types of terrain are listed below.&nl;[Cold] 1st—frostbite (UM), 2nd—frigid touch (UM), 3rd—sleet storm, 4th—creeping ice (ACG), 5th—icy prison (UM), 6th—freezing sphere.&nl;[Desert] 1st—sun metal (UC), 2nd—shifting sand (APG), 3rd—cup of dust (APG), 4th—fire shield, 5th—flame strike, 6th—sirocco (APG).&nl;[Forest] 1st—entangle, 2nd—tree shape, 3rd—speak with plants, 4th—arboreal hammer (UM), 5th—tree stride, 6th—liveoak.&nl;[Jungle] 1st—nauseating dart (ACG), 2nd—sickening entanglement (ACG), 3rd—venomous bolt (APG), 4th—poison, 5th—snake staff (APG), 6th—swarm skin (APG).&nl;[Mountain] 1st—stone fist (APG), 2nd—stone call (APG), 3rd—stone shape, 4th—obsidian flow (UC), 5th—cave fangs (OA), 6th—move earth.&nl;[Plains] 1st—mount, 2nd—gust of wind, 3rd—plant growth, 4th—aspect of the stag (APG), 5th—control winds, 6th—whip of ants (ACG).&nl;[Planes (Other Than the Material Plane)] 1st—endure elements, 2nd—rope trick, 3rd—blink, 4th—dimensional anchor, 5th—planar adaptation (APG), 6th—plane shift.&nl;[Swamp] 1st—mudball (ARG), 2nd—burst of nettles (UM), 3rd—lily pad stride (APG), 4th—slowing mud (ACG), 5th—insect plague, 6th—mass fester (APG).&nl;[Underground] 1st—expeditious excavation (APG), 2nd—darkvision, 3rd—meld into stone, 4th—echolocation (UM), 5th—suffocation (APG), 6th—conjure black pudding (UM).&nl;[Urban] 1st—urban grace (ARG), 2nd—share language (APG), 3rd—urban step (UI), 4th—zone of silence, 5th—telepathic bond, 6th—statue.&nl;[Water] 1st—air bubble (UC), 2nd—slipstream (APG), 3rd—water breathing, 4th—fluid form (APG), 5th—geyser (APG), 6th—control water.&nl;[Additional spells NOT IMPLEMENTED] This alters implements. BONUS:VAR|OccultistImplementSchool|-1 +Survivalist KEY:Geomancer ~ Survivalist CATEGORY:Special Ability TYPE:Occultist Class Features.GeomancerClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.66 DESC:A geomancer gains a +1 bonus on Survival checks for every point of mental focus invested in the terrain (to a maximum equal to his occultist level). +Terrain Stride KEY:Geomancer ~ Terrain Stride CATEGORY:Special Ability TYPE:Occultist Class Features.GeomancerClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.66 DESC:As a swift action, a geomancer can expend 1 point of mental focus invested in the terrain to increase all of his movement speeds by 10 feet. DESC:The geomancer can expend 2 points of mental focus invested in the terrain to instead increase all of his movement speeds by 20 feet.|PRECLASS:1,Occultist=5 DESC:This affects only movement speeds he already has. The duration of a geomancer's terrain stride ability is 1 hour. +Dominion KEY:Geomancer ~ Dominion CATEGORY:Special Ability TYPE:Occultist Class Features.GeomancerClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.66 DESC:As a standard action, a geomancer can expend 1 or more points of mental focus invested in the terrain to infuse himself and each of his allies within 30 feet of him with the might of the land. Affected creatures gain a +1 morale bonus on attack rolls, damage rolls, and Fortitude saves for every point of mental focus expended. These bonuses last for 1 minute and can't exceed one-quarter the geomancer's occultist level. +Wall of Terrain KEY:Geomancer ~ Wall of Terrain CATEGORY:Special Ability TYPE:Occultist Class Features.GeomancerClassFeatures.SpecialQuality.SpellLike SOURCEPAGE:p.66 DESC:As a standard action, a geomancer can expend 3 points of mental focus invested in the terrain to fashion a solid wall of the surrounding terrain, no matter its actual composition. This functions as per wall of stone, using the geomancer's occultist level as his caster level. By expending an extra point of generic mental focus, he can increase the hardness of the wall to 10 and give it an extra 5 hit points per inch of thickness. + +#Naturalist +Class Skills KEY:Naturalist ~ Class Skills CATEGORY:Internal TYPE:Occultist Class Features.NaturalistClassFeatures CSKILL:Appraise|TYPE=Craft|Diplomacy|Disable Device|Disguise|Fly|Knowledge (arcana)|Knowledge (engineering)|Knowledge (history)|Knowledge (nature)|Knowledge (religion)|Linguistics|Perception|TYPE=Profession|Sense Motive|Sleight of Hand|Spellcraft|Use Magic Device +Natural Focus KEY:Naturalist ~ Natural Focus CATEGORY:Special Ability TYPE:Occultist Class Features.NaturalistClassFeatures.SpecialQuality.Supernatural DEFINE:NaturalistFocusDieSize|0 SOURCEPAGE:p.66 DESC:A naturalist can always hear the spirits of nature whispering in his ears, and sometimes those whispers contain helpful advice. As a free action, a naturalist can expend 1 point of generic mental focus before rolling an ability check, saving throw, or skill check to add 1d%1 to the result. The naturalist must be conscious and aware to use this ability, and he can use this ability at most once per round. This ability doesn't function while the naturalist is wearing metal armor or using a metal shield (although he can wear a suit of armor or use a shield altered by the ironwood spell). This restriction is similar to the druid's armor restriction. This alters mental focus.|NaturalistFocusDieSize BONUS:VAR|NaturalistFocusDieSize|6 BONUS:VAR|NaturalistFocusDieSize|2|PRECLASS:1,Occultist=8 BONUS:VAR|NaturalistFocusDieSize|2|PRECLASS:1,Occultist=16 +Tree Talker KEY:Naturalist ~ Tree Talker CATEGORY:Special Ability TYPE:Occultist Class Features.NaturalistClassFeatures.SpecialQuality.SpellLike SOURCEPAGE:p.67 DESC:A naturalist can cast speak with plants three times per day as a spell-like ability with a caster level equal to his occultist level. In addition, when the naturalist uses this power, he can whisper a message of 25 or fewer words to the surrounding plant life and designate a creature with which he is familiar. The next time that creature is on the same plane of existence and in an area of similar vegetation, it receives the message. SPELLS:Innate|TIMES=3|CASTERLEVEL=OccultistLVL|Speak with Plants +Reflect on the Land KEY:Naturalist ~ Reflect on the Land CATEGORY:Special Ability TYPE:Occultist Class Features.NaturalistClassFeatures.SpecialQuality.SpellLike SOURCEPAGE:p.67 DESC:A naturalist can cast commune with nature once per day as a spell-like ability with a caster level equal to his occultist level. SPELLS:Innate|CASTERLEVEL=OccultistLVL|Commune with Nature + +#Occult Historian +Ruin Reading KEY:Occult Historian ~ Ruin Reading CATEGORY:Special Ability TYPE:Occultist Class Features.OccultHistorianClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.67 DESC:An occult historian can glean secrets from ruined structures. She must spend 1 minute examining and touching part of the structure (such as a wall or a doorframe). At the end of the minute, the occult historian attempts a Knowledge (history) check. If the ruin has been claimed as a lair for a creature, the DC of this check is equal to 10 + the CR of the most powerful creature in the ruin. If the ruin holds a magic item (or multiple magic items), the DC of this check is equal to 11 + the highest caster level of all the magic items in the ruin. If the occult historian succeeds at the check, she learns the layout of the area of the ruin within 30 feet of her (including any secret doors), as well as a piece of information about the structure's history (as determined by the GM). At 5th level, the occult historian can see into a ruin's past. This reveals the same information that can be gathered with the spell retrocognition (OA), except the occult historian can use it only in ruins. If the occult historian succeeds at the check outlined above, she sees the events that occurred in the ruin over the past hour; for each minute she concentrates, she can see 1 additional hour into the ruin's past. If the result of her check exceeds the DC by 5 or more, she can see the events that occurred over the past week, plus for 1 additional week per minute she concentrates. If the result of her check exceeds the DC by 10 or more, she can see the events of the past year, plus for 1 additional year per minute she concentrates. If the result of her check exceeds the DC by 20 or more, she can see the events of the past century, plus for 1 additional century per minute she concentrates. An occult historian can use ruin reading %1 times per day.|min(5,(OccultistLVL+2)/4) +Trap Sense KEY:Occult Historian ~ Trap Sense CATEGORY:Special Ability TYPE:Occultist Class Features.OccultHistorianClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.67 DESC:An occult historian gains trap sense +%1, as per the rogue class feature of the same name.|min(6,OccultistLVL/3) +Crumbling Strike KEY:Occult Historian ~ Crumbling Strike CATEGORY:Special Ability TYPE:Occultist Class Features.OccultHistorianClassFeatures.SpecialAttack.Supernatural SOURCEPAGE:p.67 DESC:An occult historian can channel the erosion of countless ages into a single melee strike. As a full-round action, the occult historian can make a melee attack against a single target at her highest base attack bonus. If she hits, she deals %1d6 points of damage. If the target succeeds at a Fortitude save (DC %2), it takes only 5d6 points of damage. A creature slain by this attack crumbles to dust. The occult historian can use this ability once per day, plus an additional time per day at 16th and 20th levels. This replaces the additional questions granted by outside contact 2, 3, and 4.|min(40,OccultistLVL*2)|10+OccultistLVL/2+INT + +# ============================== +# Psychic Disciplines +# ============================== +Ferocity KEY:Psychic Discipline ~ Ferocity CATEGORY:Special Ability TYPE:Psychic Discipline.SpecialQuality SOURCEPAGE:p.92 DESC:You are in touch with the most primal part of your subconscious. Your training allows you to unlock animalistic senses and powers. Phrenic Pool Ability: Wisdom. Discipline Powers: Through your psychic training, you can unleash the most animalistic portions of your subconscious, enhancing your senses and physical capabilities. BONUS:VAR|PhrenicPoolAbility|WIS ABILITY:Internal|AUTOMATIC|Psychic Discipline Ferocity ~ Bonus Spells|PRECLASS:1,Psychic=1 ABILITY:Special Ability|AUTOMATIC|Psychic Discipline Ferocity ~ Enhanced Senses|PRECLASS:1,Psychic=1 ABILITY:Special Ability|AUTOMATIC|Psychic Discipline Ferocity ~ Survival Instinct|PRECLASS:1,Psychic=1 ABILITY:Special Ability|AUTOMATIC|Psychic Discipline Ferocity ~ Ferocity|PRECLASS:1,Psychic=5 ABILITY:Special Ability|AUTOMATIC|Psychic Discipline Ferocity ~ Primal Fury|PRECLASS:1,Psychic=13 +Symbiosis KEY:Psychic Discipline ~ Symbiosis CATEGORY:Special Ability TYPE:Psychic Discipline.SpecialQuality SOURCEPAGE:p.93 DESC:Like pollen on the wind or the roots of plants in the ground, your thoughts permeate your surroundings, allowing you to study and manipulate the world around you. Phrenic Pool Ability: Charisma. Discipline Powers: Your powers allow you to connect with and manipulate natural life. BONUS:VAR|PhrenicPoolAbility|CHA ABILITY:Internal|AUTOMATIC|Psychic Discipline Symbiosis ~ Bonus Spells|PRECLASS:1,Psychic=1 ABILITY:Special Ability|AUTOMATIC|Psychic Discipline Symbiosis ~ Animal Mastery|PRECLASS:1,Psychic=1 ABILITY:Special Ability|AUTOMATIC|Psychic Discipline Symbiosis ~ One with Nature|PRECLASS:1,Psychic=1 ABILITY:Special Ability|AUTOMATIC|Psychic Discipline Symbiosis ~ Bionetwork|PRECLASS:1,Psychic=5 ABILITY:Special Ability|AUTOMATIC|Psychic Discipline Symbiosis ~ Animate Tree|PRECLASS:1,Psychic=13 + +#Ferocity +Bonus Spells KEY:Psychic Discipline Ferocity ~ Bonus Spells CATEGORY:Internal SPELLKNOWN:CLASS|Psychic=1|Anticipate Peril|PRECLASS:1,Psychic=1|PREVAREQ:Psychic_CF_DisciplineSpell1,0 SPELLKNOWN:CLASS|Psychic=2|Bull's Strength|PRECLASS:1,Psychic=4|PREVAREQ:Psychic_CF_DisciplineSpell2,0 SPELLKNOWN:CLASS|Psychic=3|Heroism|PRECLASS:1,Psychic=6|PREVAREQ:Psychic_CF_DisciplineSpell3,0 SPELLKNOWN:CLASS|Psychic=4|Freedom of Movement|PRECLASS:1,Psychic=8|PREVAREQ:Psychic_CF_DisciplineSpell4,0 SPELLKNOWN:CLASS|Psychic=5|Stoneskin|PRECLASS:1,Psychic=10|PREVAREQ:Psychic_CF_DisciplineSpell5,0 SPELLKNOWN:CLASS|Psychic=6|Transformation|PRECLASS:1,Psychic=12|PREVAREQ:Psychic_CF_DisciplineSpell6,0 SPELLKNOWN:CLASS|Psychic=7|Arcane Sight (Greater)|PRECLASS:1,Psychic=14|PREVAREQ:Psychic_CF_DisciplineSpell7,0 SPELLKNOWN:CLASS|Psychic=8|Mind Blank|PRECLASS:1,Psychic=16|PREVAREQ:Psychic_CF_DisciplineSpell8,0 SPELLKNOWN:CLASS|Psychic=9|Foresight|PRECLASS:1,Psychic=18|PREVAREQ:Psychic_CF_DisciplineSpell9,0 +Enhanced Senses KEY:Psychic Discipline Ferocity ~ Enhanced Senses CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary SOURCEPAGE:p.92 DESC:Your mind can process sensory stimuli with exceptional efficiency, awakening you to a world most humanoids cannot comprehend. You gain scent as per the universal monster rule. You can spend 1 point from your phrenic pool as a standard action to amplify your sense of smell, gaining blindsense with a range of 30 feet for 1 minute. At 11th level, your blindsense is continuously active, and you can spend 1 point from your phrenic pool as a standard action to gain blindsight with a range of 30 feet for 1 minute. +Survival Instinct KEY:Psychic Discipline Ferocity ~ Survival Instinct CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary SOURCEPAGE:p.92 DESC:Through sheer willpower, you can keep your body going longer than should be possible. You add your Wisdom bonus (minimum +1) to your Constitution score to determine the negative hit point total at which you die, and as a bonus on Constitution checks to become stable or regain consciousness. +Ferocity KEY:Psychic Discipline Ferocity ~ Ferocity CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary SOURCEPAGE:p.92 DESC:You cling to life with increasing ferocity. You gain ferocity as per the universal monster rule. Whenever you have 0 hit points or negative hit points, you gain a +4 morale bonus to your Strength and Dexterity, as well as a +2 morale bonus on Fortitude saves. At 8th level, you are not staggered when you have 0 hit points or negative hit points, and you automatically stabilize when you have negative hit points. +Primal Fury KEY:Psychic Discipline Ferocity ~ Primal Fury CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SOURCEPAGE:p.93 DESC:You can unleash a more primal version of yourself as a free action. This functions as transformation, with the following exceptions. You can use this ability for %1 rounds per day. These rounds do not need to be consecutive. You can end the effect as a free action. After using this ability, you are fatigued for a number of rounds equal to twice the number of rounds spent in primal fury. You cannot enter a new primal fury while fatigued or exhausted. If you fall unconscious, your primal fury immediately ends.|PsychicLVL + +#Symbiosis +Bonus Spells KEY:Psychic Discipline Symbiosis ~ Bonus Spells CATEGORY:Internal SPELLKNOWN:CLASS|Psychic=1|Hide from Animals|PRECLASS:1,Psychic=1|PREVAREQ:Psychic_CF_DisciplineSpell1,0 SPELLKNOWN:CLASS|Psychic=2|Hold Animal|PRECLASS:1,Psychic=4|PREVAREQ:Psychic_CF_DisciplineSpell2,0 SPELLKNOWN:CLASS|Psychic=3|Dominate Animal|PRECLASS:1,Psychic=6|PREVAREQ:Psychic_CF_DisciplineSpell3,0 SPELLKNOWN:CLASS|Psychic=4|Command Plants|PRECLASS:1,Psychic=8|PREVAREQ:Psychic_CF_DisciplineSpell4,0 SPELLKNOWN:CLASS|Psychic=5|Awaken|PRECLASS:1,Psychic=10|PREVAREQ:Psychic_CF_DisciplineSpell5,0 SPELLKNOWN:CLASS|Psychic=6|Liveoak|PRECLASS:1,Psychic=12|PREVAREQ:Psychic_CF_DisciplineSpell6,0 SPELLKNOWN:CLASS|Psychic=7|Scrying (Greater)|PRECLASS:1,Psychic=14|PREVAREQ:Psychic_CF_DisciplineSpell7,0 SPELLKNOWN:CLASS|Psychic=8|Control Plants|PRECLASS:1,Psychic=16|PREVAREQ:Psychic_CF_DisciplineSpell8,0 SPELLKNOWN:CLASS|Psychic=9|Dominate Monster|PRECLASS:1,Psychic=18|PREVAREQ:Psychic_CF_DisciplineSpell9,0 +Animal Mastery KEY:Psychic Discipline Symbiosis ~ Animal Mastery CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SOURCEPAGE:p.93 DESC:As a standard action, you can project your mind into the mind of an animal you can see, establishing a mental link that allows you to share the animal's senses—hearing, seeing, smelling, tasting, and touching everything the animal does. You cannot use this ability on an animal if its Hit Dice exceed your psychic level. The animal can attempt a Will save to resist the effect. If it is successful, the animal is immune to this ability for 24 hours. While sharing an animal's senses, your body is effectively unconscious, but you can end the effect as a free action. You can maintain the link for %1 hours, but the link is immediately severed if the animal moves beyond a range of %1 miles. You can use this ability %2 times per day. At 7th level, the mental link becomes stronger. Whenever you share an animal's senses, you can control it, as per dominate animal, except the duration, Hit Dice limit, range, and other conditions listed above apply.|PsychicLVL|3+CHA +One with Nature KEY:Psychic Discipline Symbiosis ~ One with Nature CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike.Supernatural SOURCEPAGE:p.93 DESC:You can cast detect animals or plants as a spell-like ability at will. You gain a +2 insight bonus on Knowledge (nature) checks, and while using detect animals or plants, the bonus increases to +4 to identify a matching animal or plant creature within the area of effect. At 7th level, you can speak with any animal you successfully identify, as per speak with animals, but this ability doesn't make the creature any friendlier than normal. +Bionetwork KEY:Psychic Discipline Symbiosis ~ Bionetwork CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SOURCEPAGE:p.93 DESC:Your mental influence over nature increases. %1 times per day, you can spend 10 minutes to mentally connect with living fungi, leaves, moss, roots, and similar plants or plantlike things. You form a temporary network that functions as an extension of your senses. The network allows you to use one of the following two effects: you can remotely view any familiar or obvious location within a range of %2 feet, as per clairaudience/clairvoyance; or you can attempt to locate a creature within the area, as per scrying. You don't need a focus to use this effect, and you can't cast spells through the sensor. This ability doesn't function in areas of sparse vegetation, such as arid deserts, barren caverns, or frozen tundras. Buildings and urban areas are generally excluded from your network, but ruins reclaimed by nature are connected. While you're underground, roots and fungi function as your network, but the radius of the network is only %3 feet.|(PsychicLVL-1)/4|250*PsychicLVL|100*PsychicLVL +Animate Tree KEY:Psychic Discipline Symbiosis ~ Animate Tree CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SOURCEPAGE:p.93 DESC:You can animate a tree within 180 feet as a standard action. This functions as a treant's animate trees ability, with the following exceptions. Each day, you can animate %1 trees, and you can control up to %2 trees at a time. A tree remains animated for %3 minutes, or until dismissed by you or destroyed.|3+CHA|(PsychicLVL-11)/2|10*PsychicLVL diff --git a/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_abilities_class_pu.lst b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_abilities_class_pu.lst new file mode 100644 index 00000000000..0af5bb8a6e5 --- /dev/null +++ b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_abilities_class_pu.lst @@ -0,0 +1,7 @@ +SOURCELONG:Ultimate Wilderness SOURCESHORT:UW SOURCEWEB:http://paizo.com/products/btpy9ujo SOURCEDATE:2017-11 + +# ============================== +# Summoner Archetype +# ============================== + +Leshy Caller KEY:Unchained Summoner Archetype ~ Leshy Caller CATEGORY:Archetype TYPE:Archetype.SummonerArchetype PREABILITY:1,CATEGORY=Class,Summoner ~ Unchained Class SOURCEPAGE:p.94 DESC:A leshy caller summons creatures from the First World and forges a bond with a leshy eidolon. PRECLASS:1,Summoner=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Unchained Summoner Archetype ~ Leshy Caller],[!PREFACT:1,ABILITIES,Summoner_Archetype_Eidolon=True,Summoner_Archetype_SummonMonster=True] ABILITY:Special Ability|AUTOMATIC|Leshy Caller ~ Leshy Eidolon|PRECLASS:1,Summoner=1 ABILITY:Special Ability|AUTOMATIC|Leshy Caller ~ Summon Nature's Ally|PRECLASS:1,Summoner=1 FACT:Summoner_Archetype_Eidolon|true FACT:Summoner_Archetype_SummonMonster|true FACT:Summoner_CF_EidolonSubtype_Agathion|true FACT:Summoner_CF_EidolonSubtype_Angel|true FACT:Summoner_CF_EidolonSubtype_Archon|true FACT:Summoner_CF_EidolonSubtype_Azata|true FACT:Summoner_CF_EidolonSubtype_Daemon|true FACT:Summoner_CF_EidolonSubtype_Demon|true FACT:Summoner_CF_EidolonSubtype_Devil|true FACT:Summoner_CF_EidolonSubtype_Div|true FACT:Summoner_CF_EidolonSubtype_Elemental|true FACT:Summoner_CF_EidolonSubtype_Inevitable|true FACT:Summoner_CF_EidolonSubtype_Protean|true FACT:Summoner_CF_EidolonSubtype_Psychopomp|true COST:0 diff --git a/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_abilities_class_ui.lst b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_abilities_class_ui.lst new file mode 100644 index 00000000000..406094c499f --- /dev/null +++ b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_abilities_class_ui.lst @@ -0,0 +1,14 @@ +SOURCELONG:Ultimate Wilderness SOURCESHORT:UW SOURCEWEB:http://paizo.com/products/btpy9ujo SOURCEDATE:2017-11 + +# ============================== +# Vigilante Archetypes +# ============================== + +Avenging Beast KEY:Vigilante Archetype ~ Avenging Beast CATEGORY:Archetype TYPE:Archetype.VigilanteArchetype SOURCEPAGE:p.96 DESC:Some vigilantes turn to natural traditions and supernatural forces to transform into beasts, unleashing a primal fury on their foes before returning to an ordinary guise. PRECLASS:1,Vigilante=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Vigilante Archetype ~ Avenging Beast],[!PREFACT:1,ABILITIES,Vigilante_Archetype_ClassSkills=True,Vigilante_Archetype_SkillRanks=True,Vigilante_Archetype_DualIdentity=True,Vigilante_Archetype_VigilanteTalent4=True,Vigilante_Archetype_VigilanteTalent8=True,Vigilante_Archetype_VigilanteTalent10=True,Vigilante_Archetype_VigilanteTalent14=True,Vigilante_Archetype_VigilanteTalent16=True,Vigilante_Archetype_VigilanteSpecialization=True,Vigilante_Archetype_StartlingAppearance=True,Vigilante_Archetype_FrighteningAppearance=True,Vigilante_Archetype_StunningAppearance=True] ABILITY:Internal|AUTOMATIC|Avenging Beast ~ Class Skills|PRECLASS:1,Vigilante=1 ABILITY:Internal|AUTOMATIC|Avenging Beast ~ Skill Ranks per Level|PRECLASS:1,Vigilante=1 ABILITY:Special Ability|AUTOMATIC|Avenging Beast ~ Animal Mask|PRECLASS:1,Vigilante=1 ABILITY:Special Ability|AUTOMATIC|Avenging Beast ~ Spellcasting|PRECLASS:1,Vigilante=1 ABILITY:Special Ability|AUTOMATIC|Avenging Beast ~ Patron Spells|PRECLASS:1,Vigilante=1 ABILITY:Special Ability|AUTOMATIC|Avenging Beast ~ Wild Shape|PRECLASS:1,Vigilante=5 FACT:Vigilante_Archetype_ClassSkills|true FACT:Vigilante_Archetype_SkillRanks|true FACT:Vigilante_Archetype_DualIdentity|true FACT:Vigilante_Archetype_VigilanteTalent4|true FACT:Vigilante_Archetype_VigilanteTalent8|true FACT:Vigilante_Archetype_VigilanteTalent10|true FACT:Vigilante_Archetype_VigilanteTalent14|true FACT:Vigilante_Archetype_VigilanteTalent16|true FACT:Vigilante_Archetype_VigilanteSpecialization|true FACT:Vigilante_Archetype_StartlingAppearance|true FACT:Vigilante_Archetype_FrighteningAppearance|true FACT:Vigilante_Archetype_StunningAppearance|true FACT:Vigilante_CF_ClassSkills|true FACT:Vigilante_CF_VigilanteTalent4|true FACT:Vigilante_CF_VigilanteTalent8|true FACT:Vigilante_CF_VigilanteTalent10|true FACT:Vigilante_CF_VigilanteTalent14|true FACT:Vigilante_CF_VigilanteTalent16|true FACT:Vigilante_CF_VigilanteSpecialization|true FACT:Vigilante_CF_StartlingAppearance|true FACT:Vigilante_CF_FrighteningAppearance|true FACT:Vigilante_CF_StunningAppearance|true COST:0 + +Class Skills KEY:Avenging Beast ~ Class Skills CATEGORY:Internal TYPE:Vigilante Class Features.AvengingBeastClassFeatures CSKILL:Acrobatics|Appraise|Bluff|Climb|TYPE=Craft|Diplomacy|Disguise|Escape Artist|Intimidate|Knowledge (dungeoneering)|Knowledge (local)|Knowledge (nature)|Knowledge (nobility)|Perception|TYPE=Profession|Ride|Sense Motive|Spellcraft|Stealth|Survival|Swim|Use Magic Device +Skill Ranks per Level KEY:Avenging Beast ~ Skill Ranks per Level CATEGORY:Internal TYPE:Vigilante Class Features.AvengingBeastClassFeatures BONUS:SKILLPOINTS|NUMBER|-2 +Animal Mask KEY:Avenging Beast ~ Animal Mask CATEGORY:Special Ability TYPE:Vigilante Class Features.AvengingBeastClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.96 DESC:An avenging beast gains an ornate animal-headed mask that is a focus for his power and must be worn when assuming his vigilante identity. This mask symbolizes one specific animal, and the animal cannot be changed once chosen. Without this mask, an avenging beast cannot assume his vigilante identity. An avenging beast who loses his mask can replace it after 1 week through a specialized ritual that takes 8 hours to complete and costs 200 gp per avenging beast level. This alters dual identity. +Spellcasting KEY:Avenging Beast ~ Spellcasting CATEGORY:Special Ability TYPE:Vigilante Class Features.AvengingBeastClassFeatures.SpecialQuality SOURCEPAGE:p.96 DESC:[NOT IMPLEMENTED] An avenging beast casts divine spells as a hunter and uses the hunter's spell list. +Patron Spells KEY:Avenging Beast ~ Patron Spells CATEGORY:Special Ability TYPE:Vigilante Class Features.AvengingBeastClassFeatures.SpecialQuality SOURCEPAGE:p.96 DESC:[NOT IMPLEMENTED] An avenging beast selects a patron from the witch patron list and adds the patron bonus spells to his spell list (up to 6th-level spells). Patron spells of 7th level or higher are not counted as being on the avenging beast's spell list. +Wild Shape KEY:Avenging Beast ~ Wild Shape CATEGORY:Special Ability TYPE:Vigilante Class Features.AvengingBeastClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.96 DESC:When in his vigilante identity, the avenging beast gains the ability to take on the shape of the animal represented by his animal mask. This ability functions identically to the druid's wild shape ability, except the ability does not improve beyond functioning as beast shape I. The avenging beast treats his vigilante level as his druid level for the purposes of this ability. An avenging beast can use wild shape once per day at 5th level and one additional time per day at 7th level and every 2 levels thereafter, for a total of eight times per day at 19th level. diff --git a/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_abilities_companion_pu.lst b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_abilities_companion_pu.lst new file mode 100644 index 00000000000..9728cfaa2f7 --- /dev/null +++ b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_abilities_companion_pu.lst @@ -0,0 +1,26 @@ +SOURCELONG:Ultimate Wilderness SOURCESHORT:UW SOURCEWEB:http://paizo.com/products/btpy9ujo SOURCEDATE:2017-11 + +# ============================== +# New Eidolon Forms +# ============================== + +Plant KEY:Eidolon Subtype ~ Plant CATEGORY:Special Ability TYPE:Unchained Eidolon Subtype Selection PREVARGTEQ:MASTERVAR("EidolonIsPlant"),1 DESC:Plant eidolons consist of vegetable matter infused with raw natural spiritual power. ABILITY:Special Ability|AUTOMATIC|Plant ~ Unchained Eidolon LVL01|PREVARGTEQ:MasterLevel,1 ABILITY:Special Ability|AUTOMATIC|Plant ~ Unchained Eidolon LVL04|PREVARGTEQ:MasterLevel,4 ABILITY:Special Ability|AUTOMATIC|Plant ~ Unchained Eidolon LVL08|PREVARGTEQ:MasterLevel,8 ABILITY:Special Ability|AUTOMATIC|Plant ~ Unchained Eidolon LVL12|PREVARGTEQ:MasterLevel,12 ABILITY:Special Ability|AUTOMATIC|Plant ~ Unchained Eidolon LVL16|PREVARGTEQ:MasterLevel,16 ABILITY:Special Ability|AUTOMATIC|Plant ~ Unchained Eidolon LVL20|PREVARGTEQ:MasterLevel,20 ABILITY:Special Ability|AUTOMATIC|Plant Base Form ~ Cactus|PREABILITY:1,CATEGORY=Special Ability,Unchained Eidolon Base Form ~ Cactus ABILITY:Special Ability|AUTOMATIC|Plant Base Form ~ Conifer|PREABILITY:1,CATEGORY=Special Ability,Unchained Eidolon Base Form ~ Conifer ABILITY:Special Ability|AUTOMATIC|Plant Base Form ~ Fungus|PREABILITY:1,CATEGORY=Special Ability,Unchained Eidolon Base Form ~ Fungus ABILITY:Special Ability|AUTOMATIC|Plant Base Form ~ Leaf|PREABILITY:1,CATEGORY=Special Ability,Unchained Eidolon Base Form ~ Leaf ABILITY:Special Ability|AUTOMATIC|Plant Base Form ~ Seaweed|PREABILITY:1,CATEGORY=Special Ability,Unchained Eidolon Base Form ~ Seaweed BONUS:VAR|EidolonBiped|1 BONUS:VAR|EidolonConifer|1 BONUS:VAR|EidolonFungus|1 BONUS:VAR|EidolonLeaf|1 BONUS:VAR|EidolonSeaweed|1 + +Cactus KEY:Unchained Eidolon Base Form ~ Cactus CATEGORY:Special Ability TYPE:Unchained Eidolon Base Form Selection PREVAREQ:EidolonCactus,1 BONUS:STAT|STR|4|TYPE=Race BONUS:STAT|DEX|4|TYPE=Race BONUS:VAR|EidolonFortGood,EidolonReflexGood|1 +Conifer KEY:Unchained Eidolon Base Form ~ Conifer CATEGORY:Special Ability TYPE:Unchained Eidolon Base Form Selection PREVAREQ:EidolonConifer,1 BONUS:STAT|STR|4|TYPE=Race BONUS:STAT|DEX|2|TYPE=Race BONUS:STAT|CON|2|TYPE=Race BONUS:VAR|EidolonFortGood,EidolonWillGood|1 +Fungus KEY:Unchained Eidolon Base Form ~ Fungus CATEGORY:Special Ability TYPE:Unchained Eidolon Base Form Selection PREVAREQ:EidolonFungus,1 BONUS:STAT|STR|4|TYPE=Race BONUS:STAT|DEX|4|TYPE=Race BONUS:VAR|EidolonFortGood,EidolonReflexGood|1 +Leaf KEY:Unchained Eidolon Base Form ~ Leaf CATEGORY:Special Ability TYPE:Unchained Eidolon Base Form Selection PREVAREQ:EidolonLeaf,1 BONUS:STAT|STR|6|TYPE=Race BONUS:STAT|DEX|2|TYPE=Race BONUS:VAR|EidolonFortGood,EidolonReflexGood|1 +Seaweed KEY:Unchained Eidolon Base Form ~ Seaweed CATEGORY:Special Ability TYPE:Unchained Eidolon Base Form Selection PREVAREQ:EidolonSeaweed,1 BONUS:STAT|STR|2|TYPE=Race BONUS:STAT|DEX|4|TYPE=Race BONUS:STAT|CON|2|TYPE=Race BONUS:VAR|EidolonFortGood,EidolonReflexGood|1 + +Plant Base Form ~ Cactus CATEGORY:Special Ability ABILITY:Unchained Eidolon Evolution|AUTOMATIC|Unchained Evolution ~ Limbs / Arms|Unchained Evolution ~ Limbs / Legs|Unchained Evolution ~ Sting +Plant Base Form ~ Conifer CATEGORY:Special Ability ABILITY:Unchained Eidolon Evolution|AUTOMATIC|Unchained Evolution ~ Claws / Arms|PREVAREQ:RemoveEidolonBaseClaws,0 ABILITY:Unchained Eidolon Evolution|AUTOMATIC|Unchained Evolution ~ Limbs / Arms|Unchained Evolution ~ Limbs / Legs +Plant Base Form ~ Fungus CATEGORY:Special Ability ABILITY:Unchained Eidolon Evolution|AUTOMATIC|Unchained Evolution ~ Bite|Unchained Evolution ~ Limbs / Arms|Unchained Evolution ~ Limbs / Legs +Plant Base Form ~ Leaf CATEGORY:Special Ability ABILITY:Unchained Eidolon Evolution|AUTOMATIC|Unchained Evolution ~ Limbs / Arms|Unchained Evolution ~ Limbs / Legs|Unchained Evolution ~ Slam +Plant Base Form ~ Seaweed CATEGORY:Special Ability ABILITY:Unchained Eidolon Evolution|AUTOMATIC|Unchained Evolution ~ Limbs / Arms|Unchained Evolution ~ Slam|Unchained Evolution ~ Swim|Unchained Evolution ~ Swim +20 + +Eidolon Progession Lv.1 KEY:Plant ~ Unchained Eidolon LVL01 CATEGORY:Special Ability TYPE:SpecialQuality.PlantLVL1 DESC:At 1st level, plant eidolons gain low-light vision as well as the resistance (electricity) and resistance (sonic) evolutions. BONUS:VAR|HasLowlightVision|1|TYPE=Base ABILITY:Unchained Eidolon Evolution|AUTOMATIC|Unchained Evolution ~ Resistance|PREVAREQ:RemoveEidolonResistanceForImmunity,0 ABILITY:Unchained Eidolon Resistance|AUTOMATIC|Eidolon Resistance to electricity|PREVAREQ:RemoveEidolonResistanceForImmunity,0 ABILITY:Unchained Eidolon Resistance|AUTOMATIC|Eidolon Resistance to sonic|PREVAREQ:RemoveEidolonResistanceForImmunity,0 BONUS:VAR|Pool_EidolonResistance|-1|PREVARGTEQ:RemoveEidolonResistanceForImmunity,0 +Eidolon Progession Lv.4 KEY:Plant ~ Unchained Eidolon LVL04 CATEGORY:Special Ability TYPE:SpecialQuality.PlantLVL4 DESC:At 4th level, plant eidolons gain constant pass without trace and they can change shape into plants of the size category corresponding to their base form with results similar to tree shape. ABILITY:Special Ability|AUTOMATIC|Pass without Trace ~ Constant +Eidolon Progession Lv.8 KEY:Plant ~ Unchained Eidolon LVL08 CATEGORY:Special Ability TYPE:SpecialQuality.PlantLVL8 DESC:At 8th level, plant eidolons gain the ability to use speak with plants for %1 minutes per day with any plants related to the eidolon’s base form. These minutes need not be consecutive.|TL +Eidolon Progession Lv.12 KEY:Plant ~ Unchained Eidolon LVL12 CATEGORY:Special Ability TYPE:SpecialQuality.PlantLVL12 DESC:At 12th level, plant eidolons gain immunity to paralysis, poison, sleep, and stun. ABILITY:Special Ability|AUTOMATIC|Immunity to Paralysis|Immunity to Poison|Immunity to Sleep|Immunity to Stunning +Eidolon Progession Lv.16 KEY:Plant ~ Unchained Eidolon LVL16 CATEGORY:Special Ability TYPE:SpecialQuality.PlantLVL16 DESC:At 16th level, plant eidolons gain the ability to use commune with nature once per day and can use their speak with plants ability at will. SPELLS:Innate|TIMES=1|CASTERLEVEL=TL|Commune with Nature +Eidolon Progession Lv.20 KEY:Plant ~ Unchained Eidolon LVL20 CATEGORY:Special Ability TYPE:SpecialQuality.PlantLVL20 DESC:At 20th level, plant eidolons gain a +8 resistance bonus on saving throws against mind- affecting effects. They lose their resistance (electricity) and resistance (sonic) evolutions and instead gain the immunity (electricity) and immunity (sonic) evolutions. ABILITY:Unchained Eidolon Evolution|AUTOMATIC|Unchained Evolution ~ Immunity ABILITY:Unchained Eidolon Immunity|AUTOMATIC|Eidolon Immunity to electricity ABILITY:Unchained Eidolon Immunity|AUTOMATIC|Eidolon Immunity to sonic BONUS:VAR|RemoveEidolonResistanceForImmunity|1 BONUS:VAR|Pool_EidolonImmunity|-1 ASPECT:SaveBonus|+8 resistance bonus on saving throws against mind-affecting effects. diff --git a/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_races_companion_arg.lst b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_races_companion_arg.lst new file mode 100644 index 00000000000..4f81c687674 --- /dev/null +++ b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_races_companion_arg.lst @@ -0,0 +1,7 @@ +SOURCELONG:Ultimate Wilderness SOURCESHORT:UW SOURCEWEB:http://paizo.com/products/btpy9ujo SOURCEDATE:2017-11 + + +Companion (Carnivorous Flower).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin) +Companion (Crawling Vine).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin) +Companion (Puffball).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin) +Companion (Sapling Treant).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Biped (Hands) diff --git a/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_races_companion_b3.lst b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_races_companion_b3.lst new file mode 100644 index 00000000000..07391445d5e --- /dev/null +++ b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_races_companion_b3.lst @@ -0,0 +1,25 @@ +SOURCELONG:Ultimate Wilderness SOURCESHORT:UW SOURCEWEB:http://paizo.com/products/btpy9ujo SOURCEDATE:2017-11 + +#Companion Support +Companion (Antelope).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Hooves) +Companion (Archelon).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Short Legs) +Companion (Axe Beak).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Avian +Companion (Baluchitherium).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Other) +Companion (Basilosaurus).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Serpentine +Companion (Dimetrodon).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Short Legs) +Companion (Elk).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Hooves) +Companion (Giant Chameleon).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Short Legs) +Companion (Giant Gecko).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Short Legs) +Companion (Giant Vulture).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Avian +Companion (Iguanodon).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Biped (Claws) +Companion (Kangaroo).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Biped (Claws) +Companion (Megalania).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Short Legs) +Companion (Pachycephalosaurus).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Biped (Claws) +Companion (Spinosaurus).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Biped (Claws) +Companion (Thylacine).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws) + + +#Familiar Support +Familiar (Flying Squirrel).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws) +Familiar (Otter).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws) +Familiar (Raccoon).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws) diff --git a/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_races_companion_b4.lst b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_races_companion_b4.lst new file mode 100644 index 00000000000..c7f17bde1a9 --- /dev/null +++ b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_races_companion_b4.lst @@ -0,0 +1,19 @@ +SOURCELONG:Ultimate Wilderness SOURCESHORT:UW SOURCEWEB:http://paizo.com/products/btpy9ujo SOURCEDATE:2017-11 + +#Companion Support +Companion (Dinosaur (Dimorphodon)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Avian +Companion (Dinosaur (Diplodocus)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Other) +Companion (Dinosaur (Styracosaurus)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Hooves) +Companion (Giraffe).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Hooves) +Companion (Stag).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Hooves) +Companion (Seahorse).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Piscine +Companion (Trumpeter Swan).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Avian +Companion (Tortoise).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Short Legs) +Companion (Weasel (Giant)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws) +Companion (Walrus).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Piscine + +#Familiar Support +Familiar (Archaeopteryx).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Avian +Familiar (Sloth).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws) +Familiar (Tuatara).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Short Legs) +Familiar (Giant Flea).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin) diff --git a/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_races_companion_b5.lst b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_races_companion_b5.lst new file mode 100644 index 00000000000..3ed845b8e13 --- /dev/null +++ b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_races_companion_b5.lst @@ -0,0 +1,26 @@ +SOURCELONG:Ultimate Wilderness SOURCESHORT:UW SOURCEWEB:http://paizo.com/products/btpy9ujo SOURCEDATE:2017-11 + +#Companion Support +Companion (Cameroceras).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin) +Companion (Ceratosaurus).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Biped (Claws) +Companion (Chalicotherium).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Biped (Claws) +Companion (Digmaul).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws) +Companion (Frog Father).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Short Legs) +Companion (Frog (Goliath)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Short Legs) +Companion (Kaprosuchus).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Short Legs) +Companion (Megaprimatus).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Biped (Hands) +Companion (Moa).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Avian +Companion (Narwhal).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Piscine +Companion (Plesiosaurus).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Piscine +Companion (Polar Bear).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws) +Companion (Polar Bear (Dire)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws) +Companion (Therizinosaurus).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Biped (Claws) +Companion (Troodon).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Biped (Claws) +Companion (Whale (Blue)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Piscine +Companion (Uintatherium).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Other) +Companion (Wolliped).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Other) + +#Familiar Support +Familiar (Flying Fox).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws) +Familiar (Red Panda).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws) +Familiar (Trilobite).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin) diff --git a/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_races_companion_b6.lst b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_races_companion_b6.lst new file mode 100644 index 00000000000..f036f27051b --- /dev/null +++ b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/support/uw_races_companion_b6.lst @@ -0,0 +1,15 @@ +SOURCELONG:Ultimate Wilderness SOURCESHORT:UW SOURCEWEB:http://paizo.com/products/btpy9ujo SOURCEDATE:2017-11 + +#Companion Support +Companion (Amargasaurus) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Other) +Companion (Brontotherium) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Hooves) +Companion (Deinotherium) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Other) +Companion (Devil Monkey) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Biped (Hands) +Companion (Dunkleosteus) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Piscine +Companion (Elasmotherium) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Other) +Companion (Giganotosaurus) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Biped (Claws) +Companion (Kentrosaurus) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Other) +Companion (Mokele-Mbembe) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Other) +Companion (Quetzalcoatlus) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Avian +Companion (Raven (Giant)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Avian +Companion (Titanoboa) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Serpentine diff --git a/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/ultimate_wilderness.jpg b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/ultimate_wilderness.jpg new file mode 100644 index 0000000000000000000000000000000000000000..7f83634768b4e743fb7b82c933d97f3d0d6267ad GIT binary patch literal 8390 zcmeI0XH-+$w#O4f6A+~L-a82dNFX56dkY9CC?!%u?}!u?P(uqvYEU|%NiQmb^dh~3 z0)}G*4j?F9;o-UG-uFJdFYog^bBsOq+H1}EpL74l9&639FXk^+0oM$4^mPEhOOpah z0RR_kSBBgI1AXDLvfcqQjxIhduTv}~xOuPj(bP8Oi59_s7p?1>8Gb3(bgdm{vP zU%wOJb9X@q+=Lp-8T)FY+}!oT{ZW?TCP?RSPiL5mfVvu=YA8Gu?TbbQI`W00y}Se9 zp$LJ$#Nn6Y-_x=Je1EwFdLjgDjLrBoef&{;P#FaoIf2V)f0ui33oV_$V=tc&0)H17 z5)vX4A}{0P?Aj~_^F;v<+K=9uRTBrbLe|O(NcOP%Q--?b- zK0$#9fy>PQDhciTAKCx)-G4j!!ZrO-j)5qx%L^d@kpqLJ<)G3Kc_df~E-wd%LjH%7 zk3Z7K#|t5#@tY!_nVV0bPk@_`FQ29+-({c@pO~?uv%B~2N%4P08T+`n-wXSXw9;SF zP$WbSE)Rt(C=1A5qLBTY#qZ&NpsMlxWB(BNhrmAs{vq%Wfqw}6|0D3LI&<}b+vAdZ*H7mENI5b&~K5IsO0Faw9$9A^{A z%8DcwSBydSG6TR&%Jum=68Z0nbjq+!?zgQo5lYD|LpgL$iW`?Uo`=_P<1B!D5#s|!6a%=Sz*sNjW@Xz<9 zC3xW+Q?QOO)aNR71eS-eR?o~+aqwJRq&IG;^}fjjScb-RDmT+Ezj)D z201N1XqqH;fp2h9oL6nqEO>Y$$8}9`?ivk&*M~7Q&g&F&+e{Sy1h5kU+I zo_(6&Gm1PER3^o&e(!sIwXxR4sGFE|1gFY3SNth z{1EZ|le` zGcJ)s;fBivfV2AZvsySNYy2(J3|Z8&xZ4<0P`E*&2r7*+YK3w>1RiGScl{!-<^8O< ztbIOV{g9X47|O1;9X));ZQg)>UgqvTUgfsWEV`iMce*`w>Wmq_0JxyJ4P~BodwR#c zoqn_5D@?P)qcn)2rCcs*LoYpHyKC~P^WmPo$2Hx1#U&XMciZ98SG_=k3HM+8=>(Fy zJLH$5Pm#8tfBy$2@uqe}sa@D6U+cIrf3%9+r{el#)ba;8w*L78n25x}tO5(?V?;;$ z6+&$0AHrTKC34ROP>)lcwU)!A{7tTpt<;JwMOw>IWPg&Z>7@`Vk)~n#sBy<9$G`)= zMy*#U5mGMS`-cyth{fgt&;wXn4xTeLHs@?#^sM%;YvRbpR-^V`1_4vVZ@gf3;sR4e z${`@{Os7+Ig|Ri%+P0aC`$Dqj76r3qzSk3%K%!E9F`df9jw0zV^_&f23)dmeP&ReG&+JbE>4)tL9naLT`J%3$8 zqbu%b3;>$p&eM?XQcfSO12UvO>;BMTF$Rr6njpz`9$2F~$4a59pa$NhvlO9^v-JkK z_p#DQ>kZc&>}u2z5V*o3q&#ZEuF)S=20y9V9J=*1v#hiv*3HAkZ9OM>Oq#RJt2VN> zK(p(JW3{08Ub8Xdw6v7gzYAESID2el~*nbrB73nJ8>d$c)m5wgF#}p_i72sgJ#` zwxAlhcvzghNCEC=vY@N)4N*k+;V6_n6wC9t2oXfp;=bShuD&O z?hmqkj0`dSrkMI?kl?{AS21SnyNEx95aUuT1u-9e-$wq6LH9s1i)40_*_1*9bLa)2 z6ht8|cemTQ+_Cj4k)l;C3%>Ps#!|W+n<%|ujkf}(Ht&kULO^FvV4`ZvdnMGdZxINo zY5{%zfF@JX)X@iRM0j>Yj<7b3*Ndu?Co!CL`R_8DenE0U^yfp>J>tA4Lj0A*^A+0K z3CL?v)uKP@HWIrLzXI~OHn4+K9}Md8mQs7IWQ507399?oN3q*Y)BA$`EUR7qT`5=u zE#U%?-FLgHBuua*Q0XzW0_#T7`?oIC$Goj22IN=g4?6z5XMD;;*puJmq%BUeN z?9_eQT2kkA*P!rCb(6*NZHu=Zj_^9_)V8|*j}^N_{q-nQzw9zb9Zhd4z&iTp7|#X3 z_IOeJG-CBOewtGiw)M zaI(zCoW|2ev}!W$D5gtzDJ#@x+{^T^iH=w7K=tqf5E))jT^Nbpcr8-i|sT zXG7vkj3C-AJDl+s0Njeb+f{>+{m&j)UAc)O9jwCl3XHL-l<`22L==6MhF>hTu~DND z4O-XU9F)pYv&t(doj>Ah<_rL0{7qVT>c$celOOGYDqeJI=XKe#_aDb-j`}5b29u^G zYm_)YQkoxeEY#FAB^$clr-h2H#O`J54J0LsEu!Eb2WZN?T;PhrQwLb-pN2+TW42!N~XZi6LdiT|QO2yj|`< z^)&d?I%|6g{Yx znU50~Zu1cQA3i+UvZGpRXt~_{Y`)FBmUN1Jf1}jn2T1hm#>N*R z1#r6KcLv~3wf6X}*Y?6p>5*C!gF@4fbh-R$IU7>?zapZf;bym9=t!}3s7N}4Zbxcc za%u`o&E`CNEXSuOKCsNm`J6g6we#SBBZca%0g0)I^`Xfd-Pc0W{1stI%&ffPhtmZK z)0TIH>a-30j@dJ-QN9vy84>wD zz)}J7#&`PRBk3{H$jGz3vT&I~d|3{RFDl-qEo~I@^H_BKG%{`AG-Og`(QUT9`Ev+= zT(#{pUwriHHtfKw;DOq&hy(2}SETFT)Cgu>x09=1A56obfAj%~l=e`ve`_ZNiisV%u5!&^H;Nnf~d#Q_AQbzrW zj~HmxUM3T(%HY~z_{`EAx6cx0Y^4L5t>N?sJ8IdZHJ_esrW;1$;^y=mSTIsgm1;&@ zU)}R^o=cnmr7&^>7=M}z%vQ7n`3vMQ(*Fw*oHU=y(QsCIm+ny03wv&CI9#fphnMb`g>0Mvt{5FYev@t-wf_9sLI%5UV} z3Q;#YU#t#)*AwR6i>^;fvhye}4z;_{`Hhauv{Y9$35x1q5nwU%TlR$(oc49y)St1? z7SGSA*TJ$|J+QcPP8bE_9&Bqx_rsr8yrE64hc{>1wRVW;qzsN7xODAktP|C6pB8U< zJ~p=hh@L6Ak8dkdnF6dTi}LjIzMAfZEaxOuEcdyuWthie^(mrnPI32@h;4h?Yhg8L zPn`2y3HGY_1apdhDlB5Q5%AYN8+NjbH+7|NhG$;ESHoxGoY^}LPO1|_p>o9bOMYV9UUhGrZA;ui{5t0o{zv(HTb;y%sUQlYE=}7n z6Cb3&WXs>`ELpinDNl5N7GE_O^HSQ`k!v3F!sCQ`85R5f*XTbyLR*-Ek7e ziF*7z*;nINLvi-$(+ThJED2Bkryjw`KyO-GO&VGv-)UqJaT0;@sosom?VPUUO`vaY zwtBU2d-Z!#kd{RliJvzQYP(1$(ZY`7@>9Hmxo=ynsLt#o2@*2#WT>VcXN$icaU|%E zgB@&dxda|rYMP@9OR6$ngz(rng)xY6xg4o(QXiMSJXWi3xgFwVFvNffxht==7Onn} zD>BG_GRPh!sLjoAo&U_MzH~QtZqC>oq>=i{{j++JZ~G)eoW^v1jD}x%~{%P;obR)TP9!95d6rHIuvT}?x3~%r7{1i?#Y^p)(fdP&3=F^j5r<6wJFna z-o!{+`nXwQU|1+xR^sI#VgA~324QZIW&T6ANsg6eDt~y*9Jlb*`lneMH1*S7AqxvO z4eDyqE_ogrvlE#a9605SXIM5`(}4buryh`qw^y~-t`6aI%wh!NI6{r~YxIJ$ojH?M zSKJ~LeR5 zIaaMd+bT@%KFhc075;qe)MvZa@?L;6?6L zs3V(k$8X?QqqZzZu#(|eN>z`!J(FHT-N_(mhNCvh*nePBtn2PgHr`CXl4O?Z^y$Xg zLH@E>(M(96UJ74|V;Es~&ORueB0o)rElFgis644Ai7Ly)DF>QL*D5G@G*LW8UTc2) zjr0co$-V2JQyslpV3@26z*Lc~I8UJ4L?J`MxePjraYAwFX^madD@k5dkl@i$RqdV# zV_P@VeOFM2j$d^zp}OIuM+moq`~r5Ej2e3O`0C$OQMxp0U$2t5nF1YFsDt)0;6fDv=^N)NlYwW zuMa}$)88CdW|Br1piBa_@#5CDf(bh9DP+~*3&1kSmL4i1+5vA z(yzJ^{6{2HpsBfPovty*PRL4&+b9&QF_~}Z3;N7~TLHqZoc8`T`WDRDaO;$5k@n4zjqo9FEZRyHajUbi?-W$#qORbByGJ{BMQW z;d`Ym-4X5h8?>Zojv7M-Un<7s0(*{n1$V*q%dN4HF>}ixV|J+BR_816Ns;3YW#7B} zme;o%cf>6Oi5h}h%SR|-n{&_FuV3nSZ9~B`K_7zxE1R3%EP6=Tg+5BlaD1}^=@!|&Hq|#fB50as>kp~!P@&wiAVUixAXK=dUX`V zPZ!i- zD0wc98F-3t?N*?Fo)KP6Wgt`)zA{i^6}V%?Ko0E+b*F#*b^Co%P+s;eTA~*V{{_xB BfSv#V literal 0 HcmV?d00001 diff --git a/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw__datacontrols.lst b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw__datacontrols.lst new file mode 100644 index 00000000000..0aa98b4abdf --- /dev/null +++ b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw__datacontrols.lst @@ -0,0 +1,56 @@ +# CVS $Revision: $ $Author: $ -- Fri Jun 30 20:50:52 2017 -- reformated by PCGen PrettyLST v6.06.00 +# SOURCELONG:Ultimate Wilderness SOURCESHORT:UW SOURCEWEB:http://paizo.com/products/btpy9ujo SOURCEDATE:2017-11 + +# Name Dataformat Required Selectable Visible Displayname Explanation +FACTDEF:ABILITY|Shifter_Archetype_ClassSkills DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype alters - +FACTDEF:ABILITY|Shifter_Archetype_WeaponProficiencies DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype alters - +FACTDEF:ABILITY|Shifter_Archetype_ArmorProficiencies DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype alters - +FACTDEF:ABILITY|Shifter_Archetype_ShieldProficiency DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype alters - +FACTDEF:ABILITY|Shifter_Archetype_BonusLanguages DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype alters - +FACTDEF:ABILITY|Shifter_Archetype_ShifterAspect DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype alters - +FACTDEF:ABILITY|Shifter_Archetype_ShifterClaws DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype alters - +FACTDEF:ABILITY|Shifter_Archetype_WildEmpathy DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype alters - +FACTDEF:ABILITY|Shifter_Archetype_DefensiveInstinct DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype alters - +FACTDEF:ABILITY|Shifter_Archetype_Track DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype alters - +FACTDEF:ABILITY|Shifter_Archetype_WoodlandStride DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype alters - +FACTDEF:ABILITY|Shifter_Archetype_WildShape DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype alters - +FACTDEF:ABILITY|Shifter_Archetype_TracklessStep DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype alters - +FACTDEF:ABILITY|Shifter_Archetype_ShiftersFury DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype alters - +FACTDEF:ABILITY|Shifter_Archetype_ChimericAspect DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype alters - +FACTDEF:ABILITY|Shifter_Archetype_GreaterChimericAspect DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype alters - +FACTDEF:ABILITY|Shifter_Archetype_ThousandFaces DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype alters - +FACTDEF:ABILITY|Shifter_Archetype_TimelessBody DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype alters - +FACTDEF:ABILITY|Shifter_Archetype_FinalAspect DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype alters - + +FACTDEF:ABILITY|Shifter_Archetype_ShifterAspect1 DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype alters - +FACTDEF:ABILITY|Shifter_Archetype_ShifterAspect2 DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype alters - +FACTDEF:ABILITY|Shifter_Archetype_ShifterAspect3 DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype alters - +FACTDEF:ABILITY|Shifter_Archetype_ShifterAspect4 DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype alters - +FACTDEF:ABILITY|Shifter_Archetype_ShifterAspect5 DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype alters - + + +FACTDEF:ABILITY|Shifter_CF_ClassSkills DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype replaces - +FACTDEF:ABILITY|Shifter_CF_WeaponProficiencies DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype replaces - +FACTDEF:ABILITY|Shifter_CF_ArmorProficiencies DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype replaces - +FACTDEF:ABILITY|Shifter_CF_ShieldProficiency DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype replaces - +FACTDEF:ABILITY|Shifter_CF_BonusLanguages DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype replaces - +FACTDEF:ABILITY|Shifter_CF_ShifterAspect DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype replaces - +FACTDEF:ABILITY|Shifter_CF_ShifterClaws DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype replaces - +FACTDEF:ABILITY|Shifter_CF_WildEmpathy DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype replaces - +FACTDEF:ABILITY|Shifter_CF_DefensiveInstinct DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype replaces - +FACTDEF:ABILITY|Shifter_CF_Track DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype replaces - +FACTDEF:ABILITY|Shifter_CF_WoodlandStride DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype replaces - +FACTDEF:ABILITY|Shifter_CF_WildShape DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype replaces - +FACTDEF:ABILITY|Shifter_CF_TracklessStep DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype replaces - +FACTDEF:ABILITY|Shifter_CF_ShiftersFury DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype replaces - +FACTDEF:ABILITY|Shifter_CF_ChimericAspect DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype replaces - +FACTDEF:ABILITY|Shifter_CF_GreaterChimericAspect DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype replaces - +FACTDEF:ABILITY|Shifter_CF_ThousandFaces DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype replaces - +FACTDEF:ABILITY|Shifter_CF_TimelessBody DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype replaces - +FACTDEF:ABILITY|Shifter_CF_FinalAspect DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype replaces - + +FACTDEF:ABILITY|Shifter_CF_ShifterAspect1 DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype replaces - +FACTDEF:ABILITY|Shifter_CF_ShifterAspect2 DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype replaces - +FACTDEF:ABILITY|Shifter_CF_ShifterAspect3 DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype replaces - +FACTDEF:ABILITY|Shifter_CF_ShifterAspect4 DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype replaces - +FACTDEF:ABILITY|Shifter_CF_ShifterAspect5 DATAFORMAT:BOOLEAN REQUIRED:NO SELECTABLE:NO VISIBLE:YES DISPLAYNAME:Shifter Class Features EXPLANATION:Determines whether the archetype replaces - diff --git a/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_abilities_class.lst b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_abilities_class.lst new file mode 100644 index 00000000000..9e7c3486ee0 --- /dev/null +++ b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_abilities_class.lst @@ -0,0 +1,1357 @@ +# CVS $Revision: $ $Author: $ -- Mon Nov 20 15:13:47 2017 -- reformated by PCGen PrettyLST v6.06.00 +SOURCELONG:Ultimate Wilderness SOURCESHORT:UW SOURCEWEB:http://paizo.com/products/btpy9ujo SOURCEDATE:2017-11 + +# ============================== +# Shifter Class Abilities +# ============================== +#Shifter's Claws fixed, Shifter's Fury, A Thousand Faces, and Timeless Body added as per official FAQ (Feb 6, 2018) +# Ability Name Unique Key Category of Ability Type Visible Required Base Size QUALIFY:ABILITY Serves As Define Description Stackable? Multiple? Template Auto Language Auto Weapon Prof Ability Bonus Ability Pool Combat bonus Modify VAR Weapon prof. bonus Class Skill Source Page Aspects +Class Skills KEY:Shifter ~ Class Skills CATEGORY:Special Ability TYPE:Shifter Class Feature CSKILL:Acrobatics|Climb|TYPE=Craft|Fly|Handle Animal|Knowledge (nature)|Perception|TYPE=Profession|Ride|Stealth|Survival|Swim SOURCEPAGE:p.26 +Weapon and Armor Proficiencies KEY:Shifter ~ Weapon and Armor Proficiencies CATEGORY:Special Ability TYPE:Shifter Class Feature.SpecialQuality DESC:A shifter is proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. She is also proficient with the natural attacks (claw, bite, and so forth) from the shifter claws class feature and of forms she assumes with wild shape. Shifters are proficient with light and medium armor but are prohibited from wearing metal armor. A shifter can wear wooden armor that has been altered by the ironwood spell so that it functions as if it were steel. Shifters are proficient with shields (except tower shields) but must use only those crafted from wood. A shifter who wears prohibited armor or uses a prohibited shield is unable to use her shifter aspect, shifter claws, wild shape, and other shifter supernatural or spell-like abilities while doing so and for 24 hours thereafter. AUTO:WEAPONPROF|Club|Dagger|Dart|Quarterstaff|Scimitar|Scythe|Sickle|Shortspear|Sling|Spear|PREVAREQ:Shifter_CF_WeaponProficiencies,0 ABILITY:Internal|AUTOMATIC|TYPE=ArmorProfMedium|PREVAREQ:Shifter_CF_ArmorProficiencies,0 ABILITY:Internal|AUTOMATIC|TYPE=ShieldProf|PREVAREQ:Shifter_CF_ShieldProficiency,0 SOURCEPAGE:p.26 +Bonus Languages KEY:Shifter ~ Bonus Languages CATEGORY:Special Ability TYPE:Shifter Class Feature.SpecialQuality DESC:A shifter's bonus language options include Sylvan, the language of woodland creatures, and Aklo, the tongue spoken by certain sinister fey or otherworldly denizens of reaches of the wild rarely explored by humanity. These choices are in addition to the bonus languages available to the character because of her race. A shifter speaks Druidic, a secret language known only to druids and shifters, which she learns upon becoming a 1st-level shifter. Druidic is a free language for a shifter; that is, she knows it in addition to her regular allotment of languages, and it doesn't take up a language slot. Shifters are forbidden to teach this language to non-druids or non-shifters. TEMPLATE:Shifter Bonus Languages AUTO:LANG|Druidic SOURCEPAGE:p.26 +Shifter Aspect KEY:Shifter ~ Shifter Aspect CATEGORY:Special Ability TYPE:Shifter Class Feature.SpecialQuality.Supernatural DEFINE:ShifterAspectMinutes|0 DEFINE:ShifterAspectCount|0 DEFINE:ShifterAspectLVL|0 DESC:At 1st level, a shifter gains her first aspect-a category of animal to which her body and soul have become supernaturally attuned. She can shift into her aspect's minor form for %1 minutes per day. The duration need not be consecutive but must be spent in 1-minute increments. Shifting into a minor form is a swift action, while ending the effect is a free action that can be taken only on the shifter's turn. Until a shifter gains the chimeric aspect class feature, she can assume only one minor form at a time. Shifting to a new aspect (or aspects, in the case of chimeric aspects or greater chimeric aspects) ends all minor forms currently manifested. The minor forms of aspects are not polymorph effects, and the shifter does not lose the benefits of a minor form while affected by polymorph effects. As the shifter gains levels, she gains more aspects.|ShifterAspectMinutes BONUS:ABILITYPOOL|Shifter Aspect Choice|ShifterAspectCount BONUS:VAR|ShifterAspectMinutes|ShifterLVL+3 BONUS:VAR|ShifterAspectCount|1+min(3,(ShifterLVL/5)) BONUS:VAR|ShifterAspectLVL|ShifterLVL SOURCEPAGE:p.26 ASPECT:CheckType|Minutes per Day ASPECT:CheckCount|%1|ShifterAspectMinutes ASPECT:MasterAbility|Shifter Aspect +Shifter Claws KEY:Shifter ~ Shifter Claws CATEGORY:Special Ability TYPE:Shifter Class Feature.SpecialQuality.Supernatural DEFINE:ShifterClawDamage|0 DESC:At will, a shifter in her natural form can extend her claws as a swift action to use as a weapon. This magical transformation is fueled as much by the shifter's faith in the natural world as it is by inborn talent. The claws on each hand can be used as a primary natural attack, dealing 1d%1 points of piercing and slashing damage. If she uses one of her claw attacks in concert with a weapon held in the other hand, the claw acts as a secondary natural attack instead.|ShifterClawDamage DESC:Her claws count as magic weapons and ignore DR/cold iron, and DR/silver.|PREVARGTEQ:ShifterLVL,3|PREVARLT:ShifterLVL,19 DESC:Her claws count as magic weapons and ignore DR/cold iron, DR/silver,DR/adamantine and DR/-.|PREVARGTEQ:ShifterLVL,19 DESC:The critical multiplier for her claws becomes ×3.|PREVARGTEQ:ShifterLVL,17 DESC:While a shifter uses wild shape to assume her aspect's major form, her natural attacks gain the same benefits granted by her shifter claws ability. If the form she takes has claw attacks, she can use either the base damage of her shifter claws or the damage of the form's claws, whichever is greater. If the form does not have claw attacks, she can choose up to two natural attacks that would deal less damage than her shifter claw damage and have those attacks instead deal the same damage as her shifter claws.|PREVARGTEQ:ShifterWildShape,1 ABILITY:Internal|AUTOMATIC|Shifter Claw BONUS:VAR|ShifterClawDamage|4|PRESIZEEQ:M BONUS:VAR|ShifterClawDamage|3|PRESIZEEQ:S BONUS:VAR|ShifterClawDamage|6|PRESIZEEQ:L BONUS:VAR|ShifterClawDamage|1|PRESIZEEQ:S|PREVARGTEQ:ShifterLVL,7 BONUS:VAR|ShifterClawDamage|2|PRESIZEGTEQ:M|PREVARGTEQ:ShifterLVL,7 BONUS:VAR|ShifterClawDamage|2|PREVARGTEQ:ShifterLVL,11 BONUS:VAR|ShifterClawDamage|2|PREVARGTEQ:ShifterLVL,13 BONUS:VAR|ShifterClawSize|1|PREVARGTEQ:ShifterLVL,7 BONUS:VAR|ShifterClawSize|1|PREVARGTEQ:ShifterLVL,11 BONUS:VAR|ShifterClawSize|1|PREVARGTEQ:ShifterLVL,13 BONUS:WEAPONPROF=Shifter Claw|CRITMULTADD|1|PREVARGTEQ:ShifterLVL,17 SOURCEPAGE:p.26 +Wild Empathy KEY:Shifter ~ Wild Empathy CATEGORY:Special Ability TYPE:Shifter Class Feature.SpecialQuality.Extraordinary DESC:A shifter can improve the attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person (Core Rulebook p93). The shifter rolls 1d20 and adds her shifter level and Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the shifter and the animal must be within 30 feet of one another and under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. The shifter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check. SOURCEPAGE:p.27 +Defensive Instinct KEY:Shifter ~ Defensive Instinct CATEGORY:Special Ability TYPE:Shifter Class Feature.SpecialQuality.Extraordinary DEFINE:ShifterACBonus|0 DEFINE:ShifterACLVL|0 DEFINE:ShifterACWisBonus|0 DEFINE:MonkACBonus|0 DESC:When unarmored, not using a shield, unencumbered, and conscious, the shifter adds %1 to her AC and CMD. If she is wearing nonmetal armor or using a nonmetal shield, she instead adds %2 to her AC.|ShifterACWisBonus|ShifterACWisBonus/2 DESC: In addition, the shifter gains a +%1 bonus to her AC and CMD.|(ShifterACLVL)/4|PREVARGTEQ:ShifterLVL,4 DESC: These bonuses to AC apply even against touch attacks and when the shifter is flat-footed. She loses these bonuses when she is immobilized or helpless. These bonuses do not stack with the monk AC bonus class feature. BONUS:COMBAT|AC|ShifterACBonus-MonkACBonus|PREVARGT:ShifterACBonus,MonkACBonus BONUS:VAR|ShifterACBonus|min((ShifterACLVL)/4,5) BONUS:VAR|ShifterACBonus|ShifterACWisBonus/2|PREVAREQ:ENCUMBERANCE,0,var("COUNT[EQTYPE.ARMOR.EQUIPPED]"),0,var("COUNT[EQTYPE.SHIELD.EQUIPPED]"),0 BONUS:VAR|ShifterACBonus|ShifterACWisBonus/2 BONUS:VAR|CMD|ShifterACBonus-MonkACBonus|PREVARGT:ShifterACBonus,MonkACBonus BONUS:VAR|ShifterACWisBonus|max(WIS,0)|PREVARGTEQ:ShifterLVL,1 BONUS:VAR|ShifterACLVL|ShifterLVL SOURCEPAGE:p.27 +Track KEY:Shifter ~ Track CATEGORY:Special Ability TYPE:Shifter Class Feature.SpecialQuality.Extraordinary DESC:A shifter adds +%1 as a bonus on Survival checks to follow tracks.|TrackBonus ABILITY:Internal|AUTOMATIC|Track Bonus BONUS:VAR|TrackLVL|ShifterLVL SOURCEPAGE:p.27 ASPECT:Ability Benefit|+%1|TrackBonus +Woodland Stride KEY:Shifter ~ Woodland Stride CATEGORY:Special Ability TYPE:Shifter Class Feature.SpecialQuality.Extraordinary DESC:A shifter can move through any sort of undergrowth (such as briars, natural thorns, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Briars, thorns, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the shifter. SOURCEPAGE:p.27 +Wild Shape KEY:Shifter ~ Wild Shape CATEGORY:Special Ability TYPE:Shifter Class Feature.SpecialQuality.Supernatural.DruidWildShape QUALIFY:ABILITY=FEAT|Natural Spell SERVESAS:ABILITY=Special Ability|Wild Shape DEFINE:ShifterWildShape|0 DEFINE:ShifterWildshapeCount|0 DESC:A shifter gains the ability to turn herself into the major form of one of her aspects and back again. This ability functions as beast shape II, except as noted here. The shifter can turn into the major form of only one of her aspects at a time. Using wild shape to change to a major form or back is a standard action that doesn't provoke attacks of opportunity. Often a particular aspect's major form grants abilities beyond the normal effect of beast shape II. Each major form details the abilities the shifter gains with that major form and at what level; she gains these instead of the form abilities from beast shape II, but she still gains beast shape II abilities that are size dependent. A shifter loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal of that form can make, but she can communicate with other animals of the same general grouping as her form. She can also communicate in nonverbal ways with allies. A shifters can take feats and other abilities that require wild shape; for the purpose of qualifying for prerequisites, her effective druid level is equal to her shifter level. A shifter can use wild shape for %1 hours each day. It need not be consecutive but must be spent in 1 hour increments. For abilities that function based on ‘uses of wild shape,' each hour of wild shape counts as a use.|ShifterWildshapeCount BONUS:VAR|ShifterWildShape|1 BONUS:VAR|ShifterWildshapeCount|ShifterLVL+WIS SOURCEPAGE:p.27 +Trackless Step KEY:Shifter ~ Trackless Step CATEGORY:Special Ability TYPE:Shifter Class Feature.SpecialQuality.Extraordinary DESC:A shifter leaves no trail in natural surroundings and cannot be tracked. She can choose to leave a trail if she so desires. SOURCEPAGE:p.28 +Shifter's Fury KEY:Shifter ~ Shifter's Fury CATEGORY:Special Ability TYPE:Shifter Class Feature.SpecialQuality.Extraordinary DESC:A shifter gains the ability to make several ferocious attacks with the same natural weapon. Instead of attacking with all her natural weapons, the shifter can choose a single natural weapon and make a full attack with that natural weapon, gaining a second iterative attack at a –5 as if it was a manufactured weapon. When she does so, all her other natural attacks count as secondary attacks and don't benefit from shifter's claws. At 11th level, she gains a third iterative attack at a –10 and at 16th level, she gains a fourth iterative attack at –15. SOURCEPAGE:p. +Chimeric Aspect KEY:Shifter ~ Chimeric Aspect CATEGORY:Special Ability TYPE:Shifter Class Feature.SpecialQuality.Supernatural DESC:When a shifter uses her shifter aspect ability to take on a minor form, she can choose two aspects and assume the minor form of each aspect. SOURCEPAGE:p.28 +Greater Chimeric Aspect KEY:Shifter ~ Greater Chimeric Aspect CATEGORY:Special Ability TYPE:Shifter Class Feature.SpecialQuality.Supernatural DESC:When a shifter uses her shifter aspect ability to take on a minor form, she can choose up to three aspects and assume the minor form of each aspect. SOURCEPAGE:p.28 +A Thousand Faces KEY:Shifter ~ A Thousand Faces CATEGORY:Special Ability TYPE:Shifter Class Feature.SpecialQuality.Supernatural DESC:You have the ability to change your appearance at will, as if using the Alter Self spell, but only while in your normal form. SOURCEPAGE:p. +Timeless Body KEY:Shifter ~ Timeless Body CATEGORY:Special Ability TYPE:Shifter Class Feature.SpecialQuality.Extraordinary.Timeless Body ABILITY:Special Ability|AUTOMATIC|Timeless Body +Final Aspect KEY:Shifter ~ Final Aspect CATEGORY:Special Ability TYPE:Shifter Class Feature.SpecialQuality.Supernatural DESC:A shifter gains access to a fifth aspect, and when she uses shifter's aspect, she can assume the minor forms of all her aspects and the shifter can use her major and minor forms at will. SOURCEPAGE:p.28 + +#Aspects fixed as per official FAQ (Feb 6, 2018) +Aspect of the Bat KEY:Shifter Aspect ~ Bat CATEGORY:Special Ability TYPE:Shifter Aspect.SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Bat_1 DEFINE:ShifterBatAspectLVL|0 SOURCEPAGE:p.28 DESC:The aspect of the bat imparts mastery over darkness and the night. Though not as powerful in battle as some other aspects, those who take this aspect become adept at skirmishing and spying. BONUS:VAR|ShifterBatAspectLVL|ShifterAspectLVL ABILITY:Special Ability|AUTOMATIC|Shifter Aspect ~ Bat ~ Minor|PREVARLT:ReplaceMinorShifterAspect,1 ABILITY:Special Ability|AUTOMATIC|Shifter Aspect ~ Bat ~ Major|PREVARGTEQ:ShifterAspectLVL,4|PREVARLT:ReplaceMajorShifterAspect,1|PREVARGTEQ:ShifterWildShape,1 +Aspect of the Bear KEY:Shifter Aspect ~ Bear CATEGORY:Special Ability TYPE:Shifter Aspect.SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Bear_1 DEFINE:ShifterBearAspectLVL|0 SOURCEPAGE:p.29 DESC:The aspect of the bear invokes a juggernaut of tireless endurance and furious power. Those who take this aspect are known for surviving severe wounds and delivering punishing blows in return. BONUS:VAR|ShifterBearAspectLVL|ShifterAspectLVL ABILITY:Special Ability|AUTOMATIC|Shifter Aspect ~ Bear ~ Minor|PREVARLT:ReplaceMinorShifterAspect,1 ABILITY:Special Ability|AUTOMATIC|Shifter Aspect ~ Bear ~ Major|PREVARGTEQ:ShifterAspectLVL,4|PREVARLT:ReplaceMajorShifterAspect,1|PREVARGTEQ:ShifterWildShape,1 +Aspect of the Bull KEY:Shifter Aspect ~ Bull CATEGORY:Special Ability TYPE:Shifter Aspect.SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Bull_1 DEFINE:ShifterBullAspectLVL|0 SOURCEPAGE:p.29 DESC:The bull is a fierce charger and is adept at trampling its foes, pounding them to a bloody pulp. BONUS:VAR|ShifterBullAspectLVL|ShifterAspectLVL ABILITY:Special Ability|AUTOMATIC|Shifter Aspect ~ Bull ~ Minor|PREVARLT:ReplaceMinorShifterAspect,1 ABILITY:Special Ability|AUTOMATIC|Shifter Aspect ~ Bull ~ Major|PREVARGTEQ:ShifterAspectLVL,4|PREVARLT:ReplaceMajorShifterAspect,1|PREVARGTEQ:ShifterWildShape,1 +Aspect of the Deinonychus KEY:Shifter Aspect ~ Deinonychus CATEGORY:Special Ability TYPE:Shifter Aspect.SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Deinonychus_1 DEFINE:ShifterDeinonychusAspectLVL|0 SOURCEPAGE:p.29 DESC:The deinonychus is adept at racing from ambush to deliver grievous wounds with its talons. This aspect infuses the shifter with an enhanced ability to surprise foes and strike first in battle. BONUS:VAR|ShifterDeinonychusAspectLVL|ShifterAspectLVL ABILITY:Special Ability|AUTOMATIC|Shifter Aspect ~ Deinonychus ~ Minor|PREVARLT:ReplaceMinorShifterAspect,1 ABILITY:Special Ability|AUTOMATIC|Shifter Aspect ~ Deinonychus ~ Major|PREVARGTEQ:ShifterAspectLVL,4|PREVARLT:ReplaceMajorShifterAspect,1|PREVARGTEQ:ShifterWildShape,1 +Aspect of the Falcon KEY:Shifter Aspect ~ Falcon CATEGORY:Special Ability TYPE:Shifter Aspect.SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Falcon_1 DEFINE:ShifterFalconAspectLVL|0 SOURCEPAGE:p.29 DESC:The falcon senses all and has the speed to hunt down even the most elusive prey. Those who take this aspect gain enhanced abilities to perceive and reconnoiter the wilderness-little escapes this shifter's attention. BONUS:VAR|ShifterFalconAspectLVL|ShifterAspectLVL ABILITY:Special Ability|AUTOMATIC|Shifter Aspect ~ Falcon ~ Minor|PREVARLT:ReplaceMinorShifterAspect,1 ABILITY:Special Ability|AUTOMATIC|Shifter Aspect ~ Falcon ~ Major|PREVARGTEQ:ShifterAspectLVL,4|PREVARLT:ReplaceMajorShifterAspect,1|PREVARGTEQ:ShifterWildShape,1 +Aspect of the Frog KEY:Shifter Aspect ~ Frog CATEGORY:Special Ability TYPE:Shifter Aspect.SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Frog_1 DEFINE:ShifterFrogAspectLVL|0 SOURCEPAGE:p.29 DESC:The aspect of the frog grants great mobility in leaping through the air and swimming in water, as well surprising tactics in combat. BONUS:VAR|ShifterFrogAspectLVL|ShifterAspectLVL ABILITY:Special Ability|AUTOMATIC|Shifter Aspect ~ Frog ~ Minor|PREVARLT:ReplaceMinorShifterAspect,1 ABILITY:Special Ability|AUTOMATIC|Shifter Aspect ~ Frog ~ Major|PREVARGTEQ:ShifterAspectLVL,4|PREVARLT:ReplaceMajorShifterAspect,1|PREVARGTEQ:ShifterWildShape,1 +Aspect of the Lizard KEY:Shifter Aspect ~ Lizard CATEGORY:Special Ability TYPE:Shifter Aspect.SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Lizard_1 DEFINE:ShifterLizardAspectLVL|0 SOURCEPAGE:p.29 DESC:The aspect of the lizard is one of swift, graceful movement, granting the ability to dart and scurry with an astounding agility and balance. BONUS:VAR|ShifterLizardAspectLVL|ShifterAspectLVL ABILITY:Special Ability|AUTOMATIC|Shifter Aspect ~ Lizard ~ Minor|PREVARLT:ReplaceMinorShifterAspect,1 ABILITY:Special Ability|AUTOMATIC|Shifter Aspect ~ Lizard ~ Major|PREVARGTEQ:ShifterAspectLVL,4|PREVARLT:ReplaceMajorShifterAspect,1|PREVARGTEQ:ShifterWildShape,1 +Aspect of the Monkey KEY:Shifter Aspect ~ Monkey CATEGORY:Special Ability TYPE:Shifter Aspect.SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Monkey_1 DEFINE:ShifterMonkeyAspectLVL|0 SOURCEPAGE:p.30 DESC:The monkey is a climbing trickster who specializes in mobility and manual agility. BONUS:VAR|ShifterMonkeyAspectLVL|ShifterAspectLVL ABILITY:Special Ability|AUTOMATIC|Shifter Aspect ~ Monkey ~ Minor|PREVARLT:ReplaceMinorShifterAspect,1 ABILITY:Special Ability|AUTOMATIC|Shifter Aspect ~ Monkey ~ Major|PREVARGTEQ:ShifterAspectLVL,4|PREVARLT:ReplaceMajorShifterAspect,1|PREVARGTEQ:ShifterWildShape,1 +Aspect of the Mouse KEY:Shifter Aspect ~ Mouse CATEGORY:Special Ability TYPE:Shifter Aspect.SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Mouse_1 DEFINE:ShifterMouseAspectLVL|0 SOURCEPAGE:p.30 DESC:The aspect of the mouse offers the ability to gain access to hard-to-reach places while avoiding many attacks and effects. BONUS:VAR|ShifterMouseAspectLVL|ShifterAspectLVL ABILITY:Special Ability|AUTOMATIC|Shifter Aspect ~ Mouse ~ Minor|PREVARLT:ReplaceMinorShifterAspect,1 ABILITY:Special Ability|AUTOMATIC|Shifter Aspect ~ Mouse ~ Major|PREVARGTEQ:ShifterAspectLVL,4|PREVARLT:ReplaceMajorShifterAspect,1|PREVARGTEQ:ShifterWildShape,1 +Aspect of the Owl KEY:Shifter Aspect ~ Owl CATEGORY:Special Ability TYPE:Shifter Aspect.SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Owl_1 DEFINE:ShifterOwlAspectLVL|0 SOURCEPAGE:p.30 DESC:The aspect of the owl is one of silence. This predator glides through the night unheard, a master of stealthy attacks. BONUS:VAR|ShifterOwlAspectLVL|ShifterAspectLVL ABILITY:Special Ability|AUTOMATIC|Shifter Aspect ~ Owl ~ Minor|PREVARLT:ReplaceMinorShifterAspect,1 ABILITY:Special Ability|AUTOMATIC|Shifter Aspect ~ Owl ~ Major|PREVARGTEQ:ShifterAspectLVL,4|PREVARLT:ReplaceMajorShifterAspect,1|PREVARGTEQ:ShifterWildShape,1 +Aspect of the Snake KEY:Shifter Aspect ~ Snake CATEGORY:Special Ability TYPE:Shifter Aspect.SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Snake_1 DEFINE:ShifterSnakeAspectLVL|0 SOURCEPAGE:p.30 DESC:The snake is a sneaky and lethal foe who strikes unexpectedly with deadly effect, while avoiding opportune strikes made in return. BONUS:VAR|ShifterSnakeAspectLVL|ShifterAspectLVL ABILITY:Special Ability|AUTOMATIC|Shifter Aspect ~ Snake ~ Minor|PREVARLT:ReplaceMinorShifterAspect,1 ABILITY:Special Ability|AUTOMATIC|Shifter Aspect ~ Snake ~ Major|PREVARGTEQ:ShifterAspectLVL,4|PREVARLT:ReplaceMajorShifterAspect,1|PREVARGTEQ:ShifterWildShape,1 +Aspect of the Stag KEY:Shifter Aspect ~ Stag CATEGORY:Special Ability TYPE:Shifter Aspect.SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Stag_1 DEFINE:ShifterStagAspectLVL|0 SOURCEPAGE:p.30 DESC:The stag can outrun or stand its ground against almost any foe. This aspect offers majestic grace and swift speed. BONUS:VAR|ShifterStagAspectLVL|ShifterAspectLVL ABILITY:Special Ability|AUTOMATIC|Shifter Aspect ~ Stag ~ Minor|PREVARLT:ReplaceMinorShifterAspect,1 ABILITY:Special Ability|AUTOMATIC|Shifter Aspect ~ Stag ~ Major|PREVARGTEQ:ShifterAspectLVL,4|PREVARLT:ReplaceMajorShifterAspect,1|PREVARGTEQ:ShifterWildShape,1 +Aspect of the Tiger KEY:Shifter Aspect ~ Tiger CATEGORY:Special Ability TYPE:Shifter Aspect.SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Tiger_1 DEFINE:ShifterTigerAspectLVL|0 SOURCEPAGE:p.31 DESC:The tiger is a powerful but graceful hunter of the wild, quietly stalking its prey and then taking it down with ruthless efficiency. BONUS:VAR|ShifterTigerAspectLVL|ShifterAspectLVL ABILITY:Special Ability|AUTOMATIC|Shifter Aspect ~ Tiger ~ Minor|PREVARLT:ReplaceMinorShifterAspect,1 ABILITY:Special Ability|AUTOMATIC|Shifter Aspect ~ Tiger ~ Major|PREVARGTEQ:ShifterAspectLVL,4|PREVARLT:ReplaceMajorShifterAspect,1|PREVARGTEQ:ShifterWildShape,1 +Aspect of the Wolf KEY:Shifter Aspect ~ Wolf CATEGORY:Special Ability TYPE:Shifter Aspect.SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Wolf_1 DEFINE:ShifterWolfAspectLVL|0 SOURCEPAGE:p.31 DESC:The aspect of the wolf provides the senses and the attacks of the mighty wolf, whose instincts are honed to track and take down its prey. BONUS:VAR|ShifterWolfAspectLVL|ShifterAspectLVL ABILITY:Special Ability|AUTOMATIC|Shifter Aspect ~ Wolf ~ Minor|PREVARLT:ReplaceMinorShifterAspect,1 ABILITY:Special Ability|AUTOMATIC|Shifter Aspect ~ Wolf ~ Major|PREVARGTEQ:ShifterAspectLVL,4|PREVARLT:ReplaceMajorShifterAspect,1|PREVARGTEQ:ShifterWildShape,1 +Aspect of the Wolverine KEY:Shifter Aspect ~ Wolverine CATEGORY:Special Ability TYPE:Shifter Aspect.SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Wolverine_1 DEFINE:ShifterWolverineAspectLVL|0 SOURCEPAGE:p.31 DESC:This aspect unlocks the brutal ferocity and tenacious fury of the wolverine. The wolverine's lust for battle invigorates its will to live, and it can press on in battle longer than its enemies expect. BONUS:VAR|ShifterWolverineAspectLVL|ShifterAspectLVL ABILITY:Special Ability|AUTOMATIC|Shifter Aspect ~ Wolverine ~ Minor|PREVARLT:ReplaceMinorShifterAspect,1 ABILITY:Special Ability|AUTOMATIC|Shifter Aspect ~ Wolverine ~ Major|PREVARGTEQ:ShifterAspectLVL,4|PREVARLT:ReplaceMajorShifterAspect,1|PREVARGTEQ:ShifterWildShape,1 + +#Bat +Minor Aspect of the Bat KEY:Shifter Aspect ~ Bat ~ Minor CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Bat_2 DEFINE:BatAspectDarkvision|0 DESC:You gain darkvision with a range of %1 feet. If you already have darkvision with this range or greater, the range of your darkvision increases by 30 feet.|BatAspectDarkvision DESC:You gain blindsense with a range of 15 feet or, if you already have blindsense with a range of 15 feet or more, you increase its range by 10 feet.|PREVARGTEQ:ShifterBatAspectLVL,15 BONUS:VAR|BatAspectDarkvision|60 BONUS:VAR|BatAspectDarkvision|30|PREVARGTEQ:ShifterBatAspectLVL,8 +Major Aspect of the Bat KEY:Shifter Aspect ~ Bat ~ Major CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Bat_3 DESC:Your shape changes to that of a dire bat (Bestiary p30). While in this form, you gain a fly speed of 40 feet (clumsy) and blindsense with a range of 10 feet.|PREVARLT:ShifterBatAspectLVL,8 DESC:Your shape changes to that of a dire bat (Bestiary p30). While in this form, you gain a fly speed of 60 feet (good), blindsense with a range of 20 feet, and you gain the Flyby Attack feat (Bestiary p315).|PREVARLT:ShifterBatAspectLVL,15|PREVARGTEQ:ShifterBatAspectLVL,8 DESC:Your shape changes to that of a dire bat (Bestiary p30). While in this form, you gain a fly speed of 80 feet (good), blindsense with a range of 20 feet, you gain a bite attack (1d8 damage), you gain the Flyby Attack feat (Bestiary p315), and you gain the Hover feat (Bestiary p315).|PREVARGTEQ:ShifterAspectLVL,15 + +#Bear +Minor Aspect of the Bear KEY:Shifter Aspect ~ Bear ~ Minor CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Bear_2 DEFINE:BearAspectConBonus|0 DESC:You gain a +%1 enhancement bonus to your Constitution score.|BearAspectConBonus BONUS:VAR|BearAspectConBonus|2 BONUS:VAR|BearAspectConBonus|2|PREVARGTEQ:ShifterBearAspectLVL,8 BONUS:VAR|BearAspectConBonus|2|PREVARGTEQ:ShifterBearAspectLVL,15 +Major Aspect of the Bear KEY:Shifter Aspect ~ Bear ~ Major CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Bear_3 DESC:Your shape changes to that of a dire bear (Bestiary p31). While in this form, you gain low-light vision and scent (30 feet), you gain two claw attacks (1d6 damage), a bite attack (1d8 damage), grab with your claws, and a 40 feet base speed. DESC:You gain Improved Natural Attack (Bestiary p315) with your claws.|PREVARGTEQ:ShifterBearAspectLVL,8 DESC:The critical multiplier of your claw attack increases by 1 (×2 becomes ×3) to a maximum of ×4, and you gain the Awesome Blow feat (Bestiary p314).|PREVARGTEQ:ShifterBearAspectLVL,15 + +#Bull +Minor Aspect of the Bull KEY:Shifter Aspect ~ Bull ~ Minor CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Bull_2 DEFINE:BullAspectStrBonus|0 DESC:You gain a +%1 enhancement bonus to your Strength score.|BullAspectStrBonus BONUS:VAR|BullAspectStrBonus|2 BONUS:VAR|BullAspectStrBonus|2|PREVARGTEQ:ShifterBullAspectLVL,8 BONUS:VAR|BullAspectStrBonus|2|PREVARGTEQ:ShifterBullAspectLVL,15 +Major Aspect of the Bull KEY:Shifter Aspect ~ Bull ~ Major CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Bull_3 DEFINE:BullAspectGoreDamageDice|0 DESC:Your shape changes to that of a Large bull (see Cattle on page 179). While in this form, you gain low-light vision, scent, and a gore attack (%1d8 damage) with powerful charge (+1d8 on your gore attack), and a 40 foot base speed.|BullAspectGoreDamageDice DESC:You gain trample as per the universal monster rule (dealing gore damage plus 1-1/2 times your Strength modifier).|PREVARGTEQ:ShifterBullAspectLVL,8 DESC:You gain the Awesome Blow feat (Bestiary p314).|PREVARGTEQ:ShifterBullAspectLVL,15 BONUS:VAR|BullAspectGoreDamageDice|1 BONUS:VAR|BullAspectGoreDamageDice|1|PREVARGTEQ:ShifterBullAspectLVL,15 + +#Deinonychus +Minor Aspect of the Deinonychus KEY:Shifter Aspect ~ Deinonychus ~ Minor CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Deinonychus_2 DEFINE:DeinonychusAspectInitiativeBonus|0 DESC:You gain a +%1 bonus on Initiative checks.|DeinonychusAspectInitiativeBonus BONUS:VAR|DeinonychusAspectInitiativeBonus|2 BONUS:VAR|DeinonychusAspectInitiativeBonus|2|PREVARGTEQ:ShifterDeinonychusAspectLVL,8 BONUS:VAR|DeinonychusAspectInitiativeBonus|2|PREVARGTEQ:ShifterDeinonychusAspectLVL,15 +Major Aspect of the Deinonychus KEY:Shifter Aspect ~ Deinonychus ~ Major CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Deinonychus_3 DESC:Your shape changes to that of a deinonychus (Bestiary p84). While in this form, you gain a base speed of 60 feet, low-light vision, scent (30 feet), a bite attack (1d6 damage), two foreclaw attacks (1d4 damage), and two talon attacks (1d8 damage), and pounce. DESC:You gain two foreclaw attacks (these attacks cannot use your shifter claws damage) and a +4 racial bonus on Acrobatics checks.|PREVARGTEQ:ShifterDeinonychusAspectLVL,8 DESC:You gain a +1 dodge bonus to AC and Spring Attack as a bonus feat.|PREVARGTEQ:ShifterDeinonychusAspectLVL,15 + +#Falcon +Minor Aspect of the Falcon KEY:Shifter Aspect ~ Falcon ~ Minor CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Falcon_2 DEFINE:FalconAspectPerceptionBonus|0 DESC:You gain a +%1 competence bonus on Perception checks.|FalconAspectPerceptionBonus BONUS:VAR|FalconAspectPerceptionBonus|4 BONUS:VAR|FalconAspectPerceptionBonus|2|PREVARGTEQ:ShifterFalconAspectLVL,8 BONUS:VAR|FalconAspectPerceptionBonus|2|PREVARGTEQ:ShifterFalconAspectLVL,15 +Major Aspect of the Falcon KEY:Shifter Aspect ~ Falcon ~ Major CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Falcon_3 DESC:Your shape changes to that of a Small falcon (see page 179). While in this form, you gain a bite attack (1d4 damage), two claw attacks (1d3 damage), low-light vision, DESC:a fly speed of 60 feet (good), and a +4 racial bonus on vision-based Perception checks.|PREVARLT:ShifterFalconAspectLVL,8 DESC:darkvision with a range of 120 feet, a fly speed of 60 feet (good), and a +6 racial bonus on vision-based Perception checks.|PREVARLT:ShifterFalconAspectLVL,15|PREVARGTEQ:ShifterFalconAspectLVL,8 DESC:darkvision with a range of 120 feet, blindsense with a range of 60 feet, a fly speed of 90 feet (perfect), and a +6 racial bonus on vision-based Perception checks.|PREVARGTEQ:ShifterFalconAspectLVL,15 + +#Frog +Minor Aspect of the Frog KEY:Shifter Aspect ~ Frog ~ Minor CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Frog_2 DEFINE:FrogAspectSkillBonuses|0 DESC:You gain a +%1 competence bonus on Acrobatics checks when jumping and on Swim checks.|FrogAspectSkillBonuses BONUS:VAR|FrogAspectSkillBonuses|4 BONUS:VAR|FrogAspectSkillBonuses|2|PREVARGTEQ:ShifterFrogAspectLVL,8 BONUS:VAR|FrogAspectSkillBonuses|2|PREVARGTEQ:ShifterFrogAspectLVL,15 +Major Aspect of the Frog KEY:Shifter Aspect ~ Frog ~ Major CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Frog_3 DEFINE:FrogAspectSwimSpeed|0 DEFINE:FrogAspectTongueReach|0 DESC:Your shape changes to that of a Large frog (as per the giant frog but with a space of 10 feet; Bestiary p135). While in this form, you gain a swim speed of %1 feet, low-light vision, scent (30 feet), a bite attack (1d6 damage) with the grab ability, and the ability to treat all jumps as if you had a running start.|FrogAspectSwimSpeed DESC:You gain a tongue attack. Your tongue is a primary natural attack with a reach of %1 feet.|FrogAspectTongueReach|PREVARGTEQ:ShifterFrogAspectLVL,8 DESC:Your tongue deals no damage on a hit, but can be used to grab. You do not gain the grappled condition while using your tongue in this manner.|PREVARLT:ShifterFrogAspectLVL,15|PREVARGTEQ:ShifterFrogAspectLVL,8 DESC:Your tongue deals bludgeoning damage equal to the damage dealt by your shifter claws and can be used to grab. You do not gain the grappled condition while using your tongue in this manner.|PREVARGTEQ:ShifterFrogAspectLVL,15 BONUS:VAR|FrogAspectSwimSpeed|30 BONUS:VAR|FrogAspectSwimSpeed|30|PREVARGTEQ:ShifterFrogAspectLVL,15 BONUS:VAR|FrogAspectTongueReach|15 BONUS:VAR|FrogAspectTongueReach|15|PREVARGTEQ:ShifterFrogAspectLVL,15 + +#Lizard +Minor Aspect of the Lizard KEY:Shifter Aspect ~ Lizard ~ Minor CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Lizard_2 DEFINE:LizardAspectAcrobaticsBonus|0 DESC:You gain a +%1 competence bonus on Acrobatics checks.|LizardAspectAcrobaticsBonus BONUS:VAR|LizardAspectAcrobaticsBonus|4 BONUS:VAR|LizardAspectAcrobaticsBonus|2|PREVARGTEQ:ShifterLizardAspectLVL,8 BONUS:VAR|LizardAspectAcrobaticsBonus|2|PREVARGTEQ:ShifterLizardAspectLVL,15 +Major Aspect of the Lizard KEY:Shifter Aspect ~ Lizard ~ Major CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Lizard_3 DEFINE:LizardAspectBaseSpeed|0 DESC:Your shape changes to that of an agile and brightly colored giant lizard (as per the giant frilled lizard from Bestiary p194, but with the following changes). While in this form, you gain a base speed of %1 feet, low-light vision, scent (30 feet), a primary bite attack (1d8 damage) with the grab ability and a secondary tail attack (1d6 damage) with the trip ability.|LizardAspectBaseSpeed DESC:You also gain a climb speed of 30 feet.|PREVARGTEQ:ShifterLizardAspectLVL,8 DESC:You gain Improved Natural Attack with your bite and your tail attacks, and the reach of your tail attack becomes 10 feet.|PREVARGTEQ:ShifterLizardAspectLVL,15 BONUS:VAR|LizardAspectBaseSpeed|40 BONUS:VAR|LizardAspectBaseSpeed|20|PREVARGTEQ:ShifterLizardAspectLVL,8 + +#Monkey +Minor Aspect of the Monkey KEY:Shifter Aspect ~ Monkey ~ Minor CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Monkey_2 DEFINE:MonkeyAspectClimbBonus|0 DESC:You gain a +%1 competence bonus on Climb checks.|MonkeyAspectClimbBonus BONUS:VAR|MonkeyAspectClimbBonus|4 BONUS:VAR|MonkeyAspectClimbBonus|2|PREVARGTEQ:ShifterMonkeyAspectLVL,8 BONUS:VAR|MonkeyAspectClimbBonus|2|PREVARGTEQ:ShifterMonkeyAspectLVL,15 +Major Aspect of the Monkey KEY:Shifter Aspect ~ Monkey ~ Major CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Monkey_3 DEFINE:MonkeyAspectClimbSpeed|0 DESC:Your shape changes to that of a Large monkey (as per the dire ape; Bestiary p17). While in this form, you gain a climb speed of %1 feet, low-light vision, and scent (30 feet), two claw attacks (1d6 damage), a bite attack (1d6 damage), and you can still use your hands to wield weapons, hold objects, and manipulate objects normally.|MonkeyAspectClimbSpeed DESC:You can use your tail to hold and manipulate objects as if you had a third hand, but you cannot use it to wield weapons or shields.|PREVARGTEQ:ShifterMonkeyAspectLVL,8 DESC:You gain a rend attack that deals extra damage equal to that of your shifter claws attack plus 1-1/2 times your Strength bonus when you hit with two of your normal shifter claws attacks.|PREVARGTEQ:ShifterMonkeyAspectLVL,15 BONUS:VAR|MonkeyAspectClimbSpeed|30 BONUS:VAR|MonkeyAspectClimbSpeed|20|PREVARGTEQ:ShifterMonkeyAspectLVL,8 + +#Mouse +Minor Aspect of the Mouse KEY:Shifter Aspect ~ Mouse ~ Minor CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Mouse_2 DESC:You gain evasion, as per the rogue class feature.|PREVARLT:ShifterMouseAspectLVL,12 DESC:You gain improved evasion, as per the rogue advanced talent.|PREVARGTEQ:ShifterMouseAspectLVL,12 +Major Aspect of the Mouse KEY:Shifter Aspect ~ Mouse ~ Major CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Mouse_3 DEFINE:MouseAspectMoveBonuses|0 DESC:Your shape changes to that of a Tiny mouse (as per the dire rat, but with a space of 2-1/2 feet and a reach of 0 feet; Bestiary 232). While in this form, you gain a climb speed of %1 feet, a swim speed of %1 feet, low-light vision, a bite attack (1d4 damage) and scent (30 feet), and you use your Dexterity modifier instead of your Strength modifier on Climb and Swim checks.|MouseAspectMoveBonuses DESC:You do not provoke attacks of opportunity while moving through or out of a creature's threatened area or moving into its space, but you do when you leave its space.|PREVARGTEQ:ShifterMouseAspectLVL,15 BONUS:VAR|MouseAspectMoveBonuses|20 BONUS:VAR|MouseAspectMoveBonuses|20|PREVARGTEQ:ShifterMouseAspectLVL,8 + +#Owl +Minor Aspect of the Owl KEY:Shifter Aspect ~ Owl ~ Minor CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Owl_2 DEFINE:OwlAspectStealthBonus|0 DESC:You gain a +%1 competence bonus on Stealth checks.|OwlAspectStealthBonus BONUS:VAR|OwlAspectStealthBonus|4 BONUS:VAR|OwlAspectStealthBonus|2|PREVARGTEQ:ShifterOwlAspectLVL,8 BONUS:VAR|OwlAspectStealthBonus|2|PREVARGTEQ:ShifterOwlAspectLVL,15 +Major Aspect of the Owl KEY:Shifter Aspect ~ Owl ~ Major CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Owl_3 DEFINE:OwlAspectDarkvision|0 DESC:Your shape changes to that of a DESC:Medium|PREVARLT:ShifterOwlAspectLVL,15 DESC:Large|PREVARGTEQ:ShifterOwlAspectLVL,15 DESC:owl (see page 181). While in this form, you gain two talon attacks (1d6 damage), darkvision with a range of %1 feet, a +2 racial bonus on Stealth checks, and a fly speed of 60 feet (average).|OwlAspectDarkvision DESC:You gain Flyby Attack (Bestiary p315) as a bonus feat.|PREVARGTEQ:ShifterOwlAspectLVL,8 DESC:You gain the benefits of the Snatch feat (Bestiary p316), but you can use it only to grab a creature at least one size category smaller than yourself, and you can squeeze a creature grappled with this ability no matter what size it is.|PREVARGTEQ:ShifterOwlAspectLVL,15 BONUS:VAR|OwlAspectDarkvision|60 BONUS:VAR|OwlAspectDarkvision|60|PREVARGTEQ:ShifterOwlAspectLVL,8 + +#Snake +Minor Aspect of the Snake KEY:Shifter Aspect ~ Snake ~ Minor CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Snake_2 DEFINE:SnakeAspectAoOBonus|0 DESC:You gain a +%1 bonus on attack rolls when making attacks of opportunity and a +%1 dodge bonus to your AC against attacks of opportunity.|SnakeAspectAoOBonus BONUS:VAR|SnakeAspectAoOBonus|2 BONUS:VAR|SnakeAspectAoOBonus|2|PREVARGTEQ:ShifterSnakeAspectLVL,8 BONUS:VAR|SnakeAspectAoOBonus|2|PREVARGTEQ:ShifterSnakeAspectLVL,15 +Major Aspect of the Snake KEY:Shifter Aspect ~ Snake ~ Major CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Snake_3 DESC:Your shape changes to that of an emperor cobra (Bestiary 2 p252). While in this form, you gain a climb speed of 30 feet, a swim speed of 30 feet, low-light vision, scent (30 feet), a bite attack (2d6 damage), and the Combat Reflexes feat. If you already have Combat Reflexes or your Dexterity score is not high enough to gain more attacks of opportunity from Combat Reflexes, you can instead make one additional attack of opportunity each round. DESC:You gain a +4 racial bonus on Acrobatics and Stealth checks.|PREVARGTEQ:ShifterSnakeAspectLVL,8 DESC:When you make an attack of opportunity with your bite attack, that attack also applies the following poison. [Bite-injury; save Fort DC %1; frequency 1/round for 6 rounds; effect 1d3 Con damage; cure 2 consecutive saves.]|10+ShifterSnakeAspectLVL/2+CON|PREVARGTEQ:ShifterSnakeAspectLVL,15 + +#Stag +Minor Aspect of the Stag KEY:Shifter Aspect ~ Stag ~ Minor CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Stag_2 DEFINE:StagAspectMoveBonus|0 DESC:You gain an enhancement bonus of +%1 feet to your base speed.|StagAspectMoveBonus BONUS:VAR|StagAspectMoveBonus|5 BONUS:VAR|StagAspectMoveBonus|5|PREVARGTEQ:ShifterStagAspectLVL,8 BONUS:VAR|StagAspectMoveBonus|10|PREVARGTEQ:ShifterStagAspectLVL,15 +Major Aspect of the Stag KEY:Shifter Aspect ~ Stag ~ Major CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Stag_3 DESC:Your shape changes to that of a Large stag (Bestiary 4 p150), but its space changes to 10 feet. While in this form, you gain a gore attack (1d6 damage), two hoof attacks (1d4 damage), a base speed of 50 feet, low-light vision, and scent (30 feet). DESC:You gain a +4 racial bonus on Acrobatic checks when jumping.|PREVARGTEQ:ShifterStagAspectLVL,8 DESC:You gain the Awesome Blow and Improved Natural Attack feats (Bestiary p314, p315) for gore attacks, and you can use Awesome Blow against a creature of your size or smaller.|PREVARGTEQ:ShifterStagAspectLVL,15 + +#Tiger +Minor Aspect of the Tiger KEY:Shifter Aspect ~ Tiger ~ Minor CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Tiger_2 DEFINE:TigerAspectDexBonus|0 DESC:You gain a +%1 enhancement bonus to your Dexterity score.|TigerAspectDexBonus BONUS:VAR|TigerAspectDexBonus|2 BONUS:VAR|TigerAspectDexBonus|2|PREVARGTEQ:ShifterTigerAspectLVL,8 BONUS:VAR|TigerAspectDexBonus|2|PREVARGTEQ:ShifterTigerAspectLVL,15 +Major Aspect of the Tiger KEY:Shifter Aspect ~ Tiger ~ Major CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Tiger_3 DESC:Your shape changes to that of a dire tiger (Bestiary p265). While in this form, you gain a base speed of 40 feet, low-light vision, scent (30 feet), two claw attacks (2d4 damage), a bite attack (2d6 damage), the grab ability with both your bite and claw attacks, and pounce. DESC:You gain a +4 racial bonus on Stealth checks.|PREVARGTEQ:ShifterTigerAspectLVL,8 DESC:You gain the rake attack with your back claw attacks (dealing additional damage equal to that of your claw attack).|PREVARGTEQ:ShifterTigerAspectLVL,15 + +#Wolf +Minor Aspect of the Wolf KEY:Shifter Aspect ~ Wolf ~ Minor CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Wolf_2 DEFINE:WolfAspectScent|0 DESC:You gain the scent ability with a range of %1 feet, or, if you have the scent ability, the range increases by %1 feet. The range doubles if the opponent is upwind and is halved if the opponent is downwind.|WolfAspectScent BONUS:VAR|WolfAspectScent|10 BONUS:VAR|WolfAspectScent|10|PREVARGTEQ:ShifterWolfAspectLVL,8 BONUS:VAR|WolfAspectScent|10|PREVARGTEQ:ShifterWolfAspectLVL,15 +Major Aspect of the Wolf KEY:Shifter Aspect ~ Wolf ~ Major CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Wolf_3 DESC:Your shape changes to that of a dire wolf (Bestiary p278). While in this form, you gain a base speed of 50 feet, a bite attack (1d8 damage), low-light vision, and scent (30 feet), and you can make a trip attempt with your bite attack. DESC:The range of your scent ability increases to 40 feet and you gain a +4 racial bonus on Survival checks when tracking with scent.|PREVARGTEQ:ShifterWolfAspectLVL,8 DESC:You gain Improved Natural Attack (bite) (Bestiary p315).|PREVARGTEQ:ShifterWolfAspectLVL,15 + +#Wolverine +Minor Aspect of the Wolverine KEY:Shifter Aspect ~ Wolverine ~ Minor CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Wolverine_2 DEFINE:WolverineAspectConBonus|0 DESC:You gain %1 additional hit points, and treat your Constitution score as %2 points higher than it is for the purpose of determining when you die at negative hit points.|TL|WolverineAspectConBonus DESC:You gain Diehard as a bonus feat.|PREVARGTEQ:ShifterWolverineAspectLVL,8 BONUS:VAR|WolverineAspectConBonus|4 BONUS:VAR|WolverineAspectConBonus|4|PREVARGTEQ:ShifterWolverineAspectLVL,15 +Major Aspect of the Wolverine KEY:Shifter Aspect ~ Wolverine ~ Major CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SORTKEY:Aspect_of_the_Wolverine_3 DESC:Your shape changes to that of a dire wolverine (Bestiary p279). While in this form, you gain a climb speed of 10 feet, two claw attacks (1d8 damage), a bite attack (1d6 damage), low-light vision, and scent (30 feet). While in dire wolverine form, you gain the barbarian's rage power, but can activate this rage only in a round after you've taken damage. You can rage for %1 rounds each day. This ability otherwise functions the same as the barbarian rage ability (unlike a dire wolverine, you can choose to end this rage voluntarily).|ShifterWolverineAspectLVL DESC:You can choose two barbarian rage powers, treating your shifter level as your effective barbarian level for the purposes of meeting prerequisites.|PREVARGTEQ:ShifterWolverineAspectLVL,8 DESC:You are no longer fatigued at the end of your rage.|PREVARGTEQ:ShifterWolverineAspectLVL,15 + +# ============================== +# Alchemist Discoveries +# ============================== + +Bitter Pill KEY:Discovery ~ Bitter Pill CATEGORY:Special Ability TYPE:AlchemistClassFeatures.SpecialQuality.AlchemistDiscovery.Supernatural DESC:The alchemist becomes bitter in flavor. Any creature that hits the bitter alchemist with a bite attack gains the sickened condition for 1 round unless it succeeds at a Fortitude save (DC %1). Any creature that swallows the alchemist whole gains the nauseated condition for 1 round unless it succeeds at a Fortitude save (same DC as above). If the alchemist is trapped in the creature's gullet and it becomes nauseated, the creature vomits him back out immediately as a free action at the start of the creature's turn; the alchemist lands prone adjacent to the creature.|10+AlchemistDiscoveryLVL/2+CON SOURCEPAGE:p.34 +Grounding Goo* KEY:Discovery ~ Grounding Goo CATEGORY:Special Ability TYPE:AlchemistClassFeatures.SpecialAttack.AlchemistDiscovery.Supernatural DESC:The alchemist's bomb applies a sticky residue after any damage from the bomb is resolved. If a creature damaged by the bomb has a nonmagical fly speed, its flight is severely impaired, and it takes a -%1 penalty on Fly checks for 1 minute.|AlchemistDiscoveryLVL SOURCEPAGE:p.34 +Pheromones KEY:Discovery ~ Pheromones CATEGORY:Special Ability TYPE:AlchemistClassFeatures.SpecialQuality.AlchemistDiscovery.Supernatural DESC:The alchemist exudes an imperceptible musk that grants him a permanent +3 competence bonus on Bluff, Diplomacy, and Intimidate checks. BONUS:SKILL|Bluff,Diplomacy,Intimidate|3|TYPE=Competence SOURCEPAGE:p.34 +Solid Ground* KEY:Discovery ~ Solid Ground CATEGORY:Special Ability TYPE:AlchemistClassFeatures.SpecialAttack.AlchemistDiscovery.Supernatural DESC:The alchemist launches an explosive paste bomb that bonds with any earthen surface. Each application of this paste deals no damage and affects a 5-foot-cube of dirt, loose soil, or stone, transmuting the earth for %1 minutes. Creatures cannot use burrow, earthmeld, or similar abilities (such as the meld into stone spell) while the ground remains transmuted in this way.|AlchemistDiscoveryLVL SOURCEPAGE:p.34 +Thorny Bomb* KEY:Discovery ~ Thorny Bomb CATEGORY:Special Ability TYPE:AlchemistClassFeatures.SpecialAttack.AlchemistDiscovery.Supernatural DESC:When the alchemist creates a bomb, he can choose to have it deal piercing damage. Thorny bombs count as magic weapons for the purpose of overcoming damage reduction. SOURCEPAGE:p.34 +Volumizer KEY:Discovery ~ Volumizer CATEGORY:Special Ability TYPE:AlchemistClassFeatures.SpecialQuality.AlchemistDiscovery.Supernatural DESC:The alchemist can use an extract slot of any level to create a reactive tablet that purifies water and doubles its volume. This works like purify food and drink for a maximum volume of water equal to 1 gallon for each level the alchemist has × the level of the extract slot the alchemist used to create the tablet. Additionally, if the alchemist has a receptacle of sufficient volume to gather the water, the tablet doubles the volume of pure water. The water volume increases over the course of 1 minute, but the effect stops before it can create significant water pressure on a container that's not large enough to hold the entire volume. An unused tablet remains usable until the next time the alchemist recovers extract slots. + +# ============================== +# Alchemist Archetypes +# ============================== + +Herbalist KEY:Alchemist Archetype ~ Herbalist CATEGORY:Archetype TYPE:Archetype.AlchemistArchetype SOURCEPAGE:p.22 DESC:Vine leshys who study the physical and spiritual composition of their own bodies have discovered a strange herbal alchemy all their own. PRERACE:1,Vine Leshy PRECLASS:1,Alchemist=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Alchemist Archetype ~ Herbalist],[!PREFACT:1,ABILITIES,Alchemist_Archetype_Alchemy=True,Alchemist_Archetype_ThrowAnything=True,Alchemist_Archetype_Bomb=True,Alchemist_Archetype_PoisonResistance=True,Alchemist_Archetype_PoisonUse=True,Alchemist_Archetype_PoisonImmunity=True] ABILITY:Special Ability|AUTOMATIC|Herbalist ~ Herbalism|PRECLASS:1,Alchemist=1 ABILITY:Special Ability|AUTOMATIC|Herbalist ~ Natural Magic|PRECLASS:1,Alchemist=1 ABILITY:Special Ability|AUTOMATIC|Herbalist ~ Seedpods|PRECLASS:1,Alchemist=1 FACT:Alchemist_Archetype_Alchemy|true FACT:Alchemist_Archetype_ThrowAnything|true FACT:Alchemist_Archetype_Bomb|true FACT:Alchemist_Archetype_PoisonResistance|true FACT:Alchemist_Archetype_PoisonUse|true FACT:Alchemist_Archetype_PoisonImmunity|true FACT:Alchemist_CF_ThrowAnything|true FACT:Alchemist_CF_Bomb|true FACT:Alchemist_CF_PoisonResistance|true FACT:Alchemist_CF_PoisonUse|true FACT:Alchemist_CF_PoisonImmunity|true COST:0 +Horticulturist KEY:Alchemist Archetype ~ Horticulturist CATEGORY:Archetype TYPE:Archetype.AlchemistArchetype SOURCEPAGE:p.35 DESC:A horticulturist spends his time cultivating plants and plant creatures, allowing him to experiment with strange and wondrous herbal concoctions. PRECLASS:1,Alchemist=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Alchemist Archetype ~ Horticulturist],[!PREFACT:1,ABILITIES,Alchemist_Archetype_Mutagen=True,Alchemist_Archetype_Discovery2=True,Alchemist_Archetype_Discovery4=True,Alchemist_Archetype_Bomb=True,Alchemist_Archetype_PoisonResistance=True,Alchemist_Archetype_PoisonUse=True,Alchemist_Archetype_PoisonImmunity=True,Alchemist_Archetype_PersistentMutagen=True] ABILITY:Special Ability|AUTOMATIC|Horticulturist ~ Seed Extract|PRECLASS:1,Alchemist=1 ABILITY:Special Ability|AUTOMATIC|Horticulturist ~ Herbal Bombs|PRECLASS:1,Alchemist=1 ABILITY:Special Ability|AUTOMATIC|Horticulturist ~ Plant Voice|PRECLASS:1,Alchemist=2 ABILITY:Special Ability|AUTOMATIC|Horticulturist ~ Plant Familiar|PRECLASS:1,Alchemist=4 ABILITY:Special Ability|AUTOMATIC|Horticulturist ~ Fury of Nature|PRECLASS:1,Alchemist=14 FACT:Alchemist_Archetype_Mutagen|true FACT:Alchemist_Archetype_Discovery2|true FACT:Alchemist_Archetype_Discovery4|true FACT:Alchemist_Archetype_Bomb|true FACT:Alchemist_Archetype_PoisonResistance|true FACT:Alchemist_Archetype_PoisonUse|true FACT:Alchemist_Archetype_PoisonImmunity|true FACT:Alchemist_Archetype_PersistentMutagen|true FACT:Alchemist_CF_Mutagen|true FACT:Alchemist_CF_Discovery2|true FACT:Alchemist_CF_Discovery4|true FACT:Alchemist_CF_BombReduction|true FACT:Alchemist_CF_PoisonResistance|true FACT:Alchemist_CF_PoisonUse|true FACT:Alchemist_CF_PoisonImmunity|true FACT:Alchemist_CF_PersistentMutagen|true COST:0 +Ice Chemist KEY:Alchemist Archetype ~ Ice Chemist CATEGORY:Archetype TYPE:Archetype.AlchemistArchetype SOURCEPAGE:p.35 DESC:Reclusive alchemists who dwell in the highest mountains or on the frozen tundra devote their skills to mastering the cold. PRECLASS:1,Alchemist=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Alchemist Archetype ~ Ice Chemist],[!PREFACT:1,ABILITIES,Alchemist_Archetype_Bomb=True,Alchemist_Archetype_PoisonResistance=True,Alchemist_Archetype_PoisonImmunity=True,Alchemist_Archetype_Discovery2=True] ABILITY:Special Ability|AUTOMATIC|Ice Chemist ~ Icy Bombs|PRECLASS:1,Alchemist=1 ABILITY:Special Ability|AUTOMATIC|Ice Chemist ~ Cold Sweat|PRECLASS:1,Alchemist=2 ABILITY:Special Ability|AUTOMATIC|Ice Chemist ~ Frost Bomb|PRECLASS:1,Alchemist=2 FACT:Alchemist_Archetype_Bomb|true FACT:Alchemist_Archetype_PoisonResistance|true FACT:Alchemist_Archetype_PoisonImmunity|true FACT:Alchemist_Archetype_Discovery2|true FACT:Alchemist_CF_PoisonResistance|true FACT:Alchemist_CF_PoisonImmunity|true FACT:Alchemist_CF_Discovery2|true COST:0 + +#Herbalist +Herbalism KEY:Herbalist ~ Herbalism CATEGORY:Special Ability TYPE:Alchemist Class Features.HerbalistClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.22 DESC:An herbalist's studies allow him a unique method of creating alchemical discoveries. He can attempt Profession (herbalist) checks in place of Craft (alchemy) checks for all purposes, and he gains a competence bonus equal to half his alchemist level on Profession (herbalist) checks to create alchemical items and to forage for and process herbs (see page 152). [NOT IMPLEMENTED] An herbalist uses his Wisdom score instead of his Intelligence score for all alchemist class abilities. This alters alchemy and the alchemist's key ability score. BONUS:SKILL|Profession (Herbalist)|AlchemistLVL/2 +Natural Magic KEY:Herbalist ~ Natural Magic CATEGORY:Special Ability TYPE:Alchemist Class Features.HerbalistClassFeatures.SpecialQuality SOURCEPAGE:p.22 DESC:[NOT IMPLEMENTED] An herbalist's study of the leshy spirit grants him access to natural magic that eludes other alchemists. Each time he gains access to a new level of extracts (including 1st level), he can add two spells from that spell level on the druid spell list to his alchemist class spell list; these spells must target a creature or creatures or have a range of “you,” and he must still add them to his formula book as normal before he can prepare them. As always, the extracts affect the drinker as if she were the target, so offensive touch spells are a nasty trap for the drinker. +Seedpods KEY:Herbalist ~ Seedpods CATEGORY:Special Ability TYPE:Alchemist Class Features.HerbalistClassFeatures.SpecialQuality.Supernatural.Bomb DEFINE:AlchemistBombTimes|0 SOURCEPAGE:p.22 DESC:An herbalist can produce and throw seedpods as ranged touch attacks, similar to the ranged attacks of other leshys. He can create %1 seedpods each day and can throw them as a standard action with a range increment of 20 feet. A seedpod deals 1d6 points of bludgeoning damage, plus an additional %2d6 points of damage (this additional damage isn't multiplied on a critical hit or from effects like Vital Strike). Seedpods are considered weapons and can be selected for feats like Weapon Focus, and the herbalist can take the Extra Bombs feat to gain additional daily uses of his seedpods. His seedpods also gain one of the following additional effects unless the target succeeds at a Fortitude save (DC=%3). At 1st level, his seedpods can deafen their target for 1 round like a leaf leshy. At 2nd level, they can reduce the target's vision to 10 feet for 1 minute (unless the target spends a full-round action to wash the spores from its eyes early) like the spores of a fungus leshy. At 5th level, they can entangle their target for 2d4 rounds (unless the target succeeds at a Strength check or Escape Artist check at the save DC to break the vine early) like the seeds of a gourd leshy. At 8th level, they can sicken their target for 1d4 rounds like the spittle of a flytrap leshy. At 10th level, they can blind their target until the end of their next turn like the water jets of a seaweed leshy.|AlchemistLVL+WIS|(AlchemistLVL-1)/2|10+AlchemistLVL/2+WIS ASPECT:CheckCount|%1|AlchemistLVL+WIS+AlchemistBombTimes ASPECT:CheckType|Uses per Day AUTO:WEAPONPROF|Seedpod + +#Horticulturist +Seed Extract KEY:Horticulturist ~ Seed Extract CATEGORY:Special Ability TYPE:Alchemist Class Features.HorticulturistClassFeatures.SpecialQuality SOURCEPAGE:p.35 DESC:A horticulturist adds Summon Nature's Ally I–VI as 1st- through 6th-level extracts, respectively, to his class extract list. For example, he automatically adds summon nature's ally I to his formula book at 1st level and adds the next higher-level spell to his formula book each time he gains the ability to use extracts of that level. The horticulturist uses these special extracts to plant a seed that grows into a creature, bypassing the restriction for single target or personal effects. Using these extracts takes 1 round (as the spell's normal casting time), and the creature summoned must be placed in a space adjacent to the horticulturist. The horticulturist can use these extracts to summon only animals and plants on the appropriate summon nature's ally list. Creatures the horticulturist summons with these extracts become creatures with the plant type (gaining low-light vision and immunity to mind-affecting, paralysis, poison, polymorph, sleep, and stunning effects) rather than their normal type, but their attack bonuses, Hit Dice, saving throws, and skills don't change. A horticulturist can't choose mutagen discoveries. SPELLLEVEL:CLASS|Alchemist=1|Summon Nature's Ally I|Alchemist=2|Summon Nature's Ally II|Alchemist=3|Summon Nature's Ally III|Alchemist=4|Summon Nature's Ally IV|Alchemist=5|Summon Nature's Ally V|Alchemist=6|Summon Nature's Ally VI +Herbal Bombs KEY:Horticulturist ~ Herbal Bombs CATEGORY:Special Ability TYPE:Alchemist Class Features.HorticulturistClassFeatures.SpecialAttack.Supernatural SOURCEPAGE:p.35 DESC:A horticulturist's bombs lack the power of a traditional alchemist's but can be fine-tuned in ways normal alchemist explosives cannot. The horticulturist's bombs deal 1d4 points of damage (instead of 1d6), plus 1d4 points of damage for every 2 alchemist levels beyond 1st. When the horticulturist creates a bomb, he can formulate it to affect plants and other creatures normally, affect only plant creatures, or affect only creatures not of the plant type. This alters the bomb class feature. +Plant Voice KEY:Horticulturist ~ Plant Voice CATEGORY:Special Ability TYPE:Alchemist Class Features.HorticulturistClassFeatures.SpecialQuality.Extraordinary.Supernatural SOURCEPAGE:p.35 DESC:A horticulturist gains further knowledge about plants, and he eventually learns to speak with them. He gains a +2 bonus on Knowledge (nature) and Survival checks. DESC:He can speak to plants as a constant speak with plants spell (this ability is supernatural).|PRECLASS:1,Alchemist=10 BONUS:SKILL|Knowledge (nature),Survival|2 +Plant Familiar KEY:Horticulturist ~ Plant Familiar CATEGORY:Special Ability TYPE:Alchemist Class Features.HorticulturistClassFeatures.SpecialQuality.Extraordinary DEFINE:FamiliarMasterLVL|0 SOURCEPAGE:p.35 DESC:A horticulturist creates a Diminutive or Tiny alchemical plant creature that vaguely resembles a kind of animal suitable for a familiar (such as a cat) and acts as his familiar, granting the horticulturist a skill bonus, the Alertness feat, and so on. The plant familiar has all the abilities of the animal it resembles (for example, a bat-like plant familiar can fly) but is treated as a creature of the plant type and has familiar abilities based on the horticulturist's alchemist level (though some familiar abilities may be useless to the horticulturist). An alchemist's extracts and mutagens are considered spells for the purposes of familiar abilities like share spells or deliver touch spells. If a plant familiar is lost or dies, it can be replaced 1 week later through a specialized procedure that costs 200 gp per alchemist level the horticulturist has. The ritual takes 8 hours to complete. BONUS:VAR|FamiliarMasterLVL|AlchemistLVL FOLLOWERS:Familiar|1 COMPANIONLIST:Familiar|Familiar (Bat),Familiar (Cat),Familiar (Hawk),Familiar (Lizard),Familiar (Monkey),Familiar (Owl),Familiar (Rat),Familiar (Raven),Familiar (Toad),Familiar (Viper),Familiar (Weasel),RACESUBTYPE=FamiliarBase +Fury of Nature KEY:Horticulturist ~ Fury of Nature CATEGORY:Special Ability TYPE:Alchemist Class Features.HorticulturistClassFeatures.SpecialQuality.SpellLike SOURCEPAGE:p.35 DESC:A horticulturist's connection with nature allows him to bring down nature's fury on his opponents. He can cast one of the following spells, chosen at the time of casting, once per day as a spell-like ability: call lightning storm, eagle aerie, or liveoak. SPELLS:Fury of Nature|CASTERLEVEL=AlchemistLVL|Call Lightning Storm,15+INT|Eagle Aerie|Liveoak + +#Ice Chemist +Icy Bombs KEY:Ice Chemist ~ Icy Bombs CATEGORY:Special Ability TYPE:Alchemist Class Features.IceChemistClassFeatures.SpecialAttack.Supernatural SOURCEPAGE:p.35 DESC:An ice chemist's bombs deal cold damage instead of fire damage. In place of an alchemist discovery, she can learn to create bombs that deal fire damage like normal alchemist bombs do, though she can't apply discoveries that modify bombs to such fire bombs that she creates. An ice alchemist's icy bombs can still be poisonous or create thick vapors similar to smoke, but she cannot apply the explosive or inferno bomb discoveries to them. This alters the bomb class feature. +Cold Sweat KEY:Ice Chemist ~ Cold Sweat CATEGORY:Special Ability TYPE:Alchemist Class Features.IceChemistClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.35 DESC:An ice chemist channels her affinity for cold energy into her personal space, keeping herself and her gear cool. She gains cold resistance equal to her alchemist level and can survive comfortably in temperatures as low as –50º Fahrenheit. ABILITY:Special Ability|AUTOMATIC|Resistance to Cold BONUS:VAR|ColdResistanceBonus|AlchemistLVL|TYPE=Resistance +Frost Bomb KEY:Ice Chemist ~ Frost Bomb CATEGORY:Special Ability TYPE:Alchemist Class Features.IceChemistClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.35 DESC:An ice chemist gains the frost bomb discovery. ABILITY:Special Ability|AUTOMATIC|Discovery ~ Frost Bomb + +Fire Bomb* KEY:Ice Chemist Discovery ~ Fire Bomb CATEGORY:Special Ability TYPE:AlchemistClassFeatures.SpecialAttack.AlchemistDiscovery.AlchemistBombModifier PREABILITY:1,CATEGORY=Special Ability,Ice Chemist ~ Icy Bombs DESC:When the ice chemist creates a bomb, he can choose to have it inflict fire damage. + +# ============================== +# Antipaladin Archetype +# ============================== + +Blighted Myrmidon KEY:Antipaladin Archetype ~ Blighted Myrmidon CATEGORY:Archetype TYPE:Archetype.AntipaladinArchetype SOURCEPAGE:p.91 DESC:Blighted myrmidons carry the seed of rot in their black hearts and sap life from the natural world. PRECLASS:1,Antipaladin=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Antipaladin Archetype ~ Blighted Myrmidon],[!PREFACT:1,ABILITIES,Antipaladin_Archetype_SmiteGood=True,Antipaladin_Archetype_FiendishBoon=True,Antipaladin_Archetype_SmiteGood10=True,Antipaladin_Archetype_AuraOfVengeance=True,Antipaladin_Archetype_Cruelty15=True,Antipaladin_Archetype_UnholyChampion=True] ABILITY:Special Ability|AUTOMATIC|Blighted Myrmidon ~ Smite Nature|PRECLASS:1,Antipaladin=1 ABILITY:Special Ability|AUTOMATIC|Blighted Myrmidon ~ Corrupted Companion|PRECLASS:1,Antipaladin=5 ABILITY:Special Ability|AUTOMATIC|Blighted Myrmidon ~ Feed on Decay|PRECLASS:1,Antipaladin=10 ABILITY:Special Ability|AUTOMATIC|Blighted Myrmidon ~ Aura of Decay|PRECLASS:1,Antipaladin=11 ABILITY:Special Ability|AUTOMATIC|Blighted Myrmidon ~ Enervating Touch|PRECLASS:1,Antipaladin=15 ABILITY:Special Ability|AUTOMATIC|Blighted Myrmidon ~ Unnatural Champion|PRECLASS:1,Antipaladin=20 FACT:Antipaladin_Archetype_SmiteGood|true FACT:Antipaladin_Archetype_FiendishBoon|true FACT:Antipaladin_Archetype_SmiteGood10|true FACT:Antipaladin_Archetype_AuraOfVengeance|true FACT:Antipaladin_Archetype_Cruelty15|true FACT:Antipaladin_Archetype_UnholyChampion|true FACT:Antipaladin_CF_SmiteGood10|true FACT:Antipaladin_CF_AuraOfVengeance|true FACT:Antipaladin_CF_Cruelty15|true COST:0 + +Smite Nature KEY:Blighted Myrmidon ~ Smite Nature CATEGORY:Special Ability TYPE:Antipaladin Class Features.BlightedMyrmidonClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.91 DESC:A blighted myrmidon can drain the life from a creature tied to nature. As a swift action, the blighted myrmidon chooses one target within sight to smite. Regardless of its alignment, if the target is an animal, plant, or vermin, the blighted myrmidon adds +%1 on her attack rolls and adds +%2 on damage rolls against the target of her smite. If the target of smite nature is an elemental, a fey, or a creature with levels of druid, hunter, ranger, or shifter, the bonus on damage on the first successful attack increases to %3 points of damage. This ability otherwise functions as smite good. This alters smite good.|max(0,CHA)|AntipaladinLVL|AntipaladinLVL*2 +Corrupted Companion KEY:Blighted Myrmidon ~ Corrupted Companion CATEGORY:Special Ability TYPE:Antipaladin Class Features.BlightedMyrmidonClassFeatures.SpecialQuality.SpellLike SOURCEPAGE:p.91 DESC:A blighted myrmidon can call upon a corrupted servant of nature. When the blighted myrmidon chooses the second fiendish boon option, it functions as a summon nature's ally spell of the appropriate level. This ability otherwise functions as the standard fiendish boon antipaladin class feature. This alters fiendish boon. +Feed on Decay KEY:Blighted Myrmidon ~ Feed on Decay CATEGORY:Special Ability TYPE:Antipaladin Class Features.BlightedMyrmidonClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.91 DESC:A blighted myrmidon draws strength from corrupting the natural world. When the blighted myrmidon damages a creature with her smite nature ability, she gains a +1 morale bonus on attack rolls, damage rolls, and saving throws for 1 round. +Aura of Decay KEY:Blighted Myrmidon ~ Aura of Decay CATEGORY:Special Ability TYPE:Antipaladin Class Features.BlightedMyrmidonClassFeatures.SpecialQuality.Supernatural.Aura SOURCEPAGE:p.91 DESC:As a free action, a blighted myrmidon can expend two uses of her smite nature ability to generate an aura of decay with a range of 10 feet for 1 minute. Living foes of the blighted myrmidon within the aura take 3d6 points of damage unless they succeed at a Fortitude save (DC %1) for half damage. If an elemental, a fey, or a creature with levels in druid, hunter, ranger, or shifter takes damage from aura of decay, the blighted myrmidon regains a number of hit points equal to half the amount of damage the creature takes; this doesn't stack if multiple such creatures are in the aura.|AntipaladinLVL/2+CHA ASPECT:Ability Benefit|(10 ft., 3d6 damage, DC %1)|AntipaladinLVL/2+CHA +Enervating Touch KEY:Blighted Myrmidon ~ Enervating Touch CATEGORY:Special Ability TYPE:Antipaladin Class Features.BlightedMyrmidonClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.91 DESC:When she damages a creature with her touch of corruption, a blighted myrmidon can suppress the vital force of her target for %1 rounds. While affected, when the target regains hit points, it regains only half the number of hit points it would otherwise receive, and it can't gain temporary hit points. The target can attempt a Fortitude save (DC %1) to negate this effect.|AntipaladinLVL|AntipaladinLVL/2+CHA +Unnatural Champion KEY:Blighted Myrmidon ~ Unnatural Champion CATEGORY:Special Ability TYPE:Antipaladin Class Features.BlightedMyrmidonClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.91 DESC:When a blighted myrmidon uses smite nature and strikes an elemental or fey creature with the extraplanar subtype, the target is also subject to the effects of a banishment spell, using her blighted myrmidon level as her caster level, and her weapon and unholy symbol automatically count as objects that the subject hates. This ability otherwise functions as unholy champion. This alters unholy champion. + +# ============================== +# Barbarian Rage Powers +# ============================== +##Greater Totem Tyrant missing info to allow implementation. Waiting on clairification from Paizo. +Autumn Rage KEY:Rage Power ~ Autumn Rage CATEGORY:Special Ability TYPE:BarbarianClassFeatures.ClassFeatures.RagePower.SpecialQuality.Supernatural.SeasonRagePower !PREABILITY:1,CATEGORY=Special Ability,TYPE=SeasonRagePower SOURCEPAGE:p.36 DESC:The barbarian becomes a servant of the harvest. While raging, she gains a +2 bonus on combat maneuver checks to reposition or trip. She also gains this bonus on attack rolls to confirm critical hits. +Bestial Flyer KEY:Rage Power ~ Bestial Flyer CATEGORY:Special Ability TYPE:BarbarianClassFeatures.ClassFeatures.RagePower.SpecialQuality.Extraordinary PREMULT:3,[PREMOVE:1,Fly=1],[PREABILITY:1,CATEGORY=Special Ability,Rage Power ~ Raging Flyer],[PREVARGTEQ:RagePowersPrereqLVL,6] SOURCEPAGE:p.36 DESC:While raging, the barbarian's fly speed increases by 10 feet and her maneuverability improves by one category. BONUS:MOVEADD|TYPE.Fly|10|PREVAREQ:Raging,1 BONUS:VAR|Maneuverability|1|PREVAREQ:Raging,1 +Contagious Rage KEY:Rage Power ~ Contagious Rage CATEGORY:Special Ability TYPE:BarbarianClassFeatures.ClassFeatures.RagePower.SpecialQuality.Supernatural PREVARGTEQ:RagePowersPrereqLVL,6 SOURCEPAGE:p.36 DESC:The barbarian howls during combat, agitating nearby fauna. Willing animals and magical beasts within 30 feet of the barbarian gain the benefits of the rage spell for as long as she maintains her rage. After the barbarian's rage ends, creatures affected by her rage are fatigued for the same number of rounds as the barbarian. +Dissipating Rage KEY:Rage Power ~ Dissipating Rage CATEGORY:Special Ability TYPE:BarbarianClassFeatures.ClassFeatures.RagePower.SpecialQuality.Supernatural SOURCEPAGE:p.36 DESC:When the barbarian rages, her feverish frenzy and hot breath burn or blow fog, smoke and similar effects away from her. The barbarian and creatures adjacent to her do not gain concealment from obfuscating effects like fog or precipitation. Magical effects that require more than a strong wind to dissipate are not affected by this rage power. +Eclipsing Rage KEY:Rage Power ~ Eclipsing Rage CATEGORY:Special Ability TYPE:BarbarianClassFeatures.ClassFeatures.RagePower.SpecialQuality.Supernatural PREVARGTEQ:RagePowersPrereqLVL,6 SOURCEPAGE:p.36 DESC:While the barbarian is raging, the light level within 10 feet of her lowers by one step. She can't decrease the light level below normal darkness with this ability. Multiple barbarians with this rage power don't further reduce the light level. A barbarian must be at least 6th level to choose this rage power. +Eclipsing Rage, Greater KEY:Rage Power ~ Eclipsing Rage (Greater) CATEGORY:Special Ability TYPE:BarbarianClassFeatures.ClassFeatures.RagePower.SpecialQuality.Supernatural PREMULT:2,[PREABILITY:1,CATEGORY=Special Ability,Rage Power ~ Eclipsing Rage],[PREVARGTEQ:RagePowersPrereqLVL,10] SOURCEPAGE:p.36 DESC:Whenever the barbarian rages, the light level within 20 feet of her lowers by two steps instead of one. She still can't decrease the light level below normal darkness with this ability. +Hissing Rage KEY:Rage Power ~ Hissing Rage CATEGORY:Special Ability TYPE:BarbarianClassFeatures.ClassFeatures.RagePower.SpecialQuality.Supernatural SOURCEPAGE:p.36 DESC:Once per hour, the barbarian can spit venom at an adjacent enemy as a standard action. She must make a touch attack to successfully spit on a foe in this way, but she can also apply this poison as a swift action when she hits with a bite attack. The DC of the save against this poison is %1. Hissing Rage Poison (Su) Bite—contact or injury; save Fort; frequency 1/round for 6 rounds; effect 1d2 Str damage; cure 2 consecutive saves.|10+RagePowersLVL/+CON +Lizard Stride KEY:Rage Power ~ Lizard Stride CATEGORY:Special Ability TYPE:BarbarianClassFeatures.ClassFeatures.RagePower.SpecialQuality.Supernatural SOURCEPAGE:p.36 DESC:When the barbarian makes a charge or run action while raging, she can move across the surface of water without sinking. She sinks immediately if she ends her turn standing on water. +Pack Rage KEY:Rage Power ~ Pack Rage CATEGORY:Special Ability TYPE:BarbarianClassFeatures.ClassFeatures.RagePower.SpecialQuality.Extraordinary PREVARGTEQ:RagePowersPrereqLVL,6 SOURCEPAGE:p.36 DESC:When a barbarian with this rage power enters a rage, any barbarian within 30 feet who also has this rage power can enter a rage. A barbarian that enters a rage outside of her turn spends 1 round of rage immediately and then spends another round of rage to maintain her rage at the beginning of her next turn. +Raging Flyer KEY:Rage Power ~ Raging Flyer CATEGORY:Special Ability TYPE:BarbarianClassFeatures.ClassFeatures.RagePower.SpecialQuality.Extraordinary SOURCEPAGE:p.36 DESC:When raging, the barbarian adds her level as an enhancement bonus to Fly checks. BONUS:SKILL|Fly|RagePowersLVL|PREVAREQ:Raging,1 +Raging Whirlwind KEY:Rage Power ~ Raging Whirlwind CATEGORY:Special Ability TYPE:BarbarianClassFeatures.ClassFeatures.RagePower.SpecialQuality.Supernatural PREVARGTEQ:RagePowersPrereqLVL,12 SOURCEPAGE:p.36 DESC:The barbarian can create a whirlwind with a powerful spinning move as an immediate action after she confirms a critical hit with a melee attack. The whirlwind circles the target of her melee attack, lifting it in the air slightly until the end of the barbarian's turn. The creature can attempt a Fortitude save (DC %1) to negate this effect. If it fails the save, the target loses its Dexterity modifier to AC for the rest of the barbarian's turn and lands prone on the ground at the end of her turn. Raging whirlwind has no effect on flying creatures.|10+RagePowersLVL/+CON +Spring Rage KEY:Rage Power ~ Spring Rage CATEGORY:Special Ability TYPE:BarbarianClassFeatures.ClassFeatures.RagePower.SpecialQuality.Supernatural.SeasonRagePower !PREABILITY:1,CATEGORY=Special Ability,TYPE=SeasonRagePower SOURCEPAGE:p.36 DESC:The barbarian's rage rejuvenates her physically and spiritually. While raging, she ignores penalties to her ability scores due to aging. She also ignores penalties from negative levels, though she retains any negative levels she has until they are removed normally. +Summer Rage KEY:Rage Power ~ Summer Rage CATEGORY:Special Ability TYPE:BarbarianClassFeatures.ClassFeatures.RagePower.SpecialQuality.Supernatural.SeasonRagePower !PREABILITY:1,CATEGORY=Special Ability,TYPE=SeasonRagePower SOURCEPAGE:p.36 DESC:The barbarian channels the heat of late summer, making the air around her hot and oppressive. A creature within the barbarian's reach becomes fatigued as long as it remains within the barbarian's reach unless it succeeds at a Fortitude save (DC %1) to become immune for 24 hours.|10+RagePowersLVL/+CON +Tyrant Totem KEY:Rage Power ~ Tyrant Totem CATEGORY:Special Ability TYPE:BarbarianClassFeatures.ClassFeatures.RagePower.SpecialQuality.Extraordinary PREMULT:2,[PREABILITY:1,CATEGORY=Special Ability,Rage Power ~ Tyrant Totem (Lesser)],[PREVARGTEQ:RagePowersPrereqLVL,8] SOURCEPAGE:p.36 DESC:While raging, the barbarian can begin a grapple as a free action against any creature she hits with her bite attack. +Tyrant Totem, Greater KEY:Rage Power ~ Tyrant Totem (Greater) CATEGORY:Special Ability TYPE:BarbarianClassFeatures.ClassFeatures.RagePower.SpecialQuality.Supernatural PREMULT:2,[PREABILITY:1,CATEGORY=Special Ability,Rage Power ~ Tyrant Totem],[PREVARGTEQ:RagePowersPrereqLVL,12] SOURCEPAGE:p.36 DESC:While raging, the barbarian gains swallow whole as per the universal monster rule. +Tyrant Totem, Lesser KEY:Rage Power ~ Tyrant Totem (Lesser) CATEGORY:Special Ability TYPE:BarbarianClassFeatures.ClassFeatures.RagePower.SpecialQuality.Extraordinary.TotemRagePower !PREABILITY:1,CATEGORY=Special Ability,TYPE=TotemRagePower PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Rage Power ~ Animal Fury],[PREMULT:2,[PREWEAPONPROF:1,Bite],[PREWEAPONPROF:1,TYPE=Natural]] SOURCEPAGE:p.37 DESC:While raging, the barbarian's bite attack deals damage as if the barbarian were one size larger than her actual size. BONUS:VAR|BiteSize|1|PREVAREQ:Raging,1 +Winter Rage KEY:Rage Power ~ Winter Rage CATEGORY:Special Ability TYPE:BarbarianClassFeatures.ClassFeatures.RagePower.SpecialQuality.Supernatural.SeasonRagePower !PREABILITY:1,CATEGORY=Special Ability,TYPE=SeasonRagePower SOURCEPAGE:p.37 DESC:As a standard action, the barbarian can bellow a 20-foot cone of frigid, snowy air. Until the beginning of the barbarian's next turn, creatures moving through the cone move at half speed. + +# ============================== +# Barbarian Archetypes +# ============================== + +Brutish Swamper KEY:Barbarian Archetype ~ Brutish Swamper CATEGORY:Archetype TYPE:Archetype.BarbarianArchetype SOURCEPAGE:p.37 DESC:The hardy and insular denizens of the swamp produce warriors of narrow focus and great strength. The prejudice and misunderstanding with which civilized folk often regard barbarians is often even more pronounced in the case of these belligerent outcasts from society, in large part due to the fact that brutish swampers deliberately mock and antagonize the so-called “city folk.” To a brutish swamper, an urban lifestyle is one that breeds weakness and lassitude in the body. The brutish swamper has little interest or patience in maintaining alliances or friendship with those who live such soft lifestyles, and this aggression only further encourages feelings of prejudice on both sides of the cultural divide. When a brutish swamper joins an adventuring party, they usually come to value the skills and talents of their more urbanized companions, but never fully understand the desire to live lives surrounded by creature comforts. PRECLASS:1,Barbarian=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Barbarian Archetype ~ Brutish Swamper],[!PREFACT:1,ABILITIES,Barbarian_Archetype_ClassSkills=True,Barbarian_Archetype_FastMovement=True,Barbarian_Archetype_UncannyDodge=True,Barbarian_Archetype_ImprovedUncannyDodge=True,Barbarian_Archetype_TrapSense=True,Barbarian_Archetype_RagePower6=True] ABILITY:Internal|AUTOMATIC|Brutish Swamper ~ Swamp Skills|PRECLASS:1,Barbarian=1 ABILITY:Special Ability|AUTOMATIC|Brutish Swamper ~ Marsh March|PRECLASS:1,Barbarian=1 ABILITY:Special Ability|AUTOMATIC|Brutish Swamper ~ Home|PRECLASS:1,Barbarian=2 ABILITY:Special Ability|AUTOMATIC|Brutish Swamper ~ Stubborn|PRECLASS:1,Barbarian=3 ABILITY:Special Ability|AUTOMATIC|Brutish Swamper ~ Wrastlin'|PRECLASS:1,Barbarian=6 FACT:Barbarian_Archetype_ClassSkills|true FACT:Barbarian_Archetype_FastMovement|true FACT:Barbarian_Archetype_UncannyDodge|true FACT:Barbarian_Archetype_ImprovedUncannyDodge|true FACT:Barbarian_Archetype_TrapSense|true FACT:Barbarian_Archetype_RagePower6|true FACT:Barbarian_CF_FastMovement|true FACT:Barbarian_CF_UncannyDodge|true FACT:Barbarian_CF_ImprovedUncannyDodge|true FACT:Barbarian_CF_TrapSense|true FACT:Barbarian_CF_RagePower6|true COST:0 +Cave Dweller KEY:Barbarian Archetype ~ Cave Dweller CATEGORY:Archetype TYPE:Archetype.BarbarianArchetype SOURCEPAGE:p.37 DESC:Unused to the light of the sun, cave dwellers use their subterranean expertise to protect their clans from the manifold dangers of deep caverns and tunnels. The typical cave dweller is perfectly content to live his entire life underground, and he may even view the light of the sun as particularly abhorrent or taboo. While this lifestyle doesn't in and of itself imply evil or sinister intent, many outlanders ignorantly assume that cave dwellers avoid the light of the sun for malicious reasons. In truth, cave dwellers are as capable of goodness and kindness as any other—they just see little reason to venture out of their preferred homelands. When a cave dweller joins an adventuring party, she may retain an inherent nervousness about sleeping under the open sky and may long for the familiar confines of a comforting cavern, but this rarely translates directly into a notable disadvantage. PRECLASS:1,Barbarian=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Barbarian Archetype ~ Cave Dweller],[!PREFACT:1,ABILITIES,Barbarian_Archetype_ClassSkills=True,Barbarian_Archetype_FastMovement=True,Barbarian_Archetype_TrapSense=True,Barbarian_Archetype_DamageReduction=True] ABILITY:Internal|AUTOMATIC|Cave Dweller ~ Skills|PRECLASS:1,Barbarian=1 ABILITY:Special Ability|AUTOMATIC|Cave Dweller ~ Tight Tunnels|PRECLASS:1,Barbarian=1 ABILITY:Special Ability|AUTOMATIC|Cave Dweller ~ Tunnel Vision|PRECLASS:1,Barbarian=3 ABILITY:Special Ability|AUTOMATIC|Cave Dweller ~ Sun Walker|PRECLASS:1,Barbarian=7 FACT:Barbarian_Archetype_ClassSkills|true FACT:Barbarian_Archetype_FastMovement|true FACT:Barbarian_Archetype_TrapSense|true FACT:Barbarian_Archetype_DamageReduction|true FACT:Barbarian_CF_ClassSkills|true FACT:Barbarian_CF_FastMovement|true FACT:Barbarian_CF_TrapSense|true FACT:Barbarian_CF_DamageReduction|true COST:0 +Pack Hunter KEY:Barbarian Archetype ~ Pack Hunter CATEGORY:Archetype TYPE:Archetype.BarbarianArchetype SOURCEPAGE:p.38 DESC:Pack hunter barbarians team up to hunt dangerous prey to feed, to protect their camps, and as a rite of passage. Often, a tribe of pack hunters looks to a specific species of animal (such as wolves) who themselves hunt in packs, and view these animals as sacred manifestations of their people's traditions and values. PRECLASS:1,Barbarian=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Barbarian Archetype ~ Pack Hunter],[!PREFACT:1,ABILITIES,Barbarian_Archetype_RagePowers=True,Barbarian_Archetype_TrapSense=True,Barbarian_Archetype_RagePower6=True] ABILITY:Special Ability|AUTOMATIC|Pack Hunter ~ Bonus Feats|PRECLASS:1,Barbarian=1 ABILITY:Special Ability|AUTOMATIC|Pack Hunter ~ In and Out|PRECLASS:1,Barbarian=3 ABILITY:Special Ability|AUTOMATIC|Pack Hunter ~ Sympathetic Rage|PRECLASS:1,Barbarian=6 FACT:Barbarian_Archetype_RagePowers|true FACT:Barbarian_Archetype_TrapSense|true FACT:Barbarian_Archetype_RagePower6|true FACT:Barbarian_CF_TrapSense|true FACT:Barbarian_CF_RagePower6|true COST:0 +Raging Cannibal KEY:Barbarian Archetype ~ Raging Cannibal CATEGORY:Archetype TYPE:Archetype.BarbarianArchetype SOURCEPAGE:p.38 DESC:While savagery is not inherently evil, some barbaric cultures thrive on depravity and welcome the act of feeding on their own kind. The raging cannibal is a barbarian who feasts upon her fallen opponents not out of hunger, or even a taste for flesh, but rather because she believes consuming her foes and defiling their lost lives demonstrates her strength. This penchant for feasting on the flesh of her kin makes the raging cannibal an awkward companion to travel with for many groups, with rumors revolving around the raging cannibal's culinary exploits often causing tense situations that other party members might be called upon to resolve via diplomacy before the raging cannibal grows frustrated and decides to take matters into her own hands! PRECLASS:1,Barbarian=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Barbarian Archetype ~ Raging Cannibal],[!PREFACT:1,ABILITIES,Barbarian_Archetype_RagePower2=True,Barbarian_Archetype_UncannyDodge=True,Barbarian_Archetype_TrapSense=True,Barbarian_Archetype_ImprovedUncannyDodge=True,Barbarian_Archetype_DamageReduction=True] ABILITY:Special Ability|AUTOMATIC|Raging Cannibal ~ Animal Fury|PRECLASS:1,Barbarian=2 ABILITY:Special Ability|AUTOMATIC|Raging Cannibal ~ Consume Vigor|PRECLASS:1,Barbarian=2 ABILITY:Special Ability|AUTOMATIC|Raging Cannibal ~ Intimidating Gouge|PRECLASS:1,Barbarian=3 ABILITY:Special Ability|AUTOMATIC|Raging Cannibal ~ Feed from Fury|PRECLASS:1,Barbarian=5 ABILITY:Special Ability|AUTOMATIC|Raging Cannibal ~ Razor-Toothed Fury|PRECLASS:1,Barbarian=6 FACT:Barbarian_Archetype_RagePower2|true FACT:Barbarian_Archetype_UncannyDodge|true FACT:Barbarian_Archetype_TrapSense|true FACT:Barbarian_Archetype_ImprovedUncannyDodge|true FACT:Barbarian_Archetype_DamageReduction|true FACT:Barbarian_CF_RagePower2|true FACT:Barbarian_CF_UncannyDodge|true FACT:Barbarian_CF_TrapSense|true FACT:Barbarian_CF_ImprovedUncannyDodge|true FACT:Barbarian_CF_DamageReduction|true COST:0 +Sharptooth KEY:Barbarian Archetype ~ Sharptooth CATEGORY:Archetype TYPE:Archetype.BarbarianArchetype SOURCEPAGE:p.39 DESC:Coastal hunters and agents of the ocean's rage, sharptooth barbarians emulate the greatest predators of the sea. Sharks, in particular, are respected and admired by many such tribes, if not as manifestations of divine power, then merely as scions of the power and fury of the natural world. PRECLASS:1,Barbarian=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Barbarian Archetype ~ Sharptooth],[!PREFACT:1,ABILITIES,Barbarian_Archetype_FastMovement=True,Barbarian_Archetype_UncannyDodge=True,Barbarian_Archetype_ImprovedUncannyDodge=True,Barbarian_Archetype_TrapSense=True,Barbarian_Archetype_RagePower6=True,Barbarian_Archetype_RagePower12=True] ABILITY:Special Ability|AUTOMATIC|Sharptooth ~ Swim Like a Fish|PRECLASS:1,Barbarian=1 ABILITY:Special Ability|AUTOMATIC|Sharptooth ~ Scent of Blood|PRECLASS:1,Barbarian=2 ABILITY:Special Ability|AUTOMATIC|Sharptooth ~ Ocean Breath|PRECLASS:1,Barbarian=3 ABILITY:Special Ability|AUTOMATIC|Sharptooth ~ Blood in the Water|PRECLASS:1,Barbarian=6 FACT:Barbarian_Archetype_FastMovement|true FACT:Barbarian_Archetype_UncannyDodge|true FACT:Barbarian_Archetype_ImprovedUncannyDodge|true FACT:Barbarian_Archetype_TrapSense|true FACT:Barbarian_Archetype_RagePower6|true FACT:Barbarian_Archetype_RagePower12|true FACT:Barbarian_CF_FastMovement|true FACT:Barbarian_CF_UncannyDodge|true FACT:Barbarian_CF_ImprovedUncannyDodge|true FACT:Barbarian_CF_TrapSense|true FACT:Barbarian_CF_RagePower6|true FACT:Barbarian_CF_RagePower12|true COST:0 +Wildborn KEY:Barbarian Archetype ~ Wildborn CATEGORY:Archetype TYPE:Archetype.BarbarianArchetype SOURCEPAGE:p.39 DESC:Some barbarians are born or bred outside the reach of civilization. These wildborn fight and survive without ever seeing a forge or worked stone, and only dare a trip into the city when no other option is available. PRECLASS:1,Barbarian=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Barbarian Archetype ~ Wildborn],[!PREFACT:1,ABILITIES,Barbarian_Archetype_Proficiencies=True,Barbarian_Archetype_TrapSense=True,Barbarian_Archetype_RagePowers=True,Barbarian_Archetype_DamageReduction=True] ABILITY:Special Ability|AUTOMATIC|Wildborn ~ Weapon and Armor Proficiencies|PRECLASS:1,Barbarian=1 ABILITY:Special Ability|AUTOMATIC|Wildborn ~ Illiteracy|PRECLASS:1,Barbarian=1 ABILITY:Special Ability|AUTOMATIC|Wildborn ~ Live Off the Land|PRECLASS:1,Barbarian=3 ABILITY:Special Ability|AUTOMATIC|Wildborn ~ Bonus Feats|PRECLASS:1,Barbarian=4 ABILITY:Special Ability|AUTOMATIC|Wildborn ~ Inexhaustible|PRECLASS:1,Barbarian=7 FACT:Barbarian_Archetype_Proficiencies|true FACT:Barbarian_Archetype_TrapSense|true FACT:Barbarian_Archetype_RagePowers|true FACT:Barbarian_Archetype_DamageReduction|true FACT:Barbarian_CF_Proficiencies|true FACT:Barbarian_CF_TrapSense|true FACT:Barbarian_Archetype_RagePower4|true FACT:Barbarian_Archetype_RagePower10|true FACT:Barbarian_Archetype_RagePower16|true COST:0 + +#Brutish Swamper +Swamp Skills KEY:Brutish Swamper ~ Swamp Skills CATEGORY:Internal TYPE:Barbarian Class Features.BrutishSwamperClassFeatures CSKILL:Knowledge (geography)|Knowledge (local) +Marsh March KEY:Brutish Swamper ~ Marsh March CATEGORY:Special Ability TYPE:Barbarian Class Features.BrutishSwamperClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.37 DESC:A brutish swamper can move through the underbrush and muddy terrain of bogs and swamps at her normal speed without taking damage or suffering other impairments. Briars, mud, thorns, and overgrown areas that have been magically manipulated to impede motion, however, still affect her. +Home KEY:Brutish Swamper ~ Home CATEGORY:Special Ability TYPE:Barbarian Class Features.BrutishSwamperClassFeatures.SpecialQuality.Extraordinary DEFINE:BrutishSwamperHomeBonus|0 SOURCEPAGE:p.37 DESC:A brutish swamper gains a +%1 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks when in swamps.|BrutishSwamperHomeBonus BONUS:VAR|BrutishSwamperHomeBonus|1+(min(7,(BarbarianLVL+1)/3)) BONUS:SITUATION|Knowledge (geography)=In swamps,Perception=In swamps,Stealth=In swamps,Survival=Swamps|BrutishSwamperHomeBonus ASPECT:CombatBonus|+%1 on initiative in swamps|BrutishSwamperHomeBonus +Stubborn KEY:Brutish Swamper ~ Stubborn CATEGORY:Special Ability TYPE:Barbarian Class Features.BrutishSwamperClassFeatures.SpecialQuality.Extraordinary DEFINE:BrutishSwamperStubbornPenalty|0 SOURCEPAGE:p.37 DESC:A brutish swamper resists any attempts to change her attitude or compel her to action. Diplomacy and Intimidate checks against her take a –%1 penalty, and no result can shift her attitude more than one step in a 24-hour period.|BrutishSwamperStubbornPenalty BONUS:VAR|2*(BrutishSwamperStubbornPenalty|BarbarianLVL/3) +Wrastlin' KEY:Brutish Swamper ~ Wrastlin' CATEGORY:Special Ability TYPE:Barbarian Class Features.BrutishSwamperClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.37 DESC:While raging, a brutish swamper gains a +2 bonus to her CMD against grapple combat maneuvers and a +2 bonus on damage rolls made as part of successful grapple combat maneuver checks. + +#Cave Dweller +Skills KEY:Cave Dweller ~ Skills CATEGORY:Internal TYPE:Barbarian Class Features.CaveDwellerClassFeatures CSKILL:Acrobatics|Climb|TYPE=Craft|Handle Animal|Intimidate|Knowledge (Nature)|Perception|Stealth|Survival|Swim +Tight Tunnels KEY:Cave Dweller ~ Tight Tunnels CATEGORY:Special Ability TYPE:Barbarian Class Features.CaveDwellerClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.38 DESC:Cave dwellers pursue prey through the winding tunnels of the deep, which rarely accommodate open sprints. A cave dweller can make a single turn up to 90 degrees while running (though not while charging). Additionally, a cave dweller takes no penalties to movement speed while squeezing. +Tunnel Vision KEY:Cave Dweller ~ Tunnel Vision CATEGORY:Special Ability TYPE:Barbarian Class Features.CaveDwellerClassFeatures.SpecialQuality.Extraordinary DEFINE:CaveDwellerPerceptionBonus|0 SOURCEPAGE:p.38 DESC:A cave dweller's senses become sharp in the dark. She gains darkvision to a range of 60 feet and a +%1 bonus on Perception checks to detect ambushes, movement, and sound while in darkness.|CaveDwellerPerceptionBonus BONUS:VAR|CaveDwellerPerceptionBonus|BarbarianLVL/3 BONUS:VAR|DarkvisionRange|60|TYPE=Base +Sun Walker KEY:Cave Dweller ~ Sun Walker CATEGORY:Special Ability TYPE:Barbarian Class Features.CaveDwellerClassFeatures.SpecialQuality.Extraordinary DEFINE:CaveDwellerSunWalkerBonus|0 SOURCEPAGE:p.38 DESC:A cave dweller gains a +%1 dodge bonus to AC and on saving throws against effects with the light descriptor or that produce bright or sudden light. Any penalties on attack rolls, saving throws, or skill checks because of bright light are reduced by %1.|CaveDwellerSunWalkerBonus BONUS:VAR|CaveDwellerSunWalkerBonus|(BarbarianLVL-4)/3 + +#Pack Hunter +Bonus Feats KEY:Pack Hunter ~ Bonus Feats CATEGORY:Special Ability TYPE:Barbarian Class Features.PackHunterClassFeatures SOURCEPAGE:p.38 DESC:Whenever a pack hunter would gain a new rage power, she can instead select a teamwork feat. She must still meet the prerequisites for the teamwork feat. This alters rage power. +In and Out KEY:Pack Hunter ~ In and Out CATEGORY:Special Ability TYPE:Barbarian Class Features.PackHunterClassFeatures.SpecialQuality.Extraordinary DEFINE:PackHunterDodgeBonus|0 SOURCEPAGE:p.38 DESC:A pack hunter gains a +%1 dodge bonus to AC against attacks of opportunity.|PackHunterDodgeBonus BONUS:VAR|PackHunterDodgeBonus|min(6,BarbarianLVL/3) +Sympathetic Rage KEY:Pack Hunter ~ Sympathetic Rage CATEGORY:Special Ability TYPE:Barbarian Class Features.PackHunterClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.38 DESC:If an ally within 30 feet is bloodraging or raging, a pack hunter counts as raging even if knocked unconscious. She has to have been raging when incapacitated to maintain her rage, and she ceases raging normally if she depletes her maximum number of rounds of rage in a day. + +Teamwork Feat KEY:Rage Power ~ Teamwork Feat CATEGORY:Special Ability TYPE:BarbarianClassFeatures.ClassFeatures.RagePower PREABILITY:1,CATEGORY=Special Ability,Pack Hunter ~ Bonus Feats STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:ABILITYPOOL|Teamwork Feat|1 + +#Raging Cannibal +Animal Fury KEY:Raging Cannibal ~ Animal Fury CATEGORY:Special Ability TYPE:Barbarian Class Features.RagingCannibalClassFeatures SOURCEPAGE:p.38 DESC:At 2nd level, a raging cannibal must select animal fury as her first rage power. This alters the barbarian's 2nd-level rage power. ABILITY:Special Ability|AUTOMATIC|Rage Power ~ Animal Fury +Consume Vigor KEY:Raging Cannibal ~ Consume Vigor CATEGORY:Special Ability TYPE:Barbarian Class Features.RagingCannibalClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.38 DESC:When a raging cannibal reduces a creature of the same creature type as herself to 0 or fewer hit points with her bite attack during combat while raging, she can consume a chunk of its body to gain a portion of its power. If the creature's CR equals or exceeds her barbarian level, the raging cannibal gains %1 additional round of rage. She can never consume the same creature's vigor more than once.|(BarbarianLVL+1)/3 +Intimidating Gouge KEY:Raging Cannibal ~ Intimidating Gouge CATEGORY:Special Ability TYPE:Barbarian Class Features.RagingCannibalClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.38 DESC:When a raging cannibal confirms a critical hit against a creature of the same creature type as herself with her bite attack while raging, she gains a +%1 bonus on Intimidate checks for the duration of the rage.|BarbarianLVL/2 +Feed from Fury KEY:Raging Cannibal ~ Feed from Fury CATEGORY:Special Ability TYPE:Barbarian Class Features.RagingCannibalClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.38 DESC:A raging cannibal is empowered by eating her enemies during combat. When a raging cannibal confirms a critical hit against a creature of the same creature type as herself with her bite attack while raging, she gains %1 temporary hit points. These temporary hit points stack with other temporary hit points gained from this ability but not with those from other sources. These temporary hit points fade after %2 minutes.|BarbarianLVL|BarbarianLVL*10 +Razor-Toothed Fury KEY:Raging Cannibal ~ Razor-Toothed Fury CATEGORY:Special Ability TYPE:Barbarian Class Features.RagingCannibalClassFeatures.SpecialQuality.Extraordinary DEFINE:RagingCannibalRazorToothedBonus|0 SOURCEPAGE:p.38 DESC:A raging cannibal's bite becomes even more fearsome. When using her bite attack, the raging cannibal can take a –%1 penalty on her attack roll to add %2 points of bleed damage to the damage dealt.|RagingCannibalRazorToothedBonus|2*RagingCannibalRazorToothedBonus BONUS:VAR|RagingCannibalRazorToothedBonus|(BarbarianLVL-2)/4 + +#Sharptooth +Swim Like a Fish KEY:Sharptooth ~ Swim Like a Fish CATEGORY:Special Ability TYPE:Barbarian Class Features.SharptoothClassFeatures.SpecialQuality.Extraordinary DEFINE:SharptoothSwimBonus|0 SOURCEPAGE:p.39 DESC:A sharptooth gains a swim speed of %1 feet.|SharptoothSwimBonus+10 BONUS:VAR|SharptoothSwimBonus|5*(BarbarianLVL/5) MOVE:Swim,10 BONUS:MOVEADD|TYPE.Swim|SharptoothSwimBonus +Scent of Blood KEY:Sharptooth ~ Scent of Blood CATEGORY:Special Ability TYPE:Barbarian Class Features.SharptoothClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.39 DESC:A sharptooth gains scent as per the universal monster rule. DESC:She also gains keen scent as per universal monster rule.|PRECLASS:1,Barbarian=5 ABILITY:Special Ability|AUTOMATIC|Scent ABILITY:Special Ability|AUTOMATIC|Keen Scent|PRECLASS:1,Barbarian=5 +Ocean Breath KEY:Sharptooth ~ Ocean Breath CATEGORY:Special Ability TYPE:Barbarian Class Features.SharptoothClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.39 DESC:A sharptooth counts her Constitution score as %1 higher for the purposes of holding her breath. She also gains a +%1 bonus on Constitution checks to continue holding her breath.|min(6,BarbarianLVL/3) +Blood in the Water KEY:Sharptooth ~ Blood in the Water CATEGORY:Special Ability TYPE:Barbarian Class Features.SharptoothClassFeatures.SpecialQuality.Extraordinary DEFINE:SharptoothBleedDamage|0 SOURCEPAGE:p.39 DESC:A sharptooth can tear the flesh from living creatures. Her attacks add 3 points of bleed damage while she is raging.|SharptoothBleedDamage BONUS:VAR|SharptoothBleedDamage|3|TYPE=Base BONUS:VAR|SharptoothBleedDamage|CON|TYPE=Base|PRECLASS:1,Barbarian=12 + +#Wildborn +Weapon and Armor Proficiencies KEY:Wildborn ~ Weapon and Armor Proficiencies CATEGORY:Special Ability TYPE:Barbarian Class Features.WildbornClassFeatures SOURCEPAGE:p.39 DESC:A wildborn is proficient with leather and hide armors (but not shields) and all simple weapons that can be crafted from bone, stone, or wood. In addition, a wildborn gains Improved Unarmed Strike and Catch Off Guard as bonus feats at 1st level. If she uses any other kind of weapon or armor, she loses her abilities from this archetype (except illiteracy) for the next 24 hours. This alters the barbarian's normal weapon and armor proficiencies. ABILITY:Internal|AUTOMATIC|Weapon Prof ~ Auto|Weapon Prof ~ Simple AUTO:ARMORPROF|Leather|Hide ABILITY:FEAT|VIRTUAL|Improved Unarmed Strike ABILITY:FEAT|VIRTUAL|Catch Off-Guard +Illiteracy KEY:Wildborn ~ Illiteracy CATEGORY:Special Ability TYPE:Barbarian Class Features.WildbornClassFeatures.SpecialQuality SOURCEPAGE:p.39 DESC:A wildborn cannot read or write. She can learn to read or write a language only if she takes a level in another class, and even then only by taking 1 or more ranks in Linguistics. +Live Off the Land KEY:Wildborn ~ Live Off the Land CATEGORY:Special Ability TYPE:Barbarian Class Features.WildbornClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.39 DESC:A wildborn  can survive capably in the wilderness without any sort of manufactured equipment or gear. She adds half her barbarian level as a bonus on Survival checks to hunt or gather food and gains a +%1 bonus on Fortitude saves to resist the effects of extreme temperatures or other environmental effects.|BarbarianLVL/3 BONUS:SITUATION|Survival=Find Food|BarbarianLVL/2 ASPECT:SaveBonus|+%1 Fort saves to resist extreme temperatures or other environmental effects.|BarbarianLVL/3 +Bonus Feats KEY:Wildborn ~ Bonus Feats CATEGORY:Special Ability TYPE:Barbarian Class Features.WildbornClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.39 DESC:At 4th level, 10th level and 16th level, a wildborn can choose a bonus feat from the following rather than select a rage power: Alertness, Animal Affinity, Athletic, Great Fortitude, Improvised Weapon Mastery, Iron Will, Lightning Reflexes, Self-Sufficient, Stealthy, or Throw Anything. This alters rage powers. BONUS:ABILITYPOOL|Wildborn Rage Power Choice|1|PRECLASS:1,Barbarian=4 BONUS:ABILITYPOOL|Wildborn Rage Power Choice|1|PRECLASS:1,Barbarian=10 BONUS:ABILITYPOOL|Wildborn Rage Power Choice|1|PRECLASS:1,Barbarian=16 +Inexhaustible KEY:Wildborn ~ Inexhaustible CATEGORY:Special Ability TYPE:Barbarian Class Features.WildbornClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.39 DESC:Wildborn live ruggedly and sleep lightly. A wildborn recovers nonlethal damage for each minute of rest as if an hour had passed. She applies twice her damage reduction gained from barbarian levels against nonlethal damage. This alters damage reduction. + +Alertness KEY:Wildborn Feat ~ Alertness CATEGORY:Special Ability TYPE:Wildborn Bonus Feat ABILITY:FEAT|AUTOMATIC|Alertness +Animal Affinity KEY:Wildborn Feat ~ Animal Affinity CATEGORY:Special Ability TYPE:Wildborn Bonus Feat ABILITY:FEAT|AUTOMATIC|Animal Affinity +Athletic KEY:Wildborn Feat ~ Athletic CATEGORY:Special Ability TYPE:Wildborn Bonus Feat ABILITY:FEAT|AUTOMATIC|Athletic +Great Fortitude KEY:Wildborn Feat ~ Great Fortitude CATEGORY:Special Ability TYPE:Wildborn Bonus Feat ABILITY:FEAT|AUTOMATIC|Great Fortitude +Improvised Weapon Mastery KEY:Wildborn Feat ~ Improvised Weapon Mastery CATEGORY:Special Ability TYPE:Wildborn Bonus Feat PREABILITY:1,CATEGORY=FEAT,Catch Off-Guard,Throw Anything ABILITY:FEAT|AUTOMATIC|Improvised Weapon Mastery +Iron Will KEY:Wildborn Feat ~ Iron Will CATEGORY:Special Ability TYPE:Wildborn Bonus Feat ABILITY:FEAT|AUTOMATIC|Iron Will +Lightning Reflexes KEY:Wildborn Feat ~ Lightning Reflexes CATEGORY:Special Ability TYPE:Wildborn Bonus Feat ABILITY:FEAT|AUTOMATIC|Lightning Reflexes +Self-Sufficient KEY:Wildborn Feat ~ Self-Sufficient CATEGORY:Special Ability TYPE:Wildborn Bonus Feat ABILITY:FEAT|AUTOMATIC|Self-Sufficient +Stealthy KEY:Wildborn Feat ~ Stealthy CATEGORY:Special Ability TYPE:Wildborn Bonus Feat ABILITY:FEAT|AUTOMATIC|Stealthy +Throw Anything KEY:Wildborn Feat ~ Throw Anything CATEGORY:Special Ability TYPE:Wildborn Bonus Feat ABILITY:FEAT|AUTOMATIC|Throw Anything + +# ============================== +# Bard Archetypes +# ============================== + +Cultivator KEY:Bard Archetype ~ Cultivator CATEGORY:Archetype TYPE:Archetype.BardArchetype SOURCEPAGE:p.40 DESC:Cultivators use music to promote plant growth and influence the behavior of plants both naturally and supernaturally. Most cultivators work in conjunction with local communities to maintain crops and oversee harvests, while others serve as wardens of unspoiled natural wonders. PRECLASS:1,Bard=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Bard Archetype ~ Cultivator],[!PREFACT:1,ABILITIES,Bard_Archetype_ClassSkills=True,Bard_Archetype_BardicKnowledge=True,Bard_Archetype_CounterSong=True,Bard_Archetype_WellVersed=True,Bard_Archetype_LoreMaster=True] ABILITY:Internal|AUTOMATIC|Cultivator ~ Class Skills|PRECLASS:1,Bard=1 ABILITY:Internal|AUTOMATIC|Cultivator ~ Plant Magic|PRECLASS:1,Bard=1 ABILITY:Special Ability|AUTOMATIC|Cultivator ~ Verdant Voice|PRECLASS:1,Bard=1 ABILITY:Special Ability|AUTOMATIC|Cultivator ~ Song of Growth|PRECLASS:1,Bard=1 ABILITY:Special Ability|AUTOMATIC|Cultivator ~ Resist Nature's Lure|PRECLASS:1,Bard=2 ABILITY:Special Ability|AUTOMATIC|Cultivator ~ Nature Lore|PRECLASS:1,Bard=5 FACT:Bard_Archetype_ClassSkills|true FACT:Bard_Archetype_BardicKnowledge|true FACT:Bard_Archetype_CounterSong|true FACT:Bard_Archetype_WellVersed|true FACT:Bard_Archetype_LoreMaster|true FACT:Bard_CF_BardicKnowledge|true FACT:Bard_CF_CounterSong|true FACT:Bard_CF_WellVersed|true COST:0 +Fey Courtier KEY:Bard Archetype ~ Fey Courtier CATEGORY:Archetype TYPE:Archetype.BardArchetype SOURCEPAGE:p.11 DESC:Fey who associate with courts often become bards skilled at navigating the inhuman societies of the trackless wilds. PRECLASS:1,Bard=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Bard Archetype ~ Fey Courtier],[!PREFACT:1,ABILITIES,Bard_Archetype_DirgeOfDoom=True,Bard_Archetype_FrighteningTune=True,Bard_Archetype_InspireHeroics=True,Bard_Archetype_VersatilePerformance=True,Bard_Archetype_InspireCompetence=True] ABILITY:Special Ability|AUTOMATIC|Fey Courtier ~ Scorn of the Wilds|PRECLASS:1,Bard=8 ABILITY:Special Ability|AUTOMATIC|Fey Courtier ~ Stone Dance|PRECLASS:1,Bard=15 ABILITY:Special Ability|AUTOMATIC|Fey Courtier ~ Fey Contacts|PRECLASS:1,Bard=2 ABILITY:Special Ability|AUTOMATIC|Fey Courtier ~ Summon Fey Allies|PRECLASS:1,Bard=3 FACT:Bard_Archetype_DirgeOfDoom|true FACT:Bard_Archetype_FrighteningTune|true FACT:Bard_Archetype_InspireHeroics|true FACT:Bard_Archetype_VersatilePerformance|true FACT:Bard_Archetype_InspireCompetence|true FACT:Bard_CF_DirgeOfDoom|true FACT:Bard_CF_FrighteningTune|true FACT:Bard_CF_InspireHeroics|true FACT:Bard_CF_VersatilePerformance|true FACT:Bard_CF_InspireCompetence|true COST:0 +Filidh KEY:Bard Archetype ~ Filidh CATEGORY:Archetype TYPE:Archetype.BardArchetype SOURCEPAGE:p.40 DESC:By tapping into the world's natural music, specialized bards known as filidhs are able to see not only the tapestry of life but divine portents of the future from the rhythm of all life's song. PRECLASS:1,Bard=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Bard Archetype ~ Filidh],[!PREFACT:1,ABILITIES,Bard_Archetype_Proficiencies=True,Bard_Archetype_Spellcasting=True,Bard_Archetype_InspireCourage=True,Bard_Archetype_Suggestion=True,Bard_Archetype_DirgeOfDoom=True,Bard_Archetype_InspireHeroics=True,Bard_Archetype_DeadlyPerformance=True] ABILITY:Special Ability|AUTOMATIC|Filidh ~ Armor and Weapon Proficiency|PRECLASS:1,Bard=1 ABILITY:Special Ability|AUTOMATIC|Filidh ~ Natural Magic|PRECLASS:1,Bard=1 ABILITY:Special Ability|AUTOMATIC|Filidh ~ Nature's Song|PRECLASS:1,Bard=1 ABILITY:Special Ability|AUTOMATIC|Filidh ~ Echoes of Nature's Song|PRECLASS:1,Bard=1 ABILITY:Special Ability|AUTOMATIC|Filidh ~ Divinatory Song|PRECLASS:1,Bard=6 ABILITY:Special Ability|AUTOMATIC|Filidh ~ Voices of Life|PRECLASS:1,Bard=8 ABILITY:Special Ability|AUTOMATIC|Filidh ~ Unity of Life|PRECLASS:1,Bard=15 ABILITY:Special Ability|AUTOMATIC|Filidh ~ Song of the Cycle|PRECLASS:1,Bard=20 FACT:Bard_Archetype_Proficiencies|true FACT:Bard_Archetype_Spellcasting|true FACT:Bard_Archetype_InspireCourage|true FACT:Bard_Archetype_Suggestion|true FACT:Bard_Archetype_DirgeOfDoom|true FACT:Bard_Archetype_InspireHeroics|true FACT:Bard_Archetype_DeadlyPerformance|true FACT:Bard_CF_InspireCourage|true FACT:Bard_CF_Suggestion|true FACT:Bard_CF_DirgeOfDoom|true FACT:Bard_CF_InspireHeroics|true FACT:Bard_CF_DeadlyPerformance|true COST:0 +Plant Speaker KEY:Bard Archetype ~ Plant Speaker CATEGORY:Archetype TYPE:Archetype.BardArchetype SOURCEPAGE:p.22 DESC:Plant speakers build upon their racial plantspeech ability and their storytelling tendencies to create an art form full of deep metaphors and allegory rather than specific details and facts. PRERACE:1,Vine Leshy PRECLASS:1,Bard=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Bard Archetype ~ Plant Speaker],[!PREFACT:1,ABILITIES,Bard_Archetype_InspireGreatness=True,Bard_Archetype_BardicKnowledge=True,Bard_Archetype_WellVersed=True,Bard_Archetype_LoreMaster=True] ABILITY:Special Ability|AUTOMATIC|Plant Speaker ~ Leshy Speaker|PRECLASS:1,Bard=9 ABILITY:Special Ability|AUTOMATIC|Plant Speaker ~ Plant Speech|PRECLASS:1,Bard=1 ABILITY:Special Ability|AUTOMATIC|Plant Speaker ~ Mystical Allegory|PRECLASS:1,Bard=5 FACT:Bard_Archetype_InspireGreatness|true FACT:Bard_Archetype_BardicKnowledge|true FACT:Bard_Archetype_WellVersed|true FACT:Bard_Archetype_LoreMaster|true FACT:Bard_CF_InspireGreatness|true FACT:Bard_CF_BardicKnowledge|true FACT:Bard_CF_WellVersed|true FACT:Bard_CF_LoreMaster|true COST:0 +Thundercaller KEY:Bard Archetype ~ Thundercaller CATEGORY:Archetype TYPE:Archetype.BardArchetype SOURCEPAGE:p.41 DESC:Thundercallers bear the knowledge of the ancients, wielding it like a weapon to protect the land for which they care so deeply. Their voices ring like thunder, calling the sky's wrath down upon their enemies and summoning furious rage to bolster their allies. PRECLASS:1,Bard=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Bard Archetype ~ Thundercaller],[!PREFACT:1,ABILITIES,Bard_Archetype_BardicKnowledge=True,Bard_Archetype_InspireCompetence=True,Bard_Archetype_Suggestion=True,Bard_Archetype_MassSuggestion=True,Bard_Archetype_DirgeOfDoom=True,Bard_Archetype_FrighteningTune=True] ABILITY:Special Ability|AUTOMATIC|Thundercaller ~ Bound to the Land|PRECLASS:1,Bard=1 ABILITY:Special Ability|AUTOMATIC|Thundercaller ~ Thunder Call|PRECLASS:1,Bard=3 ABILITY:Special Ability|AUTOMATIC|Thundercaller ~ Incite Rage|PRECLASS:1,Bard=6 ABILITY:Special Ability|AUTOMATIC|Thundercaller ~ Call Lightning|PRECLASS:1,Bard=8 ABILITY:Special Ability|AUTOMATIC|Thundercaller ~ Call Lightning Storm|PRECLASS:1,Bard=14 FACT:Bard_Archetype_BardicKnowledge|true FACT:Bard_Archetype_InspireCompetence|true FACT:Bard_Archetype_Suggestion|true FACT:Bard_Archetype_MassSuggestion|true FACT:Bard_Archetype_DirgeOfDoom|true FACT:Bard_Archetype_FrighteningTune|true FACT:Bard_CF_BardicKnowledge|true FACT:Bard_CF_InspireCompetence|true FACT:Bard_CF_Suggestion|true FACT:Bard_CF_MassSuggestion|true FACT:Bard_CF_DirgeOfDoom|true FACT:Bard_CF_FrighteningTune|true COST:0 + +#Cultivator +Class Skills KEY:Cultivator ~ Class Skills CATEGORY:Internal TYPE:Bard Class Features.CultivatorClassFeatures CSKILL:Survival +Plant Magic KEY:Cultivator ~ Plant Magic CATEGORY:Internal TYPE:Bard Class Features.CultivatorClassFeatures SPELLLEVEL:CLASS|Bard=1|Entangle|Bard=2|Greensight|Bard=3|Plant Growth|Bard=4|Antiplant Shell|Bard=5|Tree Stride|Bard=6|Green Caress +Verdant Voice KEY:Cultivator ~ Verdant Voice CATEGORY:Special Ability TYPE:Bard Class Features.CultivatorClassFeatures.SpecialQuality SOURCEPAGE:p.40 DESC:By combining traditional Green Faith chants and fey songs into his bardic performance, a cultivator gains the ability to affect a creature of the plant type with mind-affecting bardic performances. However, doing so requires the cultivator to expend 1 additional round of bardic performance each round he maintains a performance augmented by verdant voice. +Song of Growth KEY:Cultivator ~ Song of Growth CATEGORY:Special Ability TYPE:Bard Class Features.CultivatorClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.40 DESC:A cultivator can spontaneously promote massive plant growth with his bardic performance. While he maintains his song of growth, the cultivator can spend a standard action to select one side of a square within 30 feet of himself and instantly create an opaque barrier of plant matter to block that face, providing total cover. He can create one barrier as part of starting his bardic performance if he starts the performance as a standard action. The side the cultivator selects must be supported by the ground, and the growth itself cannot support more than 5 pounds of weight. The conjured barrier has hardness 0, AC 5, and %1 hit points. A cultivator can maintain %2 plant growths. These barriers immediately crumble to dust when the cultivator ends his performance.|BardLVL*2|CHA+BardLVL/2 ASPECT:ChildAbility|Bardic Performance +Resist Nature's Lure KEY:Cultivator ~ Resist Nature's Lure CATEGORY:Special Ability TYPE:Bard Class Features.CultivatorClassFeatures.SpecialQuality.Extraordinary DEFINE:CultivatorResistLureBonus|0 SOURCEPAGE:p.41 DESC:You gain a +%1 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize and target plants, such as Blight, Entangle, Spike Growth, and Warp Wood.|CultivatorResistLureBonus BONUS:VAR|CultivatorResistLureBonus|2 BONUS:VAR|CultivatorResistLureBonus|2|PRECLASS:1,Bard=4 ASPECT:SaveBonus|+%1 vs. spell-like and supernatural abilities of fey and spells and effects that utilize and target plants|CultivatorResistLureBonus +Nature Lore KEY:Cultivator ~ Nature Lore CATEGORY:Special Ability TYPE:Bard Class Features.CultivatorClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.41 DESC:The cultivator gains the lore master bard ability, except he can use it only on Knowledge (nature) checks and Survival checks to track creatures in natural environments. This alters lore master. + +#Fey Courtier +Scorn of the Wilds KEY:Fey Courtier ~ Scorn of the Wilds CATEGORY:Special Ability TYPE:Bard Class Features.FeyCourtierClassFeatures.SpecialQuality.SpellLike SOURCEPAGE:p.11 DESC:The fey courtier can use bardic performance to permanently mark a creature with nature's displeasure by spending 2 rounds performing while the target remains within 30 feet. The performance includes a litany of the target's misdeeds against fey and nature. Unless the target succeeds at a Will saving throw (DC %1), it is cursed as per|10+BardLVL/2+CHA DESC:nature's exile (APG) or bestow curse.|!PRECLASS:1,Bard=14 DESC:nature's exile (APG), bestow curse, baleful polymorph, or green caress (HA).|PRECLASS:1,Bard=14 DESC:As part of the performance, the fey courtier must define a condition under which the curse will be lifted, which must relate to making amends for the crime against fey or nature and cannot be suicidal to carry out. A creature that succeeds at its saving throw is immune to the fey courtier's scorn of the wild for 24 hours. This is a curse effect. +Stone Dance KEY:Fey Courtier ~ Stone Dance CATEGORY:Special Ability TYPE:Bard Class Features.FeyCourtierClassFeatures.SpecialQuality.SpellLike SOURCEPAGE:p.11 DESC:The bard's performance can move even the features of the natural world. This performance functions as animate plants (DC %1) except it can also animate unworked stone and water from natural bodies of water (with statistics equivalent to an appropriate plant).|10+BardLVL/2+CHA +Fey Contacts KEY:Fey Courtier ~ Fey Contacts CATEGORY:Special Ability TYPE:Bard Class Features.FeyCourtierClassFeatures.SpecialQuality SOURCEPAGE:p.11 DESC:Thanks to his fey contacts and knowledge of the byzantine trade customs of the fey courts, a fey courtier can treat any wilderness area with fey residents as a settlement with a certain base value and purchase limit based on his bard level for the purpose of buying and selling magic items. See page 205 of the GameMastery Guide for rules on settlement base values and purchase limits. The fey courtier can also use these contacts to gather information about the residents, geography, and nearby areas with Diplomacy. [2nd Level 50 gp Base Value 500 gp Purchase Limit; 6th Level 500 gp Base Value 2,500 gp Purchase Limit; 10th Level 2,000 Base Value gp 10,000 gp Purchase Limit; 14th Level 8,000 Base Value gp 50,000 gp Purchase Limit; 18th Level 32,000 Base Value gp 200,000 gp Purchase Limit] +Summon Fey Allies KEY:Fey Courtier ~ Summon Fey Allies CATEGORY:Special Ability TYPE:Bard Class Features.FeyCourtierClassFeatures.SpecialQuality SOURCEPAGE:p.11 DESC:The fey courtier gains Augment Summoning as a bonus feat and can call upon natural allies who owe him favors. He adds summon nature's ally I to his list of 1st-level bard spells known. Whenever he gains access to another spell level, he adds the next-higher summon nature's ally spell to his list of bard spells known. The fey courtier adds the following creatures to the summon nature's ally list: 1st—grimple (gremlin) B4, mite, sprite B3 ; 2nd—atomie B3, fuath (gremlin) B3, nixie B3; 3rd—leprechaun B2, nuglub (gremlin) B2, pooka B4; 4th—kelpie B2, korred B2, twigjack B2; 5th—lampad B4, lurker in light B2, swan maiden B4; 6th—cold rider B3, oceanid B4, sangoi B5. ABILITY:FEAT|VIRTUAL|Augment Summoning SPELLLEVEL:CLASS|Bard=1|Summon Nature's Ally I|Bard=2|Summon Nature's Ally II|Bard=3|Summon Nature's Ally III|Bard=4|Summon Nature's Ally IV|Bard=5|Summon Nature's Ally V|Bard=6|Summon Nature's Ally VI + +#Filidh +Armor and Weapon Proficiency KEY:Filidh ~ Armor and Weapon Proficiency CATEGORY:Special Ability TYPE:Bard Class Features.FilidhClassFeatures SOURCEPAGE:p.40 DESC:A filidh is proficient with light armor and is prohibited from wearing metal armor. A filidh can wear wooden armor that has been altered by the ironwood spell. Filidhs are proficient with shields (except tower shields) but can use only those made of wood. A filidh who wears prohibited armor or uses a prohibited shield is unable to cast bard spells or use any of his supernatural or spell-like class abilities while doing so and for 24 hours thereafter. This alters a bard's normal armor and weapon proficiencies. +Natural Magic KEY:Filidh ~ Natural Magic CATEGORY:Special Ability TYPE:Bard Class Features.FilidhClassFeatures SOURCEPAGE:p.40 DESC:A filidh casts spells as a bard, but the spells are divine, not arcane, and therefore not subject to arcane spell failure. A filidh must use a holy symbol or a musical instrument as a divine focus when a spell includes such a component. He still uses the bard spell list. This alters the bard's spellcasting. +Nature's Song KEY:Filidh ~ Nature's Song CATEGORY:Special Ability TYPE:Bard Class Features.FilidhClassFeatures.SpecialQuality SOURCEPAGE:p.40 DESC:Filidhs can hear the resonant song generated by all living creatures—a primal music that stretches back to the beginning of time and ahead to the unwritten future. By tapping into this cosmic melody, a filidh can steal glimpses of the future. Once per day per level, a filidh can sacrifice a spell slot as a swift action to gain an additional number of rounds of bardic performance for that day equal to the spell's level. +Echoes of Nature's Song KEY:Filidh ~ Echoes of Nature's Song CATEGORY:Special Ability TYPE:Bard Class Features.FilidhClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.40 DESC:A filidh can use his bardic performance to imbue his allies with subconscious knowledge of their own futures, improving their reflexes and ability to avoid danger. An affected ally receives a +%1 insight bonus on Reflex saving throws and to AC. This performance is a mind-affecting ability and relies on audible components. |min(4,(BardLVL+1)/6) ASPECT:ChildAbility|Bardic Performance +Divinatory Song KEY:Filidh ~ Divinatory Song CATEGORY:Special Ability TYPE:Bard Class Features.FilidhClassFeatures.SpecialQuality.SpellLike SOURCEPAGE:p.40 DESC:A filidh can use his performance to create an effect equivalent to divination, using the filidh's level as the caster level. The filidh and all allies who can hear his performance receive the information provided by the divination as flashes of inspiration and knowledge. Divinatory song takes 10 minutes and uses 6 rounds of bardic performance. Divinatory song relies on audible components. ASPECT:ChildAbility|Bardic Performance +Voices of Life KEY:Filidh ~ Voices of Life CATEGORY:Special Ability TYPE:Bard Class Features.FilidhClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.40 DESC:A filidh can grant himself and all allies who can hear his performance the ability to speak with animals and plants as if affected by speak with animals and speak with plants so long as he maintains this performance. ASPECT:ChildAbility|Bardic Performance +Unity of Life KEY:Filidh ~ Unity of Life CATEGORY:Special Ability TYPE:Bard Class Features.FilidhClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.40 DESC:A filidh can use his performance to interlink the life force of two allies who can hear his performance as though they were affected by shield other, using the filidh's bard level as his caster level. The filidh designates which ally is the warded target and which ally receives half the warded creature's damage. The filidh can switch the targets of this ability (and the effect of the performance the targets receive) as a free action once per round at the start of each turn that he maintains the performance. ASPECT:ChildAbility|Bardic Performance +Song of the Cycle KEY:Filidh ~ Song of the Cycle CATEGORY:Special Ability TYPE:Bard Class Features.FilidhClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.40 DESC:A filidh can grant awe-inspiring glimpses into the future with his magic. All allies who can see and hear the filidh are affected as though by the personal version of foresight for the duration of the performance. ASPECT:ChildAbility|Bardic Performance + +#Plant Speaker +Leshy Speaker KEY:Plant Speaker ~ Leshy Speaker CATEGORY:Special Ability TYPE:Bard Class Features.Plant SpeakerClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.22 DESC:The plant speaker can speak to its disembodied brethren, the spirits of nature that become leshys. He performs for 10 minutes and spends 7 rounds of bardic performance to gain the effects of commune with nature. +Plant Speech KEY:Plant Speaker ~ Plant Speech CATEGORY:Special Ability TYPE:Bard Class Features.Plant SpeakerClassFeatures.SpecialQuality SOURCEPAGE:p.22 DESC:A plant speaker's mind-affecting bard spells and class abilities also affect plants, ignoring plants' immunity to mind-affecting effects. DESC:A plant speaker's racial plantspeech allows him to communicate with all plants, not just plants that match his alternate form.|PRECLASS:1,Bard=2 +Mystical Allegory KEY:Plant Speaker ~ Mystical Allegory CATEGORY:Special Ability TYPE:Bard Class Features.Plant SpeakerClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.22 DESC:The plant speaker can tell a story that matches some of the themes of the current situation in order to gain insight, gaining the effects of augury by performing for 1 minute and spending 4 rounds of bardic performance. DESC:He can perform for 10 minutes and spend 7 rounds of bardic performance to gain the effects of divination.|PRECLASS:1,Bard=11 DESC:He can perform for 1 hour and spend 10 rounds of bardic performance to gain the effects of legend lore, but the information is always vague and incomplete.|PRECLASS:1,Bard=17 + +#Thundercaller +Bound to the Land KEY:Thundercaller ~ Bound to the Land CATEGORY:Special Ability TYPE:Bard Class Features.ThundercallerClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.41 DESC:A thundercaller gains a +%1 bonus on Handle Animal checks, Knowledge (nature) checks, and Survival checks.|BardLVL/2 BONUS:SKILL|Handle Animal,Knowledge (nature),Survival|BardLVL/2 +Thunder Call KEY:Thundercaller ~ Thunder Call CATEGORY:Special Ability TYPE:Bard Class Features.ThundercallerClassFeatures.SpecialQuality.Supernatural DEFINE:ThundercallerThunderDamageDice|0 SOURCEPAGE:p.41 DESC:The thundercaller can start a performance to unleash a deafening peal of thunder. This allows the thundercaller to spend a round of performance to create an effect similar to the spell sound burst (%1d8 damage and stunned for 1 round, close range, 10-ft. area spread, DC %2 Fortitude for half damage, not stunned). A creature that succeeds at its saving throw against thunder call is immune to the stunning effect but still takes sonic damage. Beginning this performance is always a standard action.|ThundercallerThunderDamageDice|12+CHA BONUS:VAR|ThundercallerThunderDamageDice|1+(2*((BardLVL-3)/4)) ASPECT:ChildAbility|Bardic Performance +Incite Rage KEY:Thundercaller ~ Incite Rage CATEGORY:Special Ability TYPE:Bard Class Features.ThundercallerClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.41 DESC:The thundercaller can induce a furious rage in one creature within 30 feet. This effect functions as the rage spell and lasts as long as the target can hear the thundercaller's performance. Any unwilling creature targeted is affected if it fails a Will saving throw (DC %1). A target that succeeds at its saving throw is immune to this power for 24 hours. The thundercaller cannot target herself with this ability. If the target has the rage class feature, it can instead immediately rage and stay in this rage without consuming rounds of rage per day as long as the thundercaller continues performing. This performance is a mind-affecting effect and relies on audible components.|10+BardLVL/2+CHA ASPECT:ChildAbility|Bardic Performance +Call Lightning KEY:Thundercaller ~ Call Lightning CATEGORY:Special Ability TYPE:Bard Class Features.ThundercallerClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.41 DESC:The thundercaller can use her performance to summon bolts of lightning, as per the spell call lightning. The lightning storm lasts for as long as she continues her performance, calling down one bolt of lightning per round as a standard action. The damage of these lightning bolts can be increased in stormy areas or can be limited as call lightning describes. ASPECT:ChildAbility|Bardic Performance +Call Lightning Storm KEY:Thundercaller ~ Call Lightning Storm CATEGORY:Special Ability TYPE:Bard Class Features.ThundercallerClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.41 DESC:The thundercaller can use her performance to summon bolts of lightning, as per the spell call lightning storm. The lightning storm lasts for as long as she continues her performance, calling down one bolt of lightning per round as a standard action. The damage of these lightning bolts can be increased in stormy areas or can be limited as call lightning describes. ASPECT:ChildAbility|Bardic Performance + +# ============================== +# Bloodrager Bloodline +# ============================== + +Verdant Bloodline KEY:Bloodrager Bloodline ~ Verdant CATEGORY:Special Ability TYPE:Bloodrager Class Feature.SpecialQuality.ClassSpecialization.BloodragerBloodline SOURCEPAGE:p.17 DESC:Your body is suffused with raw plant life. When you bloodrage, your plantlike characteristics bolster your durability and grant you some control over vegetation. ABILITY:Internal|AUTOMATIC|Bloodrager Bloodline ~ Verdant Bonus Spells ABILITY:Special Ability|AUTOMATIC|Verdant Bloodrager ~ Verdant Growth|PREVAREQ:Bloodrager_CF_BloodlinePowerLvl1,0 ABILITY:Special Ability|AUTOMATIC|Verdant Bloodrager ~ Oaken Skin|PREVAREQ:Bloodrager_CF_BloodlinePowerLvl4,0|PREMULT:1,[!PREABILITY:1,CATEGORY=Special Ability,Primalist ~ Primal Choices],[PREVARGTEQ:BloodlinePowerLVL4,1]|PREVARGTEQ:BloodlineLVL,4 ABILITY:Special Ability|AUTOMATIC|Verdant Bloodrager ~ Botanical Plasticity|PREVAREQ:Bloodrager_CF_BloodlinePowerLvl8,0|PREMULT:1,[!PREABILITY:1,CATEGORY=Special Ability,Primalist ~ Primal Choices],[PREVARGTEQ:BloodlinePowerLVL8,1]|PREVARGTEQ:BloodlineLVL,8 ABILITY:Special Ability|AUTOMATIC|Verdant Bloodrager ~ Verdant Call|PREVAREQ:Bloodrager_CF_BloodlinePowerLvl12,0|PREMULT:1,[!PREABILITY:1,CATEGORY=Special Ability,Primalist ~ Primal Choices],[PREVARGTEQ:BloodlinePowerLVL12,1]|PREVARGTEQ:BloodlineLVL,12 ABILITY:Special Ability|AUTOMATIC|Verdant Bloodrager ~ Nature's Thorns|PREVAREQ:Bloodrager_CF_BloodlinePowerLvl16,0|PREMULT:1,[!PREABILITY:1,CATEGORY=Special Ability,Primalist ~ Primal Choices],[PREVARGTEQ:BloodlinePowerLVL16,1]|PREVARGTEQ:BloodlineLVL,16 ABILITY:Special Ability|AUTOMATIC|Verdant Bloodrager ~ Verdant Apotheosis|PREVAREQ:Bloodrager_CF_BloodlinePowerLvl20,0|PREMULT:1,[!PREABILITY:1,CATEGORY=Special Ability,Primalist ~ Primal Choices],[PREVARGTEQ:BloodlinePowerLVL20,1]|PREVARGTEQ:BloodlineLVL,20 BONUS:ABILITYPOOL|Verdant Bloodrager Bloodline Feat|BloodlineBonusFeats BENEFIT:While bloodraging, you gain plantlike abilities and immunities as you become overgrown with jagged branches, rugged bark, and thick vines. + +Bloodrager Bloodline ~ Verdant Bonus Spells CATEGORY:Internal VISIBLE:NO SPELLKNOWN:CLASS|Bloodrager=1|Entangle|PREVARGTEQ:BloodlineCasterLVL,7 SPELLKNOWN:CLASS|Bloodrager=2|Greensight|PREVARGTEQ:BloodlineCasterLVL,10 SPELLKNOWN:CLASS|Bloodrager=3|Burst of Nettles|PREVARGTEQ:BloodlineCasterLVL,13 SPELLKNOWN:CLASS|Bloodrager=4|Command Plants|PREVARGTEQ:BloodlineCasterLVL,16 + +Verdant Growth KEY:Verdant Bloodrager ~ Verdant Growth CATEGORY:Special Ability TYPE:Bloodrager Class Feature.SpecialQuality.Supernatural DEFINE:VerdantBloodragerFastHealing|0 SOURCEPAGE:p.17 DESC:You gain fast healing %1 while bloodraging. If you have a bloodrager class feature that also grants you fast healing (such as the spelleater's blood of life class feature), you can stack up to half of your fast healing from such abilities with the fast healing gained from this ability, but you cannot do so by an amount that exceeds your Charisma bonus (minimum 0). BONUS:VAR|VerdantBloodragerFastHealing|min(6,(BloodlineLVL+2)/3) +Oaken Skin KEY:Verdant Bloodrager ~ Oaken Skin CATEGORY:Special Ability TYPE:Bloodrager Class Feature.SpecialQuality.Extraordinary DEFINE:VerdantBloodragerOakenSkin|0 SOURCEPAGE:p.17 DESC:When entering a bloodrage, your skin thickens like bark and you gain a +%1 enhancement bonus to your natural armor.|VerdantBloodragerOakenSkin BONUS:VAR|VerdantBloodragerOakenSkin|1+(BloodlineLVL/4) BONUS:COMBAT|AC|VerdantBloodragerOakenSkin|TYPE=NaturalArmorEnhancement|PREVARGTEQ:Raging,1 +Botanical Plasticity KEY:Verdant Bloodrager ~ Botanical Plasticity CATEGORY:Special Ability TYPE:Bloodrager Class Feature.SpecialQuality.Supernatural SOURCEPAGE:p.17 DESC:As a swift action you can bend and twist the plant life within your body to elongate your limbs. Your reach increases by 5 feet until the end of your turn. +Verdant Call KEY:Verdant Bloodrager ~ Verdant Call CATEGORY:Special Ability TYPE:Bloodrager Class Feature.SpecialQuality.SpellLike SOURCEPAGE:p.17 DESC:When entering a bloodrage, as a swift action you can animate nearby plants to aid you in combat, functioning as wilderness soldiers (UC), using your Charisma modifier instead of your Wisdom modifier. This effect lasts for as long as you continue bloodraging, regardless of the spell's normal duration. +Nature's Thorns KEY:Verdant Bloodrager ~ Nature's Thorns CATEGORY:Special Ability TYPE:Bloodrager Class Feature.SpecialQuality.Supernatural SOURCEPAGE:p.17 DESC:Creatures that hit you in melee (other than those using manufactured reach weapons) take 4d6 points of piercing damage. A creature takes this damage only on its first successful attack against you in a combat round, and not on subsequent attacks in that round. +Verdant Apotheosis KEY:Verdant Bloodrager ~ Verdant Apotheosis CATEGORY:Special Ability TYPE:Bloodrager Class Feature.SpecialQuality.Supernatural SOURCEPAGE:p.17 DESC:Verdant power surges throughout your being. While bloodraging, you gain tremorsense out to 30 feet. In addition, you gain immunity to paralysis, poison, sleep, and stunning effects, even while you are not bloodraging. + +# ============================== +# Brawler Archetypes +# ============================== + +Feral Striker KEY:Brawler Archetype ~ Feral Striker CATEGORY:Archetype TYPE:Archetype.BrawlerArchetype SOURCEPAGE:p.42 DESC:A feral striker taps into a reservoir of druidic power hidden inside herself, allowing her to take animalistic characteristics. PRECLASS:1,Brawler=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Brawler Archetype ~ Feral Striker],[!PREFACT:1,ABILITIES,Brawler_Archetype_MartialFlexibility=True] ABILITY:Special Ability|AUTOMATIC|Feral Striker ~ Feral Aspect|PRECLASS:1,Brawler=1 FACT:Brawler_Archetype_MartialFlexibility|true FACT:Brawler_CF_MartialFlexibility|true COST:0 +Living Avalanche KEY:Brawler Archetype ~ Living Avalanche CATEGORY:Archetype TYPE:Archetype.BrawlerArchetype SOURCEPAGE:p.42 DESC:When a living avalanche is on the move, no one can stand in her way. PRECLASS:1,Brawler=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Brawler Archetype ~ Living Avalanche],[!PREFACT:1,ABILITIES,Brawler_Archetype_BonusFeat2=True,Brawler_Archetype_BonusFeat5=True,Brawler_Archetype_ManeuverTraining=True,Brawler_Archetype_ACBonus=True,Brawler_Archetype_AwesomeBlow=True,Brawler_Archetype_ImprovedAwesomeBlow=True] ABILITY:Special Ability|AUTOMATIC|Living Avalanche ~ Earth Discipline|PRECLASS:1,Brawler=2 ABILITY:Special Ability|AUTOMATIC|Living Avalanche ~ Landslide|PRECLASS:1,Brawler=3 ABILITY:Special Ability|AUTOMATIC|Living Avalanche ~ Unyielding|PRECLASS:1,Brawler=4 ABILITY:Special Ability|AUTOMATIC|Living Avalanche ~ Avalanche|PRECLASS:1,Brawler=16 ABILITY:Special Ability|AUTOMATIC|Living Avalanche ~ Improved Avalanche|PRECLASS:1,Brawler=20 FACT:Brawler_Archetype_BonusFeat2|true FACT:Brawler_Archetype_BonusFeat5|true FACT:Brawler_Archetype_ManeuverTraining|true FACT:Brawler_Archetype_ACBonus|true FACT:Brawler_Archetype_AwesomeBlow|true FACT:Brawler_Archetype_ImprovedAwesomeBlow|true FACT:Brawler_CF_BonusFeat2|true FACT:Brawler_CF_BonusFeat5|true FACT:Brawler_CF_ACBonus|true FACT:Brawler_CF_AwesomeBlow|true FACT:Brawler_CF_ImprovedAwesomeBlow|true COST:0 +Turfer KEY:Brawler Archetype ~ Turfer CATEGORY:Archetype TYPE:Archetype.BrawlerArchetype SOURCEPAGE:p.42 DESC:A turfer has a mastery over particular types of terrain. PRECLASS:1,Brawler=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Brawler Archetype ~ Turfer],[!PREFACT:1,ABILITIES,Brawler_Archetype_ManeuverTraining=True,Brawler_Archetype_Knockout=True] ABILITY:Special Ability|AUTOMATIC|Turfer ~ Favored Turf|PRECLASS:1,Brawler=3 ABILITY:Special Ability|AUTOMATIC|Turfer ~ Terrain Mastery|PRECLASS:1,Brawler=4 FACT:Brawler_Archetype_ManeuverTraining|true FACT:Brawler_Archetype_Knockout|true FACT:Brawler_CF_ManeuverTraining|true FACT:Brawler_CF_Knockout|true COST:0 +Venomfist KEY:Brawler Archetype ~ Venomfist CATEGORY:Archetype TYPE:Archetype.BrawlerArchetype SOURCEPAGE:p.43 DESC:Thanks to alchemical experiments and rigorous study of venomous creatures, a venomfist has toxic unarmed strikes. PRECLASS:1,Brawler=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Brawler Archetype ~ Venomfist],[!PREFACT:1,ABILITIES,Brawler_Archetype_UnarmedStrike=True,Brawler_Archetype_Knockout=True,Brawler_Archetype_CloseWeaponMastery=True] ABILITY:Special Ability|AUTOMATIC|Venomfist ~ Venomous Strike|PRECLASS:1,Brawler=1 FACT:Brawler_Archetype_UnarmedStrike|true FACT:Brawler_Archetype_Knockout|true FACT:Brawler_Archetype_CloseWeaponMastery|true FACT:Brawler_CF_Knockout|true FACT:Brawler_CF_CloseWeaponMastery|true COST:0 +Verdant Grappler KEY:Brawler Archetype ~ Verdant Grappler CATEGORY:Archetype TYPE:Archetype.BrawlerArchetype SOURCEPAGE:p.43 DESC:By accepting spirits of nature into her soul, a verdant grappler can entangle her foes with tangled undergrowth. PRECLASS:1,Brawler=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Brawler Archetype ~ Verdant Grappler],[!PREFACT:1,ABILITIES,Brawler_Archetype_BonusFeat2=True,Brawler_Archetype_ManeuverTraining=True,Brawler_Archetype_CloseWeaponMastery=True,Brawler_Archetype_BonusFeat11=True] ABILITY:Special Ability|AUTOMATIC|Verdant Grappler ~ Green Grasp|PRECLASS:1,Brawler=2 ABILITY:Special Ability|AUTOMATIC|Verdant Grappler ~ Thorny Embrace|PRECLASS:1,Brawler=5 ABILITY:Special Ability|AUTOMATIC|Verdant Grappler ~ Phytological Anatomy|PRECLASS:1,Brawler=11 FACT:Brawler_Archetype_BonusFeat2|true FACT:Brawler_Archetype_ManeuverTraining|true FACT:Brawler_Archetype_CloseWeaponMastery|true FACT:Brawler_Archetype_BonusFeat11|true FACT:Brawler_CF_BonusFeat2|true FACT:Brawler_CF_CloseWeaponMastery|true FACT:Brawler_CF_BonusFeat11|true COST:0 + +#Feral Striker +Feral Aspect KEY:Feral Striker ~ Feral Aspect CATEGORY:Special Ability TYPE:Brawler Class Features.FeralStrikerClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.42 DESC:This functions as the shifter aspect class feature of the shifter, except the feral striker can choose only from the bear, bull, falcon, snake, stag, tiger, and wolf aspects. She has access to only the minor versions all these aspects. DESC:The feral striker can take on two minor aspects simultaneously as a move action.|PRECLASS:1,Brawler=6|!PRECLASS:1,Brawler=12 DESC:Each aspect counts toward her total number of minutes (so if a feral striker who normally has 9 total minutes of aspects takes on two aspects simultaneously for 4 minutes, she still has 1 minute remaining). She can end one or both aspects as a free action on her turn.|PRECLASS:1,Brawler=6|!PRECLASS:1,Brawler=20 DESC:The feral shifter adds her Constitution modifier to the total number of minutes per day in which she can use feral aspect.|PRECLASS:1,Brawler=10 DESC:The feral striker can take on three aspects simultaneously as a move action or one or two aspects as a swift action.|PRECLASS:1,Brawler=12|!PRECLASS:1,Brawler=20 DESC:The feral striker can take on as many aspects as she wishes at once as a swift action, and they count as only one aspect for the purpose of calculating duration.|PRECLASS:1,Brawler=20 DEFINE:FeralAspectMinutes|0 DEFINE:FeralAspectCount|0 DEFINE:FeralAspectLVL|0 BONUS:ABILITYPOOL|Feral Aspect Choice|FeralAspectCount BONUS:VAR|FeralAspectMinutes|BrawlerLVL+3 BONUS:VAR|FeralAspectMinutes|CON|PRECLASS:1,Brawler=10 BONUS:VAR|FeralAspectCount|1+(BrawlerLVL/5) BONUS:VAR|FeralAspectLVL|BrawlerLVL ASPECT:CheckType|Minutes per Day ASPECT:CheckCount|%1|FeralAspectMinutes ASPECT:MasterAbility|Feral Aspect + +Aspect of the Bear KEY:Feral Aspect ~ Bear CATEGORY:Special Ability TYPE:Feral Aspect.SpecialQuality.Supernatural DEFINE:FeralBearAspectConBonus|0 DESC:The aspect of the bear invokes a juggernaut of tireless endurance and furious power. Those who take this aspect are known for surviving severe wounds and delivering punishing blows in return. [Minor Form] You gain a +%1 enhancement bonus to your Constitution score.|FeralBearAspectConBonus BONUS:VAR|FeralBearAspectConBonus|2 BONUS:VAR|FeralBearAspectConBonus|2|PREVARGTEQ:FeralAspectLVL,8 BONUS:VAR|FeralBearAspectConBonus|2|PREVARGTEQ:FeralAspectLVL,15 SOURCEPAGE:p.29 +Aspect of the Bull KEY:Feral Aspect ~ Bull CATEGORY:Special Ability TYPE:Feral Aspect.SpecialQuality.Supernatural DEFINE:FeralBullAspectStrBonus|0 DESC:The bull is a fierce charger and is adept at trampling its foes, pounding them to a bloody pulp. [Minor Form] You gain a +%1 enhancement bonus to your Strength score.|FeralBullAspectStrBonus BONUS:VAR|FeralBullAspectStrBonus|2 BONUS:VAR|FeralBullAspectStrBonus|2|PREVARGTEQ:FeralAspectLVL,8 BONUS:VAR|FeralBullAspectStrBonus|2|PREVARGTEQ:FeralAspectLVL,15 SOURCEPAGE:p.29 +Aspect of the Falcon KEY:Feral Aspect ~ Falcon CATEGORY:Special Ability TYPE:Feral Aspect.SpecialQuality.Supernatural DEFINE:FeralFalconAspectPerceptionBonus|0 DESC:The falcon senses all and has the speed to hunt down even the most elusive prey. Those who take this aspect gain enhanced abilities to perceive and reconnoiter the wilderness-little escapes this shifter's attention. [Minor Form] You gain a +%1 competence bonus on Perception checks.|FeralFalconAspectPerceptionBonus BONUS:VAR|FeralFalconAspectPerceptionBonus|4 BONUS:VAR|FeralFalconAspectPerceptionBonus|2|PREVARGTEQ:FeralAspectLVL,8 BONUS:VAR|FeralFalconAspectPerceptionBonus|2|PREVARGTEQ:FeralAspectLVL,15 SOURCEPAGE:p.29 +Aspect of the Snake KEY:Feral Aspect ~ Snake CATEGORY:Special Ability TYPE:Feral Aspect.SpecialQuality.Supernatural DEFINE:FeralSnakeAspectAoOBonus|0 DESC:The snake is a sneaky and lethal foe who strikes unexpectedly with deadly effect, while avoiding opportune strikes made in return. [Minor Form] You gain a +%1 bonus on attack rolls when making attacks of opportunity and a +%1 dodge bonus to your AC against attacks of opportunity.|FeralSnakeAspectAoOBonus BONUS:VAR|FeralSnakeAspectAoOBonus|2 BONUS:VAR|FeralSnakeAspectAoOBonus|2|PREVARGTEQ:FeralAspectLVL,8 BONUS:VAR|FeralSnakeAspectAoOBonus|2|PREVARGTEQ:FeralAspectLVL,15 SOURCEPAGE:p.30 +Aspect of the Stag KEY:Feral Aspect ~ Stag CATEGORY:Special Ability TYPE:Feral Aspect.SpecialQuality.Supernatural DEFINE:FeralStagAspectMoveBonus|0 DESC:The stag can outrun or stand its ground against almost any foe. This aspect offers majestic grace and swift speed. [Minor Form] You gain an enhancement bonus of +%1 feet to your base speed.|FeralStagAspectMoveBonus BONUS:VAR|FeralStagAspectMoveBonus|5 BONUS:VAR|FeralStagAspectMoveBonus|5|PREVARGTEQ:FeralAspectLVL,8 BONUS:VAR|FeralStagAspectMoveBonus|10|PREVARGTEQ:FeralAspectLVL,15 SOURCEPAGE:p.30 +Aspect of the Tiger KEY:Feral Aspect ~ Tiger CATEGORY:Special Ability TYPE:Feral Aspect.SpecialQuality.Supernatural DEFINE:FeralTigerAspectDexBonus|0 DESC:The tiger is a powerful but graceful hunter of the wild, quietly stalking its prey and then taking it down with ruthless efficiency. [Minor Form] You gain a +%1 enhancement bonus to your Dexterity score.|FeralTigerAspectDexBonus BONUS:VAR|FeralTigerAspectDexBonus|2 BONUS:VAR|FeralTigerAspectDexBonus|2|PREVARGTEQ:FeralAspectLVL,8 BONUS:VAR|FeralTigerAspectDexBonus|2|PREVARGTEQ:FeralAspectLVL,15 SOURCEPAGE:p.31 +Aspect of the Wolf KEY:Feral Aspect ~ Wolf CATEGORY:Special Ability TYPE:Feral Aspect.SpecialQuality.Supernatural DEFINE:FeralWolfAspectScent|0 DESC:The aspect of the wolf provides the senses and the attacks of the mighty wolf, whose instincts are honed to track and take down its prey. [Minor Form] You gain the scent ability with a range of %1 feet, or, if you have the scent ability, the range increases by %1 feet. The range doubles if the opponent is upwind and is halved if the opponent is downwind.|FeralWolfAspectScent BONUS:VAR|FeralWolfAspectScent|10 BONUS:VAR|FeralWolfAspectScent|10|PREVARGTEQ:FeralAspectLVL,8 BONUS:VAR|FeralWolfAspectScent|10|PREVARGTEQ:FeralAspectLVL,15 SOURCEPAGE:p.31 + +#Living Avalanche +Earth Discipline KEY:Living Avalanche ~ Earth Discipline CATEGORY:Special Ability TYPE:Brawler Class Features.LivingAvalancheClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.42 ABILITY:FEAT|VIRTUAL|Improved Overrun|PRECLASS:1,Brawler=2 ABILITY:FEAT|VIRTUAL|Improved Bull Rush|PRECLASS:1,Brawler=5 +Landslide KEY:Living Avalanche ~ Landslide CATEGORY:Special Ability TYPE:Brawler Class Features.LivingAvalancheClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.42 DESC:A living avalanche must choose overrun as her first combat maneuver for maneuver training. DESC:She must choose bull rush as her second combat maneuver for maneuver training. She doesn't gain training in any new combat maneuvers at later levels, but her bonuses on combat maneuver checks and to CMD for bull rush and overrun combat maneuvers increase as normal.|PRECLASS:1,Brawler=7 DESC:If she succeeds at an overrun combat maneuver as part of a charge, she automatically knocks her target prone (no matter the result of her check). In addition, if the living avalanche succeeds at a bull rush combat maneuver as part of a charge, she reduces the penalty combat maneuver checks to bull rush each creature beyond the first by 2.|PRECLASS:1,Brawler=11 DESC:The living avalanche can attempt bull rush and overrun combat maneuvers against creatures two sizes larger than herself, but only as part of a charge.PRECLASS:1,Brawler=15 DESC:If the living avalanche succeeds at a bull rush combat maneuver as part of a charge, she reduces the penalty on combat maneuver checks to bull rush each creature beyond the first by an additional 2. When attempting an overrun combat maneuver as part of a charge, she also ignores any increase to a creature's CMD from having more than two legs.|PRECLASS:1,Brawler=19 DESC:This alters maneuver training. BONUS:ABILITYPOOL|Maneuver Training I Selection|-1|PRECLASS:1,Brawler=3 BONUS:ABILITYPOOL|Maneuver Training II Selection|-1|PRECLASS:1,Brawler=7 BONUS:ABILITYPOOL|Maneuver Training III Selection|-1|PRECLASS:1,Brawler=11 BONUS:ABILITYPOOL|Maneuver Training IV Selection|-1|PRECLASS:1,Brawler=15 BONUS:ABILITYPOOL|Maneuver Training V Selection|-1|PRECLASS:1,Brawler=19 ABILITY:Special Ability|AUTOMATIC|Maneuver Training I Selection ~ Overrun|PRECLASS:1,Brawler=3 ABILITY:Special Ability|AUTOMATIC|Maneuver Training I Selection ~ Bull Rush|PRECLASS:1,Brawler=7 +Unyielding KEY:Living Avalanche ~ Unyielding CATEGORY:Special Ability TYPE:Brawler Class Features.LivingAvalancheClassFeatures.SpecialQuality.Extraordinary DEFINE:LivingAvalancheDR|0 SOURCEPAGE:p.42 DESC:When a living avalanche wears light armor or no armor, she gains DR %1/adamantine.|LivingAvalancheDR BONUS:VAR|LivingAvalancheDR|1+(BrawlerLVL>=9)+(BrawlerLVL>=13)+(BrawlerLVL>=18) DR:LivingAvalancheDR/Adamantine +Avalanche KEY:Living Avalanche ~ Avalanche CATEGORY:Special Ability TYPE:Brawler Class Features.LivingAvalancheClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.42 DESC:A living avalanche can attempt to overrun multiple creatures as a full-round action. The living avalanche moves up to twice her speed in a straight line and attempts an overrun combat maneuver against each creature in her path, as long as that creature is no more than two size categories larger than herself. Each creature she succeeds against is knocked prone and takes damage as if the living avalanche hit it with a close weapon she is wielding or an unarmed strike. If she fails her combat maneuver check against a creature, she stops her movement in the space directly in front of the creature. +Improved Avalanche KEY:Living Avalanche ~ Improved Avalanche CATEGORY:Special Ability TYPE:Brawler Class Features.LivingAvalancheClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.42 DESC:If a living avalanche rolls a natural 20 on an overrun combat maneuver check as part of the avalanche ability, she can immediately attempt to confirm the critical hit by attempting another combat maneuver check with the same modifiers as the previous one; if the critical hit is confirmed, the attack deals double damage. + +#Turfer +Favored Turf KEY:Turfer ~ Favored Turf CATEGORY:Special Ability TYPE:Brawler Class Features.TurferClassFeatures.SpecialQuality.Extraordinary DEFINE:FavoredTurfLVL|0 SOURCEPAGE:p.42 ABILITY:Special Ability|AUTOMATIC|Common Favored Turf ABILITY:Special Ability|AUTOMATIC|Basic Favored Turf BONUS:VAR|FavoredTurfPool|(FavoredTurfLVL+1)/4 BONUS:VAR|FavoredTurfLVL|BrawlerLVL +Terrain Mastery KEY:Turfer ~ Terrain Mastery CATEGORY:Special Ability TYPE:Brawler Class Features.TurferClassFeatures.SpecialQuality.Supernatural DEFINE:FavoredTurfMoveBonus|0 SOURCEPAGE:p.42 DESC:A turfer gains the benefits of endure elements and a +%1-foot enhancement bonus to her base speed, but only in her favored terrains. In addition, she can move through difficult terrain in her favored terrains at her normal speed without taking damage or suffering any other impairment, but she can't do so through difficult terrain that has been magically manipulated.|FavoredTurfMoveBonus BONUS:VAR|FavoredTurfMoveBonus|10 BONUS:VAR|FavoredTurfMoveBonus|10|PRECLASS:1,Brawler=10 BONUS:VAR|FavoredTurfMoveBonus|10|PRECLASS:1,Brawler=16 + +Common Favored Turf CATEGORY:Special Ability TYPE:Internal.ClassFeatures VISIBLE:NO DEFINE:FavoredTurfPool|0 BONUS:ABILITYPOOL|Favored Turf|FavoredTurfPool BONUS:ABILITYPOOL|Favored Turf Bonus|max(0,FavoredTurfPool-1) +Basic Favored Turf CATEGORY:Special Ability TYPE:Special.Brawler Class Features.TurferClassFeatures VISIBLE:NO DEFINE:FavoredTurfBaseBonus|0 BONUS:VAR|FavoredTurfBaseBonus|1 + +Favored Turf (Cold) KEY:Favored Turf ~ Cold CATEGORY:Special Ability TYPE:Brawler Class Features.TurferClassFeatures.SpecialQuality.Extraordinary.FavoredTurf DEFINE:FavoredTurfCold|0 DESC:You gain a +%1 bonus on combat maneuver checks and to CMD in cold terrain (ice, glaciers, snow, and tundra). Likewise, you get a +%2 bonus on initiative checks when in this terrain.|FavoredTurfCold|FavoredTurfCold*2 MULT:NO BONUS:VAR|FavoredTurfCold|FavoredTurfBaseBonus SOURCEPAGE:p.42 ASPECT:Ability Benefit|+%1|FavoredTurfCold ASPECT:SkillBonus|You gain a +%1 bonus on combat maneuver checks and to CMD, and +%2 on Initiative checks in cold terrain|FavoredTurfCold|FavoredTurfCold*2 +Favored Turf (Desert) KEY:Favored Turf ~ Desert CATEGORY:Special Ability TYPE:Brawler Class Features.TurferClassFeatures.SpecialQuality.Extraordinary.FavoredTurf DEFINE:FavoredTurfDesert|0 DESC:You gain a +%1 bonus on combat maneuver checks and to CMD in desert terrain (sand and wastelands). Likewise, you get a +%2 bonus on initiative checks when in this terrain.|FavoredTurfDesert|FavoredTurfDesert*2 MULT:NO BONUS:VAR|FavoredTurfDesert|FavoredTurfBaseBonus SOURCEPAGE:p.42 ASPECT:Ability Benefit|+%1|FavoredTurfDesert ASPECT:SkillBonus|You gain a +%1 bonus on combat maneuver checks and to CMD, and +%2 on Initiative checks in desert terrain|FavoredTurfDesert|FavoredTurfDesert*2 +Favored Turf (Forest) KEY:Favored Turf ~ Forest CATEGORY:Special Ability TYPE:Brawler Class Features.TurferClassFeatures.SpecialQuality.Extraordinary.FavoredTurf DEFINE:FavoredTurfForest|0 DESC:You gain a +%1 bonus on combat maneuver checks and to CMD in forest terrain (coniferous and deciduous). Likewise, you get a +%2 bonus on initiative checks when in this terrain.|FavoredTurfForest|FavoredTurfForest*2 MULT:NO BONUS:VAR|FavoredTurfForest|FavoredTurfBaseBonus SOURCEPAGE:p.42 ASPECT:Ability Benefit|+%1|FavoredTurfForest ASPECT:SkillBonus|You gain a +%1 bonus on combat maneuver checks and to CMD, and +%2 on Initiative checks in forest terrain|FavoredTurfForest|FavoredTurfForest*2 +Favored Turf (Jungle) KEY:Favored Turf ~ Jungle CATEGORY:Special Ability TYPE:Brawler Class Features.TurferClassFeatures.SpecialQuality.Extraordinary.FavoredTurf DEFINE:FavoredTurfJungle|0 DESC:You gain a +%1 bonus on combat maneuver checks and to CMD in jungle terrain . Likewise, you get a +%2 bonus on initiative checks when in this terrain.|FavoredTurfJungle|FavoredTurfJungle*2 MULT:NO BONUS:VAR|FavoredTurfJungle|FavoredTurfBaseBonus SOURCEPAGE:p.42 ASPECT:Ability Benefit|+%1|FavoredTurfJungle ASPECT:SkillBonus|You gain a +%1 bonus on combat maneuver checks and to CMD, and +%2 on Initiative checks in jungle terrain|FavoredTurfJungle|FavoredTurfJungle*2 +Favored Turf (Mountain) KEY:Favored Turf ~ Mountain CATEGORY:Special Ability TYPE:Brawler Class Features.TurferClassFeatures.SpecialQuality.Extraordinary.FavoredTurf DEFINE:FavoredTurfMountains|0 DESC:You gain a +%1 bonus on combat maneuver checks and to CMD in mountain terrain (including hills). Likewise, you get a +%2 bonus on initiative checks when in this terrain.|FavoredTurfMountains|FavoredTurfMountains*2 MULT:NO BONUS:VAR|FavoredTurfMountains|FavoredTurfBaseBonus SOURCEPAGE:p.42 ASPECT:Ability Benefit|+%1|FavoredTurfMountains ASPECT:SkillBonus|You gain a +%1 bonus on combat maneuver checks and to CMD, and +%2 on Initiative checks in mountain terrain|FavoredTurfMountains|FavoredTurfMountains*2 +Favored Turf (Plains) KEY:Favored Turf ~ Plains CATEGORY:Special Ability TYPE:Brawler Class Features.TurferClassFeatures.SpecialQuality.Extraordinary.FavoredTurf DEFINE:FavoredTurfPlains|0 DESC:You gain a +%1 bonus on combat maneuver checks and to CMD in plains terrain. Likewise, you get a +%2 bonus on initiative checks when in this terrain.|FavoredTurfPlains|FavoredTurfPlains*2 MULT:NO BONUS:VAR|FavoredTurfPlains|FavoredTurfBaseBonus SOURCEPAGE:p.42 ASPECT:Ability Benefit|+%1|FavoredTurfPlains ASPECT:SkillBonus|You gain a +%1 bonus on combat maneuver checks and to CMD, and +%2 on Initiative checks in plains terrain|FavoredTurfPlains|FavoredTurfPlains*2 +Favored Turf (Plane) KEY:Favored Turf ~ Plane CATEGORY:Special Ability TYPE:Brawler Class Features.TurferClassFeatures.SpecialQuality.Extraordinary.FavoredTurf DEFINE:FavoredTurfPlanes|0 DESC:You gain a +%1 bonus on combat maneuver checks and to CMD on your chosen plane. Likewise, you get a +%2 bonus on initiative checks when on that plane.|FavoredTurfPlanes|FavoredTurfPlanes*2 MULT:NO BONUS:VAR|FavoredTurfPlanes|FavoredTurfBaseBonus SOURCEPAGE:p.42 ASPECT:Ability Benefit|+%1|FavoredTurfPlanes ASPECT:SkillBonus|You gain a +%1 bonus on combat maneuver checks and to CMD, and +%2 on Initiative checks on your chosen plane|FavoredTurfPlanes|FavoredTurfPlanes*2 +Favored Turf (Swamp) KEY:Favored Turf ~ Swamp CATEGORY:Special Ability TYPE:Brawler Class Features.TurferClassFeatures.SpecialQuality.Extraordinary.FavoredTurf DEFINE:FavoredTurfSwamp|0 DESC:You gain a +%1 bonus on combat maneuver checks and to CMD in swamp terrain. Likewise, you get a +%2 bonus on initiative checks when in this terrain.|FavoredTurfSwamp|FavoredTurfSwamp*2 MULT:NO BONUS:VAR|FavoredTurfSwamp|FavoredTurfBaseBonus SOURCEPAGE:p.42 ASPECT:Ability Benefit|+%1|FavoredTurfSwamp ASPECT:SkillBonus|You gain a +%1 bonus on combat maneuver checks and to CMD, and +%2 on Initiative checks in swamp terrain|FavoredTurfSwamp|FavoredTurfSwamp*2 +Favored Turf (Underground) KEY:Favored Turf ~ Underground CATEGORY:Special Ability TYPE:Brawler Class Features.TurferClassFeatures.SpecialQuality.Extraordinary.FavoredTurf DEFINE:FavoredTurfUnderground|0 DESC:You gain a +%1 bonus on combat maneuver checks and to CMD in underground terrain (caves and dungeons). Likewise, you get a +%2 bonus on initiative checks when in this terrain.|FavoredTurfUnderground|FavoredTurfUnderground*2 MULT:NO BONUS:VAR|FavoredTurfUnderground|FavoredTurfBaseBonus SOURCEPAGE:p.42 ASPECT:Ability Benefit|+%1|FavoredTurfUnderground ASPECT:SkillBonus|You gain a +%1 bonus on combat maneuver checks and to CMD, and +%2 on Initiative checks in underground terrain|FavoredTurfUnderground|FavoredTurfUnderground*2 +Favored Turf (Urban) KEY:Favored Turf ~ Urban CATEGORY:Special Ability TYPE:Brawler Class Features.TurferClassFeatures.SpecialQuality.Extraordinary.FavoredTurf DEFINE:FavoredTurfUrban|0 DESC:You gain a +%1 bonus on combat maneuver checks and to CMD in urban terrain (buildings, streets, and sewers). Likewise, you get a +%2 bonus on initiative checks when in this terrain.|FavoredTurfUrban|FavoredTurfUrban*2 MULT:NO BONUS:VAR|FavoredTurfUrban|FavoredTurfBaseBonus SOURCEPAGE:p.42 ASPECT:Ability Benefit|+%1|FavoredTurfUrban ASPECT:SkillBonus|You gain a +%1 bonus on combat maneuver checks and to CMD, and +%2 on Initiative checks in urban terrain|FavoredTurfUrban|FavoredTurfUrban*2 +Favored Turf (Water) KEY:Favored Turf ~ Water CATEGORY:Special Ability TYPE:Brawler Class Features.TurferClassFeatures.SpecialQuality.Extraordinary.FavoredTurf DEFINE:FavoredTurfWater|0 DESC:You gain a +%1 bonus on combat maneuver checks and to CMD above or below the water surface. Likewise, you get a +%2 bonus on initiative checks when in this terrain.|FavoredTurfWater|FavoredTurfWater*2 MULT:NO BONUS:VAR|FavoredTurfWater|FavoredTurfBaseBonus SOURCEPAGE:p.42 ASPECT:Ability Benefit|+%1|FavoredTurfWater ASPECT:SkillBonus|You gain a +%1 bonus on combat maneuver checks and to CMD, and +%2 on Initiative checks above or below the water surface|FavoredTurfWater|FavoredTurfWater*2 + +Favored Turf Bonus (Cold) KEY:Favored Turf Bonus ~ Cold CATEGORY:Special Ability TYPE:Brawler Class Features.TurferClassFeatures.FavoredTurfBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Turf ~ Cold STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredTurfCold|1 +Favored Turf Bonus (Desert) KEY:Favored Turf Bonus ~ Desert CATEGORY:Special Ability TYPE:Brawler Class Features.TurferClassFeatures.FavoredTurfBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Turf ~ Desert STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredTurfDesert|1 +Favored Turf Bonus (Forest) KEY:Favored Turf Bonus ~ Forest CATEGORY:Special Ability TYPE:Brawler Class Features.TurferClassFeatures.FavoredTurfBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Turf ~ Forest STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredTurfForest|1 +Favored Turf Bonus (Jungle) KEY:Favored Turf Bonus ~ Jungle CATEGORY:Special Ability TYPE:Brawler Class Features.TurferClassFeatures.FavoredTurfBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Turf ~ Jungle STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredTurfJungle|1 +Favored Turf Bonus (Mountain) KEY:Favored Turf Bonus ~ Mountain CATEGORY:Special Ability TYPE:Brawler Class Features.TurferClassFeatures.FavoredTurfBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Turf ~ Mountain STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredTurfMountains|1 +Favored Turf Bonus (Plains) KEY:Favored Turf Bonus ~ Plains CATEGORY:Special Ability TYPE:Brawler Class Features.TurferClassFeatures.FavoredTurfBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Turf ~ Plains STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredTurfPlains|1 +Favored Turf Bonus (Plane) KEY:Favored Turf Bonus ~ Plane CATEGORY:Special Ability TYPE:Brawler Class Features.TurferClassFeatures.FavoredTurfBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Turf ~ Plane STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredTurfPlanes|1 +Favored Turf Bonus (Swamp) KEY:Favored Turf Bonus ~ Swamp CATEGORY:Special Ability TYPE:Brawler Class Features.TurferClassFeatures.FavoredTurfBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Turf ~ Swamp STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredTurfSwamp|1 +Favored Turf Bonus (Underground) KEY:Favored Turf Bonus ~ Underground CATEGORY:Special Ability TYPE:Brawler Class Features.TurferClassFeatures.FavoredTurfBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Turf ~ Underground STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredTurfUnderground|1 +Favored Turf Bonus (Urban) KEY:Favored Turf Bonus ~ Urban CATEGORY:Special Ability TYPE:Brawler Class Features.TurferClassFeatures.FavoredTurfBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Turf ~ Urban STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredTurfUrban|1 +Favored Turf Bonus (Water) KEY:Favored Turf Bonus ~ Water CATEGORY:Special Ability TYPE:Brawler Class Features.TurferClassFeatures.FavoredTurfBonus VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Favored Turf ~ Water STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|FavoredTurfWater|1 + +#Venomfist +Venomous Strike KEY:Venomfist ~ Venomous Strike CATEGORY:Special Ability TYPE:Brawler Class Features.VenomfistClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.43 DESC:A venomfist's unarmed strikes deal damage as a creature one size category smaller (1d4 at first level for Medium venomfists). If she hits with her first unarmed strike in a round, the target must succeed at a Fortitude saving throw (DC %1) or take an additional %2 points damage. The venomfist is immune to this toxin.|10+BrawlerLVL/2+CON|CON DESC:A target that fails this save must succeed at a second saving throw 1 round later or take the same amount of damage again. This effect repeats as long as the target continues to fail its saving throws, to a maximum of %1 rounds. Unlike other poisons, multiple doses of a venomfist's poison never stack; the more recent poison effect replaces the older one.|1+BrawlerLVL/4|PRECLASS:1,Brawler=4 DESC:After the venomfist gets 8 hours of rest, she can choose a secondary effect for her venom to impose. She can choose fatigued, shaken, or sickened.|PRECLASS:1,Brawler=5|!PRECLASS:1,Brawler=10 DESC:After the venomfist gets 8 hours of rest, she can choose a secondary effect for her venom to impose. She can choose blinded, exhausted, fatigued, shaken, sickened, or staggered.|PRECLASS:1,Brawler=10 DESC:A creature that fails its saving throw against her venom also gains the chosen condition until it succeeds at a save against the venom or until the venom's duration ends. Once a creature succeeds at its save against the poison, it becomes immune to the secondary condition for 24 hours, but the attack still deals the extra damage.|PRECLASS:1,Brawler=5 DESC:When the venomfist chooses the condition her venom imposes, she can also cause her venom to deal ability score damage each round instead of hit point damage. She chooses Strength, Dexterity, or Constitution, and her venom deals 1d3 points of ability score damage each round.|PRECLASS:1,Brawler=10 DESC:At 16th level, the venomfist's venom is particularly potent. If it fails the initial save, the target must succeed at two consecutive saves before being cured of the venom, though if the first save is successful, the secondary effect ends and the creature is immune to the secondary effects of the venomfist's poison for 24 hours. In addition, the venomfist adds dazed and stunned to the list of secondary effects she can choose for her venom.|PRECLASS:1,Brawler=16 DESC:This is a poison effect. The venomfist can't suppress it, but she affects only those she damages with her unarmed strikes (not those she merely touches). This alters unarmed strike. BONUS:VAR|BrawlerUDAMAttackSize|-1 + +#Verdant Grappler +Green Grasp KEY:Verdant Grappler ~ Green Grasp CATEGORY:Special Ability TYPE:Brawler Class Features.VerdantGrapplerClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.43 DESC:A verdant grappler gains Improved Grapple as a bonus feat. DESC:She must choose grapple as her first combat maneuver for maneuver training. When she pins a creature, she can cause roots and vines to burst from the ground (no matter the surrounding terrain), allowing the verdant grappler to attempt to tie up the creature without needing to retrieve rope or use a hand to hold the rope; as usual, a tied-up creature is pinned and not helpless. The verdant grappler must remain within 30 feet of the tied-up creature, or the vines automatically release it. She can tie up only one creature at a time with green grasp. This alters maneuver training.|PRECLASS:1,Brawler=3 ABILITY:FEAT|VIRTUAL|Improved Grapple BONUS:ABILITYPOOL|Maneuver Training I Selection|-1|PRECLASS:1,Brawler=3 ABILITY:Special Ability|AUTOMATIC|Maneuver Training I Selection ~ Grapple|PRECLASS:1,Brawler=3 +Thorny Embrace KEY:Verdant Grappler ~ Thorny Embrace CATEGORY:Special Ability TYPE:Brawler Class Features.VerdantGrapplerClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.43 DESC:When a verdant grappler uses green grasp to tie up a creature, she can have the roots and vines grow vicious thorns that automatically damage the tied-up creature each round at the start of the verdant grappler's turn. DESC:The thorns deal 1d6 damage.|!PRECLASS:1,Brawler=8 DESC:The thorns deal 1d8 damage.|PRECLASS:1,Brawler=8|!PRECLASS:1,Brawler=12 DESC:The thorns deal 1d10 damage.|PRECLASS:1,Brawler=12|!PRECLASS:1,Brawler=16 DESC:The thorns deal 2d6 damage.|PRECLASS:1,Brawler=16|!PRECLASS:1,Brawler=20 DESC:The thorns deal 2d8 damage.|PRECLASS:1,Brawler=20 +Phytological Anatomy KEY:Verdant Grappler ~ Phytological Anatomy CATEGORY:Special Ability TYPE:Brawler Class Features.VerdantGrapplerClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.43 DESC:The verdant grappler transforms partially into a plant. She gains a +2 bonus on saving throws against mind-affecting, paralysis, poison, polymorph, sleep, and stunning effects. ASPECT:SaveBonus|+2 on saves vs. mind-affecting, paralysis, poison, polymorph, sleep, and stunning effects. + +# ============================== +# Cavalier Archetypes +# ============================== + +Green Knight KEY:Cavalier Archetype ~ Green Knight CATEGORY:Archetype TYPE:Archetype.CavalierArchetype SOURCEPAGE:p.44 DESC:Some knights serve nature itself and can be found protecting unspoiled natural places or serving fey beings. PRECLASS:1,Cavalier=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Cavalier Archetype ~ Green Knight],[!PREFACT:1,ABILITIES,Cavalier_Archetype_Tactician=True,Cavalier_Archetype_Mount=True,Cavalier_Archetype_Order=True,Cavalier_Archetype_CavaliersCharge=True,Cavalier_Archetype_ExpertTrainer=True,Cavalier_Archetype_Banner=True,Cavalier_Archetype_GreaterTactician=True,Cavalier_Archetype_MightyCharge=True,Cavalier_Archetype_GreaterBanner=True,Cavalier_Archetype_MasterTactician=True,Cavalier_Archetype_SupremeCharge=True] ABILITY:Special Ability|AUTOMATIC|Green Knight ~ Beast Tongue|PRECLASS:1,Cavalier=1 ABILITY:Special Ability|AUTOMATIC|Green Knight ~ Implacable Knight|PRECLASS:1,Cavalier=1 ABILITY:Special Ability|AUTOMATIC|Green Knight ~ Nature's Servant|PRECLASS:1,Cavalier=1 ABILITY:Special Ability|AUTOMATIC|Green Knight ~ Ferocious|PRECLASS:1,Cavalier=3 ABILITY:Special Ability|AUTOMATIC|Green Knight ~ Woodland Stride|PRECLASS:1,Cavalier=4 ABILITY:Special Ability|AUTOMATIC|Green Knight ~ Stalwart|PRECLASS:1,Cavalier=9 ABILITY:Special Ability|AUTOMATIC|Green Knight ~ Oaken Vitality|PRECLASS:1,Cavalier=11 ABILITY:Special Ability|AUTOMATIC|Green Knight ~ Take Their Heads|PRECLASS:1,Cavalier=17 ABILITY:Special Ability|AUTOMATIC|Green Knight ~ Indestructible|PRECLASS:1,Cavalier=20 FACT:Cavalier_Archetype_Tactician|true FACT:Cavalier_Archetype_Mount|true FACT:Cavalier_Archetype_Order|true FACT:Cavalier_Archetype_CavaliersCharge|true FACT:Cavalier_Archetype_ExpertTrainer|true FACT:Cavalier_Archetype_Banner|true FACT:Cavalier_Archetype_GreaterTactician|true FACT:Cavalier_Archetype_MightyCharge|true FACT:Cavalier_Archetype_GreaterBanner|true FACT:Cavalier_Archetype_MasterTactician|true FACT:Cavalier_Archetype_SupremeCharge|true FACT:Cavalier_CF_Tactician|true FACT:Cavalier_CF_Mount|true FACT:Cavalier_CF_CavaliersCharge|true FACT:Cavalier_CF_ExpertTrainer|true FACT:Cavalier_CF_Banner|true FACT:Cavalier_CF_GreaterTactician|true FACT:Cavalier_CF_MightyCharge|true FACT:Cavalier_CF_GreaterBanner|true FACT:Cavalier_CF_MasterTactician|true FACT:Cavalier_CF_SupremeCharge|true COST:0 +Saurian Champion KEY:Cavalier Archetype ~ Saurian Champion CATEGORY:Archetype TYPE:Archetype.CavalierArchetype SOURCEPAGE:p.45 DESC:These primeval cavaliers idolize dinosaurs as apex predators and value them as powerful, oversized mounts. PRECLASS:1,Cavalier=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Cavalier Archetype ~ Saurian Champion],[!PREFACT:1,ABILITIES,Cavalier_Archetype_ClassSkills=True,Cavalier_Archetype_MediumArmorProficiency=True,Cavalier_Archetype_HeavyArmorProficiency=True,Cavalier_Archetype_Challenge=True,Cavalier_Archetype_Order=True,Cavalier_Archetype_Mount=True,Cavalier_Archetype_Tactician=True,Cavalier_Archetype_GreaterTactician=True,Cavalier_Archetype_MasterTactician=True,Cavalier_Archetype_Banner=True,Cavalier_Archetype_GreaterBanner=True] ABILITY:Internal|AUTOMATIC|Saurian Champion ~ Class Skills|PRECLASS:1,Cavalier=1 ABILITY:Special Ability|AUTOMATIC|Saurian Champion ~ Savage Combatant|PRECLASS:1,Cavalier=1 ABILITY:Special Ability|AUTOMATIC|Saurian Champion ~ Titanic Challenge|PRECLASS:1,Cavalier=1 ABILITY:Special Ability|AUTOMATIC|Saurian Champion ~ Wild Warrior|PRECLASS:1,Cavalier=1 ABILITY:Special Ability|AUTOMATIC|Saurian Champion ~ Dinosaur Mount|PRECLASS:1,Cavalier=1 ABILITY:Internal|AUTOMATIC|Saurian Champion ~ Mount|PRECLASS:1,Cavalier=1 ABILITY:Special Ability|AUTOMATIC|Saurian Champion ~ Nimble Rider|PRECLASS:1,Cavalier=2 ABILITY:Special Ability|AUTOMATIC|Saurian Champion ~ Fierce Devotion|PRECLASS:1,Cavalier=5 ABILITY:Special Ability|AUTOMATIC|Saurian Champion ~ Quick Rider|PRECLASS:1,Cavalier=8 ABILITY:Special Ability|AUTOMATIC|Saurian Champion ~ Titanic Mount|PRECLASS:1,Cavalier=10 ABILITY:Special Ability|AUTOMATIC|Saurian Champion ~ Primeval Devotion|PRECLASS:1,Cavalier=14 FACT:Cavalier_Archetype_ClassSkills|true FACT:Cavalier_Archetype_MediumArmorProficiency|true FACT:Cavalier_Archetype_HeavyArmorProficiency|true FACT:Cavalier_Archetype_Challenge|true FACT:Cavalier_Archetype_Order|true FACT:Cavalier_Archetype_Mount|true FACT:Cavalier_Archetype_Tactician|true FACT:Cavalier_Archetype_GreaterTactician|true FACT:Cavalier_Archetype_MasterTactician|true FACT:Cavalier_Archetype_Banner|true FACT:Cavalier_Archetype_GreaterBanner|true FACT:Cavalier_CF_MediumArmorProficiency|true FACT:Cavalier_CF_HeavyArmorProficiency|true FACT:Cavalier_CF_Order|true FACT:Cavalier_CF_Tactician|true FACT:Cavalier_CF_GreaterTactician|true FACT:Cavalier_CF_MasterTactician|true FACT:Cavalier_CF_Banner|true FACT:Cavalier_CF_GreaterBanner|true COST:0 + +#Green Knight +Beast Tongue KEY:Green Knight ~ Beast Tongue CATEGORY:Special Ability TYPE:Cavalier Class Features.GreenKnightClassFeatures.SpecialQuality.Extraordinary.WildEmpathy DEFINE:WildEmpathy|0 SOURCEPAGE:p.44 DESC:A green knight can use Diplomacy to improve an animal's attitude. Beast tongue otherwise functions like the druid's wild empathy ability, using the green knight's Diplomacy modifier and using her cavalier level as her effective druid level, and it counts as that ability for the purpose of other effects (such as feat prerequisites or effects that alter or improve wild empathy). SERVESAS:ABILITY=Special Ability|Druid ~ Wild Empathy BONUS:VAR|WildEmpathy|CavalierLVL+skillinfo("TOTAL", "Diplomacy") ASPECT:Ability Benefit|+%1|WildEmpathy +Implacable Knight KEY:Green Knight ~ Implacable Knight CATEGORY:Special Ability TYPE:Cavalier Class Features.GreenKnightClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.45 DESC:A green knight gains Endurance and Diehard as bonus feats. ABILITY:FEAT|VIRTUAL|Endurance ABILITY:FEAT|VIRTUAL|Diehard +Nature's Servant KEY:Green Knight ~ Nature's Servant CATEGORY:Special Ability TYPE:Cavalier Class Features.GreenKnightClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.45 DESC:A green knight must select the order of the Green. This alters order. BONUS:ABILITYPOOL|Cavalier Order|-1 ABILITY:Special Ability|AUTOMATIC|Cavalier Order ~ Order of the Green +Ferocious KEY:Green Knight ~ Ferocious CATEGORY:Special Ability TYPE:Cavalier Class Features.GreenKnightClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.45 DESC:A green knight is not staggered when below 0 hit points. DESC:Taking actions when below 0 hit points does not cause her to lose hit points.|PRECLASS:1,Cavalier=9 +Woodland Stride KEY:Green Knight ~ Woodland Stride CATEGORY:Special Ability TYPE:Cavalier Class Features.GreenKnightClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.45 DESC:A green knight gains the druid's woodland stride ability. ABILITY:Special Ability|AUTOMATIC|Woodland Stride +Stalwart KEY:Green Knight ~ Stalwart CATEGORY:Special Ability TYPE:Cavalier Class Features.GreenKnightClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.45 DESC:Whenever a green knight succeeds at a Fortitude or Will save against an effect that has a reduced effect on a successful save, she instead negates the effect. +Oaken Vitality KEY:Green Knight ~ Oaken Vitality CATEGORY:Special Ability TYPE:Cavalier Class Features.GreenKnightClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.45 DESC:Nature protects a green knight from many afflictions. The green knight becomes immune to disease, infestations (GameMastery Guide 245), and poison. +Take Their Heads KEY:Green Knight ~ Take Their Heads CATEGORY:Special Ability TYPE:Cavalier Class Features.GreenKnightClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.45 DESC:A green knight's blade is blessed by mighty fey powers and unerringly seeks out foes' necks. Any slashing weapon a green knight wields gains the vorpal weapon special ability. +Indestructible KEY:Green Knight ~ Indestructible CATEGORY:Special Ability TYPE:Cavalier Class Features.GreenKnightClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.45 DESC:A green knight is virtually impervious to death. She gains a +6 bonus to her Constitution score. In addition, the green knight becomes immune to death effects and to effects that would kill her without reducing her to 0 hit points, unless the effect involves decapitation. If she is decapitated, the green knight can continue to act normally. Reattachment requires the head and body to be joined and the application of any effect that restores hit points. BONUS:STAT|CON|6 + +#Saurian Champion +Class Skills KEY:Saurian Champion ~ Class Skills CATEGORY:Internal TYPE:Cavalier Class Features.SaurianChampionClassFeatures CSKILL:Acrobatics|Knowledge (nature)|Perception|Survival +Savage Combatant KEY:Saurian Champion ~ Savage Combatant CATEGORY:Special Ability TYPE:Cavalier Class Features.SaurianChampionClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.45 DESC:A saurian champion does not rely on lethal charges or firing from afar as more “civilized” cavaliers do, preferring to rampage among his foes instead. Saurian champions do not deal double damage when charging with a lance (or similar weapon) while mounted. While mounted, a saurian champion cannot attack with ranged weapons other than thrown weapons. +Titanic Challenge KEY:Saurian Champion ~ Titanic Challenge CATEGORY:Special Ability TYPE:Cavalier Class Features.SaurianChampionClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.45 DESC:A saurian champion considers only the largest creatures a true challenge. His titanic challenge adds only +%1 on damage rolls against Medium or smaller creatures, but he adds a +1 bonus on attack rolls against a target of his challenge that is at least two size categories larger than himself (Huge for Medium saurian champions) and a +2 bonus on attack rolls against a Colossal target of his challenge. This alters challenge.|CavalierChallengeLVL/2 +Wild Warrior KEY:Saurian Champion ~ Wild Warrior CATEGORY:Special Ability TYPE:Cavalier Class Features.SaurianChampionClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.45 DESC:A saurian champion hails from primeval lands where the civilized orders hold little sway. He does not select an order or gain any order-related benefits. +Dinosaur Mount KEY:Saurian Champion ~ Dinosaur Mount CATEGORY:Special Ability TYPE:Cavalier Class Features.SaurianChampionClassFeatures.SpecialQuality.Extraordinary DEFINE:SaurianChampionMountBonuses|0 SOURCEPAGE:p.45 DESC:A saurian champion bonds with a dinosaur companion that willingly serves as his mount. This mount functions as a cavalier's normal mount with the following adjustments: The saurian champion's mount must be a dinosaur (see the various Pathfinder RPG Bestiary volumes). The saurian champion can ride mounts of his size category and larger, rather than only those of a larger size. Increase the mount's Strength score by 8 for the purpose of determining its carrying capacity. Whenever an ability or feat allows the saurian champion's mount to make a hoof attack, the mount can make a claw or bite attack instead. This alters the cavalier's mount. BONUS:VAR|SaurianChampionMountBonuses|1 +Saurian Champion ~ Mount CATEGORY:Internal TYPE:CavalierMountAlternate COMPANIONLIST:Cavalier Mount|RACESUBTYPE=AnimalCompanionDinosaur +Nimble Rider KEY:Saurian Champion ~ Nimble Rider CATEGORY:Special Ability TYPE:Cavalier Class Features.SaurianChampionClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.45 DESC:A saurian champion gains a +%1 dodge bonus to AC when mounted. Anything that causes the saurian champion to lose his Dexterity bonus to AC also causes him to lose this dodge bonus.|min(4,(CavalierLVL+4)/6) ASPECT:CombatBonus|+%1 dodge bonus to AC when mounted|min(4,(CavalierLVL+4)/6) +Fierce Devotion KEY:Saurian Champion ~ Fierce Devotion CATEGORY:Special Ability TYPE:Cavalier Class Features.SaurianChampionClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.45 DESC:A saurian champion's mount gains the devotion ability, and its effects also apply against emotion and fear effects. The mount is immune to the effects of unnatural aura (Bestiary 2 303). +Quick Rider KEY:Saurian Champion ~ Quick Rider CATEGORY:Special Ability TYPE:Cavalier Class Features.SaurianChampionClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.45 DESC:A saurian champion can attempt Ride checks to fast mount or fast dismount his mount even if it's more than one size category larger than himself. +Titanic Mount KEY:Saurian Champion ~ Titanic Mount CATEGORY:Special Ability TYPE:Cavalier Class Features.SaurianChampionClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.45 DESC:A saurian champion's mount increases in size by one category (even if the base creature normally does not reach that size). The creature receives the appropriate size penalty on attack rolls and to AC (–1 if growing to Large or –2 if growing to Huge) and a –2 penalty to Dexterity (to a minimum Dexterity score of 1), its base damage increases by one size category, and its reach increases to 10 feet (if it wasn't already). It also gains a +2 size bonus to its Strength and Constitution score. At 12th, 14th, 16th, and 18th levels, the bonus to Strength increases by 2 and the mount's natural armor increases by 1. At 14th and 18th levels, the bonus to Constitution increases by 2. At 15th level, the mount's reach increases to 15 feet. +Primeval Devotion KEY:Saurian Champion ~ Primeval Devotion CATEGORY:Special Ability TYPE:Cavalier Class Features.SaurianChampionClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.45 DESC:The bonus on saving throws provided by the mount's devotion ability increases by 2. In addition, the mount adds half this bonus to other saving throws. + +# Companion Bonuses +Saurian Champion ~ Mount Bonuses CATEGORY:Internal BONUS:VAR|LOADSCORE|8 ABILITY:Special Ability|AUTOMATIC|Companion ~ Devotion|PREVARGTEQ:MasterLevel,5 ABILITY:Internal|AUTOMATIC|Saurian Champion Mount ~ Medium|PRESIZEEQ:M ABILITY:Internal|AUTOMATIC|Saurian Champion Mount ~ Large|PRESIZEEQ:L BONUS:SIZEMOD|NUMBER|1|PREVARGTEQ:MasterLevel,10 BONUS:WEAPONPROF=TYPE.Natural|REACH|5|PREVARGTEQ:MasterLevel,15 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base.STACK|PREVARGTEQ:MasterLevel,12 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base.STACK|PREVARGTEQ:MasterLevel,14 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base.STACK|PREVARGTEQ:MasterLevel,16 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base.STACK|PREVARGTEQ:MasterLevel,18 BONUS:STAT|STR,CON|-6 BONUS:STAT|STR|2|PREVARGTEQ:MasterLevel,12 BONUS:STAT|STR,CON|2|PREVARGTEQ:MasterLevel,14 BONUS:STAT|STR|2|PREVARGTEQ:MasterLevel,16 BONUS:STAT|STR,CON|2|PREVARGTEQ:MasterLevel,18 BONUS:SAVE|ALL|3|TYPE=Morale|PREVARGTEQ:MasterLevel,14 ASPECT:SaveBonus|+%1 on Will saves vs. enchantment spells and effects (Devotion).|2*(2+(MasterLevel>=14)) +Saurian Champion Mount ~ Medium CATEGORY:Internal BONUS:VAR|AC_Natural_Armor|-2|PREVARGTEQ:MasterLevel,10 +Saurian Champion Mount ~ Large CATEGORY:Internal BONUS:VAR|AC_Natural_Armor|-3|PREVARGTEQ:MasterLevel,10 BONUS:WEAPONPROF=TYPE.Natural|REACH|-5|PREVARGTEQ:MasterLevel,10 + +# ============================== +# Cavalier Order +# ============================== + +Order of the Green KEY:Cavalier Order ~ Order of the Green CATEGORY:Special Ability TYPE:CavalierOrder.SpecialQuality SOURCEPAGE:p.44 DESC:Cavaliers of the order of the Green are dedicated to protecting wild places and creatures, embracing the Green Faith in all its glory and natural wonder. ABILITY:Special Ability|AUTOMATIC|Order of the Green ~ Edicts|PREVARGTEQ:OrderAbilityLvl,1 ABILITY:Special Ability|AUTOMATIC|Order of the Green ~ Challenge|PREVARGTEQ:OrderAbilityLvl,1 ABILITY:Special Ability|AUTOMATIC|Order of the Green ~ Skills|PREVARGTEQ:OrderAbilityLvl,1 ABILITY:Special Ability|AUTOMATIC|Order of the Green ~ Order Abilities|PREVARGTEQ:OrderAbilityLvl,1 ABILITY:Special Ability|AUTOMATIC|Order of the Green ~ Favored Terrain|PREVARGTEQ:OrderAbilityLVL,2|PREVAREQ:OrderAbility2,0 ABILITY:Special Ability|AUTOMATIC|Order of the Green ~ Cut the Corruption|PREVARGTEQ:OrderAbilityLVL,8|PREVAREQ:OrderAbility8,0 ABILITY:Special Ability|AUTOMATIC|Order of the Green ~ End of the Cycle|PREVARGTEQ:OrderAbilityLVL,15|PREVAREQ:OrderAbility15,0 + +Edicts KEY:Order of the Green ~ Edicts CATEGORY:Special Ability TYPE:CavalierOrderAbility.SpecialQuality SOURCEPAGE:p.44 DESC:The cavalier must know his place in the natural order and strive to defend the balance of nature. He must be willing to allow nature to take its course, and he must stop all those who would do harm to its delicate balance. He will not tolerate aberrant creatures, undead, or the irresponsible and greedy consumption of natural resources. He may be farsighted and seek to establish agreements that lead to lasting protection of the natural world, but resorts to violence if it is the most effective way to enforce such protection. +Challenge KEY:Order of the Green ~ Challenge CATEGORY:Special Ability TYPE:CavalierOrderAbility.SpecialQuality SOURCEPAGE:p.44 DESC:An order of the Green cavalier can't issue a challenge against any creature of the animal or plant type. Whenever he issues a challenge, he receives a +%1 morale bonus on attack rolls against the target of his challenge. If the target of his challenge is of the aberration or undead type, each round he can roll his first attack roll against the target creature twice and take the higher result.|1+CavalierLVL/4 +Skills KEY:Order of the Green ~ Skills CATEGORY:Special Ability TYPE:CavalierOrderAbility.SpecialQuality SOURCEPAGE:p.44 DESC:An order of the Green cavalier gains Knowledge (nature) and Survival as class skills. In addition, whenever an order of the Green cavalier attempts a Survival check to track foes of the aberrant or undead type, he receives a +%1 bonus on the check.|max(1,CavalierLVL/2) CSKILL:Knowledge (Nature)|Survival +Order Abilities KEY:Order of the Green ~ Order Abilities CATEGORY:Special Ability TYPE:CavalierOrderAbility.SpecialQuality SOURCEPAGE:p.44 DESC:A cavalier belonging to the order of the Green gains the following abilities as he increases in level. +Favored Terrain KEY:Order of the Green ~ Favored Terrain CATEGORY:Special Ability TYPE:CavalierOrderAbility.SpecialQuality.Extraordinary SOURCEPAGE:p.44 DESC:An order of the Green cavalier chooses a favored terrain from the list of ranger favored terrains. He gains this as a favored terrain, as the ranger ability of the same name. Every 6 levels, he selects another favored terrain. In addition, at each such interval, the skill bonus in any one favored terrain (including the one just selected, if so desired) increases by 2. DEFINE:CavalierFavoredTerrainLVL|0 ABILITY:Special Ability|AUTOMATIC|Common Favored Terrain ABILITY:Special Ability|AUTOMATIC|Basic Favored Terrain BONUS:VAR|FavoredTerrainPool|(CavalierFavoredTerrainLVL+4)/6 BONUS:VAR|CavalierFavoredTerrainLVL|CavalierLVL +Cut the Corruption KEY:Order of the Green ~ Cut the Corruption CATEGORY:Special Ability TYPE:CavalierOrderAbility.SpecialQuality.Supernatural SOURCEPAGE:p.44 DESC:An order of the Green cavalier can touch a weapon and enhance it as a free action. For 1 minute, the weapon glows with a deep-green light and deals an additional 1d6 points of damage against aberrations and undead. This damage does not stack with the additional damage granted by the bane weapon special ability. The cavalier can use this ability DESC:once per day.|PREVARLT:CavalierLVL,16 DESC:twice a day.|PREVARGTEQ:CavalierLVL,16 +End of the Cycle KEY:Order of the Green ~ End of the Cycle CATEGORY:Special Ability TYPE:CavalierOrderAbility.SpecialQuality.Supernatural SOURCEPAGE:p.44 DESC:Anything killed by an order of the green cavalier tends to stay dead. When the cavalier kills a creature, it is treated as if it were killed by a death effect for purposes of magic that can restore it to life. In addition, it's placed under the effects of a permanent sanctify corpse effect (using the cavalier's level as the spell's caster level). + +# ============================== +# Domains +# ============================== + +#Leshy Subdomain +Leshy Caller KEY:Domain Power ~ Leshy Caller CATEGORY:Special Ability TYPE:SpecialQuality.SpellLike.DomainPower SOURCEPAGE:p.23 DESC:You can spontaneously swap out any of your domain spells for a summon nature's ally spell of the same level or lower, to a maximum of summon nature's ally VII. If you do, you must use the spell to summon one or more leshys. Add leaf leshy (B3), gourd leshy (B3), fungus leshy (B3), seaweed leshy (B3), and lotus leshy (B5) to your summon nature's ally I, II, III, IV, and V lists, respectively. You count as a plant creature for the purpose of creating leshys (Bestiary 3 p.176). As a standard action, you can grant a single leshy within 30 feet a +4 sacred bonus on its next attack roll before the start of your next turn. You can use this ability %1 times per day.|DomainPlantTimes ASPECT:CheckCount|%1|DomainPlantTimes ASPECT:CheckType|Uses per Day +Leshy Subdomain SORTKEY:Domain ~ Subdomain KEY:Druid Domain ~ Leshy Subdomain CATEGORY:Special Ability TYPE:DruidDomainSelection.SpecialQuality PREVAREQ:DruidLeshySubdomainAllowed,1 SPELLLEVEL:CLASS|Druid=1|Tree Shape|Druid=2|Barkskin|Druid=3|Plant Growth|Druid=4|Command Plants|Druid=5|Commune with Nature|Druid=6|Repel Wood|Druid=7|Animate Plants|Druid=8|Control Plants|Druid=9|Shambler + +Leshy Subdomain KEY:Inquisitor Domain ~ Leshy Subdomain CATEGORY:Special Ability TYPE:InquisitorDomain SOURCEPAGE:p.23 PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Inquisitor Domain ~ Leshy Subdomain],[PREVARLT:PlantDomain,1] PREMULT:1,[PREVARGTEQ:BypassInquisititorDomain,1],[PREVARGTEQ:InquisitorDomainLeshySubdomain,1] DEFINE:PlantDomain|0 DEFINE:DomainPlantLVL|0 DEFINE:DomainPlantDC|0 DEFINE:DomainPlantTimes|0 DEFINE:DomainPlantAbilityTriggerLVL|0 ABILITY:Special Ability|AUTOMATIC|Domain Power ~ Leshy Caller|PREVARGTEQ:DomainPlantAbilityTriggerLVL,1 ABILITY:Special Ability|AUTOMATIC|Plant Domain ~ Bramble Armor|PREVARGTEQ:DomainPlantAbilityTriggerLVL,6 BONUS:VAR|PlantDomain|1|TYPE=Domain BONUS:VAR|DomainPlantLVL|DomainLVL|TYPE=Domain BONUS:VAR|DomainPlantDC|10+(DomainPlantLVL/2)+CHA|TYPE=Domain BONUS:VAR|DomainPlantTimes|DomainPowerTimes|TYPE=Domain BONUS:VAR|DomainPlantAbilityTriggerLVL|DomainAbilityTriggerLVL|TYPE=Domain + +#Erosion +Erosion KEY:Druid Domain ~ Erosion SORTKEY:Domain ~ Terrain CATEGORY:Special Ability TYPE:DruidDomainSelection.DruidAnimalTerrainDomain.DruidTerrainDomain.SpecialQuality PRECLASS:1,Druid=1 PREVAREQ:DruidErosionAllowed,1 PREVARLT:DruidAnimalTerrainDomainNotAllowed,1 DEFINE:DomainErosionLVL|0 DEFINE:DomainErosionDC|0 DEFINE:DomainErosionTimes|0 DEFINE:DomainErosionAbilityTriggerLVL|0 SOURCEPAGE:p.46 SPELLLEVEL:CLASS|Druid=1|Expeditious Excavation|Druid=2|Soften Earth and Stone|Druid=3|Disable Construct|Druid=4|Rusting Grasp|Druid=5|Transmute Rock to Mud|Druid=6|Sympathetic Vibration|Druid=7|Disintegrate|Druid=8|Earthquake|Druid=9|Implosion + +Rusting Touch KEY:Domain Power ~ Rusting Touch CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.DomainPower.Erosion Domain SOURCEPAGE:p.46 DESC:You can cause an opponent's metal armor or weapon to become dry and brittle as it magically corrodes and rusts. You make a melee touch attack against a creature wearing metal armor or wielding a metal weapon. If you hit, choose a metal weapon, suit of metal armor, or metal shield carried or worn by that creature. The object takes 1d6+%1 hit points of damage. If the item is not magical, or if your caster level is greater than the item's caster level, this damage bypasses the item's hardness. You can use this ability %2 times per day.|DomainErosionLVL/2|DomainErosionTimes +Erosion Aura KEY:Domain Power ~ Erosion Aura CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.DomainPower.Erosion Domain SOURCEPAGE:p.46 DESC:You can project an aura of magically enhanced erosion as a standard action. Objects made primarily of metal or stone within this aura lose 10 points of hardness. Magic items retain a minimum hardness equal to twice their enhancement bonus and can attempt a Fortitude saving throw (DC %1) to negate this effect. A construct made primarily of metal or stone must succeed at a Fortitude save or lose all damage reduction and hardness for 1 round. You can use this ability %2 times per day.|DomainErosionDC|DomainErosionTimes + +#Vermin +Vermin KEY:Druid Domain ~ Vermin SORTKEY:Domain ~ Animal CATEGORY:Special Ability TYPE:DruidDomainSelection.DruidAnimalTerrainDomain.DruidAnimalDomain.SpecialQuality PRECLASS:1,Druid=1 PREVAREQ:DruidVerminAllowed,1 PREVARLT:DruidAnimalTerrainDomainNotAllowed,1 DEFINE:DomainVerminLVL|0 DEFINE:DomainVerminDC|0 DEFINE:DomainVerminTimes|0 DEFINE:DomainVerminAbilityTriggerLVL|0 SOURCEPAGE:p.46 SPELLLEVEL:CLASS|Druid=1|Ant Haul|Druid=2|Summon Swarm|Druid=3|Vermin Shape I|Druid=4|Vermin Shape II|Druid=5|Insect Plague|Druid=6|Swarm Skin|Druid=7|Creeping Doom|Druid=8|Verminous Transformation|Druid=9|Summon Nature's Ally IX (1d3 purple worms only) + +Vermin Whisperer KEY:Domain Power ~ Vermin Whisperer CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.DomainPower.Vermin Domain SOURCEPAGE:p.46 DESC:You can use your wild empathy ability on vermin. When you do so, you impart a modicum of implanted intelligence on the vermin, allowing you to interact with vermin as if they were animals. Vermin whisperer functions only on vermin that are mindless or have an Intelligence score of 2 or lower. +Sudden Sting KEY:Domain Power ~ Sudden Sting CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.DomainPower.Vermin Domain SOURCEPAGE:p.46 DESC:You can inflict a lingering, painful sting as a swift action that requires a successful melee touch attack. This sting deals 1d4+%1 points of piercing damage, and the target must succeed at a Fortitude save (DC %2) or become staggered for 1 round. This is a pain effect. You can use this ability %3 times per day.|DomainVerminLVL/2|10+DomainVerminLVL/2+CON|DomainVerminTimes +#Domain Support +CATEGORY=Internal|Default.MOD DEFINE:DruidErosionAllowed|0 DEFINE:DruidVerminAllowed|0 +CATEGORY=Internal|Druid Domain ~ Base.MOD BONUS:VAR|DruidErosionAllowed,DruidVerminAllowed|1|TYPE=DruidDomain + +# ============================== +# Druid Archetypes +# ============================== + +Aerie Protector KEY:Druid Archetype ~ Aerie Protector CATEGORY:Archetype TYPE:Archetype.DruidArchetype SOURCEPAGE:p.47 DESC:The aerie protector guards nature's nests and lairs in the highest mountains, and she is only ever truly at ease when under vast expanses of open sky. PRECLASS:1,Druid=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Aerie Protector],[!PREFACT:1,ABILITIES,Druid_Archetype_ArmorProficiencies=True,Druid_Archetype_WeaponProficiencies=True,Druid_Archetype_NatureBond=True,Druid_Archetype_WildEmpathy=True,Druid_Archetype_WoodlandStride=True,Druid_Archetype_ResistNaturesLure=True,Druid_Archetype_WildShape=True,Druid_Archetype_VenomImmunity=True] ABILITY:Internal|AUTOMATIC|Aerie Protector ~ Weapon and Armor Proficiency|PRECLASS:1,Druid=1 ABILITY:Special Ability|AUTOMATIC|Aerie Protector ~ Nature Bond|PRECLASS:1,Druid=1 ABILITY:Special Ability|AUTOMATIC|Aerie Protector ~ Wild Empathy|PRECLASS:1,Druid=1 ABILITY:Special Ability|AUTOMATIC|Aerie Protector ~ Sky and Stone|PRECLASS:1,Druid=2 ABILITY:Special Ability|AUTOMATIC|Aerie Protector ~ Wind at Her Back|PRECLASS:1,Druid=4 ABILITY:Special Ability|AUTOMATIC|Aerie Protector ~ Wild Shape|PRECLASS:1,Druid=6 ABILITY:Special Ability|AUTOMATIC|Aerie Protector ~ In the Wind|PRECLASS:1,Druid=9 FACT:Druid_Archetype_ArmorProficiencies|true FACT:Druid_Archetype_WeaponProficiencies|true FACT:Druid_Archetype_NatureBond|true FACT:Druid_Archetype_WildEmpathy|true FACT:Druid_Archetype_WoodlandStride|true FACT:Druid_Archetype_ResistNaturesLure|true FACT:Druid_Archetype_WildShape|true FACT:Druid_Archetype_VenomImmunity|true FACT:Druid_CF_ArmorProficiencies|true FACT:Druid_CF_WeaponProficiencies|true FACT:Druid_CF_WoodlandStride|true FACT:Druid_CF_ResistNaturesLure|true FACT:Druid_CF_WildShape|true FACT:Druid_CF_VenomImmunity|true COST:0 +Dinosaur Druid KEY:Druid Archetype ~ Dinosaur Druid CATEGORY:Archetype TYPE:Archetype.DruidArchetype SOURCEPAGE:p.47 DESC:A dinosaur druid speaks for the spirit of prehistoric nature, even taking the form of great beasts of legend. PRECLASS:1,Druid=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Dinosaur Druid],[!PREFACT:1,ABILITIES,Druid_Archetype_SpontaneousCasting=True,Druid_Archetype_NatureBond=True,Druid_Archetype_WildShape=True,Druid_Archetype_ResistNaturesLure=True] ABILITY:Special Ability|AUTOMATIC|Dinosaur Druid ~ Summon Dinosaur|PRECLASS:1,Druid=1 ABILITY:Special Ability|AUTOMATIC|Dinosaur Druid ~ Dinosaur Bond|PRECLASS:1,Druid=1 ABILITY:Special Ability|AUTOMATIC|Dinosaur Druid ~ Dinosaur Shape|PRECLASS:1,Druid=4 ABILITY:Special Ability|AUTOMATIC|Dinosaur Druid ~ Primeval Voice|PRECLASS:1,Druid=4 FACT:Druid_Archetype_SpontaneousCasting|true FACT:Druid_Archetype_NatureBond|true FACT:Druid_Archetype_WildShape|true FACT:Druid_Archetype_ResistNaturesLure|true FACT:Druid_CF_NatureBond|true FACT:Druid_CF_ResistNaturesLure|true COST:0 +Leshy Warden KEY:Druid Archetype ~ Leshy Warden CATEGORY:Archetype TYPE:Archetype.DruidArchetype SOURCEPAGE:p.47 DESC:The natural world is full of bodiless nature spirits connected to the forces of springs, glades, and individual plants. Some druids hear their call keenly and are able to effortlessly incarnate them as the miniature creatures known as leshys (Bestiary 3 176). The leshy warden serves as these spirits' voice, defender, and ally. PRECLASS:1,Druid=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Leshy Warden],[!PREFACT:1,ABILITIES,Druid_Archetype_NatureBond=True,Druid_Archetype_WildEmpathy=True,Druid_Archetype_AThousandFaces=True,Druid_Archetype_WildShape=True,Druid_Archetype_ResistNaturesLure=True] ABILITY:Special Ability|AUTOMATIC|Leshy Warden ~ Leshy Familiar|PRECLASS:1,Druid=1 ABILITY:Special Ability|AUTOMATIC|Leshy Warden ~ Green Empathy|PRECLASS:1,Druid=1 ABILITY:Special Ability|AUTOMATIC|Leshy Warden ~ Leshy Summoner|PRECLASS:1,Druid=1 ABILITY:Special Ability|AUTOMATIC|Leshy Warden ~ Leshy Tender|PRECLASS:1,Druid=4 ABILITY:Internal|AUTOMATIC|Leshy Warden ~ Wild Shape|PRECLASS:1,Druid=6 ABILITY:Special Ability|AUTOMATIC|Leshy Warden ~ Spirit Whisperer|PRECLASS:1,Druid=13 FACT:Druid_Archetype_NatureBond|true FACT:Druid_Archetype_WildEmpathy|true FACT:Druid_Archetype_AThousandFaces|true FACT:Druid_Archetype_WildShape|true FACT:Druid_Archetype_ResistNaturesLure|true FACT:Druid_CF_NatureBond|true FACT:Druid_CF_WildEmpathy|true FACT:Druid_CF_AThousandFaces|true FACT:Druid_CF_WildShape|true FACT:Druid_CF_ResistNaturesLure|true COST:0 +Green Faith Initiate KEY:Druid Archetype ~ Green Faith Initiate CATEGORY:Archetype TYPE:Archetype.DruidArchetype SOURCEPAGE:p.141 DESC:Druids who are initiated into the magic of nature as strict students of the Green Faith's traditions sometimes demonstrate abilities unique to their organization. PRECLASS:1,Druid=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Green Faith Initiate],[!PREFACT:1,ABILITIES,Druid_Archetype_TracklessStep=True,Druid_Archetype_WildShapeUses6=True,Druid_Archetype_VenomImmunity=True,Druid_Archetype_WildShapeUses10=True,Druid_Archetype_AThousandFaces=True] ABILITY:Special Ability|AUTOMATIC|Green Faith Initiate ~ Mediator's Ear|PRECLASS:1,Druid=3 ABILITY:Special Ability|AUTOMATIC|Green Faith Initiate ~ Zephyr Message|PRECLASS:1,Druid=6 ABILITY:Special Ability|AUTOMATIC|Green Faith Initiate ~ Path to Refuge|PRECLASS:1,Druid=9 ABILITY:Special Ability|AUTOMATIC|Green Faith Initiate ~ Secrets across Lifetimes|PRECLASS:1,Druid=10 ABILITY:Special Ability|AUTOMATIC|Green Faith Initiate ~ A Thousand Voices|PRECLASS:1,Druid=13 FACT:Druid_Archetype_TracklessStep|true FACT:Druid_Archetype_WildShapeUses6|true FACT:Druid_Archetype_VenomImmunity|true FACT:Druid_Archetype_WildShapeUses10|true FACT:Druid_Archetype_AThousandFaces|true FACT:Druid_CF_TracklessStep|true FACT:Druid_CF_WildShapeUses6|true FACT:Druid_CF_VenomImmunity|true FACT:Druid_CF_WildShapeUses10|true FACT:Druid_CF_AThousandFaces|true COST:0 +River Druid KEY:Druid Archetype ~ River Druid CATEGORY:Archetype TYPE:Archetype.DruidArchetype SOURCEPAGE:p.48 DESC:These druids are the guardians of rivers and the creatures that depend on them. Just as rivers pour from mountains to seas, river druids adapt to many environments and cultures. They can be found wherever water flows, even among underground rivers or sewer systems. PRECLASS:1,Druid=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ River Druid],[!PREFACT:1,ABILITIES,Druid_Archetype_ClassSkills=True,Druid_Archetype_NatureSense=True,Druid_Archetype_WoodlandStride=True,Druid_Archetype_TracklessStep=True,Druid_Archetype_ResistNaturesLure=True,Druid_Archetype_WildShape=True,Druid_Archetype_TimelessBody=True] ABILITY:Special Ability|AUTOMATIC|River Druid ~ Ferrier|PRECLASS:1,Druid=1 ABILITY:Special Ability|AUTOMATIC|River Druid ~ Read the Currents|PRECLASS:1,Druid=2 ABILITY:Special Ability|AUTOMATIC|River Druid ~ Countercurrent|PRECLASS:1,Druid=3 ABILITY:Special Ability|AUTOMATIC|River Druid ~ Deep Breath|PRECLASS:1,Druid=4 ABILITY:Internal|AUTOMATIC|River Druid ~ Wild Shape|PRECLASS:1,Druid=6 ABILITY:Special Ability|AUTOMATIC|River Druid ~ Tongue of the Sun and Moon|PRECLASS:1,Druid=15 FACT:Druid_Archetype_ClassSkills|true FACT:Druid_Archetype_NatureSense|true FACT:Druid_Archetype_WoodlandStride|true FACT:Druid_Archetype_TracklessStep|true FACT:Druid_Archetype_ResistNaturesLure|true FACT:Druid_Archetype_WildShape|true FACT:Druid_Archetype_TimelessBody|true FACT:Druid_CF_NatureSense|true FACT:Druid_CF_WoodlandStride|true FACT:Druid_CF_TracklessStep|true FACT:Druid_CF_ResistNaturesLure|true FACT:Druid_CF_WildShape|true FACT:Druid_CF_TimelessBody|true COST:0 +Road Keeper KEY:Druid Archetype ~ Road Keeper CATEGORY:Archetype TYPE:Archetype.DruidArchetype SOURCEPAGE:p.48 DESC:Guardians of the lonely paths between cities, road keepers protect the wild from travelers, and travelers from the wild. PRECLASS:1,Druid=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Road Keeper],[!PREFACT:1,ABILITIES,Druid_Archetype_SpontaneousCasting=True,Druid_Archetype_NatureBond=True,Druid_Archetype_WildEmpathy=True,Druid_Archetype_WoodlandStride=True,Druid_Archetype_ResistNaturesLure=True,Druid_Archetype_WildShape=True] ABILITY:Special Ability|AUTOMATIC|Road Keeper ~ One with the Road|PRECLASS:1,Druid=1 ABILITY:Special Ability|AUTOMATIC|Road Keeper ~ Road Bond|PRECLASS:1,Druid=1 ABILITY:Special Ability|AUTOMATIC|Road Keeper ~ Take the High Road|PRECLASS:1,Druid=2 ABILITY:Special Ability|AUTOMATIC|Road Keeper ~ Trodden Path|PRECLASS:1,Druid=4 ABILITY:Special Ability|AUTOMATIC|Road Keeper ~ Road Less Traveled|PRECLASS:1,Druid=4 FACT:Druid_Archetype_SpontaneousCasting|true FACT:Druid_Archetype_NatureBond|true FACT:Druid_Archetype_WildEmpathy|true FACT:Druid_Archetype_WoodlandStride|true FACT:Druid_Archetype_ResistNaturesLure|true FACT:Druid_Archetype_WildShape|true FACT:Druid_CF_SpontaneousCasting|true FACT:Druid_CF_WildEmpathy|true FACT:Druid_CF_WoodlandStride|true FACT:Druid_CF_ResistNaturesLure|true FACT:Druid_CF_WildShape|true COST:0 +Rot Warden KEY:Druid Archetype ~ Rot Warden CATEGORY:Archetype TYPE:Archetype.DruidArchetype SOURCEPAGE:p.49 DESC:Harbingers of decay, rot wardens live in damp lands where insects and rot break down the dead to feed the living. They see in the process of rot the beauty of nature's capacity to recycle and repurpose material into something wondrous and new. PRECLASS:1,Druid=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Rot Warden],[!PREFACT:1,ABILITIES,Druid_Archetype_SpontaneousCasting=True,Druid_Archetype_NatureBond=True,Druid_Archetype_WildEmpathy=True,Druid_Archetype_TracklessStep=True,Druid_Archetype_VenomImmunity=True,Druid_Archetype_ResistNaturesLure=True,Druid_Archetype_WildShape=True] ABILITY:Special Ability|AUTOMATIC|Rot Warden ~ Invoke Decay|PRECLASS:1,Druid=1 ABILITY:Special Ability|AUTOMATIC|Rot Warden ~ Nature Bond|PRECLASS:1,Druid=1 ABILITY:Special Ability|AUTOMATIC|Rot Warden ~ Vermin Empathy|PRECLASS:1,Druid=1 ABILITY:Special Ability|AUTOMATIC|Rot Warden ~ Swarmcaller|PRECLASS:1,Druid=3 ABILITY:Special Ability|AUTOMATIC|Rot Warden ~ Enduring Druid|PRECLASS:1,Druid=4 ABILITY:Special Ability|AUTOMATIC|Rot Warden ~ Wild Shape|PRECLASS:1,Druid=6 FACT:Druid_Archetype_SpontaneousCasting|true FACT:Druid_Archetype_NatureBond|true FACT:Druid_Archetype_WildEmpathy|true FACT:Druid_Archetype_TracklessStep|true FACT:Druid_Archetype_VenomImmunity|true FACT:Druid_Archetype_ResistNaturesLure|true FACT:Druid_Archetype_WildShape|true FACT:Druid_CF_WildEmpathy|true FACT:Druid_CF_TracklessStep|true FACT:Druid_CF_VenomImmunity|true FACT:Druid_CF_ResistNaturesLure|true FACT:Druid_CF_WildShape|true COST:0 +Season Sage KEY:Druid Archetype ~ Season Sage CATEGORY:Archetype TYPE:Archetype.DruidArchetype SOURCEPAGE:p.11 DESC:Season sages wander as the seasons change, turning the leaves and transforming nature as they pass and taking pleasure in the transition between seasons. PRECLASS:1,Druid=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Druid Archetype ~ Season Sage],[!PREFACT:1,ABILITIES,Druid_Archetype_WildShape=True] ABILITY:Special Ability|AUTOMATIC|Season Sage ~ Season's Touch|PRECLASS:1,Druid=4 ABILITY:Special Ability|AUTOMATIC|Season Sage ~ Season's Veil|PRECLASS:1,Druid=6 ABILITY:Special Ability|AUTOMATIC|Season Sage ~ Season Mastery|PRECLASS:1,Druid=12 FACT:Druid_Archetype_WildShape|true FACT:Druid_CF_WildShape|true COST:0 + +#Aerie Protector +Weapon and Armor Proficiency KEY:Aerie Protector ~ Weapon and Armor Proficiency CATEGORY:Internal TYPE:Druid Class Features.AerieProtectorClassFeatures AUTO:WEAPONPROF|Club|Dagger|Dart|Javelin|Quarterstaff|Shortbow|Sickle|Shortspear|Sling|Spear|TYPE=Auto ABILITY:Internal|AUTOMATIC|Armor Prof ~ Light|Shield Prof +Nature Bond KEY:Aerie Protector ~ Nature Bond CATEGORY:Special Ability TYPE:Druid Class Features.AerieProtectorClassFeatures.SpecialQuality SOURCEPAGE:p.47 DESC:If the aerie protector chooses an animal companion as her nature bond, she must choose an animal with a fly speed. She can use spells or other effects to alter her companion's fly speed, but it must be able to fly on its own before it becomes her companion. If the aerie protector chooses a domain as her nature bond, she must choose the Air, Eagle, Earth, Mountain, or Weather domain. This alters nature bond. +Wild Empathy KEY:Aerie Protector ~ Wild Empathy CATEGORY:Special Ability TYPE:Druid Class Features.AerieProtectorClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.47 DESC:An aerie protector gains a +4 bonus on wild empathy checks on flying animals, but she takes a –4 penalty on checks on other animals. This alters wild empathy. +Sky and Stone KEY:Aerie Protector ~ Sky and Stone CATEGORY:Special Ability TYPE:Druid Class Features.AerieProtectorClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.47 DESC:An aerie protector gains a bonus equal to half her level on Knowledge (geography) and Survival checks involving mountainous terrain or high altitudes, and she cannot be tracked in such an environment. BONUS:SITUATION|Knowledge (geography)=Mountains,Survival=In mountains|DruidLVL/2 +Wind at Her Back KEY:Aerie Protector ~ Wind at Her Back CATEGORY:Special Ability TYPE:Druid Class Features.AerieProtectorClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.47 DESC:An aerie protector gains a +4 bonus to CMD and on saving throws against the effects of high altitude and effects that rely on air pressure or strong wind to move her or impede her flight. This bonus also applies on Reflex saves against effects that deal electricity damage. ASPECT:SaveBonus|+4 vs. effects that deal electricity damage. +Wild Shape KEY:Aerie Protector ~ Wild Shape CATEGORY:Special Ability TYPE:Druid Class Features.AerieProtectorClassFeatures.SpecialQuality SOURCEPAGE:p.47 DESC:An aerie protector gains this ability at 6th level, except her effective druid level is her druid level –2. If she takes on the form of a flying animal, she instead uses her druid level +2. ABILITY:Special Ability|AUTOMATIC|Druid ~ Wild Shape|PRECLASS:1,Druid=6 BONUS:VAR|DruidWildShape|-2 +In the Wind KEY:Aerie Protector ~ In the Wind CATEGORY:Special Ability TYPE:Druid Class Features.AerieProtectorClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.47 DESC:The climb and fly speeds of forms the aerie protector assumes with her wild shape ability (if any) increase by 10 feet. The maneuverability of her flying forms improves by one category. + +#Dinosaur Druid +Summon Dinosaur KEY:Dinosaur Druid ~ Summon Dinosaur CATEGORY:Special Ability TYPE:Druid Class Features.DinosaurDruidClassFeatures.SpecialQuality.SpellLike SOURCEPAGE:p.47 DESC:A dinosaur druid can summon a wide range of dinosaurs and related prehistoric beasts using summon nature's ally spells. She adds the following options to these spells when using spontaneous casting to cast such a spell. &nl;[Summon Nature's Ally I] Compsognathus (B2). &nl;[Summon Nature's Ally II] Dimorphodon (B4), troodon (B5). &nl;[Summon Nature's Ally III] Plesiosaurus (B5), velociraptor (B4). &nl;[Summon Nature's Ally IV] Dimetrodon (B3), pachycephalosaurus (B3), parasaurolophus (B2). &nl;[Summon Nature's Ally V] Amargasaurus (B6), ceratosaurus (B5), iguanodon (B3), kentrosaurus (B6), styracosaurus (B4). &nl;[Summon Nature's Ally VI] Allosaurus (B2), quetzalcoatlus (B6), tylosaurus (B2). &nl;[Summon Nature's Ally VII] Therizinosaurus (B5). &nl;[Summon Nature's Ally VIII] Diplodocus (B4), spinosaurus (B3). &nl;[Summon Nature's Ally IX] Giganotosaurus (B6). &nl;This alters spontaneous casting. +Dinosaur Bond KEY:Dinosaur Druid ~ Dinosaur Bond CATEGORY:Special Ability TYPE:Druid Class Features.DinosaurDruidClassFeatures.SpecialQuality.Extraordinary DEFINE:AnimalCompanionMasterLVL|0 SOURCEPAGE:p.47 DESC:A dinosaur druid must choose an animal companion as her nature's bond, and the animal companion must be a dinosaur (including those detailed in Pathfinder RPG Bestiary volumes). This alters nature's bond. COMPANIONLIST:Animal Companion|RACESUBTYPE=AnimalCompanionDinosaur +Dinosaur Shape KEY:Dinosaur Druid ~ Dinosaur Shape CATEGORY:Special Ability TYPE:Druid Class Features.DinosaurDruidClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.47 DESC:A dinosaur druid specializes in assuming the form of dinosaurs when using wild shape. When she assumes the form of a dinosaur via wild shape, she gains a +2 size bonus to her Constitution in addition to the other modifiers granted by beast shape. When she uses wild shape to assume the form of a creature other than a dinosaur, the wild shape effect lasts for only 1 minute per level, rather than 1 hour per level. This alters wild shape. +Primeval Voice KEY:Dinosaur Druid ~ Primeval Voice CATEGORY:Special Ability TYPE:Druid Class Features.DinosaurDruidClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.47 DESC:A dinosaur druid gains the ability to speak with dinosaurs (as per speak with animals) at all times. This replaces resist nature's lure. + +#Leshy Warden +Leshy Familiar KEY:Leshy Warden ~ Leshy Familiar CATEGORY:Special Ability TYPE:Druid Class Features.LeshyWardenClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.47 DESC:A leshy warden forms an intimate bond with a nature spirit, incarnating the spirit as a leaf leshy. She gains a leaf leshy as a familiar and treats her druid level as her effective wizard level for the purpose of this ability. If the leshy dies, the leshy warden can incarnate the same spirit again by paying the normal cost to replace a familiar. So long as the leshy lives, the leshy warden gains access to the Plant domain as if through a druid's nature bond class feature, but she can't choose the Decay subdomain. ABILITY:Special Ability|AUTOMATIC|Domains BONUS:VAR|FamiliarMasterLVL|DruidLVL FOLLOWERS:Familiar|1 COMPANIONLIST:Familiar|Familiar (Leaf Leshy) BONUS:ABILITYPOOL|Leshy Warden Domain Choice|1 BONUS:VAR|DruidPlantAllowed,DruidGrowthSubdomainAllowed,DruidLeshySubdomainAllowed,DruidThornsSubdomainAllowed|1|TYPE=DruidDomain BONUS:VAR|DomainLVL|DruidLVL +Green Empathy KEY:Leshy Warden ~ Green Empathy CATEGORY:Special Ability TYPE:Druid Class Features.LeshyWardenClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.47 DESC:A leshy warden can improve the attitude of a plant creature as if using wild empathy. The typical wild plant creature has a starting attitude of indifferent. If the plant creature is mindless, the leshy warden imparts a modicum of intellect to the plant so that it can be interacted with as if it were an animal. A leshy warden can also use this ability to influence an animal, but she takes a –4 penalty on the check to do so. +Leshy Summoner KEY:Leshy Warden ~ Leshy Summoner CATEGORY:Special Ability TYPE:Druid Class Features.LeshyWardenClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.48 DESC:A leshy warden is an expert at summoning and growing leshys. She counts as a plant creature for the purpose of growing leshys. She adds leaf leshys, gourd leshys, fungus leshys, seaweed leshys, and lotus leshys to her list of creatures she can summon with summon nature's ally I, II, III, IV, and V, respectively. +Leshy Tender KEY:Leshy Warden ~ Leshy Tender CATEGORY:Special Ability TYPE:Druid Class Features.LeshyWardenClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.48 DESC:At 4th level, a leshy warden chooses either to grant her leaf leshy a +2 increase to Strength and Dexterity or to transform it into a gourd leshy. DESC:At 8th level, the leshy warden can either grant her current leshy a +2 increase to Strength and Dexterity or transform it into a fungus leshy.|PRECLASS:1,Druid=8 DESC:Finally, at 12th level, she can either grant her current leshy a final +2 increase to Strength and Dexterity or transform it into a seaweed leshy.|PRECLASS:1,Druid=12 DESC:If the leshy is transformed, it gains the normal ability scores of its new form—the ability score increases granted by this ability don't carry over to its new form. BONUS:ABILITYPOOL|Leshy Tender Choice 1|1 BONUS:ABILITYPOOL|Leshy Tender Choice 2|1|PRECLASS:1,Druid=8 BONUS:ABILITYPOOL|Leshy Tender Choice 3|1|PRECLASS:1,Druid=12 +Wild Shape KEY:Leshy Warden ~ Wild Shape CATEGORY:Internal TYPE:Druid Class Features.LeshyWardenClassFeatures.SpecialQuality.Supernatural ABILITY:Special Ability|AUTOMATIC|Druid ~ Wild Shape|PRECLASS:1,Druid=6 DEFINE:NoAnimalShape|0 DEFINE:NoElementalShape|0 BONUS:VAR|NoAnimalShape|1 BONUS:VAR|NoElementalShape|1 BONUS:VAR|WildShapeTimes|-2 +Spirit Whisperer KEY:Leshy Warden ~ Spirit Whisperer CATEGORY:Special Ability TYPE:Druid Class Features.LeshyWardenClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.48 DESC:A leshy warden's connection to the spirits of nature becomes strong enough that she can always hear them whispering. She is treated as constantly under the effects of speak with plants. Once per day, she can spend 10 minutes in communion with the spirits to learn the answers to her questions, as commune with nature. + +Gourd Leshy Familiar KEY:Leshy Familiar ~ Gourd Leshy CATEGORY:Internal TYPE:LeshyTenderChoice1 DEFINE:GourdLeshyFamiliar|0 COMPANIONLIST:Familiar|Familiar (Gourd Leshy) BONUS:VAR|GourdLeshyFamiliar|1 +Fungus Leshy Familiar KEY:Leshy Familiar ~ Fungus Leshy CATEGORY:Internal TYPE:LeshyTenderChoice2 DEFINE:FungusLeshyFamiliar|0 COMPANIONLIST:Familiar|Familiar (Fungus Leshy) BONUS:VAR|FungusLeshyFamiliar|1 +Seaweed Leshy Familiar KEY:Leshy Familiar ~ Seaweed Leshy CATEGORY:Internal TYPE:LeshyTenderChoice3 DEFINE:SeaweedLeshyFamiliar|0 COMPANIONLIST:Familiar|Familiar (Seaweed Leshy) BONUS:VAR|SeaweedLeshyFamiliar|1 +Leshy Stat Bonus KEY:Leshy Tender ~ Stat Bonus CATEGORY:Internal TYPE:LeshyTenderChoice1.LeshyTenderChoice2.LeshyTenderChoice3 DEFINE:LeshyStatBonus|0 BONUS:VAR|LeshyStatBonus|1|PREMULT:2,[PREVARGTEQ:DruidLVL,4],[PREVARLT:GourdLeshyFamiliar,1,FungusLeshyFamiliar,1,SeaweedLeshyFamiliar,1] BONUS:VAR|LeshyStatBonus|1|PREMULT:2,[PREVARGTEQ:DruidLVL,8],[PREVARLT:FungusLeshyFamiliar,1,SeaweedLeshyFamiliar,1] BONUS:VAR|LeshyStatBonus|1|PREMULT:2,[PREVARGTEQ:DruidLVL,12],[PREVARLT:SeaweedLeshyFamiliar,1] + +Leshy Stat Bonus KEY:Leshy Familiar ~ Stat Bonus CATEGORY:Internal TYPE:Druid Class Features.LeshyWardenClassFeatures.SpecialQuality.Extraordinary BONUS:STAT|STR,DEX|2*MASTERVAR("LeshyStatBonus") + +#Green Faith Initiate +Mediator's Ear KEY:Green Faith Initiate ~ Mediator's Ear CATEGORY:Special Ability TYPE:Druid Class Features.GreenFaithInitiateClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.141 DESC:A Green Faith initiate is respected for her neutrality and even-handed attitude toward all people as well as other living things. She quickly develops some sense for others' attitudes, much as she does with animals. A Green Faith initiate gains a +%1 bonus on Diplomacy and Sense Motive checks.|floor(DruidLVL/2) BONUS:SKILL|Bluff,Diplomacy|floor(DruidLVL/2) +Zephyr Message KEY:Green Faith Initiate ~ Zephyr Message CATEGORY:Special Ability TYPE:Druid Class Features.GreenFaithInitiateClassFeatures.SpecialQuality.SpellLike SOURCEPAGE:p.141 DESC:Once per day, the Green Faith initiate can cast whispering wind as a spell-like ability, treating her druid level as her caster level. +Path to Refuge KEY:Green Faith Initiate ~ Path to Refuge CATEGORY:Special Ability TYPE:Druid Class Features.GreenFaithInitiateClassFeatures.SpecialQuality.SpellLike SOURCEPAGE:p.141 DESC:A Green Faith initiate can travel as if with transport via plants to any major Green Faith druid circle or important holy site. Each of these sites is marked with special standing stones that allow all Green Faith followers within range using transport via plants or tree stride to sense their distance from it and the direction to it. A Green Faith initiate can use this ability DESC:once a day.|PREVARLT:DruidLVL,14 DESC:twice a day.|PREVARGTEQ:DruidLVL,14|PREVARLT:DruidLVL,19 DESC:three times a day.|PREVARGTEQ:DruidLVL,19 +Secrets across Lifetimes KEY:Green Faith Initiate ~ Secrets across Lifetimes CATEGORY:Special Ability TYPE:Druid Class Features.GreenFaithInitiateClassFeatures.SpecialQuality.SpellLike SOURCEPAGE:p.141 DESC:The Green Faith initiate can use legend lore once per week as a spell-like ability, drawing upon the knowledge of Green Faith archdruids recorded in secret across the generations in places where magic such as this can retrieve it. This ability does not require material components. +A Thousand Voices KEY:Green Faith Initiate ~ A Thousand Voices CATEGORY:Special Ability TYPE:Druid Class Features.GreenFaithInitiateClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.141 DESC:The Green Faith initiate can communicate with any creature with a language or any stone, as if using tonnues and stone tell, for up to (CASTERLEVEL) minutes per day. These minutes do not need to be consecutive, but must be spent in 1-minute increments. + +#River Druid +Ferrier KEY:River Druid ~ Ferrier CATEGORY:Special Ability TYPE:Druid Class Features.RiverDruidClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.48 DESC:A river druid adds Diplomacy to her list of class skills and gains a +2 bonus on Diplomacy and Knowledge (nature) skill checks. This alters the druid's class skills. CSKILL:Diplomacy BONUS:SKILL|Diplomacy,Knowledge (nature)|2 +Read the Currents KEY:River Druid ~ Read the Currents CATEGORY:Special Ability TYPE:Druid Class Features.RiverDruidClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.48 DESC:A river druid gains a bonus equal to half her druid level on initiative checks and Acrobatics, Knowledge (geography), Perception, Stealth, Survival, and Swim checks when she is in, on, or adjacent to flowing water. BONUS:SITUATION|Acrobatics=On or near flowing water,Knowledge (geography)=On or near flowing water,Perception=On or near flowing water,Stealth=On or near flowing water,Survival=On or near flowing water,Swim=On or near flowing water|DruidLVL/2 ASPECT:CombatBonus|+%1 on Initiative when On or near flowing water|DruidLVL/2 +Countercurrent KEY:River Druid ~ Countercurrent CATEGORY:Special Ability TYPE:Druid Class Features.RiverDruidClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.48 DESC:A river druid takes no penalty to speed or on Acrobatics or Stealth checks in shallow water up to 2 feet deep (1 foot deep for Small characters) such as shallow bogs, shorelines, streams, and partially flooded areas. A river druid (and any vehicle she pilots) isn't moved by flowing water unless she allows it. Water that has been magically manipulated to impede or boost motion still affects her. +Deep Breath KEY:River Druid ~ Deep Breath CATEGORY:Special Ability TYPE:Druid Class Features.RiverDruidClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.48 DESC:A river druid can hold her breath for %1 minutes (after this, she must begin attempting Constitution checks to avoid suffocation as normal).|CONSCORE +Wild Shape KEY:River Druid ~ Wild Shape CATEGORY:Internal TYPE:Druid Class Features.RiverDruidClassFeatures.SpecialQuality.Supernatural ABILITY:Special Ability|AUTOMATIC|Druid ~ Wild Shape|PRECLASS:1,Druid=6 BONUS:VAR|DruidWildShape|-2 +Tongue of the Sun and Moon KEY:River Druid ~ Tongue of the Sun and Moon CATEGORY:Special Ability TYPE:Druid Class Features.RiverDruidClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.48 DESC:A river druid can speak with any living creature. + +#Road Keeper +One with the Road KEY:Road Keeper ~ One with the Road CATEGORY:Special Ability TYPE:Druid Class Features.RoadKeeperClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.48 DESC:A road keeper casts the following spells as though her caster level were 1 higher: 1st—longstrider, 2nd—scent trail, 3rd—nature's exile, 4th—freedom of movement, 5th—tree stride, 6th—find the path, 7th—wind walk, 8th—word of recall, 9th—world wave. At 9th level, the bonus to her caster level for these spells increases to +2. BONUS:CASTERLEVEL|SPELL.Longstrider|1 BONUS:CASTERLEVEL|SPELL.Scent Trail|1 BONUS:CASTERLEVEL|SPELL.Nature's Exile|1 BONUS:CASTERLEVEL|SPELL.Freedom of Movement|1 BONUS:CASTERLEVEL|SPELL.Tree Stride|1 BONUS:CASTERLEVEL|SPELL.Find the Path|1 BONUS:CASTERLEVEL|SPELL.Wind Walk|1 BONUS:CASTERLEVEL|SPELL.Word of Recall|1 BONUS:CASTERLEVEL|SPELL.World Wave|1 BONUS:CASTERLEVEL|SPELL.Longstrider|1|PRECLASS:1,Druid=9 BONUS:CASTERLEVEL|SPELL.Scent Trail|1|PRECLASS:1,Druid=9 BONUS:CASTERLEVEL|SPELL.Nature's Exile|1|PRECLASS:1,Druid=9 BONUS:CASTERLEVEL|SPELL.Freedom of Movement|1|PRECLASS:1,Druid=9 BONUS:CASTERLEVEL|SPELL.Tree Stride|1|PRECLASS:1,Druid=9 BONUS:CASTERLEVEL|SPELL.Find the Path|1|PRECLASS:1,Druid=9 BONUS:CASTERLEVEL|SPELL.Wind Walk|1|PRECLASS:1,Druid=9 BONUS:CASTERLEVEL|SPELL.Word of Recall|1|PRECLASS:1,Druid=9 BONUS:CASTERLEVEL|SPELL.World Wave|1|PRECLASS:1,Druid=9 +Road Bond KEY:Road Keeper ~ Road Bond CATEGORY:Special Ability TYPE:Druid Class Features.RoadKeeperClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.48 DESC:If the road keeper chooses a cleric domain as her nature bond, she must choose from the Community, Liberation, Protection, Travel, or Weather domains. The road keeper can also choose any subdomain associated with these domains. This alters nature bond. +Take the High Road KEY:Road Keeper ~ Take the High Road CATEGORY:Special Ability TYPE:Druid Class Features.RoadKeeperClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.48 DESC:A road keeper travels over roads and paths at an accelerated rate. She and her allies can hustle for 2 hours without taking nonlethal damage, instead of 1, provided they travel along a road or path. Additionally, as long as they travel on a road or path, the road keeper and her allies count as traveling along a highway regardless of the quality of the road or path on which they travel. Allies must remain within 30 feet of the road keeper to benefit from this ability. +Trodden Path KEY:Road Keeper ~ Trodden Path CATEGORY:Special Ability TYPE:Druid Class Features.RoadKeeperClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.48 DESC:A road keeper gains a +4 bonus on Survival checks to follow or identify tracks. She also gains this bonus on saving throws against severe weather effects. BONUS:SITUATION|Survival=Follow or identify tracks|4 ASPECT:SaveBonus|+4 on saves vs. severe weather effects. +Road Less Traveled KEY:Road Keeper ~ Road Less Traveled CATEGORY:Special Ability TYPE:Druid Class Features.RoadKeeperClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.48 DESC:A road keeper can discourage creatures from entering or exiting the wild. Once per day as a standard action, she can target a creature within 30 feet and curse it with clumsiness and disorientation. The road keeper chooses whether to punish her target for entering the wild from a road or building, or vice versa. If her target is entering the wild, it treats every square of wilderness not on a road or in a building as difficult terrain. If her target is exiting the wild, it treats every square on a road or inside a building as difficult terrain. In either case, the ground feels uneven and the target suffers extreme vertigo during movement. The victim of this curse can attempt a Will saving throw (DC %1) at the beginning of its turn each round to end the effect. The effect lasts until the target successfully saves or for %2 minutes. A creature's movement isn't affected if it is burrowing, climbing, earth gliding, flying, or swimming. This is a mind-affecting curse effect. At 6th level and every 2 levels thereafter, the road keeper can target an additional creature per day with this ability (to a maximum number of nine targets per day at 20th level). She can target more than one creature with a single use of this ability or the same target more than once in the same day (though its effects do not stack), but her total number of targets per day cannot exceed this daily maximum. If she targets more than one creature at one time, each target must be within 30 feet of the road keeper.|10+DruidLVL/2+WIS|DruidLVL + +#Season Sage +Season's Touch KEY:Season Sage ~ Season's Touch CATEGORY:Special Ability TYPE:Druid Class Features.SeasonSageClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.11 DESC:A season sage can infuse living things with the essence of a season with a touch, causing them to manifest the changes associated with that season—for example, a touch of winter can make some animals grow a thick winter coat, while a touch of summer can make them shed. A touch of autumn would make a deciduous tree's leaves change colors, a touch of winter would make its leaves fall, and a touch of spring would make it put forth new leaves. In addition, a season sage can use the following abilities (in any combination) %1 times per day. [Vernal Growth] A touched living creature gains the effects of enlarge person (even if it is not a humanoid) for %2 minutes. A touched non-creature plant likewise doubles in all dimensions for the same duration. [Summer Might] A touched creature gains a +4 enhancement bonus to Constitution for %2 minutes. [Autumn Rot] A touched creature or object made of plant matter takes %3d6 points of acid damage. [Winter Frost] A touched creature or object takes %3d6 points of cold damage.|1+WIS|DruidLVL|DruidLVL/2 +Season's Veil KEY:Season Sage ~ Season's Veil CATEGORY:Special Ability TYPE:Druid Class Features.SeasonSageClassFeatures.SpecialQuality.Supernatural DEFINE:SeasonsVeilRadius|0 SOURCEPAGE:p.11 DESC:A season sage can radiate an aura of seasonal power as a standard action %1 times per day. This affects a %2-foot-radius burst centered on the season sage and lasts in that area for 10 minutes, regardless of where the season sage moves afterward.|(DruidLVL-4)/2|SeasonsVeilRadius DESC:[Vernal Bloom] The area surges with life. Plants form vibrant, heavy undergrowth (page 426 of the Core Rulebook) while in the aura. If the area can support plants, a circle of minor plants lingers afterward. DESC:The season sage can affect the area with plant growth as a swift action at will, which can linger after the aura passes.|PRECLASS:1,Druid=8 DESC:[Summer Heat] The area of effect is treated as if it were under the effects of extreme heat. DESC:As a swift action the season sage can have the area deal 1d6 points of fire damage each round to other creatures in the area.|PRECLASS:1,Druid=8 DESC:[Autumn Squall] The area is filled with fog, rain, and blown leaves. All creatures in the area gain concealment (abilities to specifically see through fog or rain don't apply). DESC:The season sage can affect the area with diminish plants as a swift action at will, which also lingers after the aura passes.|PRECLASS:1,Druid=8 DESC:[Winter Chill] The area of effect is treated as if it were under the effects of extreme cold. DESC:As a swift action the season sage can have the area deal 1d6 points of cold damage each round to other creatures in the area.|PRECLASS:1,Druid=8 BONUS:VAR|SeasonsVeilRadius|20 BONUS:VAR|SeasonsVeilRadius|20|PRECLASS:1,Druid=10 +Season Mastery KEY:Season Sage ~ Season Mastery CATEGORY:Special Ability TYPE:Druid Class Features.SeasonSageClassFeatures.SpecialQuality.SpellLike SOURCEPAGE:p.12 DESC:A season sage can cast control weather as a spell-like ability once per day; his choice of effects is not limited by the season. SPELLS:Innate|CASTERLEVEL=DruidLVL|Control Weather + +#Rot Warden +Invoke Decay KEY:Rot Warden ~ Invoke Decay CATEGORY:Special Ability TYPE:Druid Class Features.SeasonSageClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.49 DESC:A rot warden can channel stored spell energy into specific spells he hasn't prepared ahead of time. He can “lose” a prepared spell in order to cast the following spells at the indicated levels: 1st—decompose corpse UM , 2nd—warp wood, 3rd—fungal infestation (UM), 4th—explosion of rot, 5th—insect plague, 6th—swarm skin (APG), 7th—creeping doom, 8th—horrid wilting, 9th—massacre (HA). This alters spontaneous casting. +Nature Bond KEY:Rot Warden ~ Nature Bond CATEGORY:Special Ability TYPE:Druid Class Features.SeasonSageClassFeatures.SpecialQuality SOURCEPAGE:p.49 DESC:A rot warden who chooses a cleric domain as his nature bond must choose from the Destruction, Erosion, Repose, or Vermin domains. This alters nature bond. +Vermin Empathy KEY:Rot Warden ~ Vermin Empathy CATEGORY:Special Ability TYPE:Druid Class Features.SeasonSageClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.49 DESC:A rot warden can improve the attitude of vermin as a normal druid can with animals. Vermin have a starting attitude of unfriendly. The rot warden can also improve the attitude of vermin swarms, but he takes a –4 penalty on the check unless the swarm consists of the same kind of vermin as his vermin companion or his current wild shape. +Swarmcaller KEY:Rot Warden ~ Swarmcaller CATEGORY:Special Ability TYPE:Druid Class Features.SeasonSageClassFeatures.SpecialQuality.SpellLike SOURCEPAGE:p.49 DESC:A rot warden can summon a swarm of vermin once per day as a standard action. This functions like summon swarm, except the swarm the rot warden summons must be a cockroach, locust, or spider swarm. If he uses this ability during the surprise round of combat, nearby animals and vermin become hushed until the first round of combat ends; during this surprise round and first round of combat, flat-footed creatures also gain the shaken condition (this doesn't stack with other fear effects). At 9th level, he adds army ant, centipede, and wasp swarms to the list of swarms he can call with this ability. +Enduring Druid KEY:Rot Warden ~ Enduring Druid CATEGORY:Special Ability TYPE:Druid Class Features.SeasonSageClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.49 DESC:A rot warden gains a +4 bonus on saving throws against attacks and special abilities of vermin and swarms with the vermin type. This bonus also applies on saving throws against effects that would age or decay the rot warden or his equipment. +Wild Shape KEY:Rot Warden ~ Wild Shape CATEGORY:Special Ability TYPE:Druid Class Features.SeasonSageClassFeatures.SpecialQuality DEFINE:NoElementalShape|0 SOURCEPAGE:p.49 DESC:A rot warden gains this ability at 6th level, except his effective druid level is his druid level – 2. He cannot take the form of an elemental. At 8th level, a rot warden can assume the form of a Small or Medium vermin as if using vermin shape I. At 10th level, the rot warden can assume the shape of a Tiny or Large vermin as if using vermin shape II. At 12th level, he can take the form of a Huge vermin as if using vermin shape III. This alters wild shape. ABILITY:Special Ability|AUTOMATIC|Druid ~ Wild Shape|PRECLASS:1,Druid=6 BONUS:VAR|DruidWildShape|-2 BONUS:VAR|NoElementalShape|1 + +# ============================== +# Fighter Archetypes +# ============================== + +Skirmisher KEY:Fighter Archetype ~ Skirmisher CATEGORY:Archetype TYPE:Archetype.FighterArchetype SOURCEPAGE:p.50 DESC:Not all battles are fought between armies; sometimes, a settlement or nation faces a threat too dire to fight in the open. In order to repel a much larger enemy force, some soldiers must abandon equipment and tactics designed for open-field warfare and instead rely on ambushes, hit-and-run tactics, and sabotage to whittle down their enemies' strength and morale. Skirmishers use harsh weather and unforgiving terrain to their advantage, attacking isolated groups of enemies that cannot flee or fight back effectively. Many tribal warriors also employ small-unit tactics because it is part of their warrior culture, because they cannot field a large army, or simply because they refuse to fight on the enemy's terms. PRECLASS:1,Fighter=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Fighter Archetype ~ Skirmisher],[!PREFACT:1,ABILITIES,Fighter_Archetype_MediumArmorProficiency=True,Fighter_Archetype_TowerShieldProficiency=True,Fighter_Archetype_ClassSkills=True,Fighter_Archetype_BonusFeat2=True,Fighter_Archetype_Bravery=True,Fighter_Archetype_ArmorTraining=True,Fighter_Archetype_ArmorMastery=True] ABILITY:Special Ability|AUTOMATIC|Skirmisher ~ Wilderness Training|PRECLASS:1,Fighter=1 ABILITY:Special Ability|AUTOMATIC|Skirmisher ~ Conditioning|PRECLASS:1,Fighter=2 ABILITY:Special Ability|AUTOMATIC|Skirmisher ~ Reconnaissance Training|PRECLASS:1,Fighter=2 ABILITY:Special Ability|AUTOMATIC|Skirmisher ~ Mobility Training|PRECLASS:1,Fighter=3 ABILITY:Special Ability|AUTOMATIC|Skirmisher ~ Mobile Mastery|PRECLASS:1,Fighter=19 FACT:Fighter_Archetype_MediumArmorProficiency|true FACT:Fighter_Archetype_TowerShieldProficiency|true FACT:Fighter_Archetype_ClassSkills|true FACT:Fighter_Archetype_BonusFeat2|true FACT:Fighter_Archetype_Bravery|true FACT:Fighter_Archetype_ArmorTraining|true FACT:Fighter_Archetype_ArmorMastery|true FACT:Fighter_CF_MediumArmorProficiency|true FACT:Fighter_CF_TowerShieldProficiency|true FACT:Fighter_CF_BonusFeat2|true FACT:Fighter_CF_Bravery|true FACT:Fighter_CF_ArmorTraining|true FACT:Fighter_CF_ArmorMastery|true COST:0 +Tribal Fighter KEY:Fighter Archetype ~ Tribal Fighter CATEGORY:Archetype TYPE:Archetype.FighterArchetype SOURCEPAGE:p.50 DESC:A tribal fighter knows that it is not the weapon that matters but the hand that wields it. Instead of encasing himself in metal armor like the soldiers fighting and dying for the so-called civilized lands do, he prefers to wear something he or his ancestors have killed. These relics and trophies help the tribal fighter attain a battle focus that allows him to perform incredible feats of violence with the simplest of weapons. PRECLASS:1,Fighter=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Fighter Archetype ~ Tribal Fighter],[!PREFACT:1,ABILITIES,Fighter_Archetype_BonusFeat1=True,Fighter_Archetype_WeaponTraining=True] ABILITY:Special Ability|AUTOMATIC|Tribal Fighter ~ Forbidden Armor|PRECLASS:1,Fighter=1 ABILITY:Special Ability|AUTOMATIC|Tribal Fighter ~ Battle Focus|PRECLASS:1,Fighter=1 ABILITY:Special Ability|AUTOMATIC|Tribal Fighter ~ Tribal Weapon Training|PRECLASS:1,Fighter=5 FACT:Fighter_Archetype_BonusFeat1|true FACT:Fighter_Archetype_WeaponTraining|true FACT:Fighter_CF_BonusFeat1|true FACT:Fighter_CF_WeaponTraining1|true FACT:Fighter_CF_WeaponTraining2|true FACT:Fighter_CF_WeaponTraining3|true FACT:Fighter_CF_WeaponTraining4|true COST:0 +Viking KEY:Fighter Archetype ~ Viking CATEGORY:Archetype TYPE:Archetype.FighterArchetype SOURCEPAGE:p.51 DESC:Vikings seek to raid “softer societies” and return with their longships filled with plunder. A viking strikes fear into the heart of her foes, and in battle she can fly into a terrible rage. Many vikings wear the pelts of bears or wolves, drawing on the strength and ferocity of these beasts in battle. Vikings do not wear heavy armor, but they are skilled at fighting with an axe or spear in conjunction with a shield. PRECLASS:1,Fighter=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Fighter Archetype ~ Viking],[!PREFACT:1,ABILITIES,Fighter_Archetype_HeavyArmorProficiency=True,Fighter_Archetype_TowerShieldProficiency=True,Fighter_Archetype_Bravery=True,Fighter_Archetype_ArmorTraining=True,Fighter_Archetype_WeaponTraining=True,Fighter_Archetype_BonusFeat6=True,Fighter_Archetype_BonusFeat8=True,Fighter_Archetype_BonusFeat10=True,Fighter_Archetype_BonusFeat12=True,Fighter_Archetype_BonusFeat14=True,Fighter_Archetype_BonusFeat16=True,Fighter_Archetype_BonusFeat18=True,Fighter_Archetype_BonusFeat20=True] ABILITY:Special Ability|AUTOMATIC|Viking ~ Fearsome|PRECLASS:1,Fighter=2 ABILITY:Special Ability|AUTOMATIC|Viking ~ Shield Defense|PRECLASS:1,Fighter=3 ABILITY:Special Ability|AUTOMATIC|Viking ~ Berserker|PRECLASS:1,Fighter=5 ABILITY:Special Ability|AUTOMATIC|Viking ~ Rage Powers|PRECLASS:1,Fighter=6 FACT:Fighter_Archetype_HeavyArmorProficiency|true FACT:Fighter_Archetype_TowerShieldProficiency|true FACT:Fighter_Archetype_Bravery|true FACT:Fighter_Archetype_ArmorTraining|true FACT:Fighter_Archetype_WeaponTraining|true FACT:Fighter_Archetype_BonusFeat6|true FACT:Fighter_Archetype_BonusFeat8|true FACT:Fighter_Archetype_BonusFeat10|true FACT:Fighter_Archetype_BonusFeat12|true FACT:Fighter_Archetype_BonusFeat14|true FACT:Fighter_Archetype_BonusFeat16|true FACT:Fighter_Archetype_BonusFeat18|true FACT:Fighter_Archetype_BonusFeat20|true FACT:Fighter_CF_HeavyArmorProficiency|true FACT:Fighter_CF_TowerShieldProficiency|true FACT:Fighter_CF_Bravery|true FACT:Fighter_CF_ArmorTraining|true FACT:Fighter_CF_WeaponTraining|true FACT:Fighter_CF_BonusFeat6|true FACT:Fighter_CF_BonusFeat8|true FACT:Fighter_CF_BonusFeat10|true FACT:Fighter_CF_BonusFeat12|true FACT:Fighter_CF_BonusFeat14|true FACT:Fighter_CF_BonusFeat16|true FACT:Fighter_CF_BonusFeat18|true FACT:Fighter_CF_BonusFeat20|true COST:0 + +#Skirmisher +Wilderness Training KEY:Skirmisher ~ Wilderness Training CATEGORY:Special Ability TYPE:Fighter Class Features.SkirmisherClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.50 DESC:A skirmisher relies on his skills and the element of surprise rather than the heaviest shields and armor. He gains Acrobatics and Stealth as class skills. In addition, the skirmisher gains a number of skill ranks at each level equal to 4 + his Intelligence modifier, instead of 2 + his Intelligence modifier. This alters the fighter's class skills and skill ranks per level. CSKILL:Acrobatics|Stealth BONUS:SKILLPOINTS|NUMBER|2 +Conditioning KEY:Skirmisher ~ Conditioning CATEGORY:Special Ability TYPE:Fighter Class Features.SkirmisherClassFeatures.SpecialQuality.Extraordinary DEFINE:SkirmisherConditioningBonus|0 SOURCEPAGE:p.50 DESC:A skirmisher becomes more resistant to mental and physical threats that are commonly employed by his enemies or often encountered in the terrain in which he operates. The skirmisher must choose one specialization, gaining a +%1 bonus on saving throws of the appropriate type.|SkirmisherConditioningBonus BONUS:VAR|SkirmisherConditioningBonus|(FighterLVL+2)/4 BONUS:ABILITYPOOL|Skirmisher Conditioning Specialty|1 +Reconnaissance Training KEY:Skirmisher ~ Reconnaissance Training CATEGORY:Special Ability TYPE:Fighter Class Features.SkirmisherClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.50 DESC:A skirmisher operating in heavily trapped or naturally hazardous areas learns to expertly avoid them. He gains a +%1 bonus on Reflex saving throws to avoid traps, natural hazards, and environmental effects.|(FighterLVL+2)/4 ASPECT:SaveBonus|+%1 Reflex to avoid traps, natural hazards, and environmental effects.|(FighterLVL+2)/4 +Mobility Training KEY:Skirmisher ~ Mobility Training CATEGORY:Special Ability TYPE:Fighter Class Features.SkirmisherClassFeatures.SpecialQuality.Extraordinary DEFINE:SkirmisherMoveBonus|0 SOURCEPAGE:p.50 DESC:A skirmisher learns to be more maneuverable while wearing light or no armor. He gains a +1 dodge bonus to AC while wearing light or no armor and while carrying no more than a light load. Anything that causes the skirmisher to lose his Dexterity bonus to AC also causes the skirmisher to lose this dodge bonus.|(FighterLVL+1)/4 DESC:In addition, a skirmisher gains an enhancement bonus of +%1 feet to his base speed. This benefit applies only when he is wearing no armor or light armor, and when he is carrying no more than a light load.|SkirmisherMoveBonus BONUS:VAR|SkirmisherMoveBonus|5 BONUS:VAR|SkirmisherMoveBonus|5|PRECLASS:1,Fighter=7 BONUS:COMBAT|AC|(FighterLVL+1)/4|TYPE=DODGE|PREVARLT:ENCUMBERANCE,1,var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.MEDIUM]"),1,var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1 BONUS:MOVEADD|TYPE.Walk|SkirmisherMoveBonus|PREVARLT:ENCUMBERANCE,1,var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.MEDIUM]"),1,var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1 +Mobile Mastery KEY:Skirmisher ~ Mobile Mastery CATEGORY:Special Ability TYPE:Fighter Class Features.SkirmisherClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.50 DESC:A skirmisher learns to position his body and conceal his body proportions with clothes so well that it is difficult to hit him. He gains a 20%% miss chance on attacks against him. Mobile mastery functions even when the skirmisher is flat-footed, but not when he is immobilized or helpless, when he wears medium or heavy armor, or when he carries a medium or heavy load. + +Alpine Training KEY:Skirmisher ~ Alpine Training CATEGORY:Special Ability TYPE:SkirmisherConditioningSpecialty.SpecialQuality.Extraordinary SOURCEPAGE:p.50 DESC:A skirmisher operating in mountainous terrain becomes resistant to cold climates and the rigors of long treks at high altitudes. He gains a bonus on Fortitude saving throws against altitude sickness, exposure to cold weather, and other effects that cause fatigue or exhaustion. ASPECT:SaveBonus|+%1 Fortitude vs. effects that cause fatigue or exhaustion.|SkirmisherConditioningBonus +Counter-Interrogation Training KEY:Skirmisher ~ Counter-Interrogation Training CATEGORY:Special Ability TYPE:SkirmisherConditioningSpecialty.SpecialQuality.Extraordinary SOURCEPAGE:p.50 DESC:A skirmisher undertaking infiltration missions learns to resist interrogation and persuasion. The skirmisher gains a bonus on Will saving throws against charms and divinations. ASPECT:SaveBonus|+%1 Will vs. charms and divinations.|SkirmisherConditioningBonus +Jungle Training KEY:Skirmisher ~ Jungle Training CATEGORY:Special Ability TYPE:SkirmisherConditioningSpecialty.SpecialQuality.Extraordinary SOURCEPAGE:p.50 DESC:Through repeated exposure, a skirmisher operating in jungles and wetlands builds up a tolerance against pathogens and toxins. He gains a bonus on Fortitude saving throws against disease and poison. ASPECT:SaveBonus|+%1 Fortitude vs. disease and poison.|SkirmisherConditioningBonus +Light Infantry Training KEY:Skirmisher ~ Light Infantry Training CATEGORY:Special Ability TYPE:SkirmisherConditioningSpecialty.SpecialQuality.Extraordinary SOURCEPAGE:p.50 DESC:A skirmisher fighting in a light infantry unit learns to avoid fire from enemy artillery, siege weapons, and spellcasters. He gains a bonus on Reflex saving throws against attacks that deal half damage on a successful save (such as the fireball spell) but not against traps, natural hazards, or environmental effects. ASPECT:SaveBonus|+%1 Reflex vs. attacks that deal half damage on a successful save.|SkirmisherConditioningBonus + +#Tribal Fighter +Forbidden Armor KEY:Tribal Fighter ~ Forbidden Armor CATEGORY:Special Ability TYPE:Fighter Class Features.TribalFighterClassFeatures.SpecialQuality SOURCEPAGE:p.50 DESC:A tribal fighter favors traditional armor and shields, avoiding other types out of spiritual devotion, superstitious suspicion, or respect for tradition. He can attain his battle focus (see page 51) only while using armaments of the appropriate types. Like a druid, a tribal fighter is prohibited from wearing metal armor and using metal shields. A tribal fighter who wears prohibited armor or uses a prohibited shield loses the benefits of the battle focus and tribal weapon training abilities while doing so and for 24 hours after removing the prohibited armor or shield. +Battle Focus KEY:Tribal Fighter ~ Battle Focus CATEGORY:Special Ability TYPE:Fighter Class Features.TribalFighterClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.51 DESC:A tribal fighter learns to fight with his bare hands and wield traditional tribal weapons so effortlessly that they are almost extensions of his arms. He gains Improved Unarmed Strike as a bonus feat. [NOT IMPLEMENTED] For the purpose of meeting the prerequisites of style feats and feats that have style feats as prerequisites, the tribal fighter counts as having a number of skill ranks equal to his fighter level in all skills in which he is trained. ABILITY:FEAT|AUTOMATIC|Improved Unarmed Strike +Tribal Weapon Training KEY:Tribal Fighter ~ Tribal Weapon Training CATEGORY:Special Ability TYPE:Fighter Class Features.TribalFighterClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.51 DESC:When a tribal fighter gains the weapon training ability, he must choose the tribal weapon group and doesn't later gain additional weapon groups, though the weapon training bonus for tribal weapons still improves at 9th level and every 4 levels thereafter. [NOT IMPLEMENTED] Additionally, if the tribal fighter has combat feats that apply to a specific weapon type (such as Improved Critical or Weapon Focus) and he has selected a weapon that belongs to the tribal weapon group, he can apply the benefits of that feat to all weapons that belong to the tribal weapon group that would legally apply (for instance, a feat that applies only to throwing weapons wouldn't apply to greatclubs). This benefit applies only to feats selected as fighter bonus feats. This alters weapon training. ABILITY:Special Ability|AUTOMATIC|Weapon Training 1 Tribal BONUS:VAR|WeaponTrainingBase|1|PRECLASS:1,Fighter=9 BONUS:VAR|WeaponTrainingBase|1|PRECLASS:1,Fighter=13 BONUS:VAR|WeaponTrainingBase|1|PRECLASS:1,Fighter=17 + +#Viking +Fearsome KEY:Viking ~ Fearsome CATEGORY:Special Ability TYPE:Fighter Class Features.VikingClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.51 DESC:A viking can attempt an Intimidate check to demoralize an opponent as a DESC:move action.|PREVARLT:FighterLVL,10 DESC:swift action.|PREVARGTEQ:FighterLVL,10|PREVARLT:FighterLVL,18 DESC:free action once per round.|PREVARGTEQ:FighterLVL,18 +Shield Defense KEY:Viking ~ Shield Defense CATEGORY:Special Ability TYPE:Fighter Class Features.VikingClassFeatures.SpecialQuality.Extraordinary DEFINE:VikingACBonus|0 SOURCEPAGE:p.51 DESC:A viking learns the art of fighting with a shield. Whenever she is wearing medium, light, or no armor and using a shield, the viking's shield bonus to AC increases by %1.|VikingACBonus BONUS:VAR|VikingACBonus|1+(FighterLVL>=7)+(FighterLVL>=11)+(FighterLVL>=15) BONUS:COMBAT|AC|VikingACBonus|TYPE=Shield.STACK|PREVARLT:var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1 +Berserker KEY:Viking ~ Berserker CATEGORY:Special Ability TYPE:Fighter Class Features.VikingClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.51 DESC:A viking gains the rage ability as the barbarian class feature, but her barbarian level is considered to be her fighter level -3. ABILITY:Special Ability|AUTOMATIC|Rage BONUS:VAR|RageLVL|FighterLVL +Rage Powers KEY:Viking ~ Rage Powers CATEGORY:Special Ability TYPE:Fighter Class Features.VikingClassFeatures.SpecialQuality.Extraordinary DEFINE:VikingBonusFeatCount|0 SOURCEPAGE:p.51 DESC:Whenever a viking gains a fighter bonus feat, she can instead gain a single rage power, as the barbarian class feature, in place of the bonus feat. Once selected, these rage powers cannot be changed. BONUS:VAR|VikingBonusFeatCount|(FighterLVL-4)/2 BONUS:ABILITYPOOL|Viking Bonus Feat|VikingBonusFeatCount + +Viking Rage Power KEY:Viking ~ Viking Rage Power CATEGORY:Special Ability TYPE:VikingBonusFeatChoice VISIBLE:NO DEFINE:RagePowersLVL|0 DEFINE:RagePowersPrereqLVL|0 MULT:YES STACK:YES CHOOSE:NOCHOICE BONUS:ABILITYPOOL|Rage Power|1 BONUS:VAR|RagePowersPrereqLVL|RagePowersLVL BONUS:VAR|RagePowersLVL|FighterLVL +Viking Bonus Feat KEY:Viking ~ Viking Bonus Feat CATEGORY:Special Ability TYPE:VikingBonusFeatChoice VISIBLE:NO MULT:YES STACK:YES CHOOSE:NOCHOICE BONUS:ABILITYPOOL|Fighter Bonus Feat|1 + +# ------------------------------------------------------ +# Tribal Weapon Group +# ------------------------------------------------------ + +CATEGORY=Special Ability|Fighter ~ Weapon Training.MOD DEFINE:WeaponTrainingTribal|0 + +CATEGORY=Special Ability|Fighter ~ Weapon Training.MOD BONUS:VAR|WeaponTrainingTribal|WeaponTrainingTierOne|PREABILITY:1,CATEGORY=Special Ability,Weapon Training 1 Tribal +CATEGORY=Special Ability|Fighter ~ Weapon Training.MOD BONUS:VAR|WeaponTrainingTribal|WeaponTrainingTierTwo|PREABILITY:1,CATEGORY=Special Ability,Weapon Training 2 Tribal +CATEGORY=Special Ability|Fighter ~ Weapon Training.MOD BONUS:VAR|WeaponTrainingTribal|WeaponTrainingTierThree|PREABILITY:1,CATEGORY=Special Ability,Weapon Training 3 Tribal +CATEGORY=Special Ability|Fighter ~ Weapon Training.MOD BONUS:VAR|WeaponTrainingTribal|WeaponTrainingTierFour|PREABILITY:1,CATEGORY=Special Ability,Weapon Training 4 Tribal + +Weapon Training (Tribal) KEY:Weapon Training 1 Tribal CATEGORY:Special Ability TYPE:WeaponTraining.Fighter Weapon Training.WeaponTraining1.WeaponTrainingTribal VISIBLE:DISPLAY !PREABILITY:1,CATEGORY=Special Ability,TYPE.WeaponTrainingTribal MULT:NO BONUS:WEAPONPROF=TYPE.Tribal Weapon Group|TOHIT,DAMAGE|WeaponTrainingTribal|TYPE=WeaponTraining SOURCEPAGE:p.51 +Weapon Training (Tribal) KEY:Weapon Training 2 Tribal CATEGORY:Special Ability TYPE:WeaponTraining.Fighter Weapon Training.WeaponTraining2.WeaponTrainingTribal VISIBLE:DISPLAY !PREABILITY:1,CATEGORY=Special Ability,TYPE.WeaponTrainingTribal MULT:NO BONUS:WEAPONPROF=TYPE.Tribal Weapon Group|TOHIT,DAMAGE|WeaponTrainingTribal|TYPE=WeaponTraining SOURCEPAGE:p.51 +Weapon Training (Tribal) KEY:Weapon Training 3 Tribal CATEGORY:Special Ability TYPE:WeaponTraining.Fighter Weapon Training.WeaponTraining3.WeaponTrainingTribal VISIBLE:DISPLAY !PREABILITY:1,CATEGORY=Special Ability,TYPE.WeaponTrainingTribal MULT:NO BONUS:WEAPONPROF=TYPE.Tribal Weapon Group|TOHIT,DAMAGE|WeaponTrainingTribal|TYPE=WeaponTraining SOURCEPAGE:p.51 +Weapon Training (Tribal) KEY:Weapon Training 4 Tribal CATEGORY:Special Ability TYPE:WeaponTraining.Fighter Weapon Training.WeaponTraining4.WeaponTrainingTribal VISIBLE:DISPLAY !PREABILITY:1,CATEGORY=Special Ability,TYPE.WeaponTrainingTribal MULT:NO BONUS:WEAPONPROF=TYPE.Tribal Weapon Group|TOHIT,DAMAGE|WeaponTrainingTribal|TYPE=WeaponTraining SOURCEPAGE:p.51 + +# ============================== +# Gunslinger Archetype +# ============================== + +Commando KEY:Gunslinger Archetype ~ Commando CATEGORY:Archetype TYPE:Archetype.GunslingerArchetype SOURCEPAGE:p.91 DESC:Commandos are those rough and ready gunslingers who excel at hit-and-run tactics and leveraging their expertise in the wild against their enemies. PRECLASS:1,Gunslinger=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Gunslinger Archetype ~ Commando],[!PREFACT:1,ABILITIES,Gunslinger_Archetype_ClassSkills=True,Gunslinger_Archetype_UtilityShotDeed=True,Gunslinger_Archetype_ExpertLoadingDeed=True,Gunslinger_Archetype_LightningReloadDeed=True,Gunslinger_Archetype_SlingersLuckDeed=True,Gunslinger_Archetype_Nimble=True,Gunslinger_Archetype_BonusFeat4=True,Gunslinger_Archetype_GunTraining=True] ABILITY:Internal|AUTOMATIC|Commando ~ Class Skills|PRECLASS:1,Gunslinger=1 ABILITY:Special Ability|AUTOMATIC|Commando ~ Trap Shot|PRECLASS:1,Gunslinger=3 ABILITY:Special Ability|AUTOMATIC|Commando ~ Sniping Shot|PRECLASS:1,Gunslinger=11 ABILITY:Special Ability|AUTOMATIC|Commando ~ Camouflage|PRECLASS:1,Gunslinger=11 ABILITY:Special Ability|AUTOMATIC|Commando ~ Hide in Plain Sight|PRECLASS:1,Gunslinger=15 ABILITY:Special Ability|AUTOMATIC|Commando ~ Favored Terrain|PRECLASS:1,Gunslinger=2 ABILITY:Special Ability|AUTOMATIC|Commando ~ Track|PRECLASS:1,Gunslinger=4 ABILITY:Special Ability|AUTOMATIC|Commando ~ Trapsmith|PRECLASS:1,Gunslinger=5 FACT:Gunslinger_Archetype_ClassSkills|true FACT:Gunslinger_Archetype_UtilityShotDeed|true FACT:Gunslinger_Archetype_ExpertLoadingDeed|true FACT:Gunslinger_Archetype_LightningReloadDeed|true FACT:Gunslinger_Archetype_SlingersLuckDeed|true FACT:Gunslinger_Archetype_Nimble|true FACT:Gunslinger_Archetype_BonusFeat4|true FACT:Gunslinger_Archetype_GunTraining|true FACT:Gunslinger_CF_ClassSkills|true FACT:Gunslinger_CF_UtilityShotDeed|true FACT:Gunslinger_CF_ExpertLoadingDeed|true FACT:Gunslinger_CF_LightningReloadDeed|true FACT:Gunslinger_CF_SlingersLuckDeed|true FACT:Gunslinger_CF_Nimble|true FACT:Gunslinger_CF_BonusFeat4|true FACT:Gunslinger_CF_GunTraining|true COST:0 + +Class Skills KEY:Commando ~ Class Skills CATEGORY:Internal TYPE:Gunslinger Class Features.CommandoClassFeatures CSKILL:Acrobatics|Bluff|Climb|TYPE=Craft|Handle Animal|Heal|Intimidate|Knowledge (Geography)|Knowledge (Nature)|Perception|TYPE=Profession|Ride|Stealth|Survival|Swim +Favored Terrain KEY:Commando ~ Favored Terrain CATEGORY:Special Ability TYPE:Gunslinger Class Features.CommandoClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.92 DESC:A commando gains the favored terrain ranger class feature. At 6th level and every 4 levels thereafter, the commando can pick an additional favored terrain. DEFINE:CommandoFavoredTerrainLVL|0 BONUS:ABILITYPOOL|Favored Terrain|FavoredTerrainPool ABILITY:Special Ability|AUTOMATIC|Basic Favored Terrain BONUS:VAR|FavoredTerrainPool|(CommandoFavoredTerrainLVL+2)/4 BONUS:VAR|CommandoFavoredTerrainLVL|GunslingerLVL +Track KEY:Commando ~ Track CATEGORY:Special Ability TYPE:Gunslinger Class Features.CommandoClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.92 DESC:A commando adds half her level on Survival checks to follow tracks. BONUS:SITUATION|Survival=Follow or identify tracks|GunslingerLVL/2 +Trapsmith KEY:Commando ~ Trapsmith CATEGORY:Special Ability TYPE:Gunslinger Class Features.CommandoClassFeatures.SpecialQuality SOURCEPAGE:p.92 DESC:A commando can learn how to create one ranger trap (Ultimate Magic p.64) in place of gaining the next level of gun training. A commando can use a known trap %1 times per day. The DC for a commando's trap is %2, and it lasts %3 days. A commando can set only extraordinary ranger traps with this ability; as with extraordinary ranger traps, the trap DC for these traps has a –2 penalty. This alters gun training.|MAX(1,WIS)|10+GunslingerLVL/2+WIS|GunslingerLVL/2 BONUS:ABILITYPOOL|Commando Gun Training Choice|(GunslingerLVL-1)/4 + + +Trap Shot KEY:Commando ~ Trap Shot CATEGORY:Special Ability TYPE:SpecialQuality.DeedsLVL3.DeedsHasGritCost.Extraordinary SORTKEY:Class_Gunslinger_Deed_LVL03 SOURCEPAGE:p.91 DESC:The commando can spend 1 point of grit and target a 5-foot square with her firearm. If she succeeds at an attack against an AC of 10, she triggers a single trap within that 5-foot square, even if she is unaware of the trap. If there are multiple traps within the same 5-foot square, the commando must declare which trap she is triggering; otherwise it is determined randomly. If a creature is occupying the same square as the triggered trap, the trap affects the creature as if it had triggered the trap. +Sniping Shot KEY:Commando ~ Sniping Shot CATEGORY:Special Ability TYPE:SpecialQuality.DeedsLVL11.DeedsHasGritCost.Extraordinary SORTKEY:Class_Gunslinger_Deed_LVL11 SOURCEPAGE:p.92 DESC:The commando can spend 1 point of grit as a swift action to negate the –20 penalty on Stealth checks when sniping until the start of her next turn. +Camouflage KEY:Commando ~ Camouflage CATEGORY:Special Ability TYPE:SpecialQuality.DeedsLVL11.Extraordinary SORTKEY:Class_Gunslinger_Deed_LVL11 SOURCEPAGE:p.92 DESC:As long as the commando has 1 point of grit, she gains the camouflage ranger class feature. +Hide in Plain Sight KEY:Commando ~ Hide in Plain Sight CATEGORY:Special Ability TYPE:SpecialQuality.DeedsLVL15.Extraordinary SORTKEY:Class_Gunslinger_Deed_LVL15 SOURCEPAGE:p.92 DESC:As long as the commando has 1 point of grit, she gains the hide in plain sight ranger class feature. + +Gun Training KEY:Commando ~ Gun Training CATEGORY:Internal TYPE:CommandoGunTrainingChoice STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:ABILITYPOOL|Gun Training Choice|1 +Ranger Trap KEY:Commando ~ Ranger Trap CATEGORY:Internal TYPE:CommandoGunTrainingChoice STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:ABILITYPOOL|Ranger Trap|1 + +# ============================== +# Hunter Archetypes +# ============================== + +Chameleon Adept KEY:Hunter Archetype ~ Chameleon Adept CATEGORY:Archetype TYPE:Archetype.HunterArchetype SOURCEPAGE:p.52 DESC:Some hunters are masters of blending into every situation, even making their companions appear humanoid for brief periods of time. PRECLASS:1,Hunter=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Hunter Archetype ~ Chameleon Adept],[!PREFACT:1,ABILITIES,Hunter_Archetype_ClassSkills=True,Hunter_Archetype_TeamworkFeats=True,Hunter_Archetype_HunterTactics=True,Hunter_Archetype_WildEmpathy=True,Hunter_Archetype_PreciseCompanion=True,Hunter_Archetype_WoodlandStride=True,Hunter_Archetype_RaiseAnimalCompanion=True,Hunter_CF_RaiseAnimalCompanion=True,Hunter_Archetype_OneWithTheWild=True] ABILITY:Internal|AUTOMATIC|Chameleon Adept ~ Skills|PRECLASS:1,Hunter=1 ABILITY:Special Ability|AUTOMATIC|Chameleon Adept ~ Shifting Companion|PRECLASS:1,Hunter=3 ABILITY:Special Ability|AUTOMATIC|Chameleon Adept ~ Terrain Chameleon|PRECLASS:1,Hunter=1 ABILITY:Special Ability|AUTOMATIC|Chameleon Adept ~ Savage Diplomacy|PRECLASS:1,Hunter=2 ABILITY:Special Ability|AUTOMATIC|Chameleon Adept ~ Animal Shape|PRECLASS:1,Hunter=5 ABILITY:Special Ability|AUTOMATIC|Chameleon Adept ~ Improved Shifting Companion|PRECLASS:1,Hunter=10 ABILITY:Special Ability|AUTOMATIC|Chameleon Adept ~ One with the Wild|PRECLASS:1,Hunter=17 FACT:Hunter_Archetype_ClassSkills|true FACT:Hunter_Archetype_TeamworkFeats|true FACT:Hunter_Archetype_HunterTactics|true FACT:Hunter_Archetype_WildEmpathy|true FACT:Hunter_Archetype_PreciseCompanion|true FACT:Hunter_Archetype_WoodlandStride|true FACT:Hunter_Archetype_RaiseAnimalCompanion|true FACT:Hunter_CF_RaiseAnimalCompanion|true FACT:Hunter_Archetype_OneWithTheWild|true FACT:Hunter_CF_TeamworkFeats|true FACT:Hunter_CF_HunterTactics|true FACT:Hunter_CF_WildEmpathy|true FACT:Hunter_CF_PreciseCompanion|true FACT:Hunter_CF_WoodlandStride|true COST:0 +Forester KEY:Hunter Archetype ~ Forester CATEGORY:Archetype TYPE:Archetype.HunterArchetype SOURCEPAGE:p.52 DESC:While all hunters have a bond with the natural world, a forester has a stronger tie to her environment than to the animals within it. While most foresters feel strong bonds with woodland regions, the archetype functions well in other terrains as well. In such cases, a forester might refer to herself by a different name that more accurately reflects her chosen terrain. For example, a forester who favors bogs and marshes might call herself a “swamper,” while one who favors frozen regions might call herself a “glacier guardian.” As foresters gain levels and take on new favored terrains, they often eschew such titles completely, viewing them as unnecessary, and merely refer to themselves as guardians of the wild or champions of nature's will—but regardless of the name, their devotion remains. PRECLASS:1,Hunter=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Hunter Archetype ~ Forester],[!PREFACT:1,ABILITIES,Hunter_Archetype_AnimalFocus=True,Hunter_Archetype_AnimalCompanion=True,Hunter_Archetype_PreciseCompanion=True,Hunter_Archetype_HunterTactics=True,Hunter_Archetype_ImprovedEmpathicLink=True,Hunter_Archetype_BonusTricks=True,Hunter_Archetype_RaiseAnimalCompanion=True,Hunter_Archetype_SpeakWithMaster=True,Hunter_Archetype_GreaterEmpathicLink=True] ABILITY:Special Ability|AUTOMATIC|Forester ~ Animal Focus|PRECLASS:1,Hunter=1 ABILITY:Special Ability|AUTOMATIC|Forester ~ Favored Terrain|PRECLASS:1,Hunter=5 ABILITY:Special Ability|AUTOMATIC|Forester ~ Bonus Feat|PRECLASS:1,Hunter=2 ABILITY:Special Ability|AUTOMATIC|Forester ~ Tactician|PRECLASS:1,Hunter=3 ABILITY:Special Ability|AUTOMATIC|Forester ~ Evasion|PRECLASS:1,Hunter=4 ABILITY:Special Ability|AUTOMATIC|Forester ~ Camouflage|PRECLASS:1,Hunter=7 ABILITY:Special Ability|AUTOMATIC|Forester ~ Breath of Life|PRECLASS:1,Hunter=10 ABILITY:Special Ability|AUTOMATIC|Forester ~ Improved Evasion|PRECLASS:1,Hunter=11 ABILITY:Special Ability|AUTOMATIC|Forester ~ Hide in Plain Sight|PRECLASS:1,Hunter=14 FACT:Hunter_Archetype_AnimalFocus|true FACT:Hunter_Archetype_AnimalCompanion|true FACT:Hunter_Archetype_PreciseCompanion|true FACT:Hunter_Archetype_HunterTactics|true FACT:Hunter_Archetype_ImprovedEmpathicLink|true FACT:Hunter_Archetype_BonusTricks|true FACT:Hunter_Archetype_RaiseAnimalCompanion|true FACT:Hunter_Archetype_SpeakWithMaster|true FACT:Hunter_Archetype_GreaterEmpathicLink|true FACT:Hunter_CF_AnimalCompanion|true FACT:Hunter_CF_PreciseCompanion|true FACT:Hunter_CF_HunterTactics|true FACT:Hunter_CF_ImprovedEmpathicLink|true FACT:Hunter_CF_BonusTricks|true FACT:Hunter_CF_RaiseAnimalCompanion|true FACT:Hunter_CF_SpeakWithMaster|true FACT:Hunter_CF_GreaterEmpathicLink|true COST:0 +Patient Ambusher KEY:Hunter Archetype ~ Patient Ambusher CATEGORY:Archetype TYPE:Archetype.HunterArchetype SOURCEPAGE:p.53 DESC:Wandering the wilds, some hunters eschew the bond of innate teamwork with their animal companions. Instead, these hunters master the creation and deployment of intricate ranger traps, often using themselves or their animal companions to lure foes into their snares. PRECLASS:1,Hunter=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Hunter Archetype ~ Patient Ambusher],[!PREFACT:1,ABILITIES,Hunter_Archetype_ClassSkills=True,Hunter_Archetype_NatureTraining=True,Hunter_Archetype_WildEmpathy=True,Hunter_Archetype_HunterTactics=True,Hunter_Archetype_TeamworkFeats=True,Hunter_Archetype_RaiseAnimalCompanion=True] ABILITY:Internal|AUTOMATIC|Patient Ambusher ~ Class Skills|PRECLASS:1,Hunter=1 ABILITY:Special Ability|AUTOMATIC|Patient Ambusher ~ Trapfinding|PRECLASS:1,Hunter=1 ABILITY:Special Ability|AUTOMATIC|Patient Ambusher ~ Snare Trap|PRECLASS:1,Hunter=3 ABILITY:Special Ability|AUTOMATIC|Patient Ambusher ~ Additional Traps|PRECLASS:1,Hunter=3 ABILITY:Special Ability|AUTOMATIC|Patient Ambusher ~ Launch Trap|PRECLASS:1,Hunter=10 FACT:Hunter_Archetype_ClassSkills|true FACT:Hunter_Archetype_NatureTraining|true FACT:Hunter_Archetype_WildEmpathy|true FACT:Hunter_Archetype_HunterTactics|true FACT:Hunter_Archetype_TeamworkFeats|true FACT:Hunter_Archetype_RaiseAnimalCompanion|true FACT:Hunter_CF_NatureTraining|true FACT:Hunter_CF_WildEmpathy|true FACT:Hunter_CF_HunterTactics|true FACT:Hunter_CF_TeamworkFeats|true FACT:Hunter_CF_RaiseAnimalCompanion|true COST:0 +Plant Master KEY:Hunter Archetype ~ Plant Master CATEGORY:Archetype TYPE:Archetype.HunterArchetype SOURCEPAGE:p.53 DESC:Some hunters form a bond with plant life instead of an animal and take on those aspects instead. These hunters form potent bonds with plant creatures, and their leafy or fungal friends are more than capable of anything another hunter's animal allies can accomplish. PRECLASS:1,Hunter=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Hunter Archetype ~ Plant Master],[!PREFACT:1,ABILITIES,Hunter_Archetype_AnimalCompanion=True,Hunter_Archetype_AnimalFocus=True,Hunter_Archetype_WildEmpathy=True,Hunter_Archetype_OneWithTheWild=True,Hunter_Archetype_MasterHunter=True] ABILITY:Special Ability|AUTOMATIC|Plant Master ~ Plant Companion|PRECLASS:1,Hunter=1 ABILITY:Special Ability|AUTOMATIC|Plant Master ~ Plant Focus|PRECLASS:1,Hunter=1 ABILITY:Special Ability|AUTOMATIC|Plant Master ~ Green Empathy|PRECLASS:1,Hunter=1 ABILITY:Special Ability|AUTOMATIC|Plant Master ~ Plant Shield|PRECLASS:1,Hunter=17 ABILITY:Special Ability|AUTOMATIC|Plant Master ~ Master Hunter|PRECLASS:1,Hunter=20 FACT:Hunter_Archetype_AnimalCompanion|true FACT:Hunter_Archetype_AnimalFocus|true FACT:Hunter_Archetype_WildEmpathy|true FACT:Hunter_Archetype_OneWithTheWild|true FACT:Hunter_Archetype_MasterHunter|true FACT:Hunter_CF_AnimalCompanion|true FACT:Hunter_CF_AnimalFocus|true FACT:Hunter_CF_WildEmpathy|true FACT:Hunter_CF_OneWithTheWild|true COST:0 +Scarab Stalker KEY:Hunter Archetype ~ Scarab Stalker CATEGORY:Archetype TYPE:Archetype.HunterArchetype SOURCEPAGE:p.55 DESC:The forgotten ruins in the desert sands have given rise to a breed of hunters who call upon the powers of the pyramids to protect and explore the ancient sites of their people. These hunters form sacred bonds with desert-dwelling denizens. PRECLASS:1,Hunter=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Hunter Archetype ~ Scarab Stalker],[!PREFACT:1,ABILITIES,Hunter_Archetype_AnimalFocus=True,Hunter_Archetype_WoodlandStride=True] ABILITY:Special Ability|AUTOMATIC|Scarab Stalker ~ Sacred Animal Focus|PRECLASS:1,Hunter=1 ABILITY:Special Ability|AUTOMATIC|Scarab Stalker ~ Desert Walker|PRECLASS:1,Hunter=5 FACT:Hunter_Archetype_AnimalFocus|true FACT:Hunter_Archetype_WoodlandStride|true FACT:Hunter_CF_WoodlandStride|true COST:0 +Treestrider KEY:Hunter Archetype ~ Treestrider CATEGORY:Archetype TYPE:Archetype.HunterArchetype SOURCEPAGE:p.55 DESC:Some hunters are masters of the wild. Whether raised by apes or having some other link with simian creatures, these hunters glide through the wilderness with ease. PRECLASS:1,Hunter=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Hunter Archetype ~ Treestrider],[!PREFACT:1,ABILITIES,Hunter_Archetype_AnimalCompanion=True,Hunter_Archetype_AnimalFocus=True,Hunter_Archetype_SecondAnimalFocus=True,Hunter_Archetype_PreciseCompanion=True,Hunter_Archetype_RaiseAnimalCompanion=True] ABILITY:Special Ability|AUTOMATIC|Treestrider ~ Animal Companion|PRECLASS:1,Hunter=1 ABILITY:Special Ability|AUTOMATIC|Treestrider ~ Brachiation|PRECLASS:1,Hunter=1 ABILITY:Special Ability|AUTOMATIC|Treestrider ~ Improved Unarmed Strike|PRECLASS:1,Hunter=2 ABILITY:Special Ability|AUTOMATIC|Treestrider ~ Tree Stride|PRECLASS:1,Hunter=10 FACT:Hunter_Archetype_AnimalCompanion|true FACT:Hunter_Archetype_AnimalFocus|true FACT:Hunter_Archetype_SecondAnimalFocus|true FACT:Hunter_Archetype_PreciseCompanion|true FACT:Hunter_Archetype_RaiseAnimalCompanion|true FACT:Hunter_CF_AnimalFocus|true FACT:Hunter_CF_SecondAnimalFocus|true FACT:Hunter_CF_PreciseCompanion|true FACT:Hunter_CF_RaiseAnimalCompanion|true COST:0 + +#Chameleon Adept +Skills KEY:Chameleon Adept ~ Skills CATEGORY:Internal TYPE:Hunter Class Features.ChameleonAdeptClassFeatures CSKILL:Diplomacy +Shifting Companion KEY:Chameleon Adept ~ Shifting Companion CATEGORY:Special Ability TYPE:Hunter Class Features.ChameleonAdeptClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.52 DESC:As a standard action, a chameleon adept can cause her companion to assume a humanoid form of the same race as herself. This functions as alter self, except it is used on an adjacent animal companion to have it assume a humanoid form. The companion always assumes the same form, selected when the hunter reaches 3rd level. The hunter can change this form when she gains a new level, but the companion loses the old form and can't resume it unless the chameleon adept chooses that form when she reaches a new level. The companion is no more intelligent or less savage than normal; the hunter still needs to control it as normal, and it still can't activate magic items or wield manufactured weapons. The hunter can use this ability for %1 minutes per day. This duration does not need to be consecutive, but it must be spent in 10-minute increments.|10*HunterLVL +Terrain Chameleon KEY:Chameleon Adept ~ Terrain Chameleon CATEGORY:Special Ability TYPE:Hunter Class Features.ChameleonAdeptClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.52 DESC:Choose one type of terrain from the ranger's list of favored terrains. When in the specified type of terrain, a chameleon adept gains a +%1 bonus on Stealth checks.|HunterLVL/2 +Savage Diplomacy KEY:Chameleon Adept ~ Savage Diplomacy CATEGORY:Special Ability TYPE:Hunter Class Features.ChameleonAdeptClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.52 DESC:While in humanoid form, a chameleon adept's animal companion grants its master a +%1 circumstance bonus on Diplomacy and Intimidate checks. Savage diplomacy functions only as long as the creature being influenced can see both the companion and the master.|MIN(6,2+((HunterLVL-1)/4)) +Animal Shape KEY:Chameleon Adept ~ Animal Shape CATEGORY:Special Ability TYPE:Hunter Class Features.ChameleonAdeptClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.52 DESC:As a standard action, a chameleon adept can assume a form superficially identical to her animal companion's animal form. She gains no bonuses or natural attacks while in this form, only forms of movement. Her size category does not change. This is a polymorph effect. She can assume this form for %1 minutes per day, in 1-minute increments. She can dismiss this ability at any point as a standard action.|HunterLVL +Improved Shifting Companion KEY:Chameleon Adept ~ Improved Shifting Companion CATEGORY:Special Ability TYPE:Hunter Class Features.ChameleonAdeptClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.52 DESC:A chameleon adept's animal companion improves its ability to change shape. It can use wild shape, as a druid of half the hunter's level, to gain the effects of beast shape I. Unlike a druid's wild shape, this ability does not improve to encompass larger or smaller animals or elementals. +One with the Wild KEY:Chameleon Adept ~ One with the Wild CATEGORY:Special Ability TYPE:Hunter Class Features.ChameleonAdeptClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.52 DESC:When the companion is using wild shape to appear as a different type of animal, it counts as being in that animal focus for the purpose of one with the wild. + +#Forester +Animal Focus KEY:Forester ~ Animal Focus CATEGORY:Special Ability TYPE:Hunter Class Features.ForesterClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.53 DESC:As a forester has no animal companion, the aspects granted by this ability always apply to the forester herself, just as if a normal hunter's companion were dead. This alters animal focus. +Favored Terrain KEY:Forester ~ Favored Terrain CATEGORY:Special Ability TYPE:Hunter Class Features.ForesterClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.53 DESC:A forester gains the ranger's favored terrain ability. She gains her first favored terrain at 5th level and a new favored terrain every 4 levels thereafter. In addition, at each such interval, the bonuses on initiative checks and skill checks in one favored terrain (including the one just selected, if so desired) increase by 2. Starting at 5th level, a forester adds half her favored terrain bonus on damage rolls while in her favored terrain and fighting a creature native to that terrain. DEFINE:ForesterFavoredTerrainLVL|0 ABILITY:Special Ability|AUTOMATIC|Common Favored Terrain ABILITY:Special Ability|AUTOMATIC|Basic Favored Terrain BONUS:VAR|FavoredTerrainPool|(ForesterFavoredTerrainLVL-1)/4 BONUS:VAR|ForesterFavoredTerrainLVL|HunterLVL +Bonus Feat KEY:Forester ~ Bonus Feat CATEGORY:Special Ability TYPE:Hunter Class Features.ForesterClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.53 DESC:At 2nd level, a forester gains one bonus combat feat. She must meet the prerequisites for this feat as normal. She gains an additional bonus combat feat at 7th, 13th, and 19th levels. BONUS:ABILITYPOOL|Fighter Bonus Feat|1 BONUS:ABILITYPOOL|Fighter Bonus Feat|(HunterLVL-1)/6 +Tactician KEY:Forester ~ Tactician CATEGORY:Special Ability TYPE:Hunter Class Features.ForesterClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.53 DESC:As a standard action, a forester can grant the benefits of one teamwork feat to all allies within 30 feet who can see and hear her. Allies retain the use of thisbonus feat for %1 rounds. Allies do not need to meet the prerequisites of these bonus feats. The forester can use this ability|3+HunterLVL/2 DESC:once per day.|!PRECLASS:1,Hunter=7 DESC:twice per day.|PRECLASS:1,Hunter=7|!PRECLASS:1,Hunter=12 DESC:three times per day.|PRECLASS:1,Hunter=12|!PRECLASS:1,Hunter=17 DESC:four times per day.|PRECLASS:1,Hunter=17 +Evasion KEY:Forester ~ Evasion CATEGORY:Special Ability TYPE:Hunter Class Features.ForesterClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.53 DESC:A forester can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the forester is wearing light armor, medium armor, or no armor. A helpless forester does not gain the benefit of evasion. +Camouflage KEY:Forester ~ Camouflage CATEGORY:Special Ability TYPE:Hunter Class Features.ForesterClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.53 DESC:A forester can use the Stealth skill to hide in any of her favored terrains, even if the terrain doesn't grant cover or concealment. +Breath of Life KEY:Forester ~ Breath of Life CATEGORY:Special Ability TYPE:Hunter Class Features.ForesterClassFeatures.SpecialQuality.SpellLike SOURCEPAGE:p.53 DESC:A forester can cast breath of life once per day as a spell-like ability. SPELLS:Innate|CASTERLEVEL=HunterLVL|Breath of Life +Improved Evasion KEY:Forester ~ Improved Evasion CATEGORY:Special Ability TYPE:Hunter Class Features.ForesterClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.53 DESC:A forester's evasion improves. Improved evasion works like evasion, except while the forester still takes no damage on a successful Reflex saving throw against attacks, she takes only half damage on a failed save. A helpless forester does not gain the benefit of improved evasion. +Hide in Plain Sight KEY:Forester ~ Hide in Plain Sight CATEGORY:Special Ability TYPE:Hunter Class Features.ForesterClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.53 DESC:While in any of her favored terrains, a forester can use the Stealth skill even while being observed. + +#Patient Ambusher +Class Skills KEY:Patient Ambusher ~ Class Skills CATEGORY:Internal TYPE:Hunter Class Features.PatientAmbusherClassFeatures CSKILL:Disable Device +Trapfinding KEY:Patient Ambusher ~ Trapfinding CATEGORY:Special Ability TYPE:Hunter Class Features.PatientAmbusherClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.53 DESC:A patient ambusher adds %1 on Perception checks to locate traps and on Disable Device skill checks. A patient ambusher can use Disable Device to disarm magic traps.|TrapfindingBonus DEFINE:TrapfindingLVL|0 DEFINE:TrapfindingBonus|0 BONUS:SITUATION|Perception=Trapfinding|TrapfindingBonus|TYPE=Trapfinding BONUS:SKILL|Disable Device|TrapfindingBonus|TYPE=Trapfinding BONUS:VAR|TrapfindingBonus|max(TrapfindingLVL/2,1)|TYPE=Trapfinding BONUS:VAR|TrapfindingLVL|HUNTERLVL +Snare Trap KEY:Patient Ambusher ~ Snare Trap CATEGORY:Special Ability TYPE:Hunter Class Features.PatientAmbusherClassFeatures.SpecialAttack.Extraordinary.Supernatural SOURCEPAGE:p.53 DESC:A patient ambusher learns how to create a snare trap. The patient ambusher can use this and other learned traps a total of %1 times per day. This snare trap otherwise functions the same as the ranger snare trap detailed in Pathfinder RPG Ultimate Magic (DC %2).|TrapTimes|TrapDC DEFINE:RangerTrapLVL|0 DEFINE:NumberOfTraps|0 DEFINE:TrapTimes|0 DEFINE:TrapDC|0 ABILITY:Special Ability|AUTOMATIC|Ranger Trap ~ Snare Trap BONUS:VAR|RangerTrapLVL|HunterLVL BONUS:VAR|NumberOfTraps|HunterLVL/3 BONUS:VAR|TrapTimes|WIS+HunterLVL/2 BONUS:VAR|TrapDC|10+HunterLVL/2+WIS +Additional Traps KEY:Patient Ambusher ~ Additional Traps CATEGORY:Special Ability TYPE:Hunter Class Features.PatientAmbusherClassFeatures.SpecialAttack.Extraordinary.Supernatural SOURCEPAGE:p.53 DESC:At 3rd level and every 3 hunter levels thereafter, a patient ambusher can learn a new type of trap, selected from the list of ranger traps presented on pages 64–65 of Ultimate Magic. Once a trap is learned, it can't be unlearned and replaced with a different type of trap. The patient ambusher cannot learn an individual trap more than once. BONUS:ABILITYPOOL|Ranger Trap|NumberOfTraps +Launch Trap KEY:Patient Ambusher ~ Launch Trap CATEGORY:Special Ability TYPE:Hunter Class Features.PatientAmbusherClassFeatures.SpecialAttack.Supernatural SOURCEPAGE:p.53 DESC:A patient ambusher can affix a magical ranger trap to an arrow, a crossbow bolt, or a thrown weapon, allowing her to set the trap remotely or use it as a direct attack. Attaching the trap to the projectile is part of the full-round action to create a new trap. The trapped projectile is fired or thrown in the normal manner. If fired at a square, the trap is treated as if the hunter had set the trap in that square, except the DC is 5 lower than normal. If the trap is fired at a creature, the target takes damage from the ranged weapon and is treated as if it had triggered the trap (attempting a saving throw, if any). The attack has a maximum range of 60 feet, and penalties from range increments apply on the attack roll. The duration of the trap starts when it is created, not when it is triggered. + +#Plant Master +Plant Companion KEY:Plant Master ~ Plant Companion CATEGORY:Special Ability TYPE:Hunter Class Features.PlantMasterClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.54 DESC:A plant master forms a mystic bond with a plant companion. A plant master can begin play with any plant companion. Except for the companion being a creature of the plant type, this ability otherwise works like the druid's animal companion. BONUS:VAR|PlantCompanionLVL|HunterLVL FOLLOWERS:Plant Companion|1 COMPANIONLIST:Plant Companion|RACESUBTYPE=PlantCompanion +Plant Focus KEY:Plant Master ~ Plant Focus CATEGORY:Special Ability TYPE:Hunter Class Features.PlantMasterClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.54 DESC:A plant master can take on the aspect of a plant as a swift action. He must select one type of plant to emulate, gaining a bonus or special ability based on the type of plant emulated and his hunter level. The plant master can use this ability for %1 minutes per day. This duration does not need to be consecutive but must be spent in 1-minute increments. He can emulate only one plant at a time. The plant master can also apply one of these aspects to his plant companion. An aspect applied in this way does not count against the hunter's minutes of duration per day—it remains in effect until he changes it. The companion's aspect can be the same aspect the hunter has taken on or a different one. A plant master can select or change the plant foci on both himself and his plant companion as part of the same swift action.|PlantMasterPlantFocusMinutes DEFINE:PlantMasterPlantFocusMinutes|0 DEFINE:PlantMasterPlantFocusLVL|0 DEFINE:PlantMasterPlantFocusPool|0 BONUS:ABILITYPOOL|Plant Master Plant Focus|1 BONUS:VAR|PlantMasterPlantFocusMinutes|HunterLVL BONUS:VAR|PlantMasterPlantFocusLVL|HunterLVL BONUS:VAR|PlantMasterPlantFocusPool|1 BONUS:VAR|PlantMasterPlantFocusPool|1|PRECLASS:1,Hunter=8 BONUS:ABILITYPOOL|Hunter Animal Focus|-1PRECLASS:1,Hunter=8 +Green Empathy KEY:Plant Master ~ Green Empathy CATEGORY:Special Ability TYPE:Hunter Class Features.PlantMasterClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.54 DESC:A plant master can improve the attitude of a plant creature. Green empathy functions like a Diplomacy check to improve the attitude of a person. The plant master rolls 1d20 and adds his hunter level and his Charisma modifier to determine the wild empathy check result. The typical wild plant creature has a starting attitude of indifferent. To use green empathy, the plant master and the plant creature must be within 30 feet of each other under normal conditions. Generally, influencing a plant creature in this way takes 1 minute, but as with influencing people, it might take more or less time. A plant master can also use this ability to influence an animal, but he takes a –4 penalty on the check. He has no ability to influence magical beasts. +Plant Shield KEY:Plant Master ~ Plant Shield CATEGORY:Special Ability TYPE:Hunter Class Features.PlantMasterClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.55 DESC:A plant master and his companion are distasteful to plant creatures. Creatures of the plant type with an Intelligence score of 2 or lower will not willingly attack either the plant master or his companion unless magically compelled to do so or the plant master or his companion attacks the creature first. +Master Hunter KEY:Plant Master ~ Master Hunter CATEGORY:Special Ability TYPE:Hunter Class Features.PlantMasterClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.55 DESC:When a plant master prepares spells for the day, he chooses one plant focus to be active for the entire day. This alters master hunter. BONUS:ABILITYPOOL|Plant Master Plant Focus|1 BONUS:ABILITYPOOL|Hunter Animal Focus|-1 + +Assassin Vine KEY:Plant Master Plant Focus ~ Assassin Vine CATEGORY:Special Ability TYPE:PlantMasterPlantFocusAbility VISIBLE:DISPLAY DEFINE:PlantFocusAssassinVineBonus|0 SOURCEPAGE:p.54 DESC:Get +%1 bonus on combat maneuver checks to grapple.|PlantFocusAssassinVineBonus BONUS:VAR|CMB_Grapple|PlantFocusAssassinVineBonus BONUS:VAR|PlantFocusAssassinVineBonus|2 BONUS:VAR|PlantFocusAssassinVineBonus|1|PREVARGTEQ:PlantMasterPlantFocusLVL,8 BONUS:VAR|PlantFocusAssassinVineBonus|1|PREVARGTEQ:PlantMasterPlantFocusLVL,15 +Brambles KEY:Plant Master Plant Focus ~ Brambles CATEGORY:Special Ability TYPE:PlantMasterPlantFocusAbility VISIBLE:DISPLAY DEFINE:PlantFocusBramblesBonus|0 SOURCEPAGE:p.54 DESC:When hit by an unarmed strike or natural attack, the attacker takes %1 point of piercing damage.|PlantFocusBramblesBonus BONUS:VAR|PlantFocusBramblesBonus|1 BONUS:VAR|PlantFocusBramblesBonus|1|PREVARGTEQ:PlantMasterPlantFocusLVL,8 BONUS:VAR|PlantFocusBramblesBonus|1|PREVARGTEQ:PlantMasterPlantFocusLVL,15 +Creeping Vine KEY:Plant Master Plant Focus ~ Creeping Vine CATEGORY:Special Ability TYPE:PlantMasterPlantFocusAbility VISIBLE:DISPLAY DEFINE:PlantFocusCreepingVineBonus|0 SOURCEPAGE:p.54 DESC:Get +%1 competence bonus to Climb|PlantFocusCreepingVineBonus BONUS:SKILL|Climb|PlantFocusCreepingVineBonus|TYPE=Competence BONUS:VAR|PlantFocusCreepingVineBonus|4 BONUS:VAR|PlantFocusCreepingVineBonus|2|PREVARGTEQ:PlantMasterPlantFocusLVL,8 BONUS:VAR|PlantFocusCreepingVineBonus|2|PREVARGTEQ:PlantMasterPlantFocusLVL,15 +Giant Flytrap KEY:Plant Master Plant Focus ~ Giant Flytrap CATEGORY:Special Ability TYPE:PlantMasterPlantFocusAbility VISIBLE:DISPLAY DEFINE:PlantFocusGiantFlytrapBonus|0 SOURCEPAGE:p.54 DESC:Get +%1 competence bonus to Stealth|PlantFocusGiantFlytrapBonus BONUS:SKILL|Stealth|PlantFocusGiantFlytrapBonus|TYPE=Competence BONUS:VAR|PlantFocusGiantFlytrapBonus|4 BONUS:VAR|PlantFocusGiantFlytrapBonus|2|PREVARGTEQ:PlantMasterPlantFocusLVL,8 BONUS:VAR|PlantFocusGiantFlytrapBonus|2|PREVARGTEQ:PlantMasterPlantFocusLVL,15 +Mushroom KEY:Plant Master Plant Focus ~ Mushroom CATEGORY:Special Ability TYPE:PlantMasterPlantFocusAbility VISIBLE:DISPLAY DEFINE:PlantFocusMushroomBonus|0 SOURCEPAGE:p.54 DESC:Get +%1 competence bonus on saving throws against poison.|PlantFocusMushroomBonus ASPECT:SaveBonus|+%1 on saves vs. poison.|PlantFocusMushroomBonus BONUS:VAR|PlantFocusMushroomBonus|4 BONUS:VAR|PlantFocusMushroomBonus|2|PREVARGTEQ:PlantMasterPlantFocusLVL,8 BONUS:VAR|PlantFocusMushroomBonus|2|PREVARGTEQ:PlantMasterPlantFocusLVL,15 +Oak KEY:Plant Master Plant Focus ~ Oak CATEGORY:Special Ability TYPE:PlantMasterPlantFocusAbility VISIBLE:DISPLAY DEFINE:PlantFocusOakBonus|0 SOURCEPAGE:p.54 DESC:Get +%1 enhancement bonus to CMD.|PlantFocusOakBonus BONUS:VAR|CMD|PlantFocusOakBonus|TYPE=Enhancement BONUS:VAR|PlantFocusAssassinVineBonus|2 BONUS:VAR|PlantFocusAssassinVineBonus|2|PREVARGTEQ:PlantMasterPlantFocusLVL,8 BONUS:VAR|PlantFocusAssassinVineBonus|2|PREVARGTEQ:PlantMasterPlantFocusLVL,15 +Shrieker KEY:Plant Master Plant Focus ~ Shrieker CATEGORY:Special Ability TYPE:PlantMasterPlantFocusAbility VISIBLE:DISPLAY DEFINE:PlantFocusShriekerBonus|0 SOURCEPAGE:p.54 DESC:Get darkvision to range %1 feet|PlantFocusShriekerBonus DESC:and blindsense to 10 feet|PREVARGTEQ:PlantMasterPlantFocusLVL,15 BONUS:VAR|PlantFocusShriekerBonus|60 ABILITY:Special Ability|AUTOMATIC|Darkvision BONUS:VAR|PlantFocusShriekerBonus|30|PREVARGTEQ:PlantMasterPlantFocusLVL,8 ABILITY:Special Ability|AUTOMATIC|Blindsense|PREVARGTEQ:PlantMasterPlantFocusLVL,15 BONUS:VAR|DarkvisionRange|PlantFocusShriekerBonus|TYPE=Base BONUS:VAR|BlindsenseRange|10|TYPE=Base|PREVARGTEQ:PlantMasterPlantFocusLVL,15 +Spore KEY:Plant Master Plant Focus ~ Spore CATEGORY:Special Ability TYPE:PlantMasterPlantFocusAbility VISIBLE:DISPLAY DEFINE:PlantFocusSporeBonus|0 SOURCEPAGE:p.54 DESC:Get +%1 competence bonus on Fly checks.|PlantFocusSporeBonus BONUS:SKILL|Fly|PlantFocusSporeBonus|TYPE=Competence BONUS:VAR|PlantFocusSporeBonus|4 BONUS:VAR|PlantFocusSporeBonus|2|PREVARGTEQ:PlantMasterPlantFocusLVL,8 BONUS:VAR|PlantFocusSporeBonus|2|PREVARGTEQ:PlantMasterPlantFocusLVL,15 +Water Lily KEY:Plant Master Plant Focus ~ Water Lily CATEGORY:Special Ability TYPE:PlantMasterPlantFocusAbility VISIBLE:DISPLAY DEFINE:PlantFocusWaterLilyBonus|0 SOURCEPAGE:p.54 DESC:Get +%1 competence bonus on Swim checks.|PlantFocusWaterLilyBonus BONUS:SKILL|Swim|PlantFocusWaterLilyBonus|TYPE=Competence BONUS:VAR|PlantFocusWaterLilyBonus|4 BONUS:VAR|PlantFocusWaterLilyBonus|2|PREVARGTEQ:PlantMasterPlantFocusLVL,8 BONUS:VAR|PlantFocusWaterLilyBonus|2|PREVARGTEQ:PlantMasterPlantFocusLVL,15 + +#Scarab Stalker +Sacred Animal Focus KEY:Scarab Stalker ~ Sacred Animal Focus CATEGORY:Special Ability TYPE:Hunter Class Features.ScarabStalkerClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.55 DESC:A scarab stalker can select from the bee, bull, cat, cow, crocodile, falcon, ibis, jackal, kite, leopard, lion, ram, scarab beetle, scorpion, sha, snake, and uraeus animal foci, rather than the foci normally available to a hunter. +Desert Walker KEY:Scarab Stalker ~ Desert Walker CATEGORY:Special Ability TYPE:Hunter Class Features.ScarabStalkerClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.55 DESC:A scarab stalker and her animal companion can move through desert terrain at normal speed without taking damage or suffering any other impairments unless that terrain has been enchanted or magically manipulated. + +Bee KEY:Scarab Stalker Animal Focus ~ Bee CATEGORY:Special Ability TYPE:HunterAnimalFocusAbility VISIBLE:DISPLAY DEFINE:HunterAnimalFocusBeeBonus|0 SOURCEPAGE:p.55 DESC:Get +%1 competence bonus on Fly checks.|HunterAnimalFocusBeeBonus PREABILITY:1,CATEGORY=Special Ability,Scarab Stalker ~ Sacred Animal Focus BONUS:SKILL|Fly|HunterAnimalFocusBeeBonus|TYPE=Competence BONUS:VAR|HunterAnimalFocusBeeBonus|4 BONUS:VAR|HunterAnimalFocusBeeBonus|2|PREVARGTEQ:HunterAnimalFocusLVL,8 BONUS:VAR|HunterAnimalFocusBeeBonus|2|PREVARGTEQ:HunterAnimalFocusLVL,15 +Cat KEY:Scarab Stalker Animal Focus ~ Cat CATEGORY:Special Ability TYPE:HunterAnimalFocusAbility VISIBLE:DISPLAY DEFINE:HunterAnimalFocusCatBonus|0 SOURCEPAGE:p.55 DESC:Get +%1 competence bonus on Acrobatics checks.|HunterAnimalFocusCatBonus PREABILITY:1,CATEGORY=Special Ability,Scarab Stalker ~ Sacred Animal Focus BONUS:SKILL|Acrobatics|HunterAnimalFocusCatBonus|TYPE=Competence BONUS:VAR|HunterAnimalFocusCatBonus|4 BONUS:VAR|HunterAnimalFocusCatBonus|2|PREVARGTEQ:HunterAnimalFocusLVL,8 BONUS:VAR|HunterAnimalFocusCatBonus|2|PREVARGTEQ:HunterAnimalFocusLVL,15 +Cow KEY:Scarab Stalker Animal Focus ~ Cow CATEGORY:Special Ability TYPE:HunterAnimalFocusAbility VISIBLE:DISPLAY DEFINE:HunterAnimalFocusCowBonus|0 SOURCEPAGE:p.55 DESC:Get +%1 competence bonus on Fortitude saving throws.|HunterAnimalFocusCowBonus PREABILITY:1,CATEGORY=Special Ability,Scarab Stalker ~ Sacred Animal Focus BONUS:SAVE|Fortitude|HunterAnimalFocusCowBonus|TYPE=Competence BONUS:VAR|HunterAnimalFocusCowBonus|1 BONUS:VAR|HunterAnimalFocusCowBonus|1|PREVARGTEQ:HunterAnimalFocusLVL,8 BONUS:VAR|HunterAnimalFocusCowBonus|1|PREVARGTEQ:HunterAnimalFocusLVL,15 +Crocodile KEY:Scarab Stalker Animal Focus ~ Crocodile CATEGORY:Special Ability TYPE:HunterAnimalFocusAbility VISIBLE:DISPLAY DEFINE:HunterAnimalFocusCrocodileBonus|0 SOURCEPAGE:p.55 DESC:Get +%1 competence bonus on Swim checks.|HunterAnimalFocusCrocodileBonus PREABILITY:1,CATEGORY=Special Ability,Scarab Stalker ~ Sacred Animal Focus BONUS:SKILL|Swim|HunterAnimalFocusCrocodileBonus|TYPE=Competence BONUS:VAR|HunterAnimalFocusCrocodileBonus|4 BONUS:VAR|HunterAnimalFocusCrocodileBonus|2|PREVARGTEQ:HunterAnimalFocusLVL,8 BONUS:VAR|HunterAnimalFocusCrocodileBonus|2|PREVARGTEQ:HunterAnimalFocusLVL,15 +Ibis KEY:Scarab Stalker Animal Focus ~ Ibis CATEGORY:Special Ability TYPE:HunterAnimalFocusAbility VISIBLE:DISPLAY DEFINE:HunterAnimalFocusIbisBonus|0 SOURCEPAGE:p.55 DESC:Get +%1 competence bonus on saving throws against disease.|HunterAnimalFocusIbisBonus PREABILITY:1,CATEGORY=Special Ability,Scarab Stalker ~ Sacred Animal Focus ASPECT:SaveBonus|+%1 on saves vs. disease.|HunterAnimalFocusIbisBonus BONUS:VAR|HunterAnimalFocusIbisBonus|2 BONUS:VAR|HunterAnimalFocusIbisBonus|2|PREVARGTEQ:HunterAnimalFocusLVL,8 BONUS:VAR|HunterAnimalFocusIbisBonus|2|PREVARGTEQ:HunterAnimalFocusLVL,15 +Jackal KEY:Scarab Stalker Animal Focus ~ Jackal CATEGORY:Special Ability TYPE:HunterAnimalFocusAbility VISIBLE:DISPLAY DEFINE:HunterAnimalFocusJackalBonus|0 SOURCEPAGE:p.55 DESC:Get +%1 competence bonus on Survival checks.|HunterAnimalFocusJackalBonus PREABILITY:1,CATEGORY=Special Ability,Scarab Stalker ~ Sacred Animal Focus BONUS:SKILL|Survival|HunterAnimalFocusJackalBonus|TYPE=Competence BONUS:VAR|HunterAnimalFocusJackalBonus|4 BONUS:VAR|HunterAnimalFocusJackalBonus|2|PREVARGTEQ:HunterAnimalFocusLVL,8 BONUS:VAR|HunterAnimalFocusJackalBonus|2|PREVARGTEQ:HunterAnimalFocusLVL,15 +Kite KEY:Scarab Stalker Animal Focus ~ Kite CATEGORY:Special Ability TYPE:HunterAnimalFocusAbility VISIBLE:DISPLAY DEFINE:HunterAnimalFocusKiteBonus|0 SOURCEPAGE:p.55 DESC:Get +%1 additional hit point(s) when receiving magical healing.|HunterAnimalFocusKiteBonus PREABILITY:1,CATEGORY=Special Ability,Scarab Stalker ~ Sacred Animal Focus BONUS:VAR|HunterAnimalFocusKiteBonus|1 BONUS:VAR|HunterAnimalFocusKiteBonus|1|PREVARGTEQ:HunterAnimalFocusLVL,8 BONUS:VAR|HunterAnimalFocusKiteBonus|1|PREVARGTEQ:HunterAnimalFocusLVL,15 +Leopard KEY:Scarab Stalker Animal Focus ~ Leopard CATEGORY:Special Ability TYPE:HunterAnimalFocusAbility VISIBLE:DISPLAY DEFINE:HunterAnimalFocusLeopardBonus|0 SOURCEPAGE:p.55 DESC:Get +%1 competence bonus on Escape Artist checks.|HunterAnimalFocusLeopardBonus PREABILITY:1,CATEGORY=Special Ability,Scarab Stalker ~ Sacred Animal Focus BONUS:SKILL|Escape Artist|HunterAnimalFocusLeopardBonus|TYPE=Competence BONUS:VAR|HunterAnimalFocusLeopardBonus|4 BONUS:VAR|HunterAnimalFocusLeopardBonus|2|PREVARGTEQ:HunterAnimalFocusLVL,8 BONUS:VAR|HunterAnimalFocusLeopardBonus|2|PREVARGTEQ:HunterAnimalFocusLVL,15 +Lion KEY:Scarab Stalker Animal Focus ~ Lion CATEGORY:Special Ability TYPE:HunterAnimalFocusAbility VISIBLE:DISPLAY DEFINE:HunterAnimalFocusLionBonus|0 SOURCEPAGE:p.55 DESC:Get +%1 competence bonus on Intimidate checks.|HunterAnimalFocusLionBonus PREABILITY:1,CATEGORY=Special Ability,Scarab Stalker ~ Sacred Animal Focus BONUS:SKILL|Intimidate|HunterAnimalFocusLionBonus|TYPE=Competence BONUS:VAR|HunterAnimalFocusLionBonus|4 BONUS:VAR|HunterAnimalFocusLionBonus|2|PREVARGTEQ:HunterAnimalFocusLVL,8 BONUS:VAR|HunterAnimalFocusLionBonus|2|PREVARGTEQ:HunterAnimalFocusLVL,15 +Ram KEY:Scarab Stalker Animal Focus ~ Ram CATEGORY:Special Ability TYPE:HunterAnimalFocusAbility VISIBLE:DISPLAY DEFINE:HunterAnimalFocusRamBonus|0 SOURCEPAGE:p.55 DESC:Get +%1 bonus on damage rolls with charge attacks.|HunterAnimalFocusRamBonus PREABILITY:1,CATEGORY=Special Ability,Scarab Stalker ~ Sacred Animal Focus ASPECT:CombatBonus|+%1 on damage rolls with charge attacks|HunterAnimalFocusRamBonus BONUS:VAR|HunterAnimalFocusRamBonus|1 BONUS:VAR|HunterAnimalFocusRamBonus|1|PREVARGTEQ:HunterAnimalFocusLVL,8 BONUS:VAR|HunterAnimalFocusRamBonus|1|PREVARGTEQ:HunterAnimalFocusLVL,15 +Scarab Beetle KEY:Scarab Stalker Animal Focus ~ Scarab Beetle CATEGORY:Special Ability TYPE:HunterAnimalFocusAbility VISIBLE:DISPLAY DEFINE:HunterAnimalFocusScarabBeetleBonus|0 SOURCEPAGE:p.55 DESC:Get +%1 enhancement bonus to its natural armor bonus.|HunterAnimalFocusScarabBeetleBonus PREABILITY:1,CATEGORY=Special Ability,Scarab Stalker ~ Sacred Animal Focus BONUS:COMBAT|AC|HunterAnimalFocusScarabBeetleBonus|TYPE=Enhancement BONUS:VAR|HunterAnimalFocusScarabBeetleBonus|1 BONUS:VAR|HunterAnimalFocusScarabBeetleBonus|1|PREVARGTEQ:HunterAnimalFocusLVL,8 BONUS:VAR|HunterAnimalFocusScarabBeetleBonus|1|PREVARGTEQ:HunterAnimalFocusLVL,15 +Scorpion KEY:Scarab Stalker Animal Focus ~ Scorpion CATEGORY:Special Ability TYPE:HunterAnimalFocusAbility VISIBLE:DISPLAY DEFINE:HunterAnimalFocusScorpionBonus|0 SOURCEPAGE:p.55 DESC:Get +%1 competence bonus on saving throws against poison.|HunterAnimalFocusScorpionBonus PREABILITY:1,CATEGORY=Special Ability,Scarab Stalker ~ Sacred Animal Focus ASPECT:SaveBonus|+%1 on saves vs. poison.|HunterAnimalFocusScorpionBonus BONUS:VAR|HunterAnimalFocusScorpionBonus|2 BONUS:VAR|HunterAnimalFocusScorpionBonus|2|PREVARGTEQ:HunterAnimalFocusLVL,8 BONUS:VAR|HunterAnimalFocusScorpionBonus|2|PREVARGTEQ:HunterAnimalFocusLVL,15 +Sha KEY:Scarab Stalker Animal Focus ~ Sha CATEGORY:Special Ability TYPE:HunterAnimalFocusAbility VISIBLE:DISPLAY DEFINE:HunterAnimalFocusShaBonus|0 SOURCEPAGE:p.55 DESC:Ignore the Perception penalty from sandstorms, and see %1 times as far in sandstorms.|HunterAnimalFocusShaBonus PREABILITY:1,CATEGORY=Special Ability,Scarab Stalker ~ Sacred Animal Focus BONUS:VAR|HunterAnimalFocusShaBonus|2 BONUS:VAR|HunterAnimalFocusShaBonus|1|PREVARGTEQ:HunterAnimalFocusLVL,8 BONUS:VAR|HunterAnimalFocusShaBonus|1|PREVARGTEQ:HunterAnimalFocusLVL,15 +Uraeus KEY:Scarab Stalker Animal Focus ~ Uraeus CATEGORY:Special Ability TYPE:HunterAnimalFocusAbility VISIBLE:DISPLAY DEFINE:HunterAnimalFocusUraeusBonus|0 SOURCEPAGE:p.55 DESC:Get +%1 competence bonus on saving throws against breath weapons.|HunterAnimalFocusUraeusBonus PREABILITY:1,CATEGORY=Special Ability,Scarab Stalker ~ Sacred Animal Focus ASPECT:SaveBonus|+%1 on saves vs. breath weapons.|HunterAnimalFocusUraeusBonus BONUS:VAR|HunterAnimalFocusUraeusBonus|2 BONUS:VAR|HunterAnimalFocusUraeusBonus|2|PREVARGTEQ:HunterAnimalFocusLVL,8 BONUS:VAR|HunterAnimalFocusUraeusBonus|2|PREVARGTEQ:HunterAnimalFocusLVL,15 + +CATEGORY=Special Ability|Hunter Animal Focus ~ Bat.MOD !PREABILITY:1,CATEGORY=Special Ability,Scarab Stalker ~ Sacred Animal Focus +CATEGORY=Special Ability|Hunter Animal Focus ~ Bear.MOD !PREABILITY:1,CATEGORY=Special Ability,Scarab Stalker ~ Sacred Animal Focus +CATEGORY=Special Ability|Hunter Animal Focus ~ Frog.MOD !PREABILITY:1,CATEGORY=Special Ability,Scarab Stalker ~ Sacred Animal Focus +CATEGORY=Special Ability|Hunter Animal Focus ~ Monkey.MOD !PREABILITY:1,CATEGORY=Special Ability,Scarab Stalker ~ Sacred Animal Focus +CATEGORY=Special Ability|Hunter Animal Focus ~ Mouse.MOD !PREABILITY:1,CATEGORY=Special Ability,Scarab Stalker ~ Sacred Animal Focus +CATEGORY=Special Ability|Hunter Animal Focus ~ Owl.MOD !PREABILITY:1,CATEGORY=Special Ability,Scarab Stalker ~ Sacred Animal Focus +CATEGORY=Special Ability|Hunter Animal Focus ~ Stag.MOD !PREABILITY:1,CATEGORY=Special Ability,Scarab Stalker ~ Sacred Animal Focus +CATEGORY=Special Ability|Hunter Animal Focus ~ Tiger.MOD !PREABILITY:1,CATEGORY=Special Ability,Scarab Stalker ~ Sacred Animal Focus +CATEGORY=Special Ability|Hunter Animal Focus ~ Wolf.MOD !PREABILITY:1,CATEGORY=Special Ability,Scarab Stalker ~ Sacred Animal Focus + +#Treestrider +Animal Companion KEY:Treestrider ~ Animal Companion CATEGORY:Special Ability TYPE:Hunter Class Features.TreestriderClassFeatures.SpecialQuality DEFINE:AnimalCompanionMasterLVL|0 SOURCEPAGE:p.55 DESC:A treestrider must select an ape as her animal companion. This alters animal companion. BONUS:VAR|AnimalCompanionMasterLVL|HunterLVL FOLLOWERS:Animal Companion|1 COMPANIONLIST:Animal Companion|Companion (Ape) +Brachiation KEY:Treestrider ~ Brachiation CATEGORY:Special Ability TYPE:Hunter Class Features.TreestriderClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.55 DESC:A treestrider can gain a climb speed equal to DESC:half|!PRECLASS:1,Hunter=8 DESC:her base speed as a free action DESC:for %1 minutes per day. This duration must be spent in 1-minute increments.|HunterLVL|!PRECLASS:1,Hunter=8 DESC:for %1 minutes per day. This duration must be spent in 10-minute increments.|HunterLVL*10|PRECLASS:1,Hunter=8|!PRECLASS:1,Hunter=15 DESC:with no limit on the duration.|PRECLASS:1,Hunter=15 DESC:In addition, she can use her climb speed to move through the canopies of forests or jungles, provided the limbs of the trees are strong enough to support her weight. DESC:The treestrider's companion gains a +10-foot enhancement bonus to its climb speed.|!PRECLASS:1,Hunter=8 DESC:The treestrider's companion gains a +20-foot enhancement bonus to its climb speed.|PRECLASS:1,Hunter=8 +Improved Unarmed Strike KEY:Treestrider ~ Improved Unarmed Strike CATEGORY:Special Ability TYPE:Hunter Class Features.TreestriderClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.55 DESC:A treestrider gains Improved Unarmed Strike as a bonus feat. ABILITY:FEAT|AUTOMATIC|Improved Unarmed Strike +Tree Stride KEY:Treestrider ~ Tree Stride CATEGORY:Special Ability TYPE:Hunter Class Features.TreestriderClassFeatures.SpecialQuality.SpellLike SOURCEPAGE:p.55 DESC:A treestrider can use a full-round action to move between two trees, as per the spell tree stride. Unlike the spell, this ability has a duration of instantaneous and the treestrider can make only a single transfer. She can bring her animal companion with her, but if she does, her companion can't take any actions that round. Tree stride can be used %1 times per day.|3+WIS + +# ============================== +# Investigator Archetypes +# ============================== + +Cartographer KEY:Investigator Archetype ~ Cartographer CATEGORY:Archetype TYPE:Archetype.InvestigatorArchetype SOURCEPAGE:p.56 DESC:Cartographers are eager trailblazers who explore uncharted terrain, study landmarks, and find new paths through the wilderness. They record this information meticulously so that those who follow in their footsteps can travel swiftly and safely within the studied area. Rather than studying poisons like many investigators do, cartographers use their alchemical expertise to create better inks that allow them to draw maps with incredible level of detail. PRECLASS:1,Investigator=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Investigator Archetype ~ Cartographer],[!PREFACT:1,ABILITIES,Investigator_Archetype_PoisonLore=True,Investigator_Archetype_PoisonResistance=True,Investigator_Archetype_KeenRecollection=True,Investigator_Archetype_SwiftAlchemy=True] ABILITY:Special Ability|AUTOMATIC|Cartographer ~ Studied Terrain|PRECLASS:1,Investigator=2 ABILITY:Special Ability|AUTOMATIC|Cartographer ~ Geographic Lore|PRECLASS:1,Investigator=3 ABILITY:Special Ability|AUTOMATIC|Cartographer ~ Swift Travels|PRECLASS:1,Investigator=4 FACT:Investigator_Archetype_PoisonLore|true FACT:Investigator_Archetype_PoisonResistance|true FACT:Investigator_Archetype_KeenRecollection|true FACT:Investigator_Archetype_SwiftAlchemy|true FACT:Investigator_CF_PoisonLore|true FACT:Investigator_CF_PoisonResistance|true FACT:Investigator_CF_KeenRecollection|true FACT:Investigator_CF_SwiftAlchemy|true COST:0 +Natural Philosopher KEY:Investigator Archetype ~ Natural Philosopher CATEGORY:Archetype TYPE:Archetype.InvestigatorArchetype SOURCEPAGE:p.56 DESC:Natural philosophers are scholars, explorers, and survivalists who feel at home in nature, seldom longing for the comforts of the city. They eschew the fancy tools and weaponry of gentlefolk detectives and instead employ weapons that double as tools, materials available in nature, and methods better suited for untamed wilderness. PRECLASS:1,Investigator=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Investigator Archetype ~ Natural Philosopher],[!PREFACT:1,ABILITIES,Investigator_Archetype_Proficiencies=True,Investigator_Archetype_ClassSkills=True,Investigator_Archetype_Inspiration=True,Investigator_Archetype_Trapfinding=True,Investigator_Archetype_Alchemy=True,Investigator_Archetype_TrapSense=True,Investigator_Archetype_Talent3=True] ABILITY:Internal|AUTOMATIC|Natural Philosopher ~ Weapon Proficiency|PRECLASS:1,Investigator=1 ABILITY:Internal|AUTOMATIC|Natural Philosopher ~ Class Skills|PRECLASS:1,Investigator=1 ABILITY:Special Ability|AUTOMATIC|Natural Philosopher ~ Inspiration|PRECLASS:1,Investigator=1 ABILITY:Special Ability|AUTOMATIC|Natural Philosopher ~ Track|PRECLASS:1,Investigator=1 ABILITY:Special Ability|AUTOMATIC|Natural Philosopher ~ Herbalism|PRECLASS:1,Investigator=3 FACT:Investigator_Archetype_Proficiencies|true FACT:Investigator_Archetype_ClassSkills|true FACT:Investigator_Archetype_Inspiration|true FACT:Investigator_Archetype_Trapfinding|true FACT:Investigator_Archetype_Alchemy|true FACT:Investigator_Archetype_TrapSense|true FACT:Investigator_Archetype_Talent3|true FACT:Investigator_CF_WeaponProficiencies|true FACT:Investigator_CF_ClassSkills|true FACT:Investigator_CF_Trapfinding|true FACT:Investigator_CF_TrapSense|true FACT:Investigator_CF_Talent3|true COST:0 +Star Watcher KEY:Investigator Archetype ~ Star Watcher CATEGORY:Archetype TYPE:Archetype.InvestigatorArchetype SOURCEPAGE:p.57 DESC:Star watchers study the movements and positions of the sun, the moon, and the stars, searching for secrets written in the sky. They use a combination of scientific study and esoteric arts to measure, record, and predict astronomical cycles and their effects on nature, such as the moon's influence on tides and rivers. Some star watchers also use these observations to predict fate and significant events, such as natural disasters. PRECLASS:1,Investigator=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Investigator Archetype ~ Star Watcher],[!PREFACT:1,ABILITIES,Investigator_Archetype_Proficiencies=True,Investigator_Archetype_Alchemy=True,Investigator_Archetype_Trapfinding=True,Investigator_Archetype_TrapSense=True,Investigator_Archetype_SwiftAlchemy=True] ABILITY:Internal|AUTOMATIC|Star Watcher ~ Weapon Proficiency|PRECLASS:1,Investigator=1 ABILITY:Special Ability|AUTOMATIC|Star Watcher ~ Astrology|PRECLASS:1,Investigator=1 ABILITY:Special Ability|AUTOMATIC|Star Watcher ~ Starfinding|PRECLASS:1,Investigator=1 FACT:Investigator_Archetype_Proficiencies|true FACT:Investigator_Archetype_Alchemy|true FACT:Investigator_Archetype_Trapfinding|true FACT:Investigator_Archetype_TrapSense|true FACT:Investigator_Archetype_SwiftAlchemy|true FACT:Investigator_CF_WeaponProficiencies|true FACT:Investigator_CF_Trapfinding|true FACT:Investigator_CF_TrapSense|true FACT:Investigator_CF_SwiftAlchemy|true COST:0 + +#Cartographer +Studied Terrain KEY:Cartographer ~ Studied Terrain CATEGORY:Special Ability TYPE:Investigator Class Features.CartographerClassFeatures.SpecialQuality.Extraordinary SORTKEY:Cartographer_Studied_Terrain_1 SOURCEPAGE:p.56 DESC:A cartographer can expend one use of inspiration to sketch a map and take notes of his surroundings. Drawing the map takes 10 minutes. While he is within the studied area, the cartographer can use inspiration on Acrobatics, Climb, Fly, Ride, Stealth, Survival, and Swim checks without expending a use of inspiration, provided he is trained in the skill. If he already has the ability to use inspiration on any of these skills without expending a use of inspiration, he gains an additional +1 bonus on checks with that skill while in the studied area. A cartographer can draw three types of maps. He cannot combine different map types in the same map, and areas within range that would belong in the other categories are excluded. Much like alchemy, cartography requires materials, but the cost of those materials is negligible. However, knowing an area so well as to gain these benefits requires more than just paper and ink—a great deal of memorization and a bit of inspiration are also required. For this reason, a cartographer can maintain these benefits in only one area at a time. The benefits remain in effect until the cartographer studies a new area or refreshes his inspiration pool. ABILITY:Special Ability|AUTOMATIC|Cartographer ~ Dungeon Map ABILITY:Special Ability|AUTOMATIC|Cartographer ~ Overland Map ABILITY:Special Ability|AUTOMATIC|Cartographer ~ Town Map +Geographic Lore KEY:Cartographer ~ Geographic Lore CATEGORY:Special Ability TYPE:Investigator Class Features.CartographerClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.56 DESC:A cartographer gains a deeper understanding of wilderness terrain. Whenever he is on the Material Plane, he can determine where true north is as a full-round action. Furthermore, he can create and sell maps to earn a number of gold pieces per week of dedicated work equal to half his Knowledge (geography) check result per week. +Swift Travels KEY:Cartographer ~ Swift Travels CATEGORY:Special Ability TYPE:Investigator Class Features.CartographerClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.56 DESC:While in studied terrain, a cartographer intuitively knows the easiest, shortest, and fastest way through the wilderness. For the purpose of determining overland speed, the cartographer treats any trackless terrain as though he were on a trail, and he treats any terrain with a road or trail as though it were a highway. He can extend the benefit to up to %1 creatures traveling with him.|InvestigatorLVL + +Studied Terrain (Dungeon Map) KEY:Cartographer ~ Dungeon Map CATEGORY:Special Ability TYPE:Investigator Class Features.CartographerClassFeatures.SpecialQuality SORTKEY:Cartographer_Studied_Terrain_2 SOURCEPAGE:p.56 DESC:While indoors, underground, or in any other type of environment where visibility is limited by walls, the radius is %1 feet, and only areas that the cartographer has explored within the past 24 hours count as studied terrain. Areas explored after drawing the map do not retroactively become part of the studied terrain.|InvestigatorLVL*100 +Studied Terrain (Overland Map) KEY:Cartographer ~ Overland Map CATEGORY:Special Ability TYPE:Investigator Class Features.CartographerClassFeatures.SpecialQuality SORTKEY:Cartographer_Studied_Terrain_3 SOURCEPAGE:p.56 DESC:In natural terrain, the radius of the mapped area is equal to %1 miles. If he is unable to see the whole area, he extrapolates and uses his knowledge of geography to fill in the blanks.|InvestigatorLVL +Studied Terrain (Town Map) KEY:Cartographer ~ Town Map CATEGORY:Special Ability TYPE:Investigator Class Features.CartographerClassFeatures.SpecialQuality SORTKEY:Cartographer_Studied_Terrain_4 SOURCEPAGE:p.56 DESC:While in an urban area or ruins, the radius is %1 feet or the entirety of the urban or ruined area, whichever is smaller.|InvestigatorLVL*1000 + +#Natural Philosopher +Weapon and Armor Proficiency KEY:Natural Philosopher ~ Weapon Proficiency CATEGORY:Internal TYPE:Investigator Class Features.NaturalPhilosopherClassFeatures AUTO:WEAPONPROF|Handaxe|Kukri|Shortbow|Axe (Throwing)|Whip ABILITY:Internal|AUTOMATIC|Weapon Prof ~ Simple +Class Skills KEY:Natural Philosopher ~ Class Skills CATEGORY:Internal TYPE:Investigator Class Features.NaturalPhilosopherClassFeatures CSKILL:Acrobatics|Appraise|Bluff|Climb|TYPE=Craft|Diplomacy|Disable Device|Disguise|Escape Artist|Heal|Intimidate|TYPE=Knowledge|Linguistics|Perception|TYPE=Profession|Sense Motive|Sleight of Hand|Spellcraft|Stealth|Survival|Use Magic Device +Natural Philosopher's Inspiration KEY:Natural Philosopher ~ Inspiration CATEGORY:Special Ability TYPE:Investigator Class Features.NaturalPhilosopherClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.57 DESC:Natural philosophers employ a skill set suited to studying the natural world. A natural philosopher can use inspiration on Heal and Survival checks without expending a use of inspiration, provided he is trained in the skill, but cannot do so for Linguistics or Spellcraft checks. He can later trade an investigator talent for the ability to use inspiration on Linguistics and Spellcraft checks without expending a use of inspiration, provided he is trained in the skill. This alters inspiration. +Track KEY:Natural Philosopher ~ Track CATEGORY:Special Ability TYPE:Investigator Class Features.NaturalPhilosopherClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.57 DESC:A natural philosopher adds %1 on Survival checks to follow tracks.|max(InvestigatorLVL/2,1) BONUS:SITUATION|Survival=Follow or identify tracks|TrackBonus BONUS:VAR|TrackBonus|max(InvestigatorLVL/2,1) +Herbalism KEY:Natural Philosopher ~ Herbalism CATEGORY:Special Ability TYPE:Investigator Class Features.NaturalPhilosopherClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.57 DESC:A natural philosopher augments his knowledge of alchemy with herbal lore. He gains the infusion discovery and can use Knowledge (nature) in place of Craft (alchemy) and Profession (herbalist) checks. He also gains a competence bonus equal to his class level on Craft (alchemy) checks to create alchemical items, and he gains half that bonus on Profession (herbalist) checks to find herbs (for more information on herbalism, see page 152). This alters alchemy. ABILITY:Special Ability|AUTOMATIC|Investigator ~ Discovery ~ Infusion BONUS:SITUATION|Craft (Alchemy)=Create item|InvestigatorLVL|TYPE=Competence BONUS:SITUATION|Profession (herbalist)=Find herbs|InvestigatorLVL/2|TYPE=Competence + +Linguistics and Spellcraft KEY:Natural Philosopher ~ Linguistics and Spellcraft CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.InvestigatorTalent PREABILITY:1,CATEGORY=Special Ability,Natural Philosopher ~ Inspiration SOURCEPAGE:p.57 DESC:A natural philosopher can use inspiration on Linguistics and Spellcraft checks without expending a use of inspiration, provided he is trained in the skill. + +#Star Watcher +Weapon and Armor Proficiency KEY:Star Watcher ~ Weapon Proficiency CATEGORY:Internal TYPE:Investigator Class Features.StarWatcherClassFeatures AUTO:WEAPONPROF|Crossbow (Hand)|Sap|Shortbow|Starknife|Sword (Short)|Sword Cane ABILITY:Internal|AUTOMATIC|Weapon Prof ~ Simple +Astrology KEY:Star Watcher ~ Astrology CATEGORY:Special Ability TYPE:Investigator Class Features.StarWatcherClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.57 DESC:A star watcher studies a symbolic language of the heavens known as astrology. Equal parts art form and science, astrology can be used to read the future and affect it in subtle ways. Much like an alchemist or investigator, a star watcher collects formulae in a formula book. However, the formulae resemble star charts, and unlike alchemists or normal investigators, he uses these formulae along with personal details and astronomical measurements to make horoscopes—magical calculations stored much like scrolls—in which he can store spells. In many ways, the star watcher's horoscopes function like extracts, with the following exceptions. A star watcher's horoscope is always keyed to a specific creature that must be willing and present when the star watcher prepares the horoscope. Only the creature to which a horoscope is keyed can activate it and be affected by it. A horoscope is “cast” by reading it as a standard action, though a star watcher can draw and read a horoscope as a single standard action. A star watcher doesn't gain a competence bonus on Craft (alchemy) checks to create alchemical items, and he cannot identify potions with that skill. Furthermore, a star watcher cannot select alchemist discoveries as investigator talents. A star watcher can study a wizard's spellbook or alchemist's formula book to learn formulae, but a star watcher's formula book is too esoteric for anyone except another star watcher to learn spells from. This alters alchemy. +Starfinding KEY:Star Watcher ~ Starfinding CATEGORY:Special Ability TYPE:Investigator Class Features.StarWatcherClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.57 DESC:A star watcher adds a %1 bonus on Knowledge (geography) checks. He can also use astrological methods to read people. By checking his star charts, he can use Knowledge (geography) in place of Sense Motive checks.|max(1,InvestigatorLVL/2) BONUS:SKILL|Knowledge (geography)|max(1,InvestigatorLVL/2) + +Horoscopic Scrolls KEY:Star Watcher ~ Horoscopic Scrolls CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.InvestigatorTalent PREABILITY:1,CATEGORY=Archetype,Investigator Archetype ~ Star Watcher SOURCEPAGE:p.57 DESC:The star watcher gains Scribe Scroll as a bonus feat. He can use the feat to create an arcane scroll of any formula he knows. Unlike horoscopes created with the astrology ability, anyone capable of using arcane scrolls can cast a spell from these scrolls. Additionally, the star watcher can use scrolls as if he were an arcane spellcaster. He can use Knowledge (geography) to identify scrolls as if using detect magic. He must hold the scroll for 1 round to attempt such a check. ABILITY:FEAT|AUTOMATIC|Scribe Scroll +Precognition KEY:Star Watcher ~ Precognition CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.InvestigatorTalent PREABILITY:1,CATEGORY=Archetype,Investigator Archetype ~ Star Watcher SOURCEPAGE:p.57 DESC:A star watcher can glimpse into the mysterious possibilities of the future and prepare a horoscope he knows he'll need later. Once per day as a swift action, a star watcher can treat an open extract slot as though he had prepared a horoscope keyed to himself in it, choosing one formula of the appropriate level from his formula book. A star watcher must be at least 4th level to select this talent. PREVARGTEQ:InvestigatorTalentLVL,4 +Returning Star KEY:Star Watcher ~ Returning Star CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.InvestigatorTalent PREABILITY:1,CATEGORY=Archetype,Investigator Archetype ~ Star Watcher SOURCEPAGE:p.57 DESC:Whenever the star watcher uses a starknife as a thrown weapon against a target of his studied combat, the starknife automatically returns as if it had the returning property. The star watcher must have the shooting star investigator talent to select this talent. PREABILITY:1,CATEGORY=Special Ability,Star Watcher ~ Shooting Star +Shooting Star KEY:Star Watcher ~ Shooting Star CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.InvestigatorTalent PREABILITY:1,CATEGORY=Archetype,Investigator Archetype ~ Star Watcher SOURCEPAGE:p.57 DESC:A star watcher can calculate trajectories with terrifying accuracy. He can apply the benefits of studied combat, studied strike, and investigator talents that add effects to studied combat or studied strike while using a starknife as a thrown weapon. + +# ============================== +# Inquisitor Archetype +# ============================== + +Green Faith Marshal KEY:Inquisitor Archetype ~ Green Faith Marshal CATEGORY:Archetype TYPE:Archetype.InquisitorArchetype SOURCEPAGE:p.141 DESC:The Green Faith marshal serves as a literal force of nature, hunting down and punishing those who have committed sins against nature through enslavement and mistreatment of animals or destruction of wild places. PRECLASS:1,Inquisitor=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Inquisitor Archetype ~ Green Faith Marshal],[!PREFACT:1,ABILITIES,Inquisitor_Archetype_Domains=True,Inquisitor_Archetype_SternGaze=True,Inquisitor_Archetype_MonsterLore=True,Inquisitor_Archetype_DiscernLies=True,Inquisitor_Archetype_Stalwart=True] ABILITY:Special Ability|AUTOMATIC|Green Faith Marshal ~ Power of Nature|PRECLASS:1,Inquisitor=1 ABILITY:Special Ability|AUTOMATIC|Green Faith Marshal ~ Wild Lore|PRECLASS:1,Inquisitor=1 ABILITY:Special Ability|AUTOMATIC|Green Faith Marshal ~ Nature's Ally|PRECLASS:1,Inquisitor=5 ABILITY:Special Ability|AUTOMATIC|Green Faith Marshal ~ Wild Step|PRECLASS:1,Inquisitor=11 FACT:Inquisitor_CF_Domains|true FACT:Inquisitor_CF_SternGaze|true FACT:Inquisitor_CF_MonsterLore|true FACT:Inquisitor_CF_DiscernLies|true FACT:Inquisitor_CF_Stalwart|true FACT:Inquisitor_Archetype_Domains|true FACT:Inquisitor_Archetype_SternGaze|true FACT:Inquisitor_Archetype_MonsterLore|true FACT:Inquisitor_Archetype_DiscernLies|true FACT:Inquisitor_Archetype_Stalwart|true COST:0 + +Power of Nature KEY:Green Faith Marshal ~ Power of Nature CATEGORY:Special Ability TYPE:Inquisitor Class Feature.GreenFaithMarshalClassFeatures.SpecialQuality SOURCEPAGE:p.141 DESC:The Green Faith marshal gains one domain selected from the animal and terrain domains. The 1st- though 6th- level bonus spells from this domain are added to the Green Faith marshal's spell list [This last NOT IMPLEMENTED]. DEFINE:DomainLVL|0 DEFINE:DomainPowerTimes|0 DEFINE:DomainAbilityTriggerLVL|0 BONUS:ABILITYPOOL|Green Faith Marshal Domain|1 BONUS:VAR|DomainPowerTimes|3+WIS BONUS:VAR|DomainAbilityTriggerLVL|DomainLVL BONUS:VAR|DomainLVL|InquisitorLVL +Wild Lore KEY:Green Faith Marshal ~ Wild Lore CATEGORY:Special Ability TYPE:Inquisitor Class Feature.GreenFaithMarshalClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.141 DESC:The Green Faith marshal adds her Wisdom modifier on Knowledge (nature) skill checks, in addition to her Intelligence modifier. BONUS:SKILL|Knowledge (Nature)|WIS +Nature's Ally KEY:Green Faith Marshal ~ Nature's Ally CATEGORY:Special Ability TYPE:Inquisitor Class Feature.GreenFaithMarshalClassFeatures.SpecialQuality.SpellLike SOURCEPAGE:p.141 DESC:The Green Faith marshal gains the ability to cast commune with nature once per week. SPELLS:Innate|TIMES=1|TIMEUNIT=Week|CASTERLEVEL=TL|Commune with Nature +Wild Step KEY:Green Faith Marshal ~ Wild Step CATEGORY:Special Ability TYPE:Inquisitor Class Feature.GreenFaithMarshalClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.141 DESC:A Green Faith marshal can move through any sort of naturally occurring difficult terrain (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed without taking damage or suffering any other impairment. Terrain that is enchanted or magically manipulated to impede motion, however, still affects her. + +Aquatic KEY:Green Faith Marshal ~ Aquatic Domain CATEGORY:Special Ability TYPE:GreenFaithMarshalDomainSelection.SpecialQuality ABILITY:Special Ability|AUTOMATIC|Aquatic Domain ~ Sealord|PREVARGTEQ:DomainAquaticAbilityTriggerLVL,1 ABILITY:Special Ability|AUTOMATIC|Aquatic Domain ~ Seastrike|PREVARGTEQ:DomainAquaticAbilityTriggerLVL,6 DEFINE:DomainAquaticLVL|0 DEFINE:DomainAquaticDC|0 DEFINE:DomainAquaticTimes|0 DEFINE:DomainAquaticAbilityTriggerLVL|0 BONUS:VAR|DomainAquaticLVL|DomainLVL|TYPE=Domain BONUS:VAR|DomainAquaticDC|10+(DomainAquaticLVL/2)+WIS|TYPE=Domain BONUS:VAR|DomainAquaticTimes|DomainPowerTimes|TYPE=Domain BONUS:VAR|DomainAquaticAbilityTriggerLVL|DomainAbilityTriggerLVL|TYPE=Domain SPELLLEVEL:CLASS|Inquisitor=1|Hydraulic Push|Inquisitor=2|Slipstream|Inquisitor=3|Water Breathing|Inquisitor=4|Freedom of Movement|Inquisitor=5|Black Tentacles|Inquisitor=6|Freezing Sphere +Arctic KEY:Green Faith Marshal ~ Arctic Domain CATEGORY:Special Ability TYPE:GreenFaithMarshalDomainSelection.SpecialQuality ABILITY:Special Ability|AUTOMATIC|Arctic Domain ~ Call Cold|PREVARGTEQ:DomainArcticAbilityTriggerLVL,1 ABILITY:Special Ability|AUTOMATIC|Arctic Domain ~ Banish Flame|PREVARGTEQ:DomainArcticAbilityTriggerLVL,6 DEFINE:DomainArcticLVL|0 DEFINE:DomainArcticDC|0 DEFINE:DomainArcticTimes|0 DEFINE:DomainArcticAbilityTriggerLVL|0 BONUS:VAR|DomainArcticLVL|DomainLVL|TYPE=Domain BONUS:VAR|DomainArcticDC|10+(DomainArcticLVL/2)+WIS|TYPE=Domain BONUS:VAR|DomainArcticTimes|DomainPowerTimes|TYPE=Domain BONUS:VAR|DomainArcticAbilityTriggerLVL|DomainAbilityTriggerLVL|TYPE=Domain SPELLLEVEL:CLASS|Inquisitor=1|Frostbite|Inquisitor=2|Aspect of the Bear|Inquisitor=3|Sleet Storm|Inquisitor=4|Wall Of Ice|Inquisitor=5|Aspect of the Wolf|Inquisitor=6|Freezing Sphere +Cave KEY:Green Faith Marshal ~ Cave Domain CATEGORY:Special Ability TYPE:GreenFaithMarshalDomainSelection.SpecialQuality ABILITY:Special Ability|AUTOMATIC|Cave Domain ~ Cavesight|PREVARGTEQ:DomainCaveAbilityTriggerLVL,1 VISION:Tremorsense (30')|PREVARGTEQ:DomainCaveAbilityTriggerLVL,6 BONUS:VISION|Tremorsense|30|PREVARGTEQ:DomainCaveAbilityTriggerLVL,12 DEFINE:DomainCaveLVL|0 DEFINE:DomainCaveDC|0 DEFINE:DomainCaveTimes|0 DEFINE:DomainCaveAbilityTriggerLVL|0 BONUS:VAR|DomainCaveLVL|DomainLVL|TYPE=Domain BONUS:VAR|DomainCaveDC|10+(DomainCaveLVL/2)+WIS|TYPE=Domain BONUS:VAR|DomainCaveTimes|DomainPowerTimes|TYPE=Domain BONUS:VAR|DomainCaveAbilityTriggerLVL|DomainAbilityTriggerLVL|TYPE=Domain SPELLLEVEL:CLASS|Inquisitor=1|Detect Aberration|Inquisitor=2|Stone Call|Inquisitor=3|Deeper Darkness|Inquisitor=4|Echolocation|Inquisitor=5|Wall of Stone|Inquisitor=6|Conjure Black Pudding +Desert KEY:Green Faith Marshal ~ Desert Domain CATEGORY:Special Ability TYPE:GreenFaithMarshalDomainSelection.SpecialQuality ABILITY:Special Ability|AUTOMATIC|Desert Domain ~ Heat Shimmer|PREVARGTEQ:DomainDesertAbilityTriggerLVL,1 ABILITY:Special Ability|AUTOMATIC|Desert Domain ~ Servant of the Sands|PREVARGTEQ:DomainDesertAbilityTriggerLVL,8 DEFINE:DomainDesertLVL|0 DEFINE:DomainDesertDC|0 DEFINE:DomainDesertTimes|0 DEFINE:DomainDesertAbilityTriggerLVL|0 BONUS:VAR|DomainDesertLVL|DomainLVL|TYPE=Domain BONUS:VAR|DomainDesertDC|10+(DomainDesertLVL/2)+WIS|TYPE=Domain BONUS:VAR|DomainDesertTimes|DomainPowerTimes|TYPE=Domain BONUS:VAR|DomainDesertAbilityTriggerLVL|DomainAbilityTriggerLVL|TYPE=Domain SPELLLEVEL:CLASS|Inquisitor=1|Cloak of Shade|Inquisitor=2|Shifting Sand|Inquisitor=3|Cup of Dust|Inquisitor=4|Hallucinatory Terrain|Inquisitor=5|Transmute Rock to Mud (loose sand instead of mud)|Inquisitor=6|Sirocco +Eagle KEY:Green Faith Marshal ~ Eagle Domain CATEGORY:Special Ability TYPE:GreenFaithMarshalDomainSelection.SpecialQuality ABILITY:Special Ability|AUTOMATIC|Eagle Domain ~ Familiar|PREVARGTEQ:DomainEagleAbilityTriggerLVL,1 ABILITY:Special Ability|AUTOMATIC|Eagle Domain ~ Hawkeye ABILITY:Special Ability|AUTOMATIC|Eagle Domain ~ Aerial Evasion|PREVARGTEQ:DomainEagleAbilityTriggerLVL,6 DEFINE:DomainEagleLVL|0 DEFINE:DomainEagleDC|0 DEFINE:DomainEagleTimes|0 DEFINE:DomainEagleAbilityTriggerLVL|0 BONUS:VAR|DomainEagleLVL|DomainLVL|TYPE=Domain BONUS:VAR|DomainEagleDC|10+(DomainEagleLVL/2)+WIS|TYPE=Domain BONUS:VAR|DomainEagleTimes|DomainPowerTimes|TYPE=Domain BONUS:VAR|DomainEagleAbilityTriggerLVL|DomainAbilityTriggerLVL|TYPE=Domain SPELLLEVEL:CLASS|Inquisitor=1|Aspect of the Falcon|Inquisitor=2|Eagle's Splendor|Inquisitor=3|Fly|Inquisitor=4|River of Wind|Inquisitor=5|Overland Flight|Inquisitor=6|Eagle Aerie +Erosion KEY:Green Faith Marshal ~ Erosion Domain CATEGORY:Special Ability TYPE:GreenFaithMarshalDomainSelection.SpecialQuality ABILITY:Special Ability|AUTOMATIC|Domain Power ~ Rusting Touch|PREVARGTEQ:DomainErosionAbilityTriggerLVL,1 ABILITY:Special Ability|AUTOMATIC|Domain Power ~ Erosion Aura|PREVARGTEQ:DomainErosionAbilityTriggerLVL,8 DEFINE:DomainErosionLVL|0 DEFINE:DomainErosionDC|0 DEFINE:DomainErosionTimes|0 DEFINE:DomainErosionAbilityTriggerLVL|0 BONUS:VAR|DomainErosionLVL|DomainLVL|TYPE=Domain BONUS:VAR|DomainErosionDC|10+(DomainErosionLVL/2)+WIS|TYPE=Domain BONUS:VAR|DomainErosionTimes|DomainPowerTimes|TYPE=Domain BONUS:VAR|DomainErosionAbilityTriggerLVL|DomainAbilityTriggerLVL|TYPE=Domain SPELLLEVEL:CLASS|Inquisitor=1|Expeditious Excavation|Inquisitor=2|Soften Earth and Stone|Inquisitor=3|Disable Construct|Inquisitor=4|Rusting Grasp|Inquisitor=5|Transmute Rock to Mud|Inquisitor=6|Sympathetic Vibration +Frog KEY:Green Faith Marshal ~ Frog Domain CATEGORY:Special Ability TYPE:GreenFaithMarshalDomainSelection.SpecialQuality ABILITY:Special Ability|AUTOMATIC|Frog Domain ~ Familiar|PREVARGTEQ:DomainFrogAbilityTriggerLVL,1 ABILITY:Special Ability|AUTOMATIC|Frog Domain ~ Sticky Strike ABILITY:Special Ability|AUTOMATIC|Frog Domain ~ Webfoot|PREVARGTEQ:DomainFrogAbilityTriggerLVL,6 DEFINE:DomainFrogLVL|0 DEFINE:DomainFrogDC|0 DEFINE:DomainFrogTimes|0 DEFINE:DomainFrogAbilityTriggerLVL|0 BONUS:VAR|DomainFrogLVL|DomainLVL|TYPE=Domain BONUS:VAR|DomainFrogDC|10+(DomainFrogLVL/2)+WIS|TYPE=Domain BONUS:VAR|DomainFrogTimes|DomainPowerTimes|TYPE=Domain BONUS:VAR|DomainFrogAbilityTriggerLVL|DomainAbilityTriggerLVL|TYPE=Domain SPELLLEVEL:CLASS|Inquisitor=1|Jump|Inquisitor=2|Delay Poison|Inquisitor=3|Lily Pad Stride|Inquisitor=4|Shout|Inquisitor=5|Blessing of the Salamander|Inquisitor=6|Confusion +Jungle KEY:Green Faith Marshal ~ Jungle Domain CATEGORY:Special Ability TYPE:GreenFaithMarshalDomainSelection.SpecialQuality ABILITY:Special Ability|AUTOMATIC|Jungle Domain ~ Brachiation|PREVARGTEQ:DomainJungleAbilityTriggerLVL,1 ABILITY:Special Ability|AUTOMATIC|Jungle Domain ~ Trap Sense|PREVARGTEQ:DomainJungleAbilityTriggerLVL,3 DEFINE:DomainJungleLVL|0 DEFINE:DomainJungleDC|0 DEFINE:DomainJungleTimes|0 DEFINE:DomainJungleAbilityTriggerLVL|0 BONUS:VAR|DomainJungleLVL|DomainLVL|TYPE=Domain BONUS:VAR|DomainJungleDC|10+(DomainJungleLVL/2)+WIS|TYPE=Domain BONUS:VAR|DomainJungleTimes|DomainPowerTimes|TYPE=Domain BONUS:VAR|DomainJungleAbilityTriggerLVL|DomainAbilityTriggerLVL|TYPE=Domain SPELLLEVEL:CLASS|Inquisitor=1|Glide|Inquisitor=2|Tar Ball|Inquisitor=3|Venomous Bolt|Inquisitor=4|Arboreal Hammer|Inquisitor=5|Blessing of the Salamander|Inquisitor=6|Swarm Skin +Monkey KEY:Green Faith Marshal ~ Monkey Domain CATEGORY:Special Ability TYPE:GreenFaithMarshalDomainSelection.SpecialQuality ABILITY:Special Ability|AUTOMATIC|Monkey Domain ~ Familiar|PREVARGTEQ:DomainMonkeyAbilityTriggerLVL,1 ABILITY:Special Ability|AUTOMATIC|Monkey Domain ~ Monkey Athletics ABILITY:Special Ability|AUTOMATIC|Monkey Domain ~ Ranged Legerdemain|PREVARGTEQ:DomainMonkeyAbilityTriggerLVL,6 DEFINE:DomainMonkeyLVL|0 DEFINE:DomainMonkeyDC|0 DEFINE:DomainMonkeyTimes|0 DEFINE:DomainMonkeyAbilityTriggerLVL|0 BONUS:VAR|DomainMonkeyLVL|DomainLVL|TYPE=Domain BONUS:VAR|DomainMonkeyDC|10+(DomainMonkeyLVL/2)+WIS|TYPE=Domain BONUS:VAR|DomainMonkeyTimes|DomainPowerTimes|TYPE=Domain BONUS:VAR|DomainMonkeyAbilityTriggerLVL|DomainAbilityTriggerLVL|TYPE=Domain SPELLLEVEL:CLASS|Inquisitor=1|Beguiling Gift|Inquisitor=2|Spider Climb|Inquisitor=3|Cacophonous Call|Inquisitor=4|Freedom of Movement|Inquisitor=5|Summon Nature's Ally V (Dire Ape or Girallon Only)|Inquisitor=6|Confusion +Mountain KEY:Green Faith Marshal ~ Mountain Domain CATEGORY:Special Ability TYPE:GreenFaithMarshalDomainSelection.SpecialQuality ABILITY:Special Ability|AUTOMATIC|Mountain Domain ~ Foothold|PREVARGTEQ:DomainMountainAbilityTriggerLVL,1 ABILITY:Special Ability|AUTOMATIC|Mountain Domain ~ Thin Air|PREVARGTEQ:DomainMountainAbilityTriggerLVL,8 DEFINE:DomainMountainLVL|0 DEFINE:DomainMountainDC|0 DEFINE:DomainMountainTimes|0 DEFINE:DomainMountainAbilityTriggerLVL|0 BONUS:VAR|DomainMountainLVL|DomainLVL|TYPE=Domain BONUS:VAR|DomainMountainDC|10+(DomainMountainLVL/2)+WIS|TYPE=Domain BONUS:VAR|DomainMountainTimes|DomainPowerTimes|TYPE=Domain BONUS:VAR|DomainMountainAbilityTriggerLVL|DomainAbilityTriggerLVL|TYPE=Domain SPELLLEVEL:CLASS|Inquisitor=1|Stone Fist|Inquisitor=2|Stone Call|Inquisitor=3|Cloak of Winds|Inquisitor=4|Stoneskin|Inquisitor=5|Geyser|Inquisitor=6|Suffocation +Plains KEY:Green Faith Marshal ~ Plains Domain CATEGORY:Special Ability TYPE:GreenFaithMarshalDomainSelection.SpecialQuality ABILITY:Special Ability|AUTOMATIC|Plains Domain ~ Migrating Herd|PREVARGTEQ:DomainPlainsAbilityTriggerLVL,1 ABILITY:Special Ability|AUTOMATIC|Plains Domain ~ Pounce|PREVARGTEQ:DomainPlainsAbilityTriggerLVL,6 DEFINE:DomainPlainsLVL|0 DEFINE:DomainPlainsDC|0 DEFINE:DomainPlainsTimes|0 DEFINE:DomainPlainsAbilityTriggerLVL|0 BONUS:VAR|DomainPlainsLVL|DomainLVL|TYPE=Domain BONUS:VAR|DomainPlainsDC|10+(DomainPlainsLVL/2)+WIS|TYPE=Domain BONUS:VAR|DomainPlainsTimes|DomainPowerTimes|TYPE=Domain BONUS:VAR|DomainPlainsAbilityTriggerLVL|DomainAbilityTriggerLVL|TYPE=Domain SPELLLEVEL:CLASS|Inquisitor=1|Mount|Inquisitor=2|Chameleon Stride|Inquisitor=3|Haste|Inquisitor=4|Aspect of the Stag|Inquisitor=5|Control Winds|Inquisitor=6|Find the Path +Serpent KEY:Green Faith Marshal ~ Serpent Domain CATEGORY:Special Ability TYPE:GreenFaithMarshalDomainSelection.SpecialQuality ABILITY:Special Ability|AUTOMATIC|Serpent Domain ~ Familiar|PREVARGTEQ:DomainSerpentAbilityTriggerLVL,1 ABILITY:Special Ability|AUTOMATIC|Immunity to Poison|PREVARGTEQ:DomainSerpentAbilityTriggerLVL,12 ABILITY:Special Ability|AUTOMATIC|Serpent Domain ~ Slither ABILITY:Special Ability|AUTOMATIC|Serpent Domain ~ Venom Immunity|PREMULT:2,[PREVARGTEQ:DomainSerpentAbilityTriggerLVL,6],[PREVARLT:DomainSerpentAbilityTriggerLVL,12] DEFINE:DomainSerpentLVL|0 DEFINE:DomainSerpentDC|0 DEFINE:DomainSerpentTimes|0 DEFINE:DomainSerpentAbilityTriggerLVL|0 BONUS:VAR|DomainSerpentLVL|DomainLVL|TYPE=Domain BONUS:VAR|DomainSerpentDC|10+(DomainSerpentLVL/2)+WIS|TYPE=Domain BONUS:VAR|DomainSerpentTimes|DomainPowerTimes|TYPE=Domain BONUS:VAR|DomainSerpentAbilityTriggerLVL|DomainAbilityTriggerLVL|TYPE=Domain SPELLLEVEL:CLASS|Inquisitor=1|Charm Animal|Inquisitor=2|Animal Trance|Inquisitor=3|Poison|Inquisitor=4|Strong Jaw|Inquisitor=5|Snake Staff|Inquisitor=6|Charm Monster +Swamp KEY:Green Faith Marshal ~ Swamp Domain CATEGORY:Special Ability TYPE:GreenFaithMarshalDomainSelection.SpecialQuality ABILITY:Special Ability|AUTOMATIC|Swamp Domain ~ Natural Healing|PREVARGTEQ:DomainSwampAbilityTriggerLVL,1 ABILITY:Special Ability|AUTOMATIC|Swamp Domain ~ Reed Hunter|PREVARGTEQ:DomainSwampAbilityTriggerLVL,6 DEFINE:DomainSwampLVL|0 DEFINE:DomainSwampDC|0 DEFINE:DomainSwampTimes|0 DEFINE:DomainSwampAbilityTriggerLVL|0 BONUS:VAR|DomainSwampLVL|DomainLVL|TYPE=Domain BONUS:VAR|DomainSwampDC|10+(DomainSwampLVL/2)+WIS|TYPE=Domain BONUS:VAR|DomainSwampTimes|DomainPowerTimes|TYPE=Domain BONUS:VAR|DomainSwampAbilityTriggerLVL|DomainAbilityTriggerLVL|TYPE=Domain SPELLLEVEL:CLASS|Inquisitor=1|Hydraulic Push|Inquisitor=2|Burst of Nettles|Inquisitor=3|Lily Pad Stride|Inquisitor=4|Cape of Wasps|Inquisitor=5|Insect Plague|Inquisitor=6|Fester (Mass) +Vermin KEY:Green Faith Marshal ~ Vermin Domain CATEGORY:Special Ability TYPE:GreenFaithMarshalDomainSelection.SpecialQuality ABILITY:Special Ability|AUTOMATIC|Domain Power ~ Vermin Whisperer|PREVARGTEQ:DomainVerminAbilityTriggerLVL,1 ABILITY:Special Ability|AUTOMATIC|Domain Power ~ Sudden Sting|PREVARGTEQ:DomainVerminAbilityTriggerLVL,8 DEFINE:DomainVerminLVL|0 DEFINE:DomainVerminDC|0 DEFINE:DomainVerminTimes|0 DEFINE:DomainVerminAbilityTriggerLVL|0 BONUS:VAR|DomainVerminLVL|DomainLVL|TYPE=Domain BONUS:VAR|DomainVerminDC|10+(DomainVerminLVL/2)+WIS|TYPE=Domain BONUS:VAR|DomainVerminTimes|DomainPowerTimes|TYPE=Domain BONUS:VAR|DomainVerminAbilityTriggerLVL|DomainAbilityTriggerLVL|TYPE=Domain SPELLLEVEL:CLASS|Inquisitor=1|Ant Haul|Inquisitor=2|Summon Swarm|Inquisitor=3|Vermin Shape I|Inquisitor=4|Vermin Shape II|Inquisitor=5|Insect Plague|Inquisitor=6|Swarm Skin +Wolf KEY:Green Faith Marshal ~ Wolf Domain CATEGORY:Special Ability TYPE:GreenFaithMarshalDomainSelection.SpecialQuality ABILITY:FEAT|AUTOMATIC|Improved Trip|PREVARGTEQ:DomainWolfAbilityTriggerLVL,1 ABILITY:Special Ability|AUTOMATIC|Wolf Domain ~ Pack Tactics|PREVARGTEQ:DomainWolfAbilityTriggerLVL,8 DEFINE:DomainWolfLVL|0 DEFINE:DomainWolfDC|0 DEFINE:DomainWolfTimes|0 DEFINE:DomainWolfAbilityTriggerLVL|0 BONUS:VAR|DomainWolfLVL|DomainLVL|TYPE=Domain BONUS:VAR|DomainWolfDC|10+(DomainWolfLVL/2)+WIS|TYPE=Domain BONUS:VAR|DomainWolfTimes|DomainPowerTimes|TYPE=Domain BONUS:VAR|DomainWolfAbilityTriggerLVL|DomainAbilityTriggerLVL|TYPE=Domain SPELLLEVEL:CLASS|Inquisitor=1|Hunter's Howl|Inquisitor=2|Bloodhound|Inquisitor=3|Aspect of the Wolf|Inquisitor=4|Strong Jaw|Inquisitor=5|Tireless Pursuers|Inquisitor=6|Find the Path + +# ============================== +# Magus Archetype +# ============================== + +Nature-Bonded Magus KEY:Magus Archetype ~ Nature-Bonded Magus CATEGORY:Archetype TYPE:Archetype.MagusArchetype SOURCEPAGE:p.92 DESC:A nature-bonded magus synergizes arcane magic and the divine magic traditions of druids into a deadly synthesis. PRECLASS:1,Magus=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Magus Archetype ~ Nature-Bonded Magus],[!PREFACT:1,ABILITIES,Magus_Archetype_ArcanePool=True,Magus_Archetype_SpellRecall=True,Magus_Archetype_KnowledgePool=True,Magus_Archetype_ImprovedSpellRecall=True] ABILITY:Special Ability|AUTOMATIC|Nature-Bonded Magus ~ Natural Magic|PRECLASS:1,Magus=1 ABILITY:Special Ability|AUTOMATIC|Nature-Bonded Magus ~ Plant Familiar|PRECLASS:1,Magus=1 ABILITY:Special Ability|AUTOMATIC|Nature-Bonded Magus ~ Familiar Symbiosis|PRECLASS:1,Magus=4 ABILITY:Special Ability|AUTOMATIC|Nature-Bonded Magus ~ Woodland Stride|PRECLASS:1,Magus=7 ABILITY:Special Ability|AUTOMATIC|Nature-Bonded Magus ~ Improved Familiar Symbiosis|PRECLASS:1,Magus=11 FACT:Magus_Archetype_ArcanePool|true FACT:Magus_Archetype_SpellRecall|true FACT:Magus_Archetype_KnowledgePool|true FACT:Magus_Archetype_ImprovedSpellRecall|true FACT:Magus_CF_ArcanePool|true FACT:Magus_CF_SpellRecall|true FACT:Magus_CF_KnowledgePool|true FACT:Magus_CF_ImprovedSpellRecall|true COST:0 + +#Nature-Bonded Magus +Natural Magic KEY:Nature-Bonded Magus ~ Natural Magic CATEGORY:Special Ability TYPE:Magus Class Features.NatureBondedMagusClassFeatures.SpecialQuality SOURCEPAGE:p.92 DESC:[NOT IMPLEMENTED] A nature-bonded magus adds one 0-level and one 1st-level spell from the druid spell list to the magus spell list and his spellbook. Each time a nature-bonded magus gains the ability to cast a new level of spells, he can add one spell of that level from the druid spell list to both the magus spell list and his spellbook. +Plant Familiar KEY:Nature-Bonded Magus ~ Plant Familiar CATEGORY:Special Ability TYPE:Magus Class Features.NatureBondedMagusClassFeatures.SpecialQuality SOURCEPAGE:p.92 DESC:A nature-bonded magus gains the familiar magus arcana. A nature-bonded magus must choose a plant familiar (see page 190) as his familiar. BONUS:VAR|FamiliarMasterLVL|MagusLVL FOLLOWERS:Familiar|1 COMPANIONLIST:Familiar|RACETYPE=Plant +Familiar Symbiosis KEY:Nature-Bonded Magus ~ Familiar Symbiosis CATEGORY:Special Ability TYPE:Magus Class Features.NatureBondedMagusClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.92 DESC:When a nature-bonded magus is adjacent to his familiar, he can merge with his familiar as a standard action; both the nature-bonded magus and the familiar provoke attacks of opportunity with this action. Doing so causes the plant familiar to bond with a part of the nature-bonded magus's body as though it were growing on him. While merged, the nature-bonded magus's familiar can take no actions (but can still attempt Perception checks and communicate with the nature-bonded magus), and it can't be targeted or harmed by effects. As long as his familiar is merged, the nature-bonded magus gains half his plant familiar's natural armor adjustment to AC. The nature-bonded magus can separate from his plant familiar as a standard action that provokes attacks of opportunity for both of them. Once they have separated, the familiar appears in an adjacent square of the nature-bonded magus' choosing. +Woodland Stride KEY:Nature-Bonded Magus ~ Woodland Stride CATEGORY:Special Ability TYPE:Magus Class Features.NatureBondedMagusClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.92 DESC:A nature-bonded magus can move through any sort of undergrowth (such as natural briars, overgrown areas, thorns, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Briars, overgrown areas, and thorns that are enchanted or magically manipulated to impede motion, however, still affect him. +Improved Familiar Symbiosis KEY:Nature-Bonded Magus ~ Improved Familiar Symbiosis CATEGORY:Special Ability TYPE:Magus Class Features.NatureBondedMagusClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.92 DESC:When a nature-bonded magus is merged with his familiar, he gains a +4 enhancement bonus to his Strength and Constitution. + +# ============================== +# Monk Archetypes +# ============================== + +Menhir Guardian KEY:Monk Archetype ~ Menhir Guardian CATEGORY:Archetype TYPE:Archetype.MonkArchetype PREALIGN:LN,NG,NE,TN SOURCEPAGE:p.64 DESC:Menhir guardians are ascetic protectors of sacred druidic sites, less concerned with structure and maintaining internal order than they are with preserving the natural balance of the world. PRECLASS:1,Monk=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Monk Archetype ~ Menhir Guardian],[!PREFACT:1,ABILITIES,Monk_Archetype_Proficiencies=True,Monk_Archetype_UnarmedStrike=True,Monk_Archetype_KiPool=True,Monk_Archetype_FlurryOfBlows=True,Monk_Archetype_StunningFist=True,Monk_Archetype_HighJump=True,Monk_Archetype_QuiveringPalm=True] ABILITY:Special Ability|AUTOMATIC|Menhir Guardian ~ Weapon Proficiency|PRECLASS:1,Monk=1 ABILITY:Special Ability|AUTOMATIC|Menhir Guardian ~ Claws|PRECLASS:1,Monk=1 ABILITY:Special Ability|AUTOMATIC|Menhir Guardian ~ Wild Flurry|PRECLASS:1,Monk=1 ABILITY:Special Ability|AUTOMATIC|Menhir Guardian ~ Rebuking Strike|PRECLASS:1,Monk=1 FACT:Monk_Archetype_Proficiencies|true FACT:Monk_Archetype_UnarmedStrike|true FACT:Monk_Archetype_KiPool|true FACT:Monk_Archetype_FlurryOfBlows|true FACT:Monk_Archetype_StunningFist|true FACT:Monk_Archetype_HighJump|true FACT:Monk_Archetype_QuiveringPalm|true FACT:Monk_CF_WeaponProficiencies|true FACT:Monk_CF_UnarmedStrike|true FACT:Monk_CF_StunningFist|true FACT:Monk_CF_HighJump|true FACT:Monk_CF_QuiveringPalm|true COST:0 +Wasteland Meditant KEY:Monk Archetype ~ Wasteland Meditant CATEGORY:Archetype TYPE:Archetype.MonkArchetype SOURCEPAGE:p.64 DESC:Some monks journey to remote and isolated corners of the world to find serenity and a heightened sense of awareness. PRECLASS:1,Monk=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Monk Archetype ~ Wasteland Meditant],[!PREFACT:1,ABILITIES,Monk_Archetype_StunningFist=True,Monk_Archetype_Evasion=True,Monk_Archetype_SlowFall=True,Monk_Archetype_ImprovedEvasion=True,Monk_Archetype_QuiveringPalm=True] ABILITY:Special Ability|AUTOMATIC|Wasteland Meditant ~ Dehydrating Strike|PRECLASS:1,Monk=1 ABILITY:Special Ability|AUTOMATIC|Wasteland Meditant ~ Vigor|PRECLASS:1,Monk=2 ABILITY:Special Ability|AUTOMATIC|Wasteland Meditant ~ Desert Strider|PRECLASS:1,Monk=4 ABILITY:Special Ability|AUTOMATIC|Wasteland Meditant ~ Improved Vigor|PRECLASS:1,Monk=9 ABILITY:Special Ability|AUTOMATIC|Wasteland Meditant ~ Pillar of Salt|PRECLASS:1,Monk=15 FACT:Monk_Archetype_StunningFist|true FACT:Monk_Archetype_Evasion|true FACT:Monk_Archetype_SlowFall|true FACT:Monk_Archetype_ImprovedEvasion|true FACT:Monk_Archetype_QuiveringPalm|true FACT:Monk_CF_StunningFist|true FACT:Monk_CF_Evasion|true FACT:Monk_CF_SlowFall|true FACT:Monk_CF_ImprovedEvasion|true FACT:Monk_CF_QuiveringPalm|true COST:0 + +#Menhir Guardian +Weapon and Armor Proficiency KEY:Menhir Guardian ~ Weapon Proficiency CATEGORY:Special Ability TYPE:Monk Class Features.MenhirGuardianClassFeatures.SpecialQuality SOURCEPAGE:p.64 DESC:A menhir guardian is proficient with the club, dagger, dart, quarterstaff, sickle, shortspear, sling, and spear. A menhir guardian can use these weapons in conjunction with his wild flurry ability. AUTO:WEAPONPROF|Club|Dagger|Dart|Quarterstaff|Sickle|Shortspear|Sling|Spear|Flurry of Blows|TYPE=Auto +Claws KEY:Menhir Guardian ~ Claws CATEGORY:Special Ability TYPE:Monk Class Features.MenhirGuardianClassFeatures.SpecialAttack.Extraordinary SOURCEPAGE:p.64 DESC:A menhir guardian learns to draw upon natural forces to subtly change his body. He gains the shifter's shifter claws class feature and treats his monk level as his shifter level for the purposes of this ability. The menhir guardian cannot use the ki strike aspect of ki pool. This replaces unarmed strike and alters ki pool. ABILITY:Internal|AUTOMATIC|Shifter Claw BONUS:VAR|ShifterClawSize|1|PREVARGTEQ:MonkLVL,7 BONUS:VAR|ShifterClawSize|1|PREVARGTEQ:MonkLVL,11 BONUS:VAR|ShifterClawSize|1|PREVARGTEQ:MonkLVL,13 BONUS:WEAPONPROF=Shifter Claw|CRITMULTADD|1|PREVARGTEQ:MonkLVL,17 +Wild Flurry KEY:Menhir Guardian ~ Wild Flurry CATEGORY:Special Ability TYPE:Monk Class Features.MenhirGuardianClassFeatures.SpecialAttack.Extraordinary SOURCEPAGE:p.64 DESC:A menhir guardian gains flurry of blows. He can use this ability with the natural attacks provided by his shifter claws ability or the weapons specified under weapon and armor proficiency. This alters furry of blows. +Rebuking Strike KEY:Menhir Guardian ~ Rebuking Strike CATEGORY:Special Ability TYPE:Monk Class Features.MenhirGuardianClassFeatures.SpecialAttack.Extraordinary SOURCEPAGE:p.64 DESC:A menhir guardian can channel his ki into a devastating strike that repels his enemies. A menhir guardian must declare that he is using rebuking strike before making a natural attack with his claws. On a hit, a foe damaged by the menhir guardian's claws must succeed at a Fortitude saving throw (DC %1) or be pushed back %2 feet directly away from the menhir guardian. If this movement would be blocked by a solid object, the target of rebuking strike takes 1d6 points of damage per 10 feet moved and falls prone at the end of the movement.|10+MonkLVL/2+WIS|5*((MonkLVL+3)/4) DESC:A creature that fails its save against a menhir guardian's rebuking strike also has its speed reduced by half for %1 rounds.|MonkLVL|PRECLASS:1,Monk=5 DESC:A creature that fails its save is also affected by aversion (OA), making it avoid the menhir guardian's current location for %1 rounds.|MonkLVL|PRECLASS:1,Monk=15 DESC:The menhir guardian can attempt a rebuking strike %1 times per day but only once per round.|MonkLVL + +#Wasteland Meditant +Dehydrating Strike KEY:Wasteland Meditant ~ Dehydrating Strike CATEGORY:Special Ability TYPE:Monk Class Features.WastelandMeditantClassFeatures.SpecialAttack.Supernatural SOURCEPAGE:p.64 DESC:As a free action as part of a melee attack, a wasteland meditant can draw the moisture out of a living creature damaged by his unarmed strike. Unless the creature succeeds at a Will save (DC %1), the creature is|10+MonkLVL/2+WIS DESC:fatigued|!PRECLASS:1,Monk=10 DESC:exhausted|PRECLASS:1,Monk=10 DESC:for %1 rounds.|max(1,MonkLVL/2) DESC:The creature struck is also staggered for 1 round if it fails its save. DESC:When used against a plant creature or a creature with the water subtype, dehydrating strike inflicts the above conditions (as applicable) on a failed save and also deals 1d6 points of damage, plus %1d6 additional points of damage. This damage is in addition to the wasteland meditant's normal unarmed strike damage. A wasteland meditant can use this ability %2 times per day but only once per round. Creatures immune to critical hits or precision damage are immune to this ability.|MonkLVL/4|3+WIS +Vigor KEY:Wasteland Meditant ~ Vigor CATEGORY:Special Ability TYPE:Monk Class Features.WastelandMeditantClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.64 DESC:When a wasteland meditant succeeds at a Fortitude save against an effect with a partial effect on a successful save, he instead suffers no effect. +Desert Strider KEY:Wasteland Meditant ~ Desert Strider CATEGORY:Special Ability TYPE:Monk Class Features.WastelandMeditantClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.64 DESC:A wasteland meditant ignores movement penalties for difficult terrain when in desert terrain. Additionally, he kicks up dust around his body whenever he performs a double move action in desert terrain. This dust grants the wasteland meditant concealment. The miss chance granted by this concealment is %1%%. This concealment lasts until the start of the meditant's next turn and stacks with any concealment provided by movement, such as from the Wind Stance feat.|min(80,10*((MonkLVL-2)/2)) +Improved Vigor KEY:Wasteland Meditant ~ Improved Vigor CATEGORY:Special Ability TYPE:Monk Class Features.WastelandMeditantClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.64 DESC:A wasteland meditant's vigor ability improves. He still takes no damage on a successful Fortitude saving throw against attacks, but henceforth he takes only half damage on a failed save. +Pillar of Salt KEY:Wasteland Meditant ~ Pillar of Salt CATEGORY:Special Ability TYPE:Monk Class Features.WastelandMeditantClassFeatures.SpecialAttack.Supernatural SOURCEPAGE:p.64 DESC:A wasteland meditant can transform a creature's body into a column of crumbling salt with a touch. He can use pillar of salt once per day as part of an unarmed strike, and he must announce his intent before making his attack roll. Creatures immune to critical hits or transmutation effects cannot be affected. A creature successfully damaged by the wasteland meditant's unarmed strike must succeed at a Fortitude saving throw (DC %1) or begin to calcify. Each round thereafter, the target of pillar of salt takes 2 points of Strength and Dexterity drain and gains a +1 bonus to its natural armor as a crust of salt begins to cover its body and restrict movement. These effects take place every round at the start of the wasteland meditant's turn and continue for %1 rounds. If the target is reduced to 0 Strength or Dexterity at any time during this duration, the creature is instantly killed and its body is transformed into a pillar of salt. A creature killed in this way can't be brought back to life except by miracle, true resurrection, or wish. Total immersion in water suppresses the ongoing effects of pillar of salt but resets the accumulated natural armor bonus to zero. As long as the target lives, the ongoing effect of pillar of salt can be ended via a heal spell.|10+MonkLVL/2+WIS|MonkLVL + +# ============================== +# Oracle Archetypes +# ============================== + +Elementalist Oracle KEY:Oracle Archetype ~ Elementalist Oracle CATEGORY:Archetype TYPE:Archetype.OracleArchetype SOURCEPAGE:p.68 DESC:An elementalist oracle shares an affinity with the elements and elemental creatures. She can communicate with elemental creatures and can eventually become an elemental herself. She sees perfection in manifestations of elemental fury in the natural world, be they the thunderous wrath of the storm, the churning waters of the ocean’s tides or a flooding river, the terrain-shaping power of a landslide or earthquake, or the apocalyptic fury of a volcanic eruption. PRECLASS:1,Oracle=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Oracle Archetype ~ Elementalist Oracle],[!PREFACT:1,ABILITIES,Oracle_Archetype_MysterySpell4=True,Oracle_Archetype_MysterySpell6=True,Oracle_Archetype_MysterySpell8=True,Oracle_Archetype_MysterySpell10=True,Oracle_Archetype_MysterySpell12=True,Oracle_Archetype_MysterySpell18=True,Oracle_Archetype_Revelation1=True,Oracle_Archetype_Revelation11=True,Oracle_Archetype_FinalRevelation=True] ABILITY:Internal|AUTOMATIC|Elementalist Oracle ~ Bonus Spells|PRECLASS:1,Oracle=1 ABILITY:Special Ability|AUTOMATIC|Elementalist Oracle ~ Elemental Linguist|PRECLASS:1,Oracle=1 ABILITY:Special Ability|AUTOMATIC|Elementalist Oracle ~ Elemental Form|PRECLASS:1,Oracle=11 ABILITY:Special Ability|AUTOMATIC|Elementalist Oracle ~ Elemental Revelation|PRECLASS:1,Oracle=20 FACT:Oracle_Archetype_MysterySpell4|true FACT:Oracle_Archetype_MysterySpell6|true FACT:Oracle_Archetype_MysterySpell8|true FACT:Oracle_Archetype_MysterySpell10|true FACT:Oracle_Archetype_MysterySpell12|true FACT:Oracle_Archetype_MysterySpell18|true FACT:Oracle_Archetype_Revelation1|true FACT:Oracle_Archetype_Revelation11|true FACT:Oracle_Archetype_FinalRevelation|true FACT:Oracle_CF_MysterySpell4|true FACT:Oracle_CF_MysterySpell6|true FACT:Oracle_CF_MysterySpell8|true FACT:Oracle_CF_MysterySpell10|true FACT:Oracle_CF_MysterySpell12|true FACT:Oracle_CF_MysterySpell18|true FACT:Oracle_CF_Revelation1|true FACT:Oracle_CF_Revelation11|true FACT:Oracle_CF_FinalRevelation|true COST:0 +River Soul KEY:Oracle Archetype ~ River Soul CATEGORY:Archetype TYPE:Archetype.OracleArchetype SOURCEPAGE:p.68 DESC:River soul oracles derive their powers from their bonds with rivers, whether these waterways are rapid cascades or lazy channels plied by boats. The powerful bond formed with a river is also the river soul oracle’s curse, as he must always carry water from the river with him, and his fate is bound to it. River soul oracles can be gentle and still when calm, but they’re raging torrents when angered. PRECLASS:1,Oracle=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Oracle Archetype ~ River Soul],[!PREFACT:1,ABILITIES,Oracle_Archetype_MysterySkills=True,Oracle_Archetype_MysterySpell2=True,Oracle_Archetype_MysterySpell6=True,Oracle_Archetype_MysterySpell8=True,Oracle_Archetype_MysterySpell10=True,Oracle_Archetype_MysterySpell18=True,Oracle_Archetype_OraclesCurse=True,Oracle_Archetype_Revelation1=True,Oracle_Archetype_Revelation11=True,Oracle_Archetype_FinalRevelation=True] ABILITY:Internal|AUTOMATIC|River Soul ~ Class Skills|PRECLASS:1,Oracle=1 ABILITY:Internal|AUTOMATIC|River Soul ~ Bonus Spells|PRECLASS:1,Oracle=1 ABILITY:Special Ability|AUTOMATIC|River Soul ~ River Bound Curse|PRECLASS:1,Oracle=1 ABILITY:Special Ability|AUTOMATIC|River Soul ~ River Flow|PRECLASS:1,Oracle=1 ABILITY:Special Ability|AUTOMATIC|River Soul ~ River Form|PRECLASS:1,Oracle=11 ABILITY:Special Ability|AUTOMATIC|River Soul ~ River Soul Revelation|PRECLASS:1,Oracle=20 FACT:Oracle_Archetype_MysterySkills|true FACT:Oracle_Archetype_MysterySpell2|true FACT:Oracle_Archetype_MysterySpell6|true FACT:Oracle_Archetype_MysterySpell8|true FACT:Oracle_Archetype_MysterySpell10|true FACT:Oracle_Archetype_MysterySpell18|true FACT:Oracle_Archetype_OraclesCurse|true FACT:Oracle_Archetype_Revelation1|true FACT:Oracle_Archetype_Revelation11|true FACT:Oracle_Archetype_FinalRevelation|true FACT:Oracle_CF_MysterySkills|true FACT:Oracle_CF_MysterySpell2|true FACT:Oracle_CF_MysterySpell6|true FACT:Oracle_CF_MysterySpell8|true FACT:Oracle_CF_MysterySpell10|true FACT:Oracle_CF_MysterySpell18|true FACT:Oracle_CF_OraclesCurse|true FACT:Oracle_CF_Revelation1|true FACT:Oracle_CF_Revelation11|true FACT:Oracle_CF_FinalRevelation|true COST:0 +Tree Soul KEY:Oracle Archetype ~ Tree Soul CATEGORY:Archetype TYPE:Archetype.OracleArchetype SOURCEPAGE:p.69 DESC:Tree souls develop an affinity not just with trees but also with objects carved from them, feeling the essence of the tree’s spirit living within. By bonding to trees, they learn to manipulate the trees’ power to produce divine energy. The type of tree a tree soul oracle bonds to often seems to influence the oracle’s personality. A tree soul who is bound to a towering redwood may value traditions and be slow to anger, while a tree soul bound to a smaller pine tree might be quick to react and have a somewhat prickly personality. Regardless of the trees they form their metaphysical attachment to, tree soul oracles tend to be steadfast and stubborn, having an aura of timelessness even as the world changes around them. PRECLASS:1,Oracle=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Oracle Archetype ~ Tree Soul],[!PREFACT:1,ABILITIES,Oracle_Archetype_MysterySkills=True,Oracle_Archetype_MysterySpell2=True,Oracle_Archetype_MysterySpell10=True,Oracle_Archetype_MysterySpell12=True,Oracle_Archetype_MysterySpell14=True,Oracle_Archetype_MysterySpell16=True,Oracle_Archetype_MysterySpell18=True,Oracle_Archetype_OraclesCurse=True,Oracle_Archetype_Revelation1=True,Oracle_Archetype_Revelation11=True,Oracle_Archetype_FinalRevelation=True] ABILITY:Internal|AUTOMATIC|Tree Soul ~ Class Skills|PRECLASS:1,Oracle=1 ABILITY:Internal|AUTOMATIC|Tree Soul ~ Bonus Spells|PRECLASS:1,Oracle=1 ABILITY:Special Ability|AUTOMATIC|Tree Soul ~ Armor Proficiency|PRECLASS:1,Oracle=1 ABILITY:Special Ability|AUTOMATIC|Tree Soul ~ Tree Bound Curse|PRECLASS:1,Oracle=1 ABILITY:Special Ability|AUTOMATIC|Tree Soul ~ Transform Wood|PRECLASS:1,Oracle=1 ABILITY:Special Ability|AUTOMATIC|Tree Soul ~ Living Steel Dolls|PRECLASS:1,Oracle=11 ABILITY:Special Ability|AUTOMATIC|Tree Soul ~ Tree Soul Revelation|PRECLASS:1,Oracle=20 FACT:Oracle_Archetype_MysterySkills|true FACT:Oracle_Archetype_MysterySpell2|true FACT:Oracle_Archetype_MysterySpell10|true FACT:Oracle_Archetype_MysterySpell12|true FACT:Oracle_Archetype_MysterySpell14|true FACT:Oracle_Archetype_MysterySpell16|true FACT:Oracle_Archetype_MysterySpell18|true FACT:Oracle_Archetype_OraclesCurse|true FACT:Oracle_Archetype_Revelation1|true FACT:Oracle_Archetype_Revelation11|true FACT:Oracle_Archetype_FinalRevelation|true FACT:Oracle_CF_MysterySkills|true FACT:Oracle_CF_MysterySpell2|true FACT:Oracle_CF_MysterySpell10|true FACT:Oracle_CF_MysterySpell12|true FACT:Oracle_CF_MysterySpell14|true FACT:Oracle_CF_MysterySpell16|true FACT:Oracle_CF_MysterySpell18|true FACT:Oracle_CF_OraclesCurse|true FACT:Oracle_CF_Revelation1|true FACT:Oracle_CF_Revelation11|true FACT:Oracle_CF_FinalRevelation|true COST:0 + +#Elementalist Oracle +Bonus Spells KEY:Elementalist Oracle ~ Bonus Spells CATEGORY:Internal TYPE:Oracle Class Features.ElementalistOracleClassFeatures SPELLKNOWN:CLASS|Oracle=2|Elemental Touch|PRECLASS:1,Oracle=4 SPELLKNOWN:CLASS|Oracle=3|Protection from Energy|PRECLASS:1,Oracle=6 SPELLKNOWN:CLASS|Oracle=4|Elemental Body III|PRECLASS:1,Oracle=8 SPELLKNOWN:CLASS|Oracle=5|Summon Monster V (elementals only)|PRECLASS:1,Oracle=10 SPELLKNOWN:CLASS|Oracle=6|Elemental Body III|PRECLASS:1,Oracle=12 SPELLKNOWN:CLASS|Oracle=9|Elemental Swarm|PRECLASS:1,Oracle=18 +Elemental Linguist KEY:Elementalist Oracle ~ Elemental Linguist CATEGORY:Special Ability TYPE:Oracle Class Features.ElementalistOracleClassFeatures.SpecialQuality.Supernatural DEFINE:ElementalLinguistCount|0 SOURCEPAGE:p.68 DESC:At 1st level, you gain a bonus language of your choice from the following list: Aquan, Auran, Ignan, or Terran. At 5th, 10th, and 15th levels, you gain another language chosen from this list. ADD:LANGUAGE|ElementalLinguistCount|Aquan,Auran,Ignan,Terran BONUS:VAR|ElementalLinguistCount|1+min(3,OracleLVL/5) +Elemental Form KEY:Elementalist Oracle ~ Elemental Form CATEGORY:Special Ability TYPE:Oracle Class Features.ElementalistOracleClassFeatures.SpecialQuality.Supernatural VISIBLE:DISPLAY SOURCEPAGE:p.68 DESC:You gain an elemental subtype and an associated ability. BONUS:ABILITYPOOL|Elementalist Oracle Subtype|1 +Elemental Revelation KEY:Elementalist Oracle ~ Elemental Revelation CATEGORY:Special Ability TYPE:Oracle Class Features.ElementalistOracleClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.68 DESC:You fully harness the power of the elements. You can apply the Elemental Spell metamagic feat (APGuide p.158) to spells you cast without increasing the level or casting time. You can choose acid, cold, electricity, or fire each time you use this ability. Whenever you score a critical hit with an attack that deals energy damage, you ignore the target’s energy resistance (if any). If you score such a critical hit against a creature that has immunity to the energy type you are attacking with, the creature takes half damage from the attack. + +Air Subtype KEY:Elementalist Oracle ~ Air Subtype CATEGORY:Special Ability TYPE:ElementalistOracleSubtype.SpecialQuality SOURCEPAGE:p.68 DESC:You gain the air subtype and a fly speed of 30 feet with perfect maneuverability. TEMPLATE:Air MOVE:Fly,30 BONUS:VAR|Maneuverability|5 +Earth Subtype KEY:Elementalist Oracle ~ Earth Subtype CATEGORY:Special Ability TYPE:ElementalistOracleSubtype.SpecialQuality SOURCEPAGE:p.68 DESC:You gain the earth subtype and tremorsense with a range of 30 feet. TEMPLATE:Earth BONUS:VAR|TremorsenseRange|30|TYPE=Base +Fire Subtype KEY:Elementalist Oracle ~ Fire Subtype CATEGORY:Special Ability TYPE:ElementalistOracleSubtype.SpecialQuality SOURCEPAGE:p.68 DESC:You gain the fire subtype, immunity to fire, and vulnerability to cold. TEMPLATE:Fire ABILITY:Special Ability|AUTOMATIC|Immunity to Fire|Vulnerability to Cold +Water Subtype KEY:Elementalist Oracle ~ Water Subtype CATEGORY:Special Ability TYPE:ElementalistOracleSubtype.SpecialQuality SOURCEPAGE:p.68 DESC:You gain the water subtype, a swim speed of 30 feet, and the ability to breathe underwater. TEMPLATE:Water MOVE:Swim,30 + +#River Soul +Class Skills KEY:River Soul ~ Class Skills CATEGORY:Internal TYPE:Oracle Class Features.RiverSoulClassFeatures CSKILL:Escape Artist|Knowledge (nature)|Survival|Swim +Bonus Spells KEY:River Soul ~ Bonus Spells CATEGORY:Internal TYPE:Oracle Class Features.RiverSoulClassFeatures SPELLKNOWN:CLASS|Oracle=1|Hydraulic Push|PRECLASS:1,Oracle=2 SPELLKNOWN:CLASS|Oracle=3|Hydraulic Torrent|PRECLASS:1,Oracle=6 SPELLKNOWN:CLASS|Oracle=4|Control Water|PRECLASS:1,Oracle=8 SPELLKNOWN:CLASS|Oracle=5|Cone of Cold|PRECLASS:1,Oracle=10 SPELLKNOWN:CLASS|Oracle=9|World Wave|PRECLASS:1,Oracle=18 +River Bound Curse KEY:River Soul ~ River Bound Curse CATEGORY:Special Ability TYPE:Oracle Class Features.RiverSoulClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.68 DESC:You bind your power to one particular river, which is the source of your spells and class abilities. You must carry a small vessel containing water from the river you are bound to at all times. If the vessel is destroyed or travels more than 10 feet away from you, you are unable to cast oracle spells or use your supernatural or spell-like class abilities until you recover the vessel or fill a new one with water from the river to which you are bound. Once per month, you can bond with a different river in a ceremony at that river that takes 12 hours to complete. You lose your bond with the previous river in the process. +River Flow KEY:River Soul ~ River Flow CATEGORY:Special Ability TYPE:Oracle Class Features.RiverSoulClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.69 DESC:As a free action while you are underwater, you can negate the penalties you take for making bludgeoning, piercing, and slashing melee attacks underwater. You can use this ability %1 rounds per day. The rounds do not have to be used consecutively.|max(1,1+CHA) +River Form KEY:River Soul ~ River Form CATEGORY:Special Ability TYPE:Oracle Class Features.RiverSoulClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.69 DESC:You can become one with a river. Once a day as a standard action, while immersed in a river, you can completely merge with it. Your body and all your gear meld into the water, as per meld into stone, except abilities that control or shape water expel you and deal you 5d6 damage rather than abilities that control or shape stone. You travel along with the river at the rate it is currently moving. You can remain in this form %1 hours. Transforming back to your normal form is a swift action.|max(1,3+CHA) +River Soul Revelation KEY:River Soul ~ River Soul Revelation CATEGORY:Special Ability TYPE:Oracle Class Features.RiverSoulClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.69 DESC:You strengthen your ties to the river with which you bonded. While traveling on or immersed in the river, you gain fast healing 10 and immunity to bleed, death attacks, exhaustion, fatigue, nausea effects, negative levels, and sickened effects. Additionally, if you are slain and your body or some part of your body (including your ashes, if applicable) is floated down the river in a specially prepared vessel costing 5,000 gp, you return to life as per resurrection once you reach the mouth of the river, as long as the trip has taken 24 hours or longer. + +#Tree Soul +Class Skills KEY:Tree Soul ~ Class Skills CATEGORY:Internal TYPE:Oracle Class Features.TreeSoulClassFeatures CSKILL:Acrobatics|Climb|Knowledge (nature)|Survival +Bonus Spells KEY:Tree Soul ~ Bonus Spells CATEGORY:Internal TYPE:Oracle Class Features.TreeSoulClassFeatures SPELLKNOWN:CLASS|Oracle=1|Warp Wood|PRECLASS:1,Oracle=2 SPELLKNOWN:CLASS|Oracle=5|Tree Stride|PRECLASS:1,Oracle=10 SPELLKNOWN:CLASS|Oracle=6|Ironwood|PRECLASS:1,Oracle=12 SPELLKNOWN:CLASS|Oracle=7|Changestaff|PRECLASS:1,Oracle=14 SPELLKNOWN:CLASS|Oracle=8|Repel Metal or Stone|PRECLASS:1,Oracle=16 SPELLKNOWN:CLASS|Oracle=9|Siege of Trees (Greater)|PRECLASS:1,Oracle=18 +Weapon and Armor Proficiency KEY:Tree Soul ~ Armor Proficiency CATEGORY:Special Ability TYPE:Oracle Class Features.TreeSoulClassFeatures.SpecialQuality SOURCEPAGE:p.69 DESC:Tree souls are proficient with light and medium armor but are prohibited from wearing metal armor. A tree soul can also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Tree souls are proficient with shields (except tower shields) but can use only those crafted from wood. A tree soul who wears prohibited armor or uses a prohibited shield is unable to cast oracle spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter. +Tree Bound Curse KEY:Tree Soul ~ Tree Bound Curse CATEGORY:Special Ability TYPE:Oracle Class Features.TreeSoulClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.69 DESC:You bind your power to a specific tree. Any damage to the tree deals the same amount of damage to you, overcoming DR, energy resistance, and immunities. Damage you take in this way cannot be healed by normal or magical means until your bonded tree is healed or destroyed. The damage can reduce you to 0 hit points but not below. If the tree is destroyed, you are considered to be staggered and are unable to cast oracle spells or use supernatural or spell-like class abilities until you bond with a new tree in a ceremony that takes 12 hours to complete. Once per month, you can create a new bond with a different tree in a ceremony at that tree that takes 12 hours to complete. You lose your bond with your previous tree in the process. +Transform Wood KEY:Tree Soul ~ Transform Wood CATEGORY:Special Ability TYPE:Oracle Class Features.TreeSoulClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.69 DESC:As a standard action you can temporarily transform %1 5-foot cubes of wood each day. The wood takes on the quality of|1+CHA DESC:darkwood|!PRECLASS:1,Oracle=11 DESC:either darkwood or living steel|PRECLASS:1,Oracle=11 DESC:for %1 minutes. The range of a treesoul's transform wood ability is touch.|OracleLVL +Living Steel Dolls KEY:Tree Soul ~ Living Steel Dolls CATEGORY:Special Ability TYPE:Oracle Class Features.TreeSoulClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.69 DESC:You add animate objects to your list of spells known. When you cast this spell on wooden objects, the objects’ wooden parts immediately transform into living steel. If the objects are destroyed or the duration ends, the wooden parts revert back to their original material. SPELLKNOWN:CLASS|Oracle=6|Animate Objects +Tree Soul Revelation KEY:Tree Soul ~ Tree Soul Revelation CATEGORY:Special Ability TYPE:Oracle Class Features.TreeSoulClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.69 DESC:Your skin takes on the appearance and properties of a tree trunk. This bark-like skin grants you a +4 natural armor bonus to your Armor Class and DR 10/slashing. You also regrow any severed limbs except your head within 24 hours as per regenerate. Finally, once a day as a standard action, you can assume the form of a treant, as per plant shape III, for %1 minutes.|max(1,3+CHA) BONUS:VAR|AC_Natural_Armor|4|TYPE=Base DR:10/slashing + +# ============================== +# Paladin Archetypes +# ============================== + +Forest Preserver KEY:Paladin Archetype ~ Forest Preserver CATEGORY:Archetype TYPE:Archetype.PaladinArchetype SOURCEPAGE:p.70 DESC:Forest preservers are sacred defenders of the woodlands and of the wild creatures and natural beauty within them. PRECLASS:1,Paladin=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Paladin Archetype ~ Forest Preserver],[!PREFACT:1,ABILITIES,Paladin_Archetype_ClassSkills=True,Paladin_Archetype_AuraOfCourage=True,Paladin_Archetype_DivineHealth=True,Paladin_Archetype_ChannelPositiveEnergy=True,Paladin_Archetype_AuraOfResolve=True,Paladin_Archetype_AuraOfJustice=True,Paladin_Archetype_AuraOfFaith=True] ABILITY:Internal|AUTOMATIC|Forest Preserver ~ Class Skills|PRECLASS:1,Paladin=1 ABILITY:Special Ability|AUTOMATIC|Forest Preserver ~ Favored Terrain|PRECLASS:1,Paladin=3 ABILITY:Special Ability|AUTOMATIC|Forest Preserver ~ Woodland Stride|PRECLASS:1,Paladin=3 ABILITY:Special Ability|AUTOMATIC|Forest Preserver ~ Sacred Botany|PRECLASS:1,Paladin=4 ABILITY:Special Ability|AUTOMATIC|Forest Preserver ~ Fireproof Aura|PRECLASS:1,Paladin=8 ABILITY:Special Ability|AUTOMATIC|Forest Preserver ~ Sacred Grove|PRECLASS:1,Paladin=11 ABILITY:Special Ability|AUTOMATIC|Forest Preserver ~ Aura of Preservation|PRECLASS:1,Paladin=14 FACT:Paladin_Archetype_ClassSkills|true FACT:Paladin_Archetype_AuraOfCourage|true FACT:Paladin_Archetype_DivineHealth|true FACT:Paladin_Archetype_ChannelPositiveEnergy|true FACT:Paladin_Archetype_AuraOfResolve|true FACT:Paladin_Archetype_AuraOfJustice|true FACT:Paladin_Archetype_AuraOfFaith|true FACT:Paladin_CF_ClassSkills|true FACT:Paladin_CF_AuraOfCourage|true FACT:Paladin_CF_DivineHealth|true FACT:Paladin_CF_ChannelPositiveEnergy|true FACT:Paladin_CF_AuraOfResolve|true FACT:Paladin_CF_AuraOfJustice|true FACT:Paladin_CF_AuraOfFaith|true COST:0 +Hunting Paladin KEY:Paladin Archetype ~ Hunting Paladin CATEGORY:Archetype TYPE:Archetype.PaladinArchetype SOURCEPAGE:p.70 DESC:Hunting paladins are tenacious trackers and stealthy stalkers in pursuit of evildoers. PRECLASS:1,Paladin=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Paladin Archetype ~ Hunting Paladin],[!PREFACT:1,ABILITIES,Paladin_Archetype_ClassSkills=True,Paladin_Archetype_Proficiencies=True,Paladin_Archetype_SmiteEvil=True,Paladin_Archetype_DetectEvil=True,Paladin_Archetype_Spells=True,Paladin_Archetype_AuraOfResolve=True] ABILITY:Internal|AUTOMATIC|Hunting Paladin ~ Class Skills|PRECLASS:1,Paladin=1 ABILITY:Special Ability|AUTOMATIC|Hunting Paladin ~ Hunt Evil|PRECLASS:1,Paladin=1 ABILITY:Special Ability|AUTOMATIC|Hunting Paladin ~ Detect Evil|PRECLASS:1,Paladin=1 ABILITY:Special Ability|AUTOMATIC|Hunting Paladin ~ Smite Evil|PRECLASS:1,Paladin=4 ABILITY:Special Ability|AUTOMATIC|Hunting Paladin ~ Spells|PRECLASS:1,Paladin=4 ABILITY:Special Ability|AUTOMATIC|Hunting Paladin ~ Tireless Aura|PRECLASS:1,Paladin=8 FACT:Paladin_Archetype_ClassSkills|true FACT:Paladin_Archetype_Proficiencies|true FACT:Paladin_Archetype_SmiteEvil|true FACT:Paladin_Archetype_DetectEvil|true FACT:Paladin_Archetype_Spells|true FACT:Paladin_Archetype_AuraOfResolve|true FACT:Paladin_CF_ClassSkills|true FACT:Paladin_CF_ArmorProficiencyHeavy|true FACT:Paladin_CF_SmiteEvil|true FACT:Paladin_CF_AuraOfResolve|true COST:0 +Wilderness Warden KEY:Paladin Archetype ~ Wilderness Warden CATEGORY:Archetype TYPE:Archetype.PaladinArchetype SOURCEPAGE:p.71 DESC:Wilderness wardens are vigilant guardians of natural places of all kinds, from mountain peaks to tangled thickets. PRECLASS:1,Paladin=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Paladin Archetype ~ Wilderness Warden],[!PREFACT:1,ABILITIES,Paladin_Archetype_ClassSkills=True,Paladin_Archetype_DivineGrace=True,Paladin_Archetype_SmiteEvil=True,Paladin_Archetype_AuraOfCourage=True,Paladin_Archetype_Mercy3=True,Paladin_Archetype_Mercy9=True,Paladin_Archetype_Mercy15=True,Paladin_Archetype_Spells=True,Paladin_Archetype_AuraOfResolve=True,Paladin_Archetype_AuraOfJustice=True] ABILITY:Internal|AUTOMATIC|Wilderness Warden ~ Class Skills|PRECLASS:1,Paladin=1 ABILITY:Special Ability|AUTOMATIC|Wilderness Warden ~ Natural Defense|PRECLASS:1,Paladin=2 ABILITY:Special Ability|AUTOMATIC|Wilderness Warden ~ Smite Evil|PRECLASS:1,Paladin=4 ABILITY:Special Ability|AUTOMATIC|Wilderness Warden ~ Aura of Comfort|PRECLASS:1,Paladin=3 ABILITY:Special Ability|AUTOMATIC|Wilderness Warden ~ Favored Terrain|PRECLASS:1,Paladin=3 ABILITY:Special Ability|AUTOMATIC|Wilderness Warden ~ Spells|PRECLASS:1,Paladin=4 ABILITY:Special Ability|AUTOMATIC|Wilderness Warden ~ Aura of Purity|PRECLASS:1,Paladin=8 ABILITY:Special Ability|AUTOMATIC|Wilderness Warden ~ Natural Shield|PRECLASS:1,Paladin=11 FACT:Paladin_Archetype_ClassSkills|true FACT:Paladin_Archetype_DivineGrace|true FACT:Paladin_Archetype_SmiteEvil|true FACT:Paladin_Archetype_AuraOfCourage|true FACT:Paladin_Archetype_Mercy3|true FACT:Paladin_Archetype_Mercy9|true FACT:Paladin_Archetype_Mercy15|true FACT:Paladin_Archetype_Spells|true FACT:Paladin_Archetype_AuraOfResolve|true FACT:Paladin_Archetype_AuraOfJustice|true FACT:Paladin_CF_ClassSkills|true FACT:Paladin_CF_DivineGrace|true FACT:Paladin_CF_SmiteEvil|true FACT:Paladin_CF_AuraOfCourage|true FACT:Paladin_CF_Mercy3|true FACT:Paladin_CF_Mercy9|true FACT:Paladin_CF_Mercy15|true FACT:Paladin_CF_AuraOfResolve|true FACT:Paladin_CF_AuraOfJustice|true COST:0 + +#Forest Preserver +Class Skills KEY:Forest Preserver ~ Class Skills CATEGORY:Internal TYPE:Paladin Class Features.ForestPreserverClassFeatures CSKILL:Climb|TYPE=Craft|Handle Animal|Heal|Knowledge (Nature)|Knowledge (Religion)|TYPE=Profession|Ride|Spellcraft|Survival +Favored Terrain KEY:Forest Preserver ~ Favored Terrain CATEGORY:Special Ability TYPE:Paladin Class Features.ForestPreserverClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.70 DESC:A forest preserver gains the ranger’s favored terrain ability but must select either forest or jungle as her favored terrain. The bonuses granted by this ability increase by 2 for every 5 levels after 3rd, but she does not gain additional favored terrains. BONUS:ABILITYPOOL|Favored Terrain|1 ABILITY:Special Ability|AUTOMATIC|Basic Favored Terrain BONUS:ABILITYPOOL|Favored Terrain Bonus|(PaladinLVL-3)/5 +Woodland Stride KEY:Forest Preserver ~ Woodland Stride CATEGORY:Special Ability TYPE:Paladin Class Features.ForestPreserverClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.70 DESC:A forest preserver (as well as her divine bond creature, if she has one) gains woodland stride, as per the druid class feature. +Sacred Botany KEY:Forest Preserver ~ Sacred Botany CATEGORY:Special Ability TYPE:Paladin Class Features.ForestPreserverClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.70 DESC:A forest preserver adds the following spells to her spell list: 1st—detect animals or plants, entangle, goodberry, shillelagh; 2nd—barkskin, eagle eye, tree shape, warp wood, wood shape; 3rd—diminish plants, plant growth, snare, speak with plants, spike growth; 4th—antiplant shell, awaken (trees only), blight, command plants, commune with nature, thorn body, tree stride, wall of thorns. In addition, she treats her caster level as 1 higher when casting these spells in her favored terrain. SPELLKNOWN:CLASS|Paladin=1|Detect Animals or Plants,Entangle,Goodberry,Shillelagh SPELLKNOWN:CLASS|Paladin=2|Barkskin,Eagle Eye,Tree Shape,Warp Wood,Wood Shape SPELLKNOWN:CLASS|Paladin=3|Diminish Plants,Plant Growth,Snare,Speak with Plants,Spike Growth SPELLKNOWN:CLASS|Paladin=4|Antiplant Shell,Awaken (trees only),Blight,Command Plants,Commune with Nature,Thorn Body,Tree Stride,Wall of Thorns +Fireproof Aura KEY:Forest Preserver ~ Fireproof Aura CATEGORY:Special Ability TYPE:Paladin Class Features.ForestPreserverClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.70 DESC:A forest preserver and creatures within 10 feet of her gain a +2 bonus on saving throws against fire effects and gain fire resistance 5; these are doubled for plant allies, which also gain evasion against fire effects only. Whenever a fire spell would affect a creature within the fireproof aura, the forest preserver can expend three uses of her lay on hands ability as an immediate action to attempt to counter the effect, as if she had readied a dispel magic spell (caster level = her paladin level) to counterspell. This ability functions only if the forest preserver is conscious. +Sacred Grove KEY:Forest Preserver ~ Sacred Grove CATEGORY:Special Ability TYPE:Paladin Class Features.ForestPreserverClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.70 DESC:A forest preserver can expend two uses of her smite evil ability to consecrate a 20-foot-radius area that must contain a living tree. This fills the area with dense undergrowth, though it does not impede her allies’ movement. In addition, animals, fey, and plants allied with the forest preserver gain a +1 sacred bonus on attack rolls, damage rolls, and saving throws, and animals, fey, and plants called or summoned within this area gain 1 hit point per Hit Die as long as the calling or summoning effect lasts or until the sacred grove effect ends (whichever comes first). If the area contains a shrine or hallowed area dedicated to a good-aligned deity (or at the GM’s discretion, a place of natural magical power, such as a natural portal to the First World), these bonuses are doubled. When she uses this ability in her favored terrain, she can also imbue plants in the area with limited animation, allowing them to obscure vision and impede movement and attacks as if the area were affected by solid fog. A sacred grove remains enhanced in this way for %1 minutes.|PaladinLVL +Aura of Preservation KEY:Forest Preserver ~ Aura of Preservation CATEGORY:Special Ability TYPE:Paladin Class Features.ForestPreserverClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.70 DESC:A forest preserver grants animals and plants within 10 feet spell resistance %1. This spell resistance doesn’t apply against harmless effects created by the forest preserver or allies within 10 feet of her. This ability functions only if the forest preserver is conscious.|11+PaladinLVL + +#Hunting Paladin +Class Skills KEY:Hunting Paladin ~ Class Skills CATEGORY:Internal TYPE:Paladin Class Features.HuntingPaladinClassFeatures CSKILL:TYPE=Craft|Handle Animal|Knowledge (nature)|Knowledge (Religion)|Perception|TYPE=Profession|Ride|Sense Motive|Stealth|Survival +Hunt Evil KEY:Hunting Paladin ~ Hunt Evil CATEGORY:Special Ability TYPE:Paladin Class Features.HuntingPaladinClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.70 DESC:Once per day, a hunting paladin can designate a single evil creature within her sight or one that she has determined to be evil by declaring it the target of her hunt and following its tracks; this allows her to add her Charisma modifier as a bonus on Survival checks to follow that creature’s tracks and on Perception and Stealth checks opposed by the target of her hunt. She can sense her target’s presence and location, which lets her pinpoint her target’s location when within 10 feet; if the target has concealment, she can roll twice and use the better result on rolls to determine whether she misses due to the concealment. She gains uncanny dodge as per the barbarian class feature against her target. If the hunting paladin targets a nonevil creature with hunt evil, the ability fails and it is wasted. This ability ends after 24 hours (unless she spends the next day’s use of this ability to continue hunting the same target), after the hunting paladin or the target is killed or when she designates a new target for her hunt. +Detect Evil KEY:Hunting Paladin ~ Detect Evil CATEGORY:Special Ability TYPE:Paladin Class Features.HuntingPaladinClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.70 DESC:A hunting paladin cannot use this ability as a move action. However, when a hunting paladin has successfully followed a creature’s tracks for at least 1 minute, she can discern whether the tracked creature’s alignment was evil, as if she had cast detect evil in its presence and concentrated for 3 rounds. This alters detect evil. +Smite Evil KEY:Hunting Paladin ~ Smite Evil CATEGORY:Special Ability TYPE:Paladin Class Features.HuntingPaladinClassFeatures.SpecialAttack.Supernatural SOURCEPAGE:p.71 DESC:A hunting paladin gains this ability at 4th level, and it functions at her paladin level – 3. She can expend a daily use of smite evil to gain an additional daily use of hunt evil. She can use smite evil and hunt evil against the same target. This alters smite evil. ABILITY:Special Ability|AUTOMATIC|Paladin ~ Smite Evil BONUS:VAR|SmiteEvilLVL|-3 +Spells KEY:Hunting Paladin ~ Spells CATEGORY:Special Ability TYPE:Paladin Class Features.HuntingPaladinClassFeatures SOURCEPAGE:p.71 DESC:[NOT IMPLEMENTED] For each level of spell she can cast, a hunting paladin can prepare and cast one spell per day from the ranger spell list rather than the paladin spell list. This alters spells. +Tireless Aura KEY:Hunting Paladin ~ Tireless Aura CATEGORY:Special Ability TYPE:Paladin Class Features.HuntingPaladinClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.71 DESC:A hunting paladin becomes immune to fatigue and sleep effects, and allies within 10 feet gain a +4 bonus on saving throws to avoid becoming fatigued or falling asleep. + +#Wilderness Warden +Class Skills KEY:Wilderness Warden ~ Class Skills CATEGORY:Internal TYPE:Paladin Class Features.WildernessWardenClassFeatures CSKILL:Climb|TYPE=Craft|Handle Animal|Knowledge (geography)|Knowledge (nature)|Knowledge (Religion)|TYPE=Profession|Ride|Sense Motive|Survival|Swim +Natural Defense KEY:Wilderness Warden ~ Natural Defense CATEGORY:Special Ability TYPE:Paladin Class Features.WildernessWardenClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.71 DESC:Once per day, a wilderness warden can grant herself energy resistance %1 to cold, electricity, or fire and a +%2 insight bonus to her CMD for %3 minutes.|WildernessWardenResistanceBonus|WildernessWardenCMDBonus|PaladinLVLDEFINE:WildernessWardenResistanceBonus|0 DEFINE:WildernessWardenCMDBonus|0 BONUS:VAR|WildernessWardenResistanceBonus|10+(5*PaladinLVL/5) BONUS:VAR|WildernessWardenCMDBonus|2+(PaladinLVL/5) +Smite Evil KEY:Wilderness Warden ~ Smite Evil CATEGORY:Special Ability TYPE:Paladin Class Features.WildernessWardenClassFeatures.SpecialAttack.Supernatural SOURCEPAGE:p.71 DESC:A wilderness warden gains this ability at 4th level, and it functions at her paladin level –3. She can expend a daily use of smite evil to gain an additional daily use of natural defense. She deals additional damage on her first successful attack when the target of her smite evil is an evil fey, humanoid (giant), magical beast, or monstrous humanoid, rather than an evil dragon, outsider (evil), or undead. This alters smite evil. ABILITY:Special Ability|AUTOMATIC|Paladin ~ Smite Evil BONUS:VAR|SmiteEvilLVL|-3 +Aura of Comfort KEY:Wilderness Warden ~ Aura of Comfort CATEGORY:Special Ability TYPE:Paladin Class Features.WildernessWardenClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.71 DESC:A wilderness warden is comfortable in nearly any climate, as if she were affected by a constant endure elements spell, and she and allies within 10 feet of her gain a +4 bonus on Constitution checks and saving throws to resist fatigue; exhaustion; and the effects of hunger, thirst, and hot or cold climates (including from magical effects). +Favored Terrain KEY:Wilderness Warden ~ Favored Terrain CATEGORY:Special Ability TYPE:Paladin Class Features.WildernessWardenClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.71 DESC:A wilderness warden selects a favored terrain, as per the ranger class feature. Every 6 levels after 3rd, she selects an additional favored terrain; each time she does so, the bonuses she gains in her previous favored terrain or terrains increase by 2.[This is set up to be done manually as PCGen cannot do this automatically] DEFINE:WildernessWardenFavoredTerrainLVL|0 ABILITY:Special Ability|AUTOMATIC|Common Favored Terrain ABILITY:Special Ability|AUTOMATIC|Basic Favored Terrain BONUS:VAR|FavoredTerrainPool|(WildernessWardenFavoredTerrainLVL+3)/6 BONUS:VAR|WildernessWardenFavoredTerrainLVL|PaladinLVL BONUS:ABILITYPOOL|Favored Terrain Bonus|1|PRECLASS:1,Paladin=18 +Spells KEY:Wilderness Warden ~ Spells CATEGORY:Special Ability TYPE:Paladin Class Features.WildernessWardenClassFeatures SOURCEPAGE:p.71 DESC:[NOT IMPLEMENTED] For each level of spell she can cast, a wilderness warden can prepare and cast one spell per day from the druid spell list rather than the paladin spell list. This alters the paladin’s spells. +Aura of Purity KEY:Wilderness Warden ~ Aura of Purity CATEGORY:Special Ability TYPE:Paladin Class Features.WildernessWardenClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.71 DESC:A wilderness warden gains immunity to poison. Each ally within 10 feet gains a +2 bonus on saving throws against disease and poison. +Natural Shield KEY:Wilderness Warden ~ Natural Shield CATEGORY:Special Ability TYPE:Paladin Class Features.WildernessWardenClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.71 DESC:A wilderness warden can expend two daily uses of her natural defense ability to grant the benefits of that ability to all nonevil allies within 10 feet for 1 minute. + +# ============================== +# Ranger Archetypes +# ============================== + +Flamewarden KEY:Ranger Archetype ~ Flamewarden CATEGORY:Archetype TYPE:Archetype.RangerArchetype SOURCEPAGE:p.72 DESC:Emulating the blazing phoenix, flamewardens sweep through the world like a selective forest fire, burning away corruption, evil, and those who cling to decay. PRECLASS:1,Ranger=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Ranger Archetype ~ Flamewarden],[!PREFACT:1,ABILITIES,Ranger_Archetype_HuntersBond=True,Ranger_Archetype_Spells=True,Ranger_Archetype_Evasion=True,Ranger_Archetype_Camouflage=True,Ranger_Archetype_ImprovedEvasion=True,Ranger_Archetype_MasterHunter=True] ABILITY:Special Ability|AUTOMATIC|Flamewarden ~ Touch of Flame|PRECLASS:1,Ranger=4 ABILITY:Special Ability|AUTOMATIC|Flamewarden ~ Spells|PRECLASS:1,Ranger=4 ABILITY:Special Ability|AUTOMATIC|Flamewarden ~ Stoking the Embers|PRECLASS:1,Ranger=9 ABILITY:Special Ability|AUTOMATIC|Flamewarden ~ Burning Renewal|PRECLASS:1,Ranger=12 ABILITY:Special Ability|AUTOMATIC|Flamewarden ~ Phoenix Rising|PRECLASS:1,Ranger=16 FACT:Ranger_Archetype_HuntersBond|true FACT:Ranger_Archetype_Spells|true FACT:Ranger_Archetype_Evasion|true FACT:Ranger_Archetype_Camouflage|true FACT:Ranger_Archetype_ImprovedEvasion|true FACT:Ranger_Archetype_MasterHunter|true FACT:Ranger_CF_HuntersBond|true FACT:Ranger_CF_Evasion|true FACT:Ranger_CF_Camouflage|true FACT:Ranger_CF_ImprovedEvasion|true FACT:Ranger_CF_MasterHunter|true COST:0 +Stormwalker KEY:Ranger Archetype ~ Stormwalker CATEGORY:Archetype TYPE:Archetype.RangerArchetype SOURCEPAGE:p.72 DESC:Rangers who walk in the tempest unafraid draw the power of the storm into themselves and become stormwalkers. PRECLASS:1,Ranger=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Ranger Archetype ~ Stormwalker],[!PREFACT:1,ABILITIES,Ranger_Archetype_CombatStyleFeat=True,Ranger_Archetype_HuntersBond=True,Ranger_Archetype_SwiftTracker=True,Ranger_Archetype_Quarry=True,Ranger_Archetype_ImprovedEvasion=True,Ranger_Archetype_ImprovedQuarry=True] ABILITY:Special Ability|AUTOMATIC|Stormwalker ~ Combat Style Feat|PRECLASS:1,Ranger=2 ABILITY:Special Ability|AUTOMATIC|Stormwalker ~ Thundershot|PRECLASS:1,Ranger=4 ABILITY:Special Ability|AUTOMATIC|Stormwalker ~ Wind Treader|PRECLASS:1,Ranger=8 ABILITY:Special Ability|AUTOMATIC|Stormwalker ~ Flash Step|PRECLASS:1,Ranger=11 ABILITY:Special Ability|AUTOMATIC|Stormwalker ~ Control Weather|PRECLASS:1,Ranger=16 ABILITY:Special Ability|AUTOMATIC|Stormwalker ~ Flash Shot|PRECLASS:1,Ranger=19 FACT:Ranger_Archetype_CombatStyleFeat|true FACT:Ranger_Archetype_HuntersBond|true FACT:Ranger_Archetype_SwiftTracker|true FACT:Ranger_Archetype_Quarry|true FACT:Ranger_Archetype_ImprovedEvasion|true FACT:Ranger_Archetype_ImprovedQuarry|true FACT:Ranger_CF_HuntersBond|true FACT:Ranger_CF_SwiftTracker|true FACT:Ranger_CF_Quarry|true FACT:Ranger_CF_ImprovedEvasion|true FACT:Ranger_CF_ImprovedQuarry|true COST:0 +Summit Sentinel KEY:Ranger Archetype ~ Summit Sentinel CATEGORY:Archetype TYPE:Archetype.RangerArchetype SOURCEPAGE:p.72 DESC:Some rangers eschew the path of the swift skirmisher and embrace the implacable strength of the mountain. PRECLASS:1,Ranger=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Ranger Archetype ~ Summit Sentinel],[!PREFACT:1,ABILITIES,Ranger_Archetype_CombatStyleFeat=True,Ranger_Archetype_FavoredTerrain=True,Ranger_Archetype_Spells=True,Ranger_Archetype_SwiftTracker=True,Ranger_Archetype_HideInPlainSight=True] ABILITY:Special Ability|AUTOMATIC|Summit Sentinel ~ Roots of the Mountain|PRECLASS:1,Ranger=2 ABILITY:Special Ability|AUTOMATIC|Summit Sentinel ~ Mountain Mastery|PRECLASS:1,Ranger=3 ABILITY:Internal|AUTOMATIC|Summit Sentinel ~ Spells|PRECLASS:1,Ranger=4 ABILITY:Special Ability|AUTOMATIC|Summit Sentinel ~ Rockslide|PRECLASS:1,Ranger=8 ABILITY:Special Ability|AUTOMATIC|Summit Sentinel ~ Invincible|PRECLASS:1,Ranger=17 FACT:Ranger_Archetype_CombatStyleFeat|true FACT:Ranger_Archetype_FavoredTerrain|true FACT:Ranger_Archetype_Spells|true FACT:Ranger_Archetype_SwiftTracker|true FACT:Ranger_Archetype_HideInPlainSight|true FACT:Ranger_CF_CombatStyleFeat|true FACT:Ranger_CF_FavoredTerrain|true FACT:Ranger_CF_SwiftTracker|true FACT:Ranger_CF_HideInPlainSight|true COST:0 +Tidal Hunter KEY:Ranger Archetype ~ Tidal Hunter CATEGORY:Archetype TYPE:Archetype.RangerArchetype SOURCEPAGE:p.73 DESC:The tidal hunter draws strength from the fish and other wildlife of the deep. PRECLASS:1,Ranger=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Ranger Archetype ~ Tidal Hunter],[!PREFACT:1,ABILITIES,Ranger_Archetype_WildEmpathy=True,Ranger_Archetype_CombatStyleFeat6=True,Ranger_Archetype_Track=True,Ranger_Archetype_Camouflage=True,Ranger_Archetype_FavoredTerrain=True,Ranger_Archetype_WoodlandStride=True,Ranger_Archetype_ImprovedEvasion=True] ABILITY:Special Ability|AUTOMATIC|Tidal Hunter ~ Waterborn|PRECLASS:1,Ranger=1 ABILITY:Special Ability|AUTOMATIC|Tidal Hunter ~ Keen Scent|PRECLASS:1,Ranger=1 ABILITY:Special Ability|AUTOMATIC|Tidal Hunter ~ Aquatic Mastery|PRECLASS:1,Ranger=3 ABILITY:Special Ability|AUTOMATIC|Tidal Hunter ~ Wave Rush|PRECLASS:1,Ranger=7 ABILITY:Special Ability|AUTOMATIC|Tidal Hunter ~ Tidal Surge|PRECLASS:1,Ranger=16 FACT:Ranger_Archetype_WildEmpathy|true FACT:Ranger_Archetype_CombatStyleFeat6|true FACT:Ranger_Archetype_Track|true FACT:Ranger_Archetype_Camouflage|true FACT:Ranger_Archetype_FavoredTerrain|true FACT:Ranger_Archetype_WoodlandStride|true FACT:Ranger_Archetype_ImprovedEvasion|true FACT:Ranger_CF_WildEmpathy|true FACT:Ranger_CF_CombatStyleFeat6|true FACT:Ranger_CF_Track|true FACT:Ranger_CF_Camouflage|true FACT:Ranger_CF_FavoredTerrain|true FACT:Ranger_CF_WoodlandStride|true FACT:Ranger_CF_ImprovedEvasion|true COST:0 +Toxic Herbalist KEY:Ranger Archetype ~ Toxic Herbalist CATEGORY:Archetype TYPE:Archetype.RangerArchetype SOURCEPAGE:p.74 DESC:Saviors and destroyers in equal measure, toxic herbalists use nature’s bounty to craft remedies and poisons. PRECLASS:1,Ranger=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Ranger Archetype ~ Toxic Herbalist],[!PREFACT:1,ABILITIES,Ranger_Archetype_WildEmpathy=True,Ranger_Archetype_Endurance=True,Ranger_Archetype_HuntersBond=True,Ranger_Archetype_SwiftTracker=True,Ranger_Archetype_Quarry=True,Ranger_Archetype_ImprovedQuarry=True] ABILITY:Special Ability|AUTOMATIC|Toxic Herbalist ~ Toxic Touch|PRECLASS:1,Ranger=1 ABILITY:Special Ability|AUTOMATIC|Toxic Herbalist ~ Nature's Mercy|PRECLASS:1,Ranger=3 ABILITY:Special Ability|AUTOMATIC|Toxic Herbalist ~ Sudden Onset|PRECLASS:1,Ranger=4 ABILITY:Special Ability|AUTOMATIC|Toxic Herbalist ~ Grim Harvest|PRECLASS:1,Ranger=8 ABILITY:Special Ability|AUTOMATIC|Toxic Herbalist ~ Potent Venom|PRECLASS:1,Ranger=11 ABILITY:Special Ability|AUTOMATIC|Toxic Herbalist ~ Poisonous Reaper|PRECLASS:1,Ranger=19 FACT:Ranger_Archetype_WildEmpathy|true FACT:Ranger_Archetype_Endurance|true FACT:Ranger_Archetype_HuntersBond|true FACT:Ranger_Archetype_SwiftTracker|true FACT:Ranger_Archetype_Quarry|true FACT:Ranger_Archetype_ImprovedQuarry|true FACT:Ranger_CF_WildEmpathy|true FACT:Ranger_CF_Endurance|true FACT:Ranger_CF_HuntersBond|true FACT:Ranger_CF_SwiftTracker|true FACT:Ranger_CF_Quarry|true FACT:Ranger_CF_ImprovedQuarry|true COST:0 +Wilderness Explorer KEY:Ranger Archetype ~ Wilderness Explorer CATEGORY:Archetype TYPE:Archetype.RangerArchetype SOURCEPAGE:p.74 DESC:Wilderness explorers are adept at making peaceful contact with remote societies. PRECLASS:1,Ranger=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Ranger Archetype ~ Wilderness Explorer],[!PREFACT:1,ABILITIES,Ranger_Archetype_ClassSkills=True,Ranger_Archetype_WildEmpathy=True,Ranger_Archetype_HuntersBond=True,Ranger_Archetype_SwiftTracker=True,Ranger_Archetype_FavoredTerrain=True,Ranger_Archetype_Quarry=True,Ranger_Archetype_ImprovedQuarry=True] ABILITY:Internal|AUTOMATIC|Wilderness Explorer ~ Class Skills|PRECLASS:1,Ranger=1 ABILITY:Special Ability|AUTOMATIC|Wilderness Explorer ~ Cultural Contact|PRECLASS:1,Ranger=1 ABILITY:Special Ability|AUTOMATIC|Wilderness Explorer ~ Hazard Sense|PRECLASS:1,Ranger=4 ABILITY:Special Ability|AUTOMATIC|Wilderness Explorer ~ Indigenous Spirit|PRECLASS:1,Ranger=8 ABILITY:Special Ability|AUTOMATIC|Wilderness Explorer ~ Guardian Spirit|PRECLASS:1,Ranger=11 ABILITY:Special Ability|AUTOMATIC|Wilderness Explorer ~ Manifest Spirit|PRECLASS:1,Ranger=19 FACT:Ranger_Archetype_ClassSkills|true FACT:Ranger_Archetype_WildEmpathy|true FACT:Ranger_Archetype_HuntersBond|true FACT:Ranger_Archetype_SwiftTracker|true FACT:Ranger_Archetype_FavoredTerrain|true FACT:Ranger_Archetype_Quarry|true FACT:Ranger_Archetype_ImprovedQuarry|true FACT:Ranger_CF_ClassSkills|true FACT:Ranger_CF_WildEmpathy|true FACT:Ranger_CF_HuntersBond|true FACT:Ranger_CF_SwiftTracker|true FACT:Ranger_CF_Quarry|true FACT:Ranger_CF_ImprovedQuarry|true COST:0 +Wild Soul KEY:Ranger Archetype ~ Wild Soul CATEGORY:Archetype TYPE:Archetype.RangerArchetype SOURCEPAGE:p.75 DESC:Hailing from primitive roots in the wild, some rangers venture to more civilized lands and learn their ways. Wild souls carry these more refined teachings back to the frontier lands of their birth, and they employ that knowledge in defense of their homes. PRECLASS:1,Ranger=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Ranger Archetype ~ Wild Soul],[!PREFACT:1,ABILITIES,Ranger_Archetype_FavoredEnemy=True,Ranger_Archetype_SwiftTracker=True,Ranger_Archetype_Quarry=True,Ranger_Archetype_ImprovedQuarry=True,Ranger_Archetype_MasterHunter=True] ABILITY:Special Ability|AUTOMATIC|Wild Soul ~ Unfettered Soul|PRECLASS:1,Ranger=1 ABILITY:Special Ability|AUTOMATIC|Wild Soul ~ Nemesis|PRECLASS:1,Ranger=1 ABILITY:Special Ability|AUTOMATIC|Wild Soul ~ Nemesis Defense|PRECLASS:1,Ranger=8 ABILITY:Special Ability|AUTOMATIC|Wild Soul ~ Break the Interloper|PRECLASS:1,Ranger=11 ABILITY:Special Ability|AUTOMATIC|Wild Soul ~ Dizzying Onslaught|PRECLASS:1,Ranger=19 ABILITY:Special Ability|AUTOMATIC|Wild Soul ~ Nemesis Slayer|PRECLASS:1,Ranger=20 FACT:Ranger_Archetype_FavoredEnemy|true FACT:Ranger_Archetype_SwiftTracker|true FACT:Ranger_Archetype_Quarry|true FACT:Ranger_Archetype_ImprovedQuarry|true FACT:Ranger_Archetype_MasterHunter|true FACT:Ranger_CF_FavoredEnemy|true FACT:Ranger_CF_SwiftTracker|true FACT:Ranger_CF_Quarry|true FACT:Ranger_CF_ImprovedQuarry|true FACT:Ranger_CF_MasterHunter|true COST:0 + +#Flamewarden +Touch of Flame KEY:Flamewarden ~ Touch of Flame CATEGORY:Special Ability TYPE:Ranger Class Features.FlamewardenClassFeatures.SpecialAttack.Supernatural SOURCEPAGE:p.72 DESC:A flamewarden can cause his weapons to burst into flame. As a standard action, the ranger can grant a single weapon he holds the flaming DESC:burst|PRECLASS:1,Ranger=12 DESC:special ability for 1 minute; while under this effect, the weapon counts as magic for the purpose of overcoming damage reduction. A flamewarden can use this ability %1 times per day.|3+WIS +Spells KEY:Flamewarden ~ Spells CATEGORY:Special Ability TYPE:Ranger Class Features.FlamewardenClassFeatures SOURCEPAGE:p.72 DESC:[NOT IMPLEMENTED] A flamewarden can prepare spells from the druid list that have the fire descriptor. This alters the ranger’s spells. +Stoking the Embers KEY:Flamewarden ~ Stoking the Embers CATEGORY:Special Ability TYPE:Ranger Class Features.FlamewardenClassFeatures.SpecialQuality.SpellLike SOURCEPAGE:p.72 DESC:A flamewarden can fan the last spark of a recently slain creature’s life force back into a full flame. Once per day as a standard action, a flamewarden can touch the corpse of a creature that has died within 1 round to grant it the effects of breath of life. +Burning Renewal KEY:Flamewarden ~ Burning Renewal CATEGORY:Special Ability TYPE:Ranger Class Features.FlamewardenClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.72 DESC:A flamewarden can use the cleansing power of fire to remove afflictions from his body, mind, and soul. When the flamewarden takes 5 or more points of fire damage, he can remove one of the following conditions: fatigued, shaken, or sickened. Alternatively, he can remove 1 point of ability damage or drain from an ability score of his choice. If the flamewarden takes 10 or more points of fire damage, he can remove one of the following conditions: exhausted, frightened, or nauseated. Alternatively, he can remove 1d6 points of ability damage or drain from an ability score of his choice. The ranger can use this ability only once each time he takes fire damage, regardless of how much damage it deals over the required amount. He can use this ability %1 times per day. If the flamewarden has fire resistance or immunity to fire, fire damage he would have otherwise taken still counts toward activating burning renewal.|3+WIS +Phoenix Rising KEY:Flamewarden ~ Phoenix Rising CATEGORY:Special Ability TYPE:Ranger Class Features.FlamewardenClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.72 DESC:If a flamewarden dies, his body explodes in a conflagration in a 20-foot spread. Each hostile creature in the area takes 10d6 points of fire damage unless it succeeds at a Reflex save (DC %1) for half damage. The flames don’t harm the flamewarden’s allies, who instead are healed 5d6 points of damage, and any poisons they are currently suffering are neutralized as per neutralize poison. The flamewarden’s body is reduced to ashes by the explosion. DESC:The flamewarden gains immunity to fire, and once per week, the flamewarden rises from the ashes of his own destruction 1 round after dying. The flamewarden’s body re-forms with all his equipment, and he returns to life with half his maximum hit points. Any ability scores that were 0 become 1, and nonmagical diseases and poisons are cured. A limited wish, miracle, or wish spell cast before he rises from the ashes prevents him from doing so, as does the area of an unhallow effect.|10+RangerLVL/2+CON|PRECLASS:1,Ranger=20 + +#Stormwalker +Combat Style Feat KEY:Stormwalker ~ Combat Style Feat CATEGORY:Special Ability TYPE:Ranger Class Features.StormwalkerClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.72 DESC:A stormwalker must choose archery style. This alters the ranger’s combat style. BONUS:ABILITYPOOL|Combat Style|-1 ABILITY:Special Ability|AUTOMATIC|Ranger Combat Style ~ Archery +Thundershot KEY:Stormwalker ~ Thundershot CATEGORY:Special Ability TYPE:Ranger Class Features.StormwalkerClassFeatures.SpecialAttack.Supernatural SOURCEPAGE:p.72 DESC:A stormwalker can wreathe his weapon in lightning. As a standard action, he can grant a single weapon he holds the DESC:shock|!PRECLASS:1,Ranger=12 DESC:shocking burst|PRECLASS:1,Ranger=12 DESC:special ability for 1 minute; while under this effect, the weapon counts as magic for the purpose of overcoming damage reduction. A stormwalker can use this ability %1 times per day.|3+WIS +Wind Treader KEY:Stormwalker ~ Wind Treader CATEGORY:Special Ability TYPE:Ranger Class Features.StormwalkerClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.72 DESC:A stormwalker becomes immune to the effects of strong wind. He can move without hindrance in windy conditions, and his ranged attacks take no penalties from nonmagical wind. +Flash Step KEY:Stormwalker ~ Flash Step CATEGORY:Special Ability TYPE:Ranger Class Features.StormwalkerClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.72 DESC:A stormwalker can move across the battlefield like a bolt of lightning. As a full-round action, he can transform into lightning and move to any unoccupied square within 60 feet without provoking attacks of opportunity. He can make a single ranged attack before or after this movement. +Control Weather KEY:Stormwalker ~ Control Weather CATEGORY:Special Ability TYPE:Ranger Class Features.StormwalkerClassFeatures.SpecialQuality.SpellLike SOURCEPAGE:p.72 DESC:A stormwalker can cast control weather as a spell-like ability once per day. SPELLS:Innate|TIMES=1|CASTERLEVEL=RangerLVL|Control Weather +Flash Shot KEY:Stormwalker ~ Flash Shot CATEGORY:Special Ability TYPE:Ranger Class Features.StormwalkerClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.72 DESC:When a stormwalker uses flash step, he can make a ranged attack both before and after his movement. Both of these attacks are made at his highest base attack bonus. + +#Summit Sentinel +Roots of the Mountain KEY:Summit Sentinel ~ Roots of the Mountain CATEGORY:Special Ability TYPE:Ranger Class Features.SummitSentinelClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.72 DESC:A summit sentinel gains Toughness as a bonus feat. Additionally, as a move action, she can enter a defensive stance for 1 minute. While in this stance, the summit sentinel’s speed is reduced to 5 feet, she gains a +%1 enhancement bonus to her natural armor, and she gains a +%2 bonus to her CMD against maneuvers that would move her or knock her prone. If the ranger loses contact with the ground or other solid surface, the stance ends immediately. The ranger can enter this stance %3 times per day.|1+SummitSentinelStanceBonus|SummitSentinelStanceBonus*2|3+CON DEFINE:SummitSentinelStanceBonus|0 ABILITY:FEAT|AUTOMATIC|Toughness BONUS:VAR|SummitSentinelStanceBonus|((RangerLVL+2)/4) +Mountain Mastery KEY:Summit Sentinel ~ Mountain Mastery CATEGORY:Special Ability TYPE:Ranger Class Features.SummitSentinelClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.73 DESC:A summit sentinel must select mountains as her favored terrain, and she does not gain additional favored terrains at higher levels. Every 5 levels beyond 5th, the bonus from this favored terrain increases by 2. DESC:A summit sentinel draws strength from the earth. When she and her target are both in contact with the ground or an earthen floor, the summit sentinel gains a +%1 bonus on attack and damage rolls against the target. This alters favored terrain.|SummitSentinelMasteryBonus|PRECLASS:1,Ranger=8 DEFINE:SummitSentinelMasteryBonus|0 BONUS:VAR|1|SummitSentinelMasteryBonus BONUS:VAR|1|SummitSentinelMasteryBonus|PRECLASS:1,Ranger=18 ABILITY:Special Ability|AUTOMATIC|Favored Terrain ~ Mountain ABILITY:Special Ability|AUTOMATIC|Basic Favored Terrain BONUS:VAR|FavoredTerrainMountains|2|PRECLASS:1,Ranger=10 BONUS:VAR|FavoredTerrainMountains|2|PRECLASS:1,Ranger=15 BONUS:VAR|FavoredTerrainMountains|2|PRECLASS:1,Ranger=20 +Spells KEY:Summit Sentinel ~ Spells CATEGORY:Internal TYPE:Ranger Class Features.SummitSentinelClassFeatures SPELLKNOWN:CLASS|Ranger=4|Stoneskin +Rockslide KEY:Summit Sentinel ~ Rockslide CATEGORY:Special Ability TYPE:Ranger Class Features.SummitSentinelClassFeatures.SpecialAttack.Supernatural SOURCEPAGE:p.73 DESC:Once per day as a standard action, a summit sentinel can create a rushing wave of earth and stone. The summit sentinel chooses a point on the ground or floor within 30 feet. Rippling waves of earth and stone emanate from the chosen point in a 25-foot cone in a direction of the summit sentinel’s choice. Each creature in the area takes 4d6 points of bludgeoning damage and is pushed to the end of the cone. A target that succeeds at a Reflex save (DC %1) takes half damage and is not pushed.|10+RangerLVL/2+WIS +Invincible KEY:Summit Sentinel ~ Invincible CATEGORY:Special Ability TYPE:Ranger Class Features.SummitSentinelClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.73 DESC:A summit sentinel takes on the unyielding hardness of the mountains. While in her roots of the mountain defensive stance, she is immune to critical hits and precision damage. + +#Tidal Hunter +Waterborn KEY:Tidal Hunter ~ Waterborn CATEGORY:Special Ability TYPE:Ranger Class Features.TidalHunterClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.73 DESC:A tidal hunter can breathe DESC:water for up to %1 minutes each day.|RangerLVL*10|!PRECLASS:1,Ranger=6 DESC:underwater indefinitely.|PRECLASS:1,Ranger=6 +Keen Scent KEY:Tidal Hunter ~ Keen Scent CATEGORY:Special Ability TYPE:Ranger Class Features.TidalHunterClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.73 DESC:A tidal hunter gains scent, as per the universal monster rule. DESC:While in water, the tidal hunter can detect particularly strong or distinct odors (such as blood) up to 1 mile away.|PRECLASS:1,Ranger=12 +Aquatic Mastery KEY:Tidal Hunter ~ Aquatic Mastery CATEGORY:Special Ability TYPE:Ranger Class Features.TidalHunterClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.73 DESC:A tidal hunter must select water as his favored terrain, and he doesn’t gain additional favored terrains. At 8th level and every 5 levels thereafter, the bonus from this favored terrain increases by 2. This alters favored terrain. ABILITY:Special Ability|AUTOMATIC|Favored Terrain ~ Water ABILITY:Special Ability|AUTOMATIC|Basic Favored Terrain BONUS:VAR|FavoredTerrainWater|2|PRECLASS:1,Ranger=8 BONUS:VAR|FavoredTerrainWater|2|PRECLASS:1,Ranger=13 BONUS:VAR|FavoredTerrainWater|2|PRECLASS:1,Ranger=18 +Wave Rush KEY:Tidal Hunter ~ Wave Rush CATEGORY:Special Ability TYPE:Ranger Class Features.TidalHunterClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.73 DESC:A tidal hunter gains a swim speed equal to his base speed. If he already has a swim speed, it increases by 10 feet. TEMPLATE:CHOOSE:Add Swim Speed|Increase Swim Speed +Tidal Surge KEY:Tidal Hunter ~ Tidal Surge CATEGORY:Special Ability TYPE:Ranger Class Features.TidalHunterClassFeatures.SpecialQuality.SpellLike SOURCEPAGE:p.73 DESC:A tidal hunter gains control over water, and he can use the tides to attack his foes. Once per day, he can cast tidal surge as a spell-like ability. SPELLS:Innate|TIMES=1|CASTERLEVEL=RangerLVL|Control Weather + +#Toxic Herbalist +Toxic Touch KEY:Toxic Herbalist ~ Toxic Touch CATEGORY:Special Ability TYPE:Ranger Class Features.ToxicHerbalistClassFeatures.SpecialQuality.Extraordinary.PoisonUse SOURCEPAGE:p.74 DESC:A toxic herbalist studies the safe handling of deadly substances. He cannot accidentally poison himself when he applies poison to a weapon. +Nature's Mercy KEY:Toxic Herbalist ~ Nature's Mercy CATEGORY:Special Ability TYPE:Ranger Class Features.ToxicHerbalistClassFeatures.SpecialQuality.Extraordinary.Supernatural SOURCEPAGE:p.74 DESC:A toxic herbalist’s knowledge of the natural world offers respite from wounds and illness. Once per day, he can spend 1 hour in a wilderness area gathering herbs and other natural materials and combine them into a medicinal poultice—this hour can be integrated with the hour required for the ranger to prepare spells. Placing the poultice on a wound or ingesting it is a standard action; the creature receiving the poultice heals a number of hit points equal to 1d6 + the ranger’s Wisdom modifier. At 8th level and every 5 levels thereafter, the ranger creates one additional poultice when using this ability, to a maximum of four at 18th level. Poultices remain potent for 1 hour. Additionally, at 8th level, the poultice neutralizes one poison affecting the recipient, as per neutralize poison. At 13th level, it also attempts to cure one disease affecting the recipient, as per remove disease. The caster level of both of these effects is equal to the toxic herbalist’s level. These additional effects are supernatural effects. +Sudden Onset KEY:Toxic Herbalist ~ Sudden Onset CATEGORY:Special Ability TYPE:Ranger Class Features.ToxicHerbalistClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.74 DESC:A toxic herbalist can administer a poultice he created via nature’s mercy or poison a weapon as a swift action. SPELLKNOWN:CLASS|Ranger=1|Nauseating Dart,Ray of Sickening SPELLKNOWN:CLASS|Ranger=2|Pernicious Poison,Pox Pustules SPELLKNOWN:CLASS|Ranger=3|Poison,Toxic Gift SPELLKNOWN:CLASS|Ranger=4|Absorb Toxicity,Cloudkill +Grim Harvest KEY:Toxic Herbalist ~ Grim Harvest CATEGORY:Special Ability TYPE:Ranger Class Features.ToxicHerbalistClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.74 DESC:A toxic herbalist can spend 1 hour foraging for poisonous substances to create a dose of the following poisons: DESC:wyvern poison,|PRECLASS:1,Ranger=10 DESC:black lotus, deathblade|PRECLASS:1,Ranger=12 DESC:dragonbile,|PRECLASS:1,Ranger=14 DESC:black adder venom, bloodroot, giant wasp poison, greenblood oil, large scorpion venom, malyass root paste, Medium spider venom, nitharit, shadow essence, small centipede poison, terinav root. (this hour can be integrated with the hour required to prepare spells or poultices). The toxic herbalist rolls 1d20 and adds his ranger level and his Intelligence modifier. The DC of this check is equal to the Craft DC of the poison he wishes to create. If he succeeds at this check, the ranger creates 1 dose of the chosen poison. The poison remains potent for %1 hours, regardless of the means used in attempts to preserve it, and it can’t be sold. This ability functions only while the toxic herbalist is within one of his favored terrains.|RangerLVL +Potent Venom KEY:Toxic Herbalist ~ Potent Venom CATEGORY:Special Ability TYPE:Ranger Class Features.ToxicHerbalistClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.74 DESC:A toxic herbalist’s poisons become even deadlier. When he poisons a favored enemy, the DC of the poison’s saving throw increases by half the toxic herbalist’s favored enemy bonus against that target. +Poisonous Reaper KEY:Toxic Herbalist ~ Poisonous Reaper CATEGORY:Special Ability TYPE:Ranger Class Features.ToxicHerbalistClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.74 DESC:A single dose of poison on a toxic herbalist’s weapon remains potent for the entirety of a full attack, instead of for a single strike. + +#Wilderness Explorer +Class Skills KEY:Wilderness Explorer ~ Class Skills CATEGORY:Internal TYPE:Ranger Class Features.WildernessExplorerClassFeatures CSKILL:Climb|TYPE=Craft|Diplomacy|Handle Animal|Heal|Knowledge (Geography)|Knowledge (Local)|Knowledge (Nature)|Perception|TYPE=Profession|Ride|Spellcraft|Stealth|Survival|Swim +Cultural Contact KEY:Wilderness Explorer ~ Cultural Contact CATEGORY:Special Ability TYPE:Ranger Class Features.WildernessExplorerClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.74 DESC:A wilderness explorer gains the ability to communicate with creatures with which he doesn’t share a common language. Only basic concepts can be conveyed or understood, such as “I need help,” “I come in peace,” “Come over here,” “Go over there,” and the like. This allows the wilderness explorer to ignore the common language requirement of social interaction and language-dependent spells and effects, but he can do so only when the information being shared is relatively simple. The creature with which the wilderness explorer communicates must understand at least one language for this ability to function. Additionally, a wilderness explorer can peacefully influence the initial attitude of humanoids that have Intelligence scores of 2 or lower. This ability functions just like wild empathy, but it works on humanoids instead of on animals. The wilderness explorer can also use this ability to influence a monstrous humanoid with 2 or lower Intelligence, but the wilderness explorer takes a –4 penalty on the check. +Hazard Sense KEY:Wilderness Explorer ~ Hazard Sense CATEGORY:Special Ability TYPE:Ranger Class Features.WildernessExplorerClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.74 DESC:A wilderness explorer gains an intuitive understanding of natural hazards and traps fashioned from a natural environment. He gains a +%1 bonus on Reflex saves against natural hazards and wilderness traps and a +%1 dodge bonus to AC against attacks from wilderness traps.|RangerLVL/4 +Indigenous Spirit KEY:Wilderness Explorer ~ Indigenous Spirit CATEGORY:Special Ability TYPE:Ranger Class Features.WildernessExplorerClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.74 DESC:A wilderness explorer attracts the aid of native spirits, which reward his appreciation of their home with whispered warnings. The wilderness explorer gains uncanny dodge as long as he remains within one of his chosen favored terrains. This works like the barbarian ability of the same name. This alters favored terrain. +Guardian Spirit KEY:Wilderness Explorer ~ Guardian Spirit CATEGORY:Special Ability TYPE:Ranger Class Features.WildernessExplorerClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.74 DESC:A wilderness explorer gains the aid of indigenous spirits, which favor him when he is defending himself against multiple foes that surround him. He gains improved uncanny dodge; this ability functions only while the ranger is within one of his favored terrains. This further alters favored terrain. +Manifest Spirit KEY:Wilderness Explorer ~ Manifest Spirit CATEGORY:Special Ability TYPE:Ranger Class Features.WildernessExplorerClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.74 DESC:A wilderness explorer is shielded from magic by those guardian spirits that favor him. He gains spell resistance %1. This ability functions only while the wilderness explorer is within one of his favored terrains. This alters favored terrain even further.|11+RangerLVL SR:11+RangerLVL + +#Wild Soul +Unfettered Soul KEY:Wild Soul ~ Unfettered Soul CATEGORY:Special Ability TYPE:Ranger Class Features.WildSoulClassFeatures.SpecialQuality SOURCEPAGE:p.75 DESC:A wild soul swears to himself never to make use of advanced technology, alchemy, arcane magic, or firearms. He also must oppose their use on his person, refusing to be a willing target and attempting a saving throw if possible (even if the effect is harmless or beneficial). Violating this oath causes a wild soul to lose the abilities granted by this archetype until he atones. +Nemesis KEY:Wild Soul ~ Nemesis CATEGORY:Special Ability TYPE:Ranger Class Features.WildSoulClassFeatures.SpecialQuality.Extraordinary DEFINE:WildSoulNemesisBonus|0 SOURCEPAGE:p.75 DESC:A wild soul gains a +2 bonus on Intimidate, Knowledge, Perception, Sense Motive, Spellcraft, and Survival checks against creatures that wield advanced technology, alchemical weapons (including an alchemist’s bombs), or firearms and against those that cast arcane spells (this does not apply to creatures that use spell-like abilities). Likewise, he gains a +2 bonus on weapon attack and damage rolls against such opponents. The wild soul can attempt Craft (alchemy), Knowledge (arcana), and Spellcraft checks untrained when attempting to identify enemy magic or advanced technology.|WildSoulNemesisBonus BONUS:VAR|WildSoulNemesisBonus|2+min(4,RangerLVL/5) ASPECT:CombatBonus|+%1 on weapon attack and damage rolls vs creatures weilding technology or arcane spellcasters|WildSoulNemesisBonus +Nemesis Defense KEY:Wild Soul ~ Nemesis Defense CATEGORY:Special Ability TYPE:Ranger Class Features.WildSoulClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.75 DESC:A wild soul adds his nemesis bonus on saving throws against advanced technology, alchemical items (including an alchemist’s bombs and extracts), and arcane spells. He also adds this bonus to his AC against advanced technological items, alchemical items (including alchemist bombs), arcane spells that require attack rolls, and firearms. ASPECT:CombatBonus|+%1 on saving throws and AC vs advanced technology, alchemical items, arcane spells, and firearms.|WildSoulNemesisBonus +Break the Interloper KEY:Wild Soul ~ Break the Interloper CATEGORY:Special Ability TYPE:Ranger Class Features.WildSoulClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.75 DESC:When a wild soul hits an arcane spellcaster, a creature with extract slots, or a creature with grit (but not grit-like pools such as panache) with a weapon attack, the target either loses its highest-level available spell or extract slot or loses 1 point of grit, and the wild soul gains 5 temporary hit points. A target of this ability can negate this effect with a successful Fortitude save (DC %1). Regardless of the outcome of the saving throw, the target is immune to this ability for 24 hours.|10+RangerLVL/2+WIS +Dizzying Onslaught KEY:Wild Soul ~ Dizzying Onslaught CATEGORY:Special Ability TYPE:Ranger Class Features.WildSoulClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.75 DESC:A wild soul lands punishing blows that devastate his nemeses’ ability to focus. When he confirms a critical hit against a creature against whom his nemesis bonus applies, for 1 minute the target must succeed at a concentration check (DC = 20 + the wild soul’s Wisdom modifier + twice the spell’s level) to cast an arcane spell, create an extract, or use an alchemist’s bomb, and the target can’t spend or gain grit. +Nemesis Slayer KEY:Wild Soul ~ Nemesis Slayer CATEGORY:Special Ability TYPE:Ranger Class Features.WildSoulClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.75 DESC:A wild soul becomes death incarnate to his nemeses. As a standard action, he can make a single attack against a nemesis at his full attack bonus. If the attack hits, the target takes damage normally and must succeed at a Fortitude save (DC %1) or die. The wild soul can instead deal an amount of nonlethal damage equal to the creature’s current hit points, which the target can negate with a successful save at the same DC. The ranger can use this ability up to five times per day, but he cannot use it against the same creature more than once in a 24-hour period.|10+RangerLVL/2+WIS + +# ============================== +# Rogue Archetypes +# ============================== + +Desert Raider KEY:Rogue Archetype ~ Desert Raider CATEGORY:Archetype TYPE:Archetype.RogueArchetype SOURCEPAGE:p.76 DESC:Desert raiders constantly threaten caravans that cross vast, desolate expanses. Some desert raiders are tribespeople who raid to supplement their hardscrabble existence, while others are career thieves who take to the desert to avoid the noose. To survive, a desert raider must learn the secrets of the deserts and become inured to their dangers. Though most often associated with hot deserts, desert raiders can also operate in tundra, where sunlight on snow can blind as easily as on sand. PRECLASS:1,Rogue=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Rogue Archetype ~ Desert Raider],[!PREFACT:1,ABILITIES,Rogue_Archetype_ClassSkills=True,Rogue_Archetype_Trapfinding=True,Rogue_Archetype_RogueTalent2=True,Rogue_Archetype_TrapSense=True] ABILITY:Internal|AUTOMATIC|Desert Raider ~ Class Skills|PRECLASS:1,Rogue=1 ABILITY:Special Ability|AUTOMATIC|Desert Raider ~ Desert Tracker|PRECLASS:1,Rogue=1 ABILITY:Special Ability|AUTOMATIC|Desert Raider ~ Sun at Your Back|PRECLASS:1,Rogue=2 ABILITY:Special Ability|AUTOMATIC|Desert Raider ~ Light Step|PRECLASS:1,Rogue=3 FACT:Rogue_Archetype_ClassSkills|true FACT:Rogue_Archetype_Trapfinding|true FACT:Rogue_Archetype_RogueTalent2|true FACT:Rogue_Archetype_TrapSense|true FACT:Rogue_CF_ClassSkills|true FACT:Rogue_CF_Trapfinding|true FACT:Rogue_CF_RogueTalent2|true FACT:Rogue_CF_TrapSense|true COST:0 +Fey Prankster KEY:Rogue Archetype ~ Fey Prankster CATEGORY:Archetype TYPE:Archetype.RogueArchetype SOURCEPAGE:p.12 DESC:Fey pranksters specialize in tricking others to teach a lesson or for their own entertainment. PRECLASS:1,Rogue=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Rogue Archetype ~ Fey Prankster],[!PREFACT:1,ABILITIES,Rogue_Archetype_Trapfinding=True,Rogue_Archetype_RogueTalent2=True,Rogue_Archetype_UncannyDodge=True,Rogue_Archetype_ImprovedUncannyDodge=True,Rogue_Archetype_RogueTalent6=True,Rogue_Archetype_RogueTalent8=True,Rogue_Archetype_RogueTalent12=True] ABILITY:Special Ability|AUTOMATIC|Fey Prankster ~ Treacherous Plants|PRECLASS:1,Rogue=1 ABILITY:Special Ability|AUTOMATIC|Fey Prankster ~ Improved Dirty Trick|PRECLASS:1,Rogue=2 ABILITY:Special Ability|AUTOMATIC|Fey Prankster ~ Steal Appearance|PRECLASS:1,Rogue=4 ABILITY:Special Ability|AUTOMATIC|Fey Prankster ~ Greater Dirty Trick|PRECLASS:1,Rogue=6 ABILITY:Special Ability|AUTOMATIC|Fey Prankster ~ Plant Traps|PRECLASS:1,Rogue=8 ABILITY:Special Ability|AUTOMATIC|Fey Prankster ~ Unseen Trickster|PRECLASS:1,Rogue=12 FACT:Rogue_Archetype_Trapfinding|true FACT:Rogue_Archetype_RogueTalent2|true FACT:Rogue_Archetype_UncannyDodge|true FACT:Rogue_Archetype_ImprovedUncannyDodge|true FACT:Rogue_Archetype_RogueTalent6|true FACT:Rogue_Archetype_RogueTalent8|true FACT:Rogue_Archetype_RogueTalent12|true FACT:Rogue_CF_Trapfinding|true FACT:Rogue_CF_RogueTalent2|true FACT:Rogue_CF_UncannyDodge|true FACT:Rogue_CF_ImprovedUncannyDodge|true FACT:Rogue_CF_RogueTalent6|true FACT:Rogue_CF_RogueTalent8|true FACT:Rogue_CF_RogueTalent12|true COST:0 +River Rat KEY:Rogue Archetype ~ River Rat CATEGORY:Archetype TYPE:Archetype.RogueArchetype SOURCEPAGE:p.76 DESC:What highway robbers are to roads, river rats are to waterways. Skilled at hiding amid reeds and roots, these rogues strike the unwary from the shallows as others would from the shadows. Despite their strong association with banditry, river rats make excellent guides and hunters. PRECLASS:1,Rogue=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Rogue Archetype ~ River Rat],[!PREFACT:1,ABILITIES,Rogue_Archetype_ClassSkills=True,Rogue_Archetype_Trapfinding=True,Rogue_Archetype_TrapSense=True] ABILITY:Internal|AUTOMATIC|River Rat ~ Class Skills|PRECLASS:1,Rogue=1 ABILITY:Special Ability|AUTOMATIC|River Rat ~ Swamper|PRECLASS:1,Rogue=1 ABILITY:Special Ability|AUTOMATIC|River Rat ~ Rat's Resilience|PRECLASS:1,Rogue=3 FACT:Rogue_Archetype_ClassSkills|true FACT:Rogue_Archetype_Trapfinding|true FACT:Rogue_Archetype_TrapSense|true FACT:Rogue_CF_ClassSkills|true FACT:Rogue_CF_Trapfinding|true FACT:Rogue_CF_TrapSense|true COST:0 +Sly Saboteur KEY:Rogue Archetype ~ Sly Saboteur CATEGORY:Archetype TYPE:Archetype.RogueArchetype SOURCEPAGE:p.77 DESC:Sly saboteurs are irregular soldiers who specialize in sabotage and surprise attacks. Though they often face enemies with greater numbers or resources (or both), sly saboteurs have the advantage of knowing the local people and terrain. They might be rebels fighting against a corrupt government, or they might be members of a militia opposing an invading force. Some are environmentalists who sabotage the tools of industry in order to protect unspoiled nature. PRECLASS:1,Rogue=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Rogue Archetype ~ Sly Saboteur],[!PREFACT:1,ABILITIES,Rogue_Archetype_ClassSkills=True,Rogue_Archetype_TrapSense=True,Rogue_Archetype_UncannyDodge=True,Rogue_Archetype_ImprovedUncannyDodge=True] ABILITY:Internal|AUTOMATIC|Sly Saboteur ~ Class Skills|PRECLASS:1,Rogue=1 ABILITY:Special Ability|AUTOMATIC|Sly Saboteur ~ Scamper|PRECLASS:1,Rogue=3 ABILITY:Special Ability|AUTOMATIC|Sly Saboteur ~ Catastrophic Failure|PRECLASS:1,Rogue=4 ABILITY:Special Ability|AUTOMATIC|Sly Saboteur ~ Disable Magic Device|PRECLASS:1,Rogue=8 FACT:Rogue_Archetype_ClassSkills|true FACT:Rogue_Archetype_TrapSense|true FACT:Rogue_Archetype_UncannyDodge|true FACT:Rogue_Archetype_ImprovedUncannyDodge|true FACT:Rogue_CF_ClassSkills|true FACT:Rogue_CF_TrapSense|true FACT:Rogue_CF_UncannyDodge|true FACT:Rogue_CF_ImprovedUncannyDodge|true COST:0 +Sylvan Trickster KEY:Rogue Archetype ~ Sylvan Trickster CATEGORY:Archetype TYPE:Archetype.RogueArchetype SOURCEPAGE:p.77 DESC:Sylvan tricksters are rogues who model themselves after the mischievous fey of legend. Though not spellcasters, sylvan tricksters learn minor magical abilities reminiscent of those favored by fey creatures. The journey for many sylvan tricksters began in childhood, learning at an elder’s knee the stories of the fey and the secrets of how to resist their tricks. Sylvan tricksters often live in areas where the boundary with the First World is thin, and a few have even been there—voluntarily or not. PRECLASS:1,Rogue=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Rogue Archetype ~ Sylvan Trickster],[!PREFACT:1,ABILITIES,Rogue_Archetype_ClassSkills=True,Rogue_Archetype_Trapfinding=True,Rogue_Archetype_RogueTalents=True,Rogue_Archetype_UncannyDodge=True,Rogue_Archetype_ImprovedUncannyDodge=True] ABILITY:Internal|AUTOMATIC|Sylvan Trickster ~ Class Skills|PRECLASS:1,Rogue=1 ABILITY:Special Ability|AUTOMATIC|Sylvan Trickster ~ Wild Empathy|PRECLASS:1,Rogue=1 ABILITY:Special Ability|AUTOMATIC|Sylvan Trickster ~ Fey Tricks|PRECLASS:1,Rogue=1 ABILITY:Special Ability|AUTOMATIC|Sylvan Trickster ~ Resist Nature's Lure|PRECLASS:1,Rogue=4 ABILITY:Special Ability|AUTOMATIC|Sylvan Trickster ~ Fey Resistance|PRECLASS:1,Rogue=8 FACT:Rogue_Archetype_ClassSkills|true FACT:Rogue_Archetype_Trapfinding|true FACT:Rogue_Archetype_RogueTalents|true FACT:Rogue_Archetype_UncannyDodge|true FACT:Rogue_Archetype_ImprovedUncannyDodge|true FACT:Rogue_CF_ClassSkills|true FACT:Rogue_CF_Trapfinding|true FACT:Rogue_CF_UncannyDodge|true FACT:Rogue_CF_ImprovedUncannyDodge|true COST:0 + +#Desert Raider +Class Skills KEY:Desert Raider ~ Class Skills CATEGORY:Internal TYPE:Rogue Class Features.DesertRaiderClassFeatures CSKILL:Acrobatics|Appraise|Bluff|Climb|TYPE=Craft|Diplomacy|Disable Device|Disguise|Escape Artist|Intimidate|Knowledge (Geography)|Knowledge (Local)|Linguistics|Perception|TYPE=Perform|TYPE=Profession|Sense Motive|Sleight of Hand|Stealth|Survival|Use Magic Device +Desert Tracker KEY:Desert Raider ~ Desert Tracker CATEGORY:Special Ability TYPE:Rogue Class Features.DesertRaiderClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.76 DESC:A desert raider is immune to the dazzled condition. A desert raider adds a +%1 bonus on Survival skill checks to follow or identify tracks in desert terrain.|max(1,RogueLVL/2) BONUS:SITUATION|Survival=Follow or identify tracks/Deserts|max(1,RogueLVL/2) +Sun at Your Back KEY:Desert Raider ~ Sun at Your Back CATEGORY:Special Ability TYPE:Rogue Class Features.DesertRaiderClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.76 DESC:A desert raider can use the reflected light of the blinding sun to conceal her presence. A desert raider in bright light can attempt Stealth checks without cover or concealment but takes a –5 penalty on her check. The desert raider cannot use this ability to hide from creatures immune to the blinded or dazzled conditions. +Light Step KEY:Desert Raider ~ Light Step CATEGORY:Special Ability TYPE:Rogue Class Features.DesertRaiderClassFeatures.SpecialQuality.Extraordinary DEFINE:DesertRaiderLightStepBonus|0 SOURCEPAGE:p.76 DESC:The DC of Survival checks to track the desert raider increase by %1. In addition, she gains a +%2 bonus on Perception checks to avoid being surprised by a foe.|DesertRaiderLightStepBonus+2|DesertRaiderLightStepBonus BONUS:VAR|DesertRaiderLightStepBonus|min(6,RogueLVL/3) + +#Fey Prankster +Treacherous Plants KEY:Fey Prankster ~ Treacherous Plants CATEGORY:Special Ability TYPE:Rogue Class Features.FeyPranksterClassFeatures.SpecialQuality.SpellLike SOURCEPAGE:p.12 DESC:The fey prankster can cause plants to distract nearby creatures. To use this ability, the fey prankster attempts a Bluff check to create a distraction to hide as a swift action or to feint against an adjacent opponent as a move action, so long as the target is adjacent to plants. He gains a +%1 bonus on this check.|max(1,RogueLVL/2) +Improved Dirty Trick KEY:Fey Prankster ~ Improved Dirty Trick CATEGORY:Special Ability TYPE:Rogue Class Features.FeyPranksterClassFeatures.SpecialQuality SOURCEPAGE:p.12 DESC:The fey prankster gains Improved Dirty Trick as a bonus feat. He need not meet the prerequisites. ABILITY:FEAT|VIRTUAL|Improved Dirty Trick +Steal Appearance KEY:Fey Prankster ~ Steal Appearance CATEGORY:Special Ability TYPE:Rogue Class Features.FeyPranksterClassFeatures.SpecialQuality.SpellLike SOURCEPAGE:p.12 DESC:The fey prankster can exchange the appearance of two adjacent items of the same size. He can also exchange the appearance of two creatures if at least one is willing and both are adjacent. Affecting an unwilling creature or an item it wears or carries requires a successful dirty trick combat maneuver against that creature. If he succeeds, the objects or creatures are each disguised as the other as if with veil cast at his rogue level. The Will save DC to resist or disbelieve the illusion is %1.|10+RogueLVL/2+INT DESC:The fey prankster can also exchange the locations of the two targets by succeeding at a DC 20 Sleight of Hand check. If he succeeds, observers can't tell which is the original based on movement without succeeding at a Perception check against his Sleight of Hand result.|PRECLASS:1,Rogue=8 +Greater Dirty Trick KEY:Fey Prankster ~ Greater Dirty Trick CATEGORY:Special Ability TYPE:Rogue Class Features.FeyPranksterClassFeatures.SpecialQuality SOURCEPAGE:p.12 DESC:The fey prankster gains Greater Dirty Trick as a bonus feat. He does not need to meet the prerequisites. ABILITY:FEAT|VIRTUAL|Greater Dirty Trick +Plant Traps KEY:Fey Prankster ~ Plant Traps CATEGORY:Special Ability TYPE:Rogue Class Features.FeyPranksterClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.12 DESC:The fey trickster can modify a plant (but not plant creatures) into a trap as a full-round action up to three times per day. The Perception and Disable Device DCs for the trap are each %1. A Tiny or larger plant can be used to perform a trip or dirty trick combat maneuver using the fey trickster's CMB and the plant's size. A Large or larger plant can be used to create a snare as per the spell. The save DC is %2. The fey trickster can trigger any plant trap he created as a standard action as long as he is within 60 feet of it.|15+RogueLVL|12+INT +Unseen Trickster KEY:Fey Prankster ~ Unseen Trickster CATEGORY:Special Ability TYPE:Rogue Class Features.FeyPranksterClassFeatures.SpecialQuality SOURCEPAGE:p.12 DESC:The fey trickster can attempt Stealth checks in areas with plants even if he does not have cover or concealment. + +#River Rat +Class Skills KEY:River Rat ~ Class Skills CATEGORY:Internal TYPE:Rogue Class Features.RiverRatClassFeatures CSKILL:Acrobatics|Appraise|Bluff|Climb|TYPE.Craft|Diplomacy|Disable Device|Disguise|Escape Artist|Intimidate|Knowledge (Nature)|Knowledge (Local)|Linguistics|Perception|TYPE.Perform|TYPE.Profession|Sense Motive|Sleight of Hand|Stealth|Swim|Use Magic Device +Swamper KEY:River Rat ~ Swamper CATEGORY:Special Ability TYPE:Rogue Class Features.RiverRatClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.76 DESC:A river rat gains a +%1 bonus on Swim checks. A river rat ignores difficult terrain caused by light undergrowth and shallow bogs, and it costs her only 2 squares of movement to enter a square of deep bog or heavy undergrowth, rather than 4 squares of movement. She takes no penalty on Acrobatics or Stealth checks for being in bogs and undergrowth. All of these abilities apply only when she is wearing light or no armor and carrying no more than a light load.|max(1,RogueLVL/2) BONUS:SKILL|Swim|max(1,RogueLVL/2)|PREVARLT:ENCUMBERANCE,1,var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.MEDIUM]"),1,var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1 +Rat's Resilience KEY:River Rat ~ Rat's Resilience CATEGORY:Special Ability TYPE:Rogue Class Features.RiverRatClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.77 DESC:A river rat is inured to dangers presented by disease-carrying parasites, poisonous fish, and other toxic river denizens. A river rat gains a +%1 bonus on saving throws against disease and poison effects.|min(6,RogueLVL/3) ASPECT:SaveBonus|+%1 on saves vs.disease and poison effects.|min(6,RogueLVL/3) + +#Sly Saboteur +Class Skills KEY:Sly Saboteur ~ Class Skills CATEGORY:Internal TYPE:Rogue Class Features.SlySaboteurClassFeatures CSKILL:Acrobatics|Appraise|Bluff|Climb|TYPE=Craft|Diplomacy|Disable Device|Disguise|Escape Artist|Intimidate|Knowledge (Local)|Linguistics|Perception|TYPE=Perform|TYPE=Profession|Sense Motive|Sleight of Hand|Stealth|Survival|Swim|Use Magic Device +Scamper KEY:Sly Saboteur ~ Scamper CATEGORY:Special Ability TYPE:Rogue Class Features.SlySaboteurClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.77 DESC:A sly saboteur can move through %1 feet of difficult terrain each round as if it were normal terrain. This ability allows the sly saboteur to take a 5-foot step into difficult terrain. This ability applies only when she is wearing light armor or no armor and carrying no more than a light load, and it stacks with the Acrobatic Steps and Nimble Moves feats.|5*(min(6,RogueLVL/3)) +Catastrophic Failure KEY:Sly Saboteur ~ Catastrophic Failure CATEGORY:Special Ability TYPE:Rogue Class Features.SlySaboteurClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.77 DESC:When a sly saboteur uses Disable Device to rig a device to fail, she can increase the DC of the check by 5. If she does so and succeeds at the check, when the device fails, users take damage equal to the sly saboteur’s sneak attack, or they take half that amount with a successful Reflex save (DC %1). The type of damage depends on the nature of the device but is typically bludgeoning, fire, piercing, or slashing.|10+RogueLVL/2+DEX +Disable Magic Device KEY:Sly Saboteur ~ Disable Magic Device CATEGORY:Special Ability TYPE:Rogue Class Features.SlySaboteurClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.77 DESC:A sly saboteur can use Disable Device to rig a magic item to fail as if it were an extremely complex device. If the item’s effect is instantaneous, the effect is countered the next time the item is activated, but the activation still consumes a charge or use. If the item’s effect is continuous or has a duration, the effect fails after 1d4 rounds or minutes of use (sly saboteur’s choice). This ends the duration or suppresses a continuous effect for 1d4 rounds (as the spell dispel magic). This ability cannot be used on artifacts. If this ability is combined with the catastrophic failure ability, the resulting damage is untyped magic and is not reduced by damage reduction or energy resistance. + +#Sylvan Trickster +Class Skills KEY:Sylvan Trickster ~ Class Skills CATEGORY:Internal TYPE:Rogue Class Features.SylvanTricksterClassFeatures CSKILL:Acrobatics|Appraise|Bluff|Climb|TYPE=Craft|Diplomacy|Disable Device|Disguise|Escape Artist|Intimidate|Knowledge (Local)|Knowledge (Nature)|Linguistics|Perception|TYPE=Perform|TYPE=Profession|Sense Motive|Sleight of Hand|Stealth|Swim|Use Magic Device ADD:LANGUAGE|Sylvan +Wild Empathy KEY:Sylvan Trickster ~ Wild Empathy CATEGORY:Special Ability TYPE:Rogue Class Features.SylvanTricksterClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.77 DESC:A sylvan trickster can improve an animal’s attitude. This ability functions as the druid ability of the same name, using the sylvan trickster’s rogue level as her effective druid level. ABILITY:Special Ability|AUTOMATIC|Wild Empathy BONUS:VAR|WildEmpathyLVL|RogueLVL +Fey Tricks KEY:Sylvan Trickster ~ Fey Tricks CATEGORY:Special Ability TYPE:Rogue Class Features.SylvanTricksterClassFeatures.SpecialQuality SOURCEPAGE:p.77 DESC:A sylvan trickster can select a witch hex in place of a rogue talent. At 10th level, the sylvan trickster can select a hex or major hex in place of a rogue talent. At 18th level, a sylvan trickster can select a hex, major hex, or grand hex in place of a rogue talent. She cannot select any hex more than once. This alters rogue talents. DEFINE:WitchHexStat|0 DEFINE:WitchHexAbilityLVL|0 DEFINE:WitchHexDC|0 DEFINE:WitchIntelligenceScore|0 BONUS:VAR|WitchIntelligenceScore|INTSCORE BONUS:VAR|WitchIntelligenceScore|CONSCORE-INTSCORE|TYPE=Base BONUS:VAR|WitchHexStat|INT|TYPE=Base BONUS:VAR|WitchHexAbilityLVL|RogueLVL|TYPE=Base BONUS:VAR|WitchHexDC|10+WitchHexStat+(WitchHexAbilityLVL/2)|TYPE=Base BONUS:VAR|WitchHexDC|2|PREABILITY:1,CATEGORY=FEAT,Ability Focus (Witch Hex) +Resist Nature's Lure KEY:Sylvan Trickster ~ Resist Nature's Lure CATEGORY:Special Ability TYPE:Rogue Class Features.SylvanTricksterClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.77 DESC:A sylvan trickster gains resist nature’s lure as the druid ability of the same name. ABILITY:Special Ability|AUTOMATIC|Druid ~ Resist Nature's Lure +Fey Resistance KEY:Sylvan Trickster ~ Fey Resistance CATEGORY:Special Ability TYPE:Rogue Class Features.SylvanTricksterClassFeatures.SpecialQuality.Extraordinary DEFINE:SylvanTricksterDR|0 SOURCEPAGE:p.77 DESC:A sylvan trickster gains DR %1/cold iron.|SylvanTricksterDR BONUS:VAR|SylvanTricksterDR|min(10,2*((RogueLVL-5)/3)) DR:SylvanTricksterDR/Cold Iron + +Witch Hex KEY:Rogue Talent ~ Witch Hex CATEGORY:Special Ability TYPE:RogueClassFeatures.SpecialQuality.Supernatural.RogueTalent VISIBLE:DISPLAY DESC:You gain a witch hex. BONUS:ABILITYPOOL|Witch Hex|1 STACK:YES MULT:YES CHOOSE:NOCHOICE + +# ============================== +# Shaman Wood Spirit +# ============================== + +Spirit Animal KEY:Spirit Animal ~ Wood CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural DESC:The shaman's spirit animal looks like a wooden figurine or a vaguely animal-shaped tree branch when it is motionless. The animal gains freeze as per the universal monster rule (Bestiary 2 297). ABILITY:Special Ability|AUTOMATIC|Freeze SOURCEPAGE:p.93 +Wood (Spirit) KEY:Shaman Spirit ~ Wood CATEGORY:Special Ability TYPE:ShamanSpirit.SpecialQuality DEFINE:ShamanWoodSpirit|0 DEFINE:ShamanWoodSpiritAnimal|0 DESC:Spirit Magic Spells: shillelagh (1st), barkskin (2nd), minor creation (wood items only) (3rd), thorn body (4th), tree stride (5th), ironwood (6th), transmute metal to wood (7th), changestaff (8th), wooden phalanx (9th). ABILITY:Special Ability|AUTOMATIC|Wood Spirit ~ Tree Limb ABILITY:Special Ability|AUTOMATIC|Wood Spirit ~ Bloody Roots|PREVARGTEQ:ShamanSpiritGreater,1 ABILITY:Special Ability|AUTOMATIC|Wood Spirit ~ Tree Form|PREVARGTEQ:ShamanSpiritTrue,1 ABILITY:Special Ability|AUTOMATIC|Wood Spirit ~ Manifestation|PREVARGTEQ:Shaman Manifestation,1 BONUS:VAR|ShamanWoodSpirit|1 BONUS:VAR|ShamanWoodSpiritAnimal|FamiliarIsSpiritAnimal SOURCEPAGE:p.93 +Wood (Wandering Spirit) KEY:Shaman Wandering Spirit ~ Wood CATEGORY:Special Ability TYPE:ShamanWanderingSpirit.SpecialQuality DESC:Spirit Magic Spells: shillelagh (1st), barkskin (2nd), minor creation (wood items only) (3rd), thorn body (4th), tree stride (5th), ironwood (6th), transmute metal to wood (7th), changestaff (8th), wooden phalanx (9th). ABILITY:Special Ability|AUTOMATIC|Wood Spirit ~ Tree Limb|PREVARGTEQ:ShamanWanderingSpiritBonus,1 ABILITY:Special Ability|AUTOMATIC|Wood Spirit ~ Bloody Roots|PREVARGTEQ:ShamanWanderingSpiritGreater,1 ABILITY:Special Ability|AUTOMATIC|Wood Spirit ~ Tree Form|PREVARGTEQ:ShamanWanderingSpiritTrue,1 BONUS:ABILITYPOOL|Shaman Wood Wandering Hex|ShamanWanderingHexUses SOURCEPAGE:p.93 +Wood (Wandering Spirit) KEY:Secondary Shaman Wandering Spirit ~ Wood CATEGORY:Special Ability TYPE:SecondaryShamanWanderingSpirit.SpecialQuality !PREABILITY:1,CATEGORY=Special Ability,Shaman Wandering Spirit ~ Wood DESC:Spirit Magic Spells: shillelagh (1st), barkskin (2nd), minor creation (wood items only) (3rd), thorn body (4th), tree stride (5th), ironwood (6th), transmute metal to wood (7th), changestaff (8th), wooden phalanx (9th). ABILITY:Special Ability|AUTOMATIC|Wood Spirit ~ Tree Limb|PREVARGTEQ:SecondaryShamanWanderingSpiritBonus,1 ABILITY:Special Ability|AUTOMATIC|Wood Spirit ~ Bloody Roots|PREVARGTEQ:SecondaryShamanWanderingSpiritGreater,1 ABILITY:Special Ability|AUTOMATIC|Wood Spirit ~ Tree Form|PREVARGTEQ:SecondaryShamanWanderingSpiritTrue,1 BONUS:ABILITYPOOL|Shaman Wood Wandering Hex|ShamanWanderingHexUses SOURCEPAGE:p.93 + +Hex of Lignification KEY:Shaman Spirit Hex ~ Hex of Lignification CATEGORY:Special Ability TYPE:ShamanSpiritHex.ShamanWoodHex.SpecialQuality.Supernatural !PREABILITY:1,CATEGORY=Special Ability,Witch Hex ~ Hex of Lignification PREVARGTEQ:ShamanWoodSpirit,1 DESC:The shaman causes a creature within 30 feet to turn into a twisted, treelike shape for 2 rounds. The target gains hardness 5 but is staggered. A successful Fortitude saving throw negates this effect. Whether or not the save is successful, the creature can't be the target of this hex again for 24 hours. SOURCEPAGE:p.93 +Nature's Gifts KEY:Shaman Spirit Hex ~ Nature's Gifts CATEGORY:Special Ability TYPE:ShamanSpiritHex.ShamanWoodHex.SpecialQuality.Supernatural !PREABILITY:1,CATEGORY=Special Ability,Witch Hex ~ Nature's Gifts PREVARGTEQ:ShamanWoodSpirit,1 DESC:Once per day, the shaman can command trees and other plants to yield magical berries and fruit. This ability functions as goodberry, except the maximum number of hit points a subject can be healed in a 24-hour period from this hex is %1.|max(1,CHA) SOURCEPAGE:p.93 +Spines and Brambles KEY:Shaman Spirit Hex ~ Spines and Brambles CATEGORY:Special Ability TYPE:ShamanSpiritHex.ShamanWoodHex.SpecialQuality.Supernatural !PREABILITY:1,CATEGORY=Special Ability,Witch Hex ~ Spines and Brambles PREVARGTEQ:ShamanWoodSpirit,1 DESC:With a beckoning gesture, the shaman conjures spiny shrubs in %1 squares within 30 feet. The squares become filled with light undergrowth. The shaman can pass through the affected squares without impediment. When the shaman uses this hex again, any previously conjured undergrowth withers away.|max(1,CHA) SOURCEPAGE:p.93 +Verdant Path KEY:Shaman Spirit Hex ~ Verdant Path CATEGORY:Special Ability TYPE:ShamanSpiritHex.ShamanWoodHex.SpecialQuality.SpellLike !PREABILITY:1,CATEGORY=Special Ability,Witch Hex ~ Verdant Path PREVARGTEQ:ShamanWoodSpirit,1 DESC:Even the most tangled briars make way for the shaman, and suitable roots and branches appear to support her feet. The shaman gains woodland stride, as the druid ability of the same name. DESC:She can use air walk at will whenever she is within 10 feet of a tree, though the effect ends instantly when she moves farther than 10 feet from a tree.|PREVARGTEQ:ShamanLVL,8 SOURCEPAGE:p.93 +Whispering Leaves KEY:Shaman Spirit Hex ~ Whispering Leaves CATEGORY:Special Ability TYPE:ShamanSpiritHex.ShamanWoodHex.SpecialQuality.SpellLike !PREABILITY:1,CATEGORY=Special Ability,Witch Hex ~ Whispering Leaves PREVARGTEQ:ShamanWoodSpirit,1 DESC:Whenever the shaman is within 10 feet of a tree or undergrowth, she cast whispering wind as a spell-like ability with a caster level equal to her shaman level. The targeted area must also contain trees or undergrowth, which relay the message in a gentle, rustling voice. DESC:The shaman can also listen to the targeted area as though she were using clairaudience/clairvoyance for the 1 round during which the hex is delivering the message.|PREVARGTEQ:ShamanLVL,8 SOURCEPAGE:p.94 + +Hex of Lignification (Wandering) KEY:Shaman Wandering Hex ~ Hex of Lignification CATEGORY:Special Ability TYPE:ShamanWoodHex !PREABILITY:1,CATEGORY=Special Ability,Witch Hex ~ Hex of Lignification PREMULT:1,[!PREABILITY:1,CATEGORY=Special Ability,Shaman Spirit Hex ~ Hex of Lignification],[PREABILITY:1,CATEGORY=Special Ability,Shaman Wandering Hex ~ Hex of Lignification] ABILITY:Special Ability|AUTOMATIC|Shaman Spirit Hex ~ Hex of Lignification +Nature's Gifts (Wandering) KEY:Shaman Wandering Hex ~ Nature's Gifts CATEGORY:Special Ability TYPE:ShamanWoodHex !PREABILITY:1,CATEGORY=Special Ability,Witch Hex ~ Nature's Gifts PREMULT:1,[!PREABILITY:1,CATEGORY=Special Ability,Shaman Spirit Hex ~ Nature's Gifts],[PREABILITY:1,CATEGORY=Special Ability,Shaman Wandering Hex ~ Nature's Gifts] ABILITY:Special Ability|AUTOMATIC|Shaman Spirit Hex ~ Nature's Gifts +Spines and Brambles (Wandering) KEY:Shaman Wandering Hex ~ Spines and Brambles CATEGORY:Special Ability TYPE:ShamanWoodHex !PREABILITY:1,CATEGORY=Special Ability,Witch Hex ~ Spines and Brambles PREMULT:1,[!PREABILITY:1,CATEGORY=Special Ability,Shaman Spirit Hex ~ Spines and Brambles],[PREABILITY:1,CATEGORY=Special Ability,Shaman Wandering Hex ~ Spines and Brambles] ABILITY:Special Ability|AUTOMATIC|Shaman Spirit Hex ~ Spines and Brambles +Verdant Path (Wandering) KEY:Shaman Wandering Hex ~ Verdant Path CATEGORY:Special Ability TYPE:ShamanWoodHex !PREABILITY:1,CATEGORY=Special Ability,Witch Hex ~ Verdant Path PREMULT:1,[!PREABILITY:1,CATEGORY=Special Ability,Shaman Spirit Hex ~ Verdant Path],[PREABILITY:1,CATEGORY=Special Ability,Shaman Wandering Hex ~ Verdant Path] ABILITY:Special Ability|AUTOMATIC|Shaman Spirit Hex ~ Verdant Path +Whispering Leaves (Wandering) KEY:Shaman Wandering Hex ~ Whispering Leaves CATEGORY:Special Ability TYPE:ShamanWoodHex !PREABILITY:1,CATEGORY=Special Ability,Witch Hex ~ Whispering Leaves PREMULT:1,[!PREABILITY:1,CATEGORY=Special Ability,Shaman Spirit Hex ~ Whispering Leaves],[PREABILITY:1,CATEGORY=Special Ability,Shaman Wandering Hex ~ Whispering Leaves] ABILITY:Special Ability|AUTOMATIC|Shaman Spirit Hex ~ Whispering Leaves + +Tree Limb KEY:Wood Spirit ~ Tree Limb CATEGORY:Special Ability TYPE:Shaman Class Feature.SpecialQuality.Supernatural DESC:As a swift action, the shaman can turn one of her arms into a heavy, branch-like limb. She must drop anything held in that hand, and she can't use this ability if she is wearing a shield on that arm. Until the beginning of her next turn, she gains a slam attack that deals DESC:1d6|PRESIZEEQ:S DESC:1d8|PRESIZEEQ:M DESC:2d6|PRESIZEEQ:L DESC: points of damage. A shaman can use this ability %1 times per day.|3+CHA DESC:The reach of the slam attack is 5 feet longer than the shaman's normal reach. |PREVARGTEQ:ShamanLVL,8 DESC:The shaman can choose to transform both of her arms, gaining two slam attacks.|PREVARGTEQ:ShamanLVL,16 SOURCEPAGE:p.94 +Bloody Roots KEY:Wood Spirit ~ Bloody Roots CATEGORY:Special Ability TYPE:Shaman Class Feature.SpecialQuality.SpellLike DESC:As a standard action, the shaman can cause a field of thick roots to burrow up from the ground. This ability functions as black tentacles with a caster level equal to the shaman's level. The area is centered on the shaman but remains stationary if she then moves. The shaman is unaffected by the roots. Her allies treat the area as difficult terrain, but the roots don't attack them. The shaman can end the effect as a free action. She can use this ability a number of rounds per day equal to 3 + her Charisma modifier, but these rounds do not need to be consecutive.|3+CHA SOURCEPAGE:p.94 +Tree Form KEY:Wood Spirit ~ Tree Form CATEGORY:Special Ability TYPE:Shaman Class Feature.SpecialQuality.SpellLike DESC:As a standard action, the shaman can assume the form of a plant creature as plant shape III with a duration of %1 hours. She can use this ability once per day.|ShamanLVL SOURCEPAGE:p.94 +Manifestation KEY:Wood Spirit ~ Manifestation CATEGORY:Special Ability TYPE:Shaman Class Feature.SpecialQuality.Supernatural DESC:Upon reaching 20th level, the shaman becomes a living creature of wood. She is forevermore treated as the plant type rather than her original creature type for the purposes of spells and magical effects. Her skin takes on the appearance of polished wood grain, and she gains a +4 natural armor bonus to her Armor Class and damage reduction 10/— against wooden weapons and the natural attacks of wooden or woodlike creature. She gains immunity to paralysis, poison, polymorph, sleep, and stun. At will, the shaman can meld with any tree or single block of wood (as meld into stone, except she can meld with wood only, and has no limit on how long she can remain in the wood). BONUS:COMBAT|AC|1|TYPE=NaturalArmorEnhancement.STACK SOURCEPAGE:p.94 + +# ============================== +# Shifter Archetypes +# ============================== + +Elementalist Shifter KEY:Shifter Archetype ~ Elementalist Shifter CATEGORY:Archetype TYPE:Archetype.ShifterArchetype SOURCEPAGE:p.78 DESC:Rather than drawing power from bestial aspects, elementalist shifters channel power from the Inner Sphere and can take on powerful elemental forms at the cost of the greater diversity available to traditional shifters. Although the elementalist shifter’s powers seem more outlandish and supernatural than those of others of their kind, they remain equally immersed in the druidic traditions; their focus is simply rooted in expressions of nature found in extraplanar regions: the planes of Air, Earth, Fire, and Water. PRECLASS:1,Shifter=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Shifter Archetype ~ Elementalist Shifter],[!PREFACT:1,ABILITIES,Shifter_Archetype_BonusLanguages=True,Shifter_Archetype_ShifterAspect=True,Shifter_Archetype_WildEmpathy=True,Shifter_Archetype_ShifterClaws=True,Shifter_Archetype_WildShape=True,Shifter_Archetype_ChimericAspect=True,Shifter_Archetype_GreaterChimericAspect=True] ABILITY:Special Ability|AUTOMATIC|Elementalist Shifter ~ Languages|PRECLASS:1,Shifter=1 ABILITY:Special Ability|AUTOMATIC|Elementalist Shifter ~ Elemental Aspect|PRECLASS:1,Shifter=1 ABILITY:Special Ability|AUTOMATIC|Elementalist Shifter ~ Elemental Speech|PRECLASS:1,Shifter=1 ABILITY:Special Ability|AUTOMATIC|Elementalist Shifter ~ Elemental Strike|PRECLASS:1,Shifter=1 ABILITY:Special Ability|AUTOMATIC|Elementalist Shifter ~ Elemental Form|PRECLASS:1,Shifter=4 ABILITY:Special Ability|AUTOMATIC|Elementalist Shifter ~ Omnielementalist|PRECLASS:1,Shifter=9 FACT:Shifter_Archetype_BonusLanguages|true FACT:Shifter_Archetype_ShifterAspect|true FACT:Shifter_Archetype_WildEmpathy|true FACT:Shifter_Archetype_ShifterClaws|true FACT:Shifter_Archetype_WildShape|true FACT:Shifter_Archetype_ChimericAspect|true FACT:Shifter_Archetype_GreaterChimericAspect|true FACT:Shifter_CF_ShifterAspect|true FACT:Shifter_CF_WildEmpathy|true FACT:Shifter_CF_ShifterClaws|true FACT:Shifter_CF_ChimericAspect|true FACT:Shifter_CF_GreaterChimericAspect|true COST:0 +Fiendflesh Shifter KEY:Shifter Archetype ~ Fiendflesh Shifter CATEGORY:Archetype TYPE:Archetype.ShifterArchetype PREALIGN:LE,NE,CE SOURCEPAGE:p.80 DESC:By forging dark pacts with extraplanar forces, fiendflesh shifters invoke sinister powers to assume the strengths of daemons, demons, or devils. Fiendflesh shifters care nothing for the natural world and are instead consumed by an ever-growing lust for power at any price. To other shifters, the fiendflesh shifter is often viewed as a monster herself—an intrusion into the natural order of things and a foe who must be sought out and destroyed. Very few druids will ever willingly ally with fiendflesh shifters; this leaves these outcasts to live bitter, lonely lives or to seek out fiendish cults or other abhorrent faiths for support and companionship. PRECLASS:1,Shifter=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Shifter Archetype ~ Fiendflesh Shifter],[!PREFACT:1,ABILITIES,Shifter_Archetype_ShifterClaws=True,Shifter_Archetype_WildShape=True,Shifter_Archetype_ShifterAspect=True,Shifter_Archetype_DefensiveInstinct=True,Shifter_Archetype_ChimericAspect=True,Shifter_Archetype_GreaterChimericAspect=True] ABILITY:Special Ability|AUTOMATIC|Fiendflesh Shifter ~ Alignment|PRECLASS:1,Shifter=1 ABILITY:Special Ability|AUTOMATIC|Fiendflesh Shifter ~ Infernal Claws|PRECLASS:1,Shifter=1 ABILITY:Special Ability|AUTOMATIC|Fiendflesh Shifter ~ Fiendish Aspect|PRECLASS:1,Shifter=1 ABILITY:Special Ability|AUTOMATIC|Fiendflesh Shifter ~ Fiendish Resilience|PRECLASS:1,Shifter=2 ABILITY:Special Ability|AUTOMATIC|Fiendflesh Shifter ~ Chimeric Fiend|PRECLASS:1,Shifter=9 ABILITY:Special Ability|AUTOMATIC|Fiendflesh Shifter ~ Greater Chimeric Fiend|PRECLASS:1,Shifter=14 FACT:Shifter_Archetype_ShifterClaws|true FACT:Shifter_Archetype_WildShape|true FACT:Shifter_Archetype_ShifterAspect|true FACT:Shifter_Archetype_DefensiveInstinct|true FACT:Shifter_Archetype_ChimericAspect|true FACT:Shifter_Archetype_GreaterChimericAspect|true FACT:Shifter_CF_ShifterClaws|true FACT:Shifter_CF_WildShape|true FACT:Shifter_CF_ShifterAspect|true FACT:Shifter_CF_DefensiveInstinct|true FACT:Shifter_CF_ChimericAspect|true FACT:Shifter_CF_GreaterChimericAspect|true COST:0 +Leafshifter KEY:Shifter Archetype ~ Leafshifter CATEGORY:Archetype TYPE:Archetype.ShifterArchetype PRERACE:1,Ghoran SOURCEPAGE:p.18 DESC:Rather than assume aspects taken from the traits of natural animals, a leafshifter transforms into plant-animal hybrids that resemble living topiaries. This affords the leafshifter the savage power of the animal kingdom while also granting her the strength and timelessness of plant life. PRECLASS:1,Shifter=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Shifter Archetype ~ Leafshifter],[!PREFACT:1,ABILITIES,Shifter_Archetype_ShifterClaws=True,Shifter_Archetype_ShifterAspect=True] ABILITY:Special Ability|AUTOMATIC|Leafshifter ~ Shifter's Slam|PRECLASS:1,Shifter=1 ABILITY:Special Ability|AUTOMATIC|Leafshifter ~ Leafshifter's Aspect|PRECLASS:1,Shifter=1 FACT:Shifter_Archetype_ShifterClaws|true FACT:Shifter_Archetype_ShifterAspect|true COST:0 +Oozemorph KEY:Shifter Archetype ~ Oozemorph CATEGORY:Archetype TYPE:Archetype.ShifterArchetype SOURCEPAGE:p.81 DESC:While most shifters are trained in druidic traditions that allow them to tap into animalistic powers, others look instead to the simplest forms of life for inspiration. Known as oozemorphs, these shifters focus on the ooze—a form of life as simple in construction as it is dangerous in combat. While some shifters consider the oozemorph to be unsettling or even vile, these shifters merely embrace a stranger form of life than most. They are not inherently evil, yet they are often misunderstood by druidic circles and these circles’ shifter champions. PRECLASS:1,Shifter=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Shifter Archetype ~ Oozemorph],[!PREFACT:1,ABILITIES,Shifter_Archetype_WeaponProficiencies=True,Shifter_Archetype_ArmorProficiencies=True,Shifter_Archetype_ChimericAspect=True,Shifter_Archetype_GreaterChimericAspect=True,Shifter_Archetype_WildShape=True,Shifter_Archetype_ShifterAspect=True,Shifter_Archetype_ShifterClaws=True,Shifter_Archetype_WildEmpathy=True,Shifter_Archetype_DefensiveInstinct=True,Shifter_Archetype_WoodlandStride=True] ABILITY:Internal|AUTOMATIC|Oozemorph ~ Proficiencies|PRECLASS:1,Shifter=1 ABILITY:Special Ability|AUTOMATIC|Oozemorph ~ Compression|PRECLASS:1,Shifter=1 ABILITY:Special Ability|AUTOMATIC|Oozemorph ~ Fluidic Body|PRECLASS:1,Shifter=1 ABILITY:Special Ability|AUTOMATIC|Oozemorph ~ Morphic Weaponry|PRECLASS:1,Shifter=1 ABILITY:Special Ability|AUTOMATIC|Oozemorph ~ Ooze Empathy|PRECLASS:1,Shifter=1 ABILITY:Special Ability|AUTOMATIC|Oozemorph ~ Damage Reduction|PRECLASS:1,Shifter=2 ABILITY:Special Ability|AUTOMATIC|Oozemorph ~ Clinging Ooze|PRECLASS:1,Shifter=4 FACT:Shifter_Archetype_WeaponProficiencies|true FACT:Shifter_Archetype_ArmorProficiencies|true FACT:Shifter_Archetype_ChimericAspect|true FACT:Shifter_Archetype_GreaterChimericAspect|true FACT:Shifter_Archetype_WildShape|true FACT:Shifter_Archetype_ShifterAspect|true FACT:Shifter_Archetype_ShifterClaws|true FACT:Shifter_Archetype_WildEmpathy|true FACT:Shifter_Archetype_DefensiveInstinct|true FACT:Shifter_Archetype_WoodlandStride|true FACT:Shifter_CF_WeaponProficiencies|true FACT:Shifter_CF_ArmorProficiencies|true FACT:Shifter_CF_ChimericAspect|true FACT:Shifter_CF_GreaterChimericAspect|true FACT:Shifter_CF_WildShape|true FACT:Shifter_CF_ShifterAspect|true FACT:Shifter_CF_ShifterClaws|true FACT:Shifter_CF_DefensiveInstinct|true FACT:Shifter_CF_WoodlandStride|true COST:0 +Rageshaper KEY:Shifter Archetype ~ Rageshaper CATEGORY:Archetype TYPE:Archetype.ShifterArchetype PREALIGN:NG,CG,TN,CN,NE,CE SOURCEPAGE:p.82 DESC:Not all shifters represent the balance of nature. The rageshaper is a destructive force of nature brought to bear—a wild and uncontrollable engine of annihilation fueled by wrath. Rageshapers fly into bloodletting frenzies and rain down devastation like unstoppable natural disasters. PRECLASS:1,Shifter=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Shifter Archetype ~ Rageshaper],[!PREFACT:1,ABILITIES,Shifter_Archetype_WildShape=True,Shifter_Archetype_ShifterAspect=True,Shifter_Archetype_ShifterClaws=True,Shifter_Archetype_DefensiveInstinct=True,Shifter_Archetype_ChimericAspect=True,Shifter_Archetype_GreaterChimericAspect=True,Shifter_Archetype_WoodlandStride=True,Shifter_Archetype_TracklessStep=True] ABILITY:Special Ability|AUTOMATIC|Rageshaper ~ Alignment|PRECLASS:1,Shifter=1 ABILITY:Special Ability|AUTOMATIC|Rageshaper ~ Devastating Form|PRECLASS:1,Shifter=1 ABILITY:Special Ability|AUTOMATIC|Rageshaper ~ Terrible Slam|PRECLASS:1,Shifter=1 ABILITY:Special Ability|AUTOMATIC|Rageshaper ~ Invulnerable Defenses|PRECLASS:1,Shifter=2 ABILITY:Special Ability|AUTOMATIC|Rageshaper ~ Unrestrained Stride|PRECLASS:1,Shifter=3 ABILITY:Special Ability|AUTOMATIC|Rageshaper ~ Terrible Leap|PRECLASS:1,Shifter=5 FACT:Shifter_Archetype_WildShape|true FACT:Shifter_Archetype_ShifterAspect|true FACT:Shifter_Archetype_ShifterClaws|true FACT:Shifter_Archetype_DefensiveInstinct|true FACT:Shifter_Archetype_ChimericAspect|true FACT:Shifter_Archetype_GreaterChimericAspect|true FACT:Shifter_Archetype_WoodlandStride|true FACT:Shifter_Archetype_TracklessStep|true FACT:Shifter_CF_WildShape|true FACT:Shifter_CF_ShifterAspect|true FACT:Shifter_CF_DefensiveInstinct|true FACT:Shifter_CF_ChimericAspect|true FACT:Shifter_CF_GreaterChimericAspect|true FACT:Shifter_CF_WoodlandStride|true FACT:Shifter_CF_TracklessStep|true COST:0 +Verdant Shifter KEY:Shifter Archetype ~ Verdant Shifter CATEGORY:Archetype TYPE:Archetype.ShifterArchetype SOURCEPAGE:p.83 DESC:Verdant shifters have an affinity for plants rather than animals and gain a plantlike form that grows in power as they do. Verdant shifters are the enemies of creatures that would despoil the natural world, and they seek to maintain balance with civilization and industry to ensure the sanctity of wild spaces. PRECLASS:1,Shifter=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Shifter Archetype ~ Verdant Shifter],[!PREFACT:1,ABILITIES,Shifter_Archetype_WildEmpathy=True,Shifter_Archetype_ShifterAspect=True,Shifter_Archetype_DefensiveInstinct=True,Shifter_Archetype_ChimericAspect=True,Shifter_Archetype_GreaterChimericAspect=True] ABILITY:Special Ability|AUTOMATIC|Verdant Shifter ~ Speak with Plants|PRECLASS:1,Shifter=1 ABILITY:Special Ability|AUTOMATIC|Verdant Shifter ~ Verdant Body|PRECLASS:1,Shifter=1 ABILITY:Special Ability|AUTOMATIC|Verdant Shifter ~ Wild Armor|PRECLASS:1,Shifter=2 ABILITY:Special Ability|AUTOMATIC|Verdant Shifter ~ Plant Shape|PRECLASS:1,Shifter=6 FACT:Shifter_Archetype_WildEmpathy|true FACT:Shifter_Archetype_ShifterAspect|true FACT:Shifter_Archetype_DefensiveInstinct|true FACT:Shifter_Archetype_ChimericAspect|true FACT:Shifter_Archetype_GreaterChimericAspect|true FACT:Shifter_CF_WildEmpathy|true FACT:Shifter_CF_ShifterAspect|true FACT:Shifter_CF_DefensiveInstinct|true FACT:Shifter_CF_ChimericAspect|true FACT:Shifter_CF_GreaterChimericAspect|true COST:0 +Weretouched KEY:Shifter Archetype ~ Weretouched CATEGORY:Archetype TYPE:Archetype.ShifterArchetype SOURCEPAGE:p.83 DESC:Weretouched shifters are scions of lycanthropic forces, whether hereditary or supernaturally imposed. They can assume both animal and hybrid forms, as a lycanthrope does. PRECLASS:1,Shifter=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Shifter Archetype ~ Weretouched],[!PREFACT:1,ABILITIES,Shifter_Archetype_ShifterAspect=True,Shifter_Archetype_WildEmpathy=True,Shifter_Archetype_WildShape=True] ABILITY:Special Ability|AUTOMATIC|Weretouched ~ Lycanthrope Aspect|PRECLASS:1,Shifter=1 ABILITY:Special Ability|AUTOMATIC|Weretouched ~ Lycanthropic Empathy|PRECLASS:1,Shifter=1 ABILITY:Special Ability|AUTOMATIC|Weretouched ~ Lycanthropic Wild Shape|PRECLASS:1,Shifter=4 FACT:Shifter_Archetype_ShifterAspect|true FACT:Shifter_Archetype_WildEmpathy|true FACT:Shifter_Archetype_WildShape|true COST:0 + +#Elementalist Shifter +Languages KEY:Elementalist Shifter ~ Languages CATEGORY:Special Ability TYPE:Shifter Class Features.ElementalistShifterClassFeatures SOURCEPAGE:p.78 DESC:An elementalist shifter adds Aquan, Auran, Ignan, and Terran to her list of available bonus languages. This alters the shifter’s languages. TEMPLATE:Elementalist Shifter Bonus Languages +Elemental Aspect KEY:Elementalist Shifter ~ Elemental Aspect CATEGORY:Special Ability TYPE:Shifter Class Features.ElementalistShifterClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.78 DESC:At 1st level, an elementalist shifter chooses one elemental aspect rather than a shifter aspect. This ability otherwise functions as shifter aspect. As the elementalist shifter gains levels, she gains more elemental aspects: a second aspect at 5th level, a third at 10th, and a fourth at 15th. This alters shifter aspect. BONUS:ABILITYPOOL|Shifter Aspect Choice|-1 BONUS:ABILITYPOOL|Shifter Aspect Choice|-1|PRECLASS:1,Shifter=5 BONUS:ABILITYPOOL|Shifter Aspect Choice|-1|PRECLASS:1,Shifter=10 BONUS:ABILITYPOOL|Shifter Aspect Choice|-1|PRECLASS:1,Shifter=15 BONUS:ABILITYPOOL|Elementalist Shifter Aspect Choice|ShifterAspectCount +Elemental Speech KEY:Elementalist Shifter ~ Elemental Speech CATEGORY:Special Ability TYPE:Shifter Class Features.ElementalistShifterClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.78 DESC:When in her elemental aspect, an elementalist shifter gains the benefit of tongues with creatures of the elemental subtype that matches her elemental aspect. +Elemental Strike KEY:Elementalist Shifter ~ Elemental Strike CATEGORY:Special Ability TYPE:Shifter Class Features.ElementalistShifterClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.78 DESC:As a swift action, an elementalist shifter can charge her melee attacks with elemental energy. The elementalist shifter can charge her attacks only with an element she has chosen with elemental aspect. Once charged, each melee attack the elementalist shifter makes until the start of her next turn deals an additional %1d6 points of energy damage based on the element she chooses when taking this action. An elementalist shifter can’t use elemental strike while under a polymorph effect.|1+(min(5,ShifterLVL/4)) +Elemental Form KEY:Elementalist Shifter ~ Elemental Form CATEGORY:Special Ability TYPE:Shifter Class Features.ElementalistShifterClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.78 DESC:When an elementalist shifter uses wild shape, she is instead affected as if by elemental body I, but she gains only the benefits listed in her elemental aspect. While in an elemental form, the elementalist shifter can speak only the elemental language associated with that form, and she can do so only if she knows it. This alters wild shape. +Omnielementalist KEY:Elementalist Shifter ~ Omnielementalist CATEGORY:Special Ability TYPE:Shifter Class Features.ElementalistShifterClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.78 DESC:An elementalist shifter can fuse two elemental forms together, gaining combined powers of the different aspects and manifesting them in ways that bring to mind powerful natural weather phenomena. When the elementalist shifter takes on one minor form each from two of her elemental aspects, she gains an additional ability as long as she maintains the form. The effects of the abilities depend on the elemental combination, as detailed below. ABILITY:Special Ability|AUTOMATIC|Elementalist Shifter ~ Ash Storm|PREABILITY:2,CATEGORY=Special Ability,Shifter Aspect ~ Air,Shifter Aspect ~ Fire ABILITY:Special Ability|AUTOMATIC|Elementalist Shifter ~ Downpour|PREABILITY:2,CATEGORY=Special Ability,Shifter Aspect ~ Air,Shifter Aspect ~ Water ABILITY:Special Ability|AUTOMATIC|Elementalist Shifter ~ Mudslide|PREABILITY:2,CATEGORY=Special Ability,Shifter Aspect ~ Earth,Shifter Aspect ~ Water ABILITY:Special Ability|AUTOMATIC|Elementalist Shifter ~ Sandstorm|PREABILITY:2,CATEGORY=Special Ability,Shifter Aspect ~ Air,Shifter Aspect ~ Earth ABILITY:Special Ability|AUTOMATIC|Elementalist Shifter ~ Steam Cloud|PREABILITY:2,CATEGORY=Special Ability,Shifter Aspect ~ Fire,Shifter Aspect ~ Water ABILITY:Special Ability|AUTOMATIC|Elementalist Shifter ~ Volcanic Stride|PREABILITY:2,CATEGORY=Special Ability,Shifter Aspect ~ Earth,Shifter Aspect ~ Fire + +Aspect of Air KEY:Elementalist Shifter Aspect ~ Air CATEGORY:Special Ability TYPE:ElementalistShifterAspect.SpecialQuality.Supernatural DEFINE:ShifterAirAspectLVL|0 DEFINE:AirAspectDexBonus|0 SOURCEPAGE:p.79 DESC:You take on the power of an air elemental, gaining the ability to fly and to control powerful gusts of wind. [Minor Form] You gain a +%1 enhancement bonus to your Dexterity score.|AirAspectDexBonus DESC: [Major Form] Your shape changes to that of a Medium air elemental (Bestiary p120). While you are in this form, you gain a fly speed of 60 feet (average maneuverability) and airborne creatures take a –1 penalty on attack and damage rolls against you.|PREVARGTEQ:ShifterWildShape,1|PREVARLT:ShifterAirAspectLVL,8 DESC: [Major Form] Your shape changes to that of a Medium air elemental (Bestiary p120). While you are in this form, you gain a fly speed of 100 feet (perfect maneuverability) and airborne creatures take a –1 penalty on attack and damage rolls against you. You gain the whirlwind special ability. [Whirlwind (Su)] You can transform yourself into a whirlwind as a standard action for %1 rounds. This otherwise functions as per the whirlwind universal monster rule.|ShifterAirAspectLVL/2|PREVARGTEQ:ShifterWildShape,1|PREVARGTEQ:ShifterAirAspectLVL,8 DESC: You gain Improved Natural Attack with your slam.|PREVARGTEQ:ShifterWildShape,1|PREVARGTEQ:ShifterAirAspectLVL,15 BONUS:VAR|ShifterAirAspectLVL|ShifterAspectLVL BONUS:VAR|AirAspectDexBonus|2 BONUS:VAR|AirAspectDexBonus|2|PREVARGTEQ:ShifterAirAspectLVL,8 BONUS:VAR|AirAspectDexBonus|2|PREVARGTEQ:ShifterAirAspectLVL,15 SOURCEPAGE:p.79 +Aspect of Earth KEY:Elementalist Shifter Aspect ~ Earth CATEGORY:Special Ability TYPE:ElementalistShifterAspect.SpecialQuality.Supernatural DEFINE:ShifterEarthAspectLVL|0 DEFINE:EarthAspectConBonus|0 DEFINE:EarthAspectBurrowSpeed|0 SOURCEPAGE:p.79 DESC:You take on the power of an earth elemental, gaining the ability to burrow through the earth and deliver powerful blows. [Minor Form] You gain a +%1 enhancement bonus to your Constitution score.|EarthAspectConBonus DESC: [Major Form] Your shape changes to that of a Medium earth elemental (Bestiary p122). While you are in this form, your base speed is reduced to 20 feet, but you gain a burrow speed of %1 feet, and you gain a +1 bonus on attack and damage rolls if both you and your target are touching the ground. If the target is airborne or waterborne, you take a –4 penalty on attack and damage rolls against it. These modifiers also apply to bull rush and overrun combat maneuvers, whether you are initiating or resisting these kinds of attacks.|EarthAspectBurrowSpeed|PREVARGTEQ:ShifterWildShape,1 DESC: You gain earth glide as per the universal monster rule.|PREVARGTEQ:ShifterWildShape,1|PREVARGTEQ:ShifterEarthAspectLVL,8 DESC: You gain Improved Natural Attack with your slam.|PREVARGTEQ:ShifterWildShape,1|PREVARGTEQ:ShifterEarthAspectLVL,15 BONUS:VAR|ShifterEarthAspectLVL|ShifterAspectLVL BONUS:VAR|EarthAspectConBonus|2 BONUS:VAR|EarthAspectConBonus|2|PREVARGTEQ:ShifterEarthAspectLVL,8 BONUS:VAR|EarthAspectConBonus|2|PREVARGTEQ:ShifterEarthAspectLVL,15 BONUS:VAR|EarthAspectBurrowSpeed|10 BONUS:VAR|EarthAspectBurrowSpeed|10|PREVARGTEQ:ShifterEarthAspectLVL,8 SOURCEPAGE:p.79 +Aspect of Fire KEY:Elementalist Shifter Aspect ~ Fire CATEGORY:Special Ability TYPE:ElementalistShifterAspect.SpecialQuality.Supernatural DEFINE:ShifterFireAspectLVL|0 DEFINE:FireAspectDexBonus|0 SOURCEPAGE:p.79 DESC:You take on the power of a fire elemental, becoming a being of living flame that can burn enemies and move with great speed. [Minor Form] You gain a +%1 enhancement bonus to your Dexterity score.|FireAspectDexBonus DESC: [Major Form] Your shape changes to that of a Medium fire elemental (Bestiary p124). While you are in this form, your base speed changes to 50 feet and you gain immunity to fire, vulnerability to cold, and the burn special attack as per the universal monster rule, dealing damage equal to your slam attack whenever a creature fails its Reflex save against that ability.|PREVARGTEQ:ShifterWildShape,1 DESC: You gain Improved Natural Attack with your slam.|PREVARGTEQ:ShifterWildShape,1|PREVARGTEQ:ShifterFireAspectLVL,8 DESC: You deal fire damage equal to double your slam damage against opponents that fail their saves against your burn ability.|PREVARGTEQ:ShifterWildShape,1|PREVARGTEQ:ShifterFireAspectLVL,15 BONUS:VAR|ShifterFireAspectLVL|ShifterAspectLVL BONUS:VAR|FireAspectDexBonus|2 BONUS:VAR|FireAspectDexBonus|2|PREVARGTEQ:ShifterFireAspectLVL,8 BONUS:VAR|FireAspectDexBonus|2|PREVARGTEQ:ShifterFireAspectLVL,15 SOURCEPAGE:p.79 +Aspect of Water KEY:Elementalist Shifter Aspect ~ Water CATEGORY:Special Ability TYPE:ElementalistShifterAspect.SpecialQuality.Supernatural DEFINE:ShifterWaterAspectLVL|0 DEFINE:WaterAspectStrBonus|0 DEFINE:WaterAspectSwimSpeed|0 SOURCEPAGE:p.79 DESC:You take on the power of a water elemental, gaining the ability to move swiftly in water, rain down crashing blows on your enemies, and transform into a swirling vortex. [Minor Form] You gain a +%1 enhancement bonus to your Strength score.|WaterAspectStrBonus DESC: [Major Form] Your shape changes to that of a Medium water elemental (Bestiary p126). While you are in this form, your base speed is reduced to 20 feet but you gain a swim speed of %1 feet, and if both you and your target are touching water, you also gain a +1 bonus on attack and damage rolls. If the target is touching the ground, you take a –4 penalty on attack and damage rolls against it. These modifiers apply to bull rush and overrun combat maneuvers, whether you are initiating or resisting these kinds of attacks.|PREVARGTEQ:ShifterWildShape,1 DESC: Your touch automatically extinguishes nonmagical flames of size Large or smaller, and you can dispel magical fires as per dispel magic using your shifter level as your effective caster level.|PREVARGTEQ:ShifterWildShape,1|PREVARGTEQ:ShifterWaterAspectLVL,8 DESC: You gain Improved Natural Attack with your slam and the vortex special ability, which functions identically to the air aspect's whirlwind ability but can form only underwater and cannot leave the water. [Whirlwind (Su)] You can transform yourself into a whirlwind as a standard action for %1 rounds. This otherwise functions as per the whirlwind universal monster rule.|ShifterWaterAspectLVL/2|PREVARGTEQ:ShifterWildShape,1|PREVARGTEQ:ShifterWaterAspectLVL,15 BONUS:VAR|ShifterWaterAspectLVL|ShifterAspectLVL BONUS:VAR|WaterAspectStrBonus|2 BONUS:VAR|WaterAspectStrBonus|2|PREVARGTEQ:ShifterWaterAspectLVL,8 BONUS:VAR|WaterAspectStrBonus|2|PREVARGTEQ:ShifterWaterAspectLVL,15 BONUS:VAR|WaterAspectSwimSpeed|60 BONUS:VAR|WaterAspectSwimSpeed|30|PREVARGTEQ:ShifterWaterAspectLVL,8 SOURCEPAGE:p.79 + +Ash Storm KEY:Elementalist Shifter ~ Ash Storm CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SOURCEPAGE:p.78 DESC:By combining air and fire, the elementalist shifter surrounds herself with a storm of swirling ash, granting her a 20%% miss chance against ranged attacks. +Downpour KEY:Elementalist Shifter ~ Downpour CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SOURCEPAGE:p.78 DESC:The elementalist shifter combines the powers of air and water to generate a torrential downpour in her square and squares adjacent to her. This rain automatically extinguishes all nonmagical fires in her square and squares adjacent to her (including flames on creatures that have caught on fire). It also has a chance to extinguish ongoing magical fire (but not instantaneous magical fire effects such as fireball) within or that enters the area, as if the elementalist shifter had cast dispel magic, using her elementalist shifter level as her caster level for the effect. +Mudslide KEY:Elementalist Shifter ~ Mudslide CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SOURCEPAGE:p.78 DESC:Combining the elements of earth and water causes the elementalist shifter to generate an aura of mud. This mud extends out to all squares adjacent to her and counts as difficult terrain; it moves with her and vanishes when she ends her elemental aspect. +Sandstorm KEY:Elementalist Shifter ~ Sandstorm CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SOURCEPAGE:p.78 DESC:Combining the high winds of air and fine particulates of earth produces a sandstorm that extends out to a radius of 20 feet from the elementalist shifter. All light levels in the area diminish by one step, and creatures caught in the effect take 1d6 points of nonlethal damage each round they remain within the sandstorm. +Steam Cloud KEY:Elementalist Shifter ~ Steam Cloud CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SOURCEPAGE:p.78 DESC:When the elementalist shifter enters a minor form of fire and water at the same time, the heat of fire and moisture of water generate an explosive area of steam around her out to a radius of 20 feet as per obscuring mist. The mist remains in place until she ends her elemental aspect; it doesn’t move with her. +Volcanic Stride KEY:Elementalist Shifter ~ Volcanic Stride CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SOURCEPAGE:p.79 DESC:By combining earth and fire, the elementalist shifter can damage the ground around herself. As a standard action, she can deform a region of natural or artificial rock in her space, turning it into difficult terrain and causing creatures that pass through it to take an amount of fire damage equal to that dealt by her elemental strike with no save. Affected terrain remains transformed until the shifter ends her elemental aspect. + +#Fiendflesh Shifter +Alignment KEY:Fiendflesh Shifter ~ Alignment CATEGORY:Special Ability TYPE:Shifter Class Features.FiendfleshShifterClassFeatures SOURCEPAGE:p.80 DESC:A fiendflesh shifter must be evil in alignment. If the fiendflesh shifter becomes nonevil, she loses all powers granted by this archetype. This alters the shifter’s alignment. +Infernal Claws KEY:Fiendflesh Shifter ~ Infernal Claws CATEGORY:Special Ability TYPE:Shifter Class Features.FiendfleshShifterClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.80 DESC:A fiendflesh shifter’s claws are infused with the unholy power of the evil Outer Planes. A fiendflesh shifter’s claws are treated as evil weapons for the purpose of overcoming damage reduction. This ability otherwise functions as the shifter claws class feature. This alters shifter claws. +Fiendish Aspect KEY:Fiendflesh Shifter ~ Fiendish Aspect CATEGORY:Special Ability TYPE:Shifter Class Features.FiendfleshShifterClassFeatures.SpecialQuality.Supernatural DEFINE:FiendfleshShifterDR|0 SOURCEPAGE:p.80 DESC:A fiendflesh shifter can temporarily transform her body into an amalgam of otherworldly evil creatures as a swift action. While in this form, the fiendflesh shifter gains darkvision out to a range of 60 feet (or doubles the range of her darkvision if she already has it), a gore natural attack that deals 1d6 points of damage (1d4 points of damage if the shifter is Small), and DR %1/good. A fiendflesh shifter can maintain this form for %2 minutes per day. The duration does not need to be consecutive but must be spent in 1-minute increments.|FiendfleshShifterDR|3+ShifterLVL DESC:The fiendflesh shifter also grows a pair of bat-like wings when in her fiendish aspect, granting her a fly speed of|PRECLASS:1,Shifter=5 DESC:30 feet with average maneuverability.|PRECLASS:1,Shifter=5|!PRECLASS:1,Shifter=15 DESC:60 feet with average maneuverability.|PRECLASS:1,Shifter=15 DESC:The electricity and fire resistance provided by her fiendish resilience ability doubles while she’s in her fiendish aspect.|PRECLASS:1,Shifter=10|!PRECLASS:1,Shifter=20 DESC:She gains immunity to electricity and fire and spell resistance %1.|15+ShifterLVL|PRECLASS:1,Shifter=20 BONUS:VAR|FiendfleshShifterDR|1 BONUS:VAR|FiendfleshShifterDR|1|PRECLASS:1,Shifter=5 BONUS:VAR|FiendfleshShifterDR|3|PRECLASS:1,Shifter=10 BONUS:VAR|FiendfleshShifterDR|2|PRECLASS:1,Shifter=15 BONUS:VAR|FiendfleshShifterDR|3|PRECLASS:1,Shifter=20 +Fiendish Resilience KEY:Fiendflesh Shifter ~ Fiendish Resilience CATEGORY:Special Ability TYPE:Shifter Class Features.FiendfleshShifterClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.81 DESC:A fiendflesh shifter gains a +%1 natural armor bonus to her AC and resistance %2 to electricity and fire, but only while unencumbered and either wearing no armor or wearing light or medium nonmetal armor.|FiendfleshShifterACBonus|FiendfleshShifterResistance DEFINE:FiendfleshShifterACBonus|0 DEFINE:FiendfleshShifterResistance|0 BONUS:VAR|FiendfleshShifterACBonus|1+(ShifterLVL>=4)+(ShifterLVL>=12)+(ShifterLVL>=20) BONUS:COMBAT|AC|FiendfleshShifterACBonus|TYPE=NaturalArmorEnhancement|PREVARLT:ENCUMBERANCE,2,var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1 BONUS:VAR|FiendfleshShifterResistance|5 BONUS:VAR|FiendfleshShifterResistance|5|PRECLASS:1,Shifter=8 BONUS:VAR|FiendfleshShifterResistance|5|PRECLASS:1,Shifter=16 ABILITY:Special Ability|AUTOMATIC|Resistance to Electricity|Resistance to Fire +Chimeric Fiend KEY:Fiendflesh Shifter ~ Chimeric Fiend CATEGORY:Special Ability TYPE:Shifter Class Features.FiendfleshShifterClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.81 DESC:When a fiendflesh shifter uses her fiendish aspect ability, she can gain an additional ability from the list below. The fiendflesh shifter can change which ability she gains each time she uses fiendish aspect. [Daemon] Acid resistance 10 and a +4 profane bonus on saves against disease. [Demon] The shifter’s electricity resistance doubles. [Devil] The shifter’s fire resistance doubles. +Greater Chimeric Fiend KEY:Fiendflesh Shifter ~ Greater Chimeric Fiend CATEGORY:Special Ability TYPE:Shifter Class Features.FiendfleshShifterClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.81 DESC:A fiendflesh shifter’s chimeric fiend ability grants her additional bonuses as noted below. [Daemon] The shifter gains a +4 enhancement bonus to her Constitution score and immunity to disease. [Demon] The shifter gains a +4 enhancement bonus to her Strength score and increases the damage die of all natural attacks by one step. [Devil] The shifter gains a +4 enhancement bonus to her Dexterity score and see in darkness as per the universal monster rule. + +#Leafshifter +Shifter's Slam KEY:Leafshifter ~ Shifter's Slam CATEGORY:Special Ability TYPE:Shifter Class Features.LeafshifterClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.18 DESC:This ability functions as the shifter claws class feature, except the leafshifter gains two slam attacks instead of two claw attacks. These slam attacks are made with her arms, which are covered in jagged bark and thorns, so these attacks deal bludgeoning and piercing damage. This alters shifter claws. +Leafshifter's Aspect KEY:Leafshifter ~ Leafshifter's Aspect CATEGORY:Special Ability TYPE:Shifter Class Features.LeafshifterClassFeatures.SpecialQuality.Supernatural DEFINE:ReplaceMinorShifterAspect|0 SOURCEPAGE:p.19 DESC:This ability functions as the shifter aspect ability of the standard shifter, except a leafshifter doesn't gain the minor forms of her aspects. Instead, whenever she gains a new aspect, she chooses one of the plant focus abilities from the plant master hunter archetype (see page 53) to associate with her new aspect. This choice cannot be changed once made. This alters shifter aspect. BONUS:ABILITYPOOL|Leafshifter Aspect Choice|ShifterAspectCount BONUS:VAR|ReplaceMinorShifterAspect|1 + +Aspect of the Assassin Vine KEY:Leafshifter Aspect ~ Assassin Vine CATEGORY:Special Ability TYPE:Leafshifter Aspect.SpecialQuality.Supernatural DEFINE:AssassinVineAspectBonus|0 SOURCEPAGE:p.54 DESC:You gain a +%1 bonus on combat maneuver checks to grapple.|AssassinVineAspectBonus BONUS:VAR|AssassinVineAspectBonus|2+(ShifterAspectLVL>=8)+(ShifterAspectLVL>=15) BONUS:VAR|CMB_Grapple|AssassinVineAspectBonus +Aspect of the Brambles KEY:Leafshifter Aspect ~ Brambles CATEGORY:Special Ability TYPE:Leafshifter Aspect.SpecialQuality.Supernatural DEFINE:BramblesAspectBonus|0 SOURCEPAGE:p.54 DESC:You are hit by an unarmed strike or natural attack, the attacker takes %1 points of piercing damage.|BramblesAspectBonus BONUS:VAR|BramblesAspectBonus|1+(ShifterAspectLVL>=8)+(ShifterAspectLVL>=15) +Aspect of the Creeping Vine KEY:Leafshifter Aspect ~ Creeping Vine CATEGORY:Special Ability TYPE:Leafshifter Aspect.SpecialQuality.Supernatural DEFINE:CreepingVineAspectBonus|0 SOURCEPAGE:p.54 DESC:You gain a +%1 competence bonus on Climb checks.|CreepingVineAspectBonus BONUS:VAR|CreepingVineAspectBonus|2*(2+(ShifterAspectLVL>=8)+(ShifterAspectLVL>=15)) BONUS:SKILL|Climb|CreepingVineAspectBonus|TYPE=Competence +Aspect of the Giant Flytrap KEY:Leafshifter Aspect ~ Giant Flytrap CATEGORY:Special Ability TYPE:Leafshifter Aspect.SpecialQuality.Supernatural DEFINE:GiantFlytrapAspectBonus|0 SOURCEPAGE:p.54 DESC:You gain a +%1 competence bonus on Stealth checks.|GiantFlytrapAspectBonus BONUS:VAR|GiantFlytrapAspectBonus|2*(2+(ShifterAspectLVL>=8)+(ShifterAspectLVL>=15)) BONUS:SKILL|Stealth|GiantFlytrapAspectBonus|TYPE=Competence +Aspect of the Mushroom KEY:Leafshifter Aspect ~ Mushroom CATEGORY:Special Ability TYPE:Leafshifter Aspect.SpecialQuality.Supernatural DEFINE:MushroomAspectBonus|0 SOURCEPAGE:p.54 DESC:You gain a +%1 enhancement bonus on saves against poison.|MushroomAspectBonus BONUS:VAR|MushroomAspectBonus|2*(2+(ShifterAspectLVL>=8)+(ShifterAspectLVL>=15)) ASPECT:SaveBonus|+%1 on saves vs. poison|MushroomAspectBonus +Aspect of the Oak KEY:Leafshifter Aspect ~ Oak CATEGORY:Special Ability TYPE:Leafshifter Aspect.SpecialQuality.Supernatural DEFINE:OakAspectBonus|0 SOURCEPAGE:p.54 DESC:You gain a +%1 enhancement bonus to CMD.|OakAspectBonus BONUS:VAR|OakAspectBonus|2*(1+(ShifterAspectLVL>=8)+(ShifterAspectLVL>=15)) BONUS:VAR|CMD|OakAspectBonus|TYPE=Enhancement +Aspect of the Shrieker KEY:Leafshifter Aspect ~ Shrieker CATEGORY:Special Ability TYPE:Leafshifter Aspect.SpecialQuality.Supernatural DEFINE:ShriekerAspectBonus|0 SOURCEPAGE:p.54 DESC:You gain darkvision with a range of 60 feet.|ShriekerAspectBonus DESC:You also gain blindsense with a range of 10 feet.|PREVARGTEQ:ShifterAspectLVL,15 BONUS:VAR|ShriekerAspectBonus|30*(2+(ShifterAspectLVL>=8)) BONUS:VAR|DarkvisionRange|ShriekerAspectBonus|TYPE=Base BONUS:VAR|BlindsenseRange|10|TYPE=Base|PREVARGTEQ:ShifterAspectLVL,15 +Aspect of the Spore KEY:Leafshifter Aspect ~ Spore CATEGORY:Special Ability TYPE:Leafshifter Aspect.SpecialQuality.Supernatural DEFINE:SporeAspectBonus|0 SOURCEPAGE:p.54 DESC:You gain a +%1 competence bonus on Fly checks.|SporeAspectBonus BONUS:VAR|SporeAspectBonus|2*(2+(ShifterAspectLVL>=8)+(ShifterAspectLVL>=15)) BONUS:SKILL|Fly|SporeAspectBonus|TYPE=Competence +Aspect of the Water Lily KEY:Leafshifter Aspect ~ Water Lily CATEGORY:Special Ability TYPE:Leafshifter Aspect.SpecialQuality.Supernatural DEFINE:WaterLilyAspectBonus|0 SOURCEPAGE:p.54 DESC:You gain a +%1 competence bonus on Swim checks.|WaterLilyAspectBonus BONUS:VAR|WaterLilyAspectBonus|2*(2+(ShifterAspectLVL>=8)+(ShifterAspectLVL>=15)) BONUS:SKILL|Swim|WaterLilyAspectBonus|TYPE=Competence + +#Oozemorph +Weapon and Armor Proficiency KEY:Oozemorph ~ Proficiencies CATEGORY:Internal TYPE:Shifter Class Features.OozemorphClassFeatures ABILITY:Internal|AUTOMATIC|Weapon Prof ~ Auto|Weapon Prof ~ Simple ABILITY:Internal|AUTOMATIC|Armor Prof ~ Light +Compression KEY:Oozemorph ~ Compression CATEGORY:Special Ability TYPE:Shifter Class Features.OozemorphClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.81 DESC:An oozemorph gains compression as per the universal monster rule. This ability can be used regardless of the current form the oozemorph has taken. +Fluidic Body KEY:Oozemorph ~ Fluidic Body CATEGORY:Special Ability TYPE:Shifter Class Features.OozemorphClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.81 DESC:An oozemorph’s base form is not that of her race but rather that of a protoplasmic blob that has the same volume and weight. An oozemorph treats her creature type as both ooze and her base creature type from her race for the purposes of effects targeting creatures by type (such as bane weapons and a ranger’s favored enemy). In this form, the oozemorph is immune to critical hits and precision damage and can’t be flanked. However, she has no magic item slots and she cannot benefit from armor; cast spells; hold objects; speak; or use any magic item that requires activation, is held, or is worn on the body. An oozemorph reverts to this formless state whenever she is unconscious or in an area of antimagic. This is treated as a polymorph effect. %1 times per day, an oozemorph can assume a humanoid form as a move action. This transformation is identical to alter self, except the oozemorph can maintain the form for %2 hours. Each hour after this duration, the oozemorph must succeed at a DC 15 Fortitude save or revert back to her fluidic body until she rests for at least 8 hours. This save DC increases by 1 for each additional hour spent maintaining the form.|max(1,ShifterLVL/2)|ShifterLVL DESC:The oozemorph can treat this ability as beast shape|PRECLASS:1,Shifter=8 DESC:I, beast shape II, or giant shape|PRECLASS:1,Shifter=15 DESC:I. Ending this transformation at any time reverts the oozemorph back to her ooze form and renders her fatigued for a number of minutes equal to the number of hours she maintained the form. +Morphic Weaponry KEY:Oozemorph ~ Morphic Weaponry CATEGORY:Special Ability TYPE:Shifter Class Features.OozemorphClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.81 DESC:An oozemorph can create a number of natural weapons to fight with from any portion of her body, regardless of her current form. At 1st level, as a move action, an oozemorph can form %1 primary natural attacks that each deal 1d6 points of bludgeoning, piercing, or slashing damage, chosen by the oozemorph when she forms them. An oozemorph can change the damage type of any number of her natural weapons as a swift action. The total number of natural attacks an oozemorph has at any given time includes those gained via her current form. For example, an 8th-level oozemorph who has taken the form of a wolf with beast shape I has a bite attack as part of that form; she can create only two additional natural attacks via morphic weaponry, for a total of three attacks available to her at that level. If the oozemorph later reverts to a humanoid form with no natural weapons, she can instead create three morphic weapons. |2+(ShifterLVL>=6)+(ShifterLVL>=15) +Ooze Empathy KEY:Oozemorph ~ Ooze Empathy CATEGORY:Special Ability TYPE:Shifter Class Features.OozemorphClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.81 DESC:An oozemorph gains the shifter’s wild empathy class feature, but she can use it only to influence the attitude of oozes with an Intelligence score of 2 or lower. An oozemorph can use this ability on mindless oozes; when she does so, she imparts a modicum of intellect to the ooze to allow it to respond to her commands. This alters wild empathy. +Damage Reduction KEY:Oozemorph ~ Damage Reduction CATEGORY:Special Ability TYPE:Shifter Class Features.OozemorphClassFeatures.SpecialQuality.Extraordinary DEFINE:OozemorphDR|0 SOURCEPAGE:p.82 DESC:An oozemorph gains DR 4/slashing while unencumbered and either wearing no armor or wearing light nonmetal armor.|OozemorphDR BONUS:VAR|OozemorphDR|4+(2*(ShifterLVL/4)) DR:OozemorphDR/slashing +Clinging Ooze KEY:Oozemorph ~ Clinging Ooze CATEGORY:Special Ability TYPE:Shifter Class Features.OozemorphClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.82 DESC:When in her natural form, an oozemorph gains a climb speed of 10 feet. MOVE:Climb,10 + +#Rageshaper +Alignment KEY:Rageshaper ~ Alignment CATEGORY:Special Ability TYPE:Shifter Class Features.RageshaperClassFeatures.SpecialQuality SOURCEPAGE:p.82 DESC:A rageshaper can be any nonlawful alignment. A rageshaper who becomes lawful cannot take any further levels in rageshaper, but he does not lose access to any rageshaper abilities he has already gained. This alters the shifter’s alignment. +Devastating Form KEY:Rageshaper ~ Devastating Form CATEGORY:Special Ability TYPE:Shifter Class Features.RageshaperClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.82 DESC:A rageshaper can enter a state of intense fury, transforming into a living engine of destruction. This ability functions as the barbarian’s rage class feature, except entering this state of fury requires a full-round action that provokes attacks of opportunity and has additional effects as noted below. At the start of the rageshaper’s next turn, he not only gains the benefit of rage but also grows one size category larger (though worn equipment and held items do not increase in size). Armor or clothing the rageshaper wears that doesn’t accommodate his changing size immediately gains the broken condition. If insufficient room is available to accommodate this change, the rageshaper attains the maximum possible size for the available space and can attempt a Strength check (using his increased Strength) to burst any enclosures in the process. If the check fails, he is constrained but not harmed by the materials enclosing him. A rageshaper can remain in his devastating form for %1 rounds per day. He can dismiss devastating form only with a successful Will save (DC %2) made as a free action. On a failed save, the attempted remains in devastating form for an additional round. If the rageshaper does not successfully end his devastating form before he runs out of daily rounds, the next time he fails his Will save to revert, he flies into an uncontrollable frenzy as if affected by confusion, but he treats a roll of 26–50 as “attacks nearest creature.” Each round the rageshaper spends in an uncontrollable frenzy, the Will save DC to exit devastating form decreases by 2. When a rageshaper ends his devastating form ability, he is fatigued for a number of rounds equal to twice the number of rounds he spent in devastating form. A rageshaper cannot enter devastating form again while fatigued or exhausted. If a rageshaper falls unconscious, his devastating form ends immediately. At 10th level, the rageshaper can grow up to a maximum of two size categories larger with devastating form and his rage is now treated as greater rage. At 20th level, the rageshaper can grow up to a maximum of three size categories larger with devastating form and his rage is treated as mighty rage.|ShifterLVL|10+ShifterLVL +Terrible Slam KEY:Rageshaper ~ Terrible Slam CATEGORY:Special Ability TYPE:Shifter Class Features.RageshaperClassFeatures.SpecialAttack.Supernatural DEFINE:RageshaperTerribleSlam|0 SOURCEPAGE:p.82 DESC:A rageshaper can deliver blows that demolish his foes. This functions as the shifter claws class ability, except his natural weapons are treated as slam attacks. Additionally, rather than granting the ability to bypass different kinds of damage reduction, the rageshaper’s terrible slam ignores some of an object’s hardness. Terrible slam ignores %1 points of an object’s hardness. This alters shifter claws.|RageshaperTerribleSlam BONUS:VAR|RageshaperTerribleSlam|5 BONUS:VAR|RageshaperTerribleSlam|5|PRECLASS:1,Shifter=5 BONUS:VAR|RageshaperTerribleSlam|5|PRECLASS:1,Shifter=10 BONUS:VAR|RageshaperTerribleSlam|5|PRECLASS:1,Shifter=15 +Invulnerable Defenses KEY:Rageshaper ~ Invulnerable Defenses CATEGORY:Special Ability TYPE:Shifter Class Features.RageshaperClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.83 DESC:A rageshaper becomes difficult to harm in his devastating form. Whenever the rageshaper takes on his devastating form and is unencumbered and either wearing no armor or wearing light or medium nonmetal armor, he gains a +2 natural armor bonus to his AC and DR 2/—. +Unrestrained Stride KEY:Rageshaper ~ Unrestrained Stride CATEGORY:Special Ability TYPE:Shifter Class Features.RageshaperClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.83 DESC:Whenever the rageshaper is in devastating form, he ignores movement penalties from difficult terrain and is immune to the entangled condition. +Terrible Leap KEY:Rageshaper ~ Terrible Leap CATEGORY:Special Ability TYPE:Shifter Class Features.RageshaperClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.83 DESC:When a rageshaper is in his devastating form, he can perform a terrible leap as a move action without attempting an Acrobatics check, jumping any distance up to his move speed (upward movement counts as double, as when flying). He can leap in this way %1 times per day.|ShifterLVL + +#Verdant Shifter +Speak with Plants KEY:Verdant Shifter ~ Speak with Plants CATEGORY:Special Ability TYPE:Shifter Class Features.VerdantShifterClassFeatures.SpecialQuality.SpellLike SOURCEPAGE:p.83 DESC:A verdant shifter gains the ability to cast speak with plants as a spell-like ability %1 times per day.|3+CHA SPELLS:Innate|TIMES=3+CHA|CASTERLEVEL=ShifterLVL|Speak with Plants +Verdant Body KEY:Verdant Shifter ~ Verdant Body CATEGORY:Special Ability TYPE:Shifter Class Features.VerdantShifterClassFeatures.SpecialQuality.Supernatural DEFINE:VerdantShifterConBonus|0 SOURCEPAGE:p.83 DESC:A verdant shifter takes on plant qualities as vines grow over her body, flowers bloom in her hair, and bark grows from her skin. The verdant shifter is treated as both her normal creature type and a plant creature for purposes of spells or effects that target a creature by type (such as bane weapons and a ranger’s favored enemy). Verdant body also grants the verdant shifter a DESC:25%%|!PRECLASS:1,Shifter=8 DESC:50%%|PRECLASS:1,Shifter=8 DESC:immunity to critical hits and precision damage (such as sneak attack). DESC:The verdant shifter gains a +%1 enhancement bonus to her Constitution score.|VerdantShifterConBonus|PRECLASS:1,Shifter=5 BONUS:VAR|VerdantShifterConBonus|2 BONUS:VAR|VerdantShifterConBonus|2|PRECLASS:1,Shifter=8 BONUS:VAR|VerdantShifterConBonus|2|PRECLASS:1,Shifter=15 BONUS:STAT|CON|VerdantShifterConBonus|TYPE=Enhancement +Wild Armor KEY:Verdant Shifter ~ Wild Armor CATEGORY:Special Ability TYPE:Shifter Class Features.VerdantShifterClassFeatures.SpecialQuality.Extraordinary DEFINE:VerdantShifterACBonus|0 SOURCEPAGE:p.83 DESC:A verdant shifter gains a +%1 natural armor bonus to her AC while unencumbered and either wearing no armor or wearing light or medium|VerdantShifterACBonus BONUS:VAR|VerdantShifterACBonus|2+(ShifterLVL/4) BONUS:COMBAT|AC|VerdantShifterACBonus|TYPE=NaturalArmorEnhancement|PREVARLT:ENCUMBERANCE,2,var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1 +Plant Shape KEY:Verdant Shifter ~ Plant Shape CATEGORY:Special Ability TYPE:Shifter Class Features.VerdantShifterClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.83 DESC:A verdant shifter’s wild shape ability instead functions as plant shape DESC:I.|!PRECLASS:1,Shifter=12 DESC:II.|PRECLASS:1,Shifter=12|!PRECLASS:1,Shifter=18 DESC:III.|PRECLASS:1,Shifter=18 DESC:The verdant shifter can maintain this form for %1 rounds per day. This ability otherwise functions as the standard wild shape shifter class feature. This alters wild shape.|ShifterLVL + +#Weretouched +Lycanthrope Aspect KEY:Weretouched ~ Lycanthrope Aspect CATEGORY:Special Ability TYPE:Shifter Class Features.WeretouchedClassFeatures.SpecialQuality.Supernatural DEFINE:WeretouchedDR|0 SOURCEPAGE:p.83 DESC:A weretouched gains the shifter aspect ability, except the animal aspect chosen is the only animal aspect the weretouched can gain. This alters her other class features, as detailed in each relevant class feature. Otherwise, this ability functions identically to shifter aspect. DESC:A weretouched gains DR %1/silver.|WeretouchedDR|PRECLASS:1,Shifter=5 DESC:Additionally, a weretouched shifter becomes immune to a lycanthrope’s curse of lycanthropy. This alters shifter aspect and all of its improvements. BONUS:ABILITYPOOL|Shifter Aspect Choice|-1|PRECLASS:1,Shifter=5 BONUS:ABILITYPOOL|Shifter Aspect Choice|-1|PRECLASS:1,Shifter=10 BONUS:ABILITYPOOL|Shifter Aspect Choice|-1|PRECLASS:1,Shifter=15 BONUS:VAR|WeretouchedDR|min(10,ShifterLVL/2) DR:WeretouchedDR/silver +Lycanthropic Empathy KEY:Weretouched ~ Lycanthropic Empathy CATEGORY:Special Ability TYPE:Shifter Class Features.WeretouchedClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.83 DESC:A weretouched gains wild empathy and a +4 bonus on wild empathy checks, but this ability works only on the type of animal she chose for her lycanthrope aspect. This alters wild empathy. +Lycanthropic Wild Shape KEY:Weretouched ~ Lycanthropic Wild Shape CATEGORY:Special Ability TYPE:Shifter Class Features.WeretouchedClassFeatures.SpecialQuality.Supernatural DEFINE:ReplaceMajorShifterAspect|0 SOURCEPAGE:p.83 DESC:When a weretouched uses wild shape, she can assume only the form of an animal of the same type as her lycanthrope aspect. However, instead of assuming a major form, she can assume a hybrid form that mixes the traits of her natural form and the major form of her aspect. While in a hybrid form, she gain a +2 size bonus to her Strength score, a +2 natural armor bonus to her AC, and all of the natural attacks and abilities listed by her major form. A weretouched also counts as being in her natural form for the purpose of determining whether she can extend her shifter claws. A weretouched’s hybrid form is roughly the same size and shape as her natural form, albeit with bestial qualities such as digitigrade legs or shaggy fur, so her equipment does not merge into her new form when she shifts between her natural form and hybrid form. In addition, the size of a weretouched’s hybrid form is the same as the size of her natural form. This otherwise counts as assuming a major form using wild shape. This alters wild shape. BONUS:VAR|ReplaceMajorShifterAspect|1 + +# ============================== +# Skald Archetypes +# ============================== + +Bacchanal KEY:Skald Archetype ~ Bacchanal CATEGORY:Archetype TYPE:Archetype.SkaldArchetype SOURCEPAGE:p.84 DESC:Bacchanals are skalds who use ecstatic dancing and ribald songs to influence the primal instincts of listeners. To these skalds the passionate frenzy of a celebration or feast shares many features with the violence of combat, and several of their talents blur the line between festival and battle in dramatic ways. PRECLASS:1,Skald=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Skald Archetype ~ Bacchanal],[!PREFACT:1,ABILITIES,Skald_Archetype_ScribeScroll=True,Skald_Archetype_VersatilePerformance=True,Skald_Archetype_SongOfMarching=True,Skald_Archetype_DirgeOfDoom=True] ABILITY:Special Ability|AUTOMATIC|Bacchanal ~ Fermented Fruit|PRECLASS:1,Skald=1 ABILITY:Special Ability|AUTOMATIC|Bacchanal ~ Drunken Dancer|PRECLASS:1,Skald=2 ABILITY:Special Ability|AUTOMATIC|Bacchanal ~ Song of Urging|PRECLASS:1,Skald=3 ABILITY:Special Ability|AUTOMATIC|Bacchanal ~ Maddening Dance|PRECLASS:1,Skald=10 FACT:Skald_Archetype_ScribeScroll|true FACT:Skald_Archetype_VersatilePerformance|true FACT:Skald_Archetype_SongOfMarching|true FACT:Skald_Archetype_DirgeOfDoom|true FACT:Skald_CF_ScribeScroll|true FACT:Skald_CF_VersatilePerformance|true FACT:Skald_CF_SongOfMarching|true FACT:Skald_CF_DirgeOfDoom|true COST:0 +Boaster KEY:Skald Archetype ~ Boaster CATEGORY:Archetype TYPE:Archetype.SkaldArchetype SOURCEPAGE:p.84 DESC:Boasters use incredible tales and claims to challenge themselves and their allies to accomplish remarkable feats. With a properly delivered boast, a boaster can inspire listeners to attempt, and more often than not, succeed at stunts or tasks they may not have realized they were capable of doing. PRECLASS:1,Skald=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Skald Archetype ~ Boaster],[!PREFACT:1,ABILITIES,Skald_Archetype_ScribeScroll=True,Skald_Archetype_UncannyDodge=True,Skald_Archetype_ImprovedUncannyDodge=True,Skald_Archetype_SongOfMarching=True,Skald_Archetype_LoreMaster=True,Skald_Archetype_SongOfTheFallen=True,Skald_Archetype_RagePowers=True,Skald_Archetype_RagePower6=True] ABILITY:Internal|AUTOMATIC|Boaster ~ Endurance|PRECLASS:1,Skald=1 ABILITY:Special Ability|AUTOMATIC|Boaster ~ Song of Endurance|PRECLASS:1,Skald=3 ABILITY:Special Ability|AUTOMATIC|Boaster ~ Song of Surmounting|PRECLASS:1,Skald=7 ABILITY:Special Ability|AUTOMATIC|Boaster ~ Frightful Boast|PRECLASS:1,Skald=14 ABILITY:Internal|AUTOMATIC|Boaster ~ Rage Power|PRECLASS:1,Skald=4 ABILITY:Special Ability|AUTOMATIC|Boaster ~ Greater Endurance|PRECLASS:1,Skald=6 FACT:Skald_Archetype_ScribeScroll|true FACT:Skald_Archetype_UncannyDodge|true FACT:Skald_Archetype_ImprovedUncannyDodge|true FACT:Skald_Archetype_SongOfMarching|true FACT:Skald_Archetype_LoreMaster|true FACT:Skald_Archetype_SongOfTheFallen|true FACT:Skald_Archetype_RagePowers|true FACT:Skald_Archetype_RagePower6|true FACT:Skald_CF_ScribeScroll|true FACT:Skald_CF_UncannyDodge|true FACT:Skald_CF_ImprovedUncannyDodge|true FACT:Skald_CF_LoreMaster|true FACT:Skald_CF_SongOfTheFallen|true FACT:Skald_CF_RagePowers|true FACT:Skald_CF_RagePower6|true COST:0 +Hunt Caller KEY:Skald Archetype ~ Hunt Caller CATEGORY:Archetype TYPE:Archetype.SkaldArchetype SOURCEPAGE:p.85 DESC:Hunt callers are skalds whose songs draw their allies into the animal world. They can invoke the inner beasts of those who observe their supernatural performances—a talent that causes many to mistake the hunt caller and her allies for lycanthropes or other shapechanging creatures. PRECLASS:1,Skald=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Skald Archetype ~ Hunt Caller],[!PREFACT:1,ABILITIES,Skald_Archetype_WellVersed=True,Skald_Archetype_SongOfStrength=True,Skald_Archetype_SongOfTheFallen=True,Skald_Archetype_RagePower18=True,Skald_Archetype_SpellKenning=True,Skald_Archetype_RagePower6=True] ABILITY:Special Ability|AUTOMATIC|Hunt Caller ~ Song of the Senses|PRECLASS:1,Skald=2 ABILITY:Special Ability|AUTOMATIC|Hunt Caller ~ Call of the Wild|PRECLASS:1,Skald=6 ABILITY:Special Ability|AUTOMATIC|Hunt Caller ~ Wilderness Magic|PRECLASS:1,Skald=5 ABILITY:Special Ability|AUTOMATIC|Hunt Caller ~ Inspire Scent|PRECLASS:1,Skald=6 FACT:Skald_Archetype_WellVersed|true FACT:Skald_Archetype_SongOfStrength|true FACT:Skald_Archetype_SongOfTheFallen|true FACT:Skald_Archetype_RagePower18|true FACT:Skald_Archetype_SpellKenning|true FACT:Skald_Archetype_RagePower6|true FACT:Skald_CF_WellVersed|true FACT:Skald_CF_SongOfStrength|true FACT:Skald_CF_SongOfTheFallen|true FACT:Skald_CF_RagePower18|true FACT:Skald_CF_SpellKenning|true FACT:Skald_CF_RagePower6|true COST:0 + +#Bacchanal +Fermented Fruit KEY:Bacchanal ~ Fermented Fruit CATEGORY:Special Ability TYPE:Skald Class Features.BacchanalClassFeatures.SpecialQuality.SpellLike SOURCEPAGE:p.84 DESC:A bacchanal adds goodberry to his list of 1st-level skald spells known. In addition, he can cast it as a spell-like ability once per day. When he casts goodberry as a spell or spell-like ability, the targeted berries ferment; this causes each berry to act as a serving of an alcoholic beverage. A creature that eats a fermented berry does not gain a meal’s nourishment, but it is cured of 1 point of damage and becomes slightly foolhardy as if tipsy, gaining a +1 bonus on saves against fear effects for 1 minute after eating the berry. The bacchanal skald's fermented fruit counts as a serving of alcohol for the purposes of other abilities that interact with alcohol. SPELLKNOWN:CLASS|Skald=2|Goodberry SPELLS:Innate|TIMES=1|CASTERLEVEL=SkaldLVL|Goodberry +Drunken Dancer KEY:Bacchanal ~ Drunken Dancer CATEGORY:Special Ability TYPE:Skald Class Features.BacchanalClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.84 DESC:While maintaining a raging song, a bacchanal can consume a berry affected by goodberry, a potion, or a serving of alcohol as a move action that does not provoke attacks of opportunity. A berry affected by goodberry or a potion has its normal effect, while an alcoholic drink or a berry affected by goodberry via fermented fruit allows the skald to maintain his raging song that round without expending a round of raging song for the day (instead of the normal effects of the alcohol or fermented berry). For each alcoholic drink or fermented berry consumed while raging, the skald is nauseated for 1 round after his raging song ends. The internal fortitude rage power prevents this nauseated condition from occurring. DESC:When the bacchanal consumes an alcoholic drink or fermented berry while maintaining his rage song, he can gain the benefits of|PRECLASS:1,Skald=7 DESC:heroism,|PRECLASS:1,Skald=12 DESC:persistent vigor (ACG),|PRECLASS:1,Skald=17 DESC:cure light wounds or remove fear (for the duration of the raging song) at his caster level by spending 2 rounds of raging song.|PRECLASS:1,Skald=7 +Song of Urging KEY:Bacchanal ~ Song of Urging CATEGORY:Special Ability TYPE:Skald Class Features.BacchanalClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.84 DESC:The bacchanal’s raging song can wordlessly influence creatures of the wild. This raging song functions just like a Diplomacy check to make a simple request or an Intimidate check but can influence only animals. The bacchanal rolls 1d20 and adds his skald level and his Charisma modifier to determine the urging check’s result. Bonuses and penalties that apply to wild empathy checks apply to these urging checks. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. The song can influence plants or magical beasts with Intelligence scores of 1 or 2 as well as drunken creatures of any Intelligence (even without sharing a language), but against these nonanimals, the bacchanal takes a –4 penalty on this check. The bacchanal must continue to perform the song for the entire time required for the check; otherwise, its effect is wasted, but only 1 round of raging song is expended regardless of how long the check takes. +Maddening Dance KEY:Bacchanal ~ Maddening Dance CATEGORY:Special Ability TYPE:Skald Class Features.BacchanalClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.84 DESC:The bacchanal’s raging song can compel a creature within 30 feet to perform an ecstatic dance. Unless it succeeds at its Will save, the victim becomes confused, takes a –2 penalty to its AC and on Reflex saving throws, and loses the benefit of any shield it holds. The effect ends when the target can no longer hear the bacchanal from within 30 feet. As an immediate action, an ally of the bacchanal within 30 feet can dance along as a full-round action (taking all penalties except the confused condition for that round) to allow the bacchanal to target an additional creature. A creature that succeeds at the Will saving throw against this raging song is immune to this effect for 24 hours. This is a compulsion, emotion, enchantment, and mind-affecting effect. + +#Boaster +Endurance KEY:Boaster ~ Endurance CATEGORY:Internal TYPE:Skald Class Features.BoasterClassFeatures ABILITY:FEAT|AUTOMATIC|Endurance +Song of Endurance KEY:Boaster ~ Song of Endurance CATEGORY:Special Ability TYPE:Skald Class Features.BoasterClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.84 DESC:The boaster’s raging song can inspire his allies to great feats of endurance. This raging song functions as song of marching except affected allies also gain the benefits of the Endurance feat in addition to the benefits of any of the following feats the boaster has (even if they don’t meet the prerequisites): Deathless Initiate (UC), Deathless Master (UC), Deathless Zealot (UC), Diehard, Fast Healer (APG), Heroic Defiance (APG), and Heroic Recovery (APG). This raging song alters song of marching. +Song of Surmounting KEY:Boaster ~ Song of Surmounting CATEGORY:Special Ability TYPE:Skald Class Features.BoasterClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.84 DESC:The boaster’s raging song can inspire allies to move quickly and easily. By spending 1 round of raging song, the boaster can affect all allies within 90 feet for 1 hour. Affected allies gain a benefit according to the surrounding terrain (the benefits don’t stack)- a climb speed equal to half their base speed (forest, jungle, mountain, underground), a swim speed equal to their base speed (swamp, water), or a +10 foot enhancement bonus to their base speed (cold, desert, hill, plains, or urban). The skald must continue to perform the song for the remainder of the hour; otherwise, its effects end, but only 1 round of raging song is expended for that hour. At 13th level, the speed or bonus granted by this ability doubles. At 19th level, this ability grants triple the listed speed or bonus. +Frightful Boast KEY:Boaster ~ Frightful Boast CATEGORY:Special Ability TYPE:Skald Class Features.BoasterClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.85 DESC:The boaster’s raging song can frighten foes, as per the frightening tune bardic performance. +Rage Power KEY:Boaster ~ Rage Power CATEGORY:Internal TYPE:Skald Class Features.BoasterClassFeatures ABILITY:Special Ability|AUTOMATIC|Skald ~ Rage Powers +Greater Endurance KEY:Boaster ~ Greater Endurance CATEGORY:Special Ability TYPE:Skald Class Features.BoasterClassFeatures.SpecialQuality SOURCEPAGE:p.85 DESC:The boaster gains a bonus feat that he qualifies for. The feat must have Endurance as a prerequisite (such as Diehard or Fast Healer (APG)). + +#Hunt Caller +Song of the Senses KEY:Hunt Caller ~ Song of the Senses CATEGORY:Special Ability TYPE:Skald Class Features.HuntCallerClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.85 DESC:The hunt caller’s raging song unlocks animalistic senses in her allies. By spending 1 round of raging song, the hunt caller can affect all allies within 60 feet for 1 hour. The allies gain low-light vision and a +2 competence bonus on Perception and Survival checks. If an ally already has low-light vision, the range doubles. The skald must continue to perform the song for the remainder of the hour; otherwise, its effects end, but only 1 round of raging song is expended for that hour. +Call of the Wild KEY:Hunt Caller ~ Call of the Wild CATEGORY:Special Ability TYPE:Skald Class Features.HuntCallerClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.85 DESC:The hunt caller’s raging song can transform herself and her allies within 60 feet into animalistic shapes, as per DESC:beast shape I (Small animals only)|!PRECLASS:1,Skald=10 DESC:beast shape I|PRECLASS:1,Skald=10|!PRECLASS:1,Skald=14 DESC:beast shape I, shapechanger’s gift, or beast shape II|PRECLASS:1,Skald=14|!PRECLASS:1,Skald=18 DESC:beast shape I, shapechanger’s gift, beast shape II, or beast shape III|PRECLASS:1,Skald=18 DESC:at her caster level. The same transformation applies to all targets. By spending 1 round of raging song per target, the hunt caller can affect any number of allies within 60 feet for 1 hour. When in animal form, the hunt caller is treated as able to speak normally for the purpose of using raging song, but not for using other abilities that require speech (such as spellcasting). The skald must continue to perform the song for the remainder of the hour; otherwise, its effects end, but only 1 round of raging song per target is expended for that hour. +Wilderness Magic KEY:Hunt Caller ~ Wilderness Magic CATEGORY:Special Ability TYPE:Skald Class Features.HuntCallerClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.85 DESC:[NOT IMPLEMENTED] At 5th level and again at 11th level and 17th level, the hunt caller adds two spells of any level she can cast from the druid spell list to her class spell list and list of skald spells known. +Inspire Scent KEY:Hunt Caller ~ Inspire Scent CATEGORY:Special Ability TYPE:Skald Class Features.HuntCallerClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.85 DESC:The hunt caller gains the scent rage power. Her song of the senses and inspired rage raging songs both grant affected allies this rage power. ABILITY:Special Ability|AUTOMATIC|Rage Power ~ Scent + +# ============================== +# Slayer Archetypes +# ============================== + +Avalancher KEY:Slayer Archetype ~ Avalancher CATEGORY:Archetype TYPE:Archetype.SlayerArchetype SOURCEPAGE:p.86 DESC:Avalanchers attack from overhead cliffs and mesas like a landslide of arrows and blades. PRECLASS:1,Slayer=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Slayer Archetype ~ Avalancher],[!PREFACT:1,ABILITIES,Slayer_Archetype_StudiedTarget=True,Slayer_Archetype_Track=True,Slayer_Archetype_SwiftTracker=True,Slayer_Archetype_Stalker=True,Slayer_Archetype_Quarry=True,Slayer_Archetype_ImprovedQuarry=True,Slayer_Archetype_MasterSlayer=True] ABILITY:Special Ability|AUTOMATIC|Avalancher ~ Falling Strike|PRECLASS:1,Slayer=1 ABILITY:Special Ability|AUTOMATIC|Avalancher ~ Cliff Jumper|PRECLASS:1,Slayer=1 ABILITY:Special Ability|AUTOMATIC|Avalancher ~ Falling Dodge|PRECLASS:1,Slayer=7 ABILITY:Special Ability|AUTOMATIC|Avalancher ~ Fall-By Attack|PRECLASS:1,Slayer=14 ABILITY:Special Ability|AUTOMATIC|Avalancher ~ Death from Above|PRECLASS:1,Slayer=20 FACT:Slayer_Archetype_StudiedTarget|true FACT:Slayer_Archetype_Track|true FACT:Slayer_Archetype_SwiftTracker|true FACT:Slayer_Archetype_Stalker|true FACT:Slayer_Archetype_Quarry|true FACT:Slayer_Archetype_ImprovedQuarry|true FACT:Slayer_Archetype_MasterSlayer|true FACT:Slayer_CF_StudiedTarget|true FACT:Slayer_CF_Track|true FACT:Slayer_CF_SwiftTracker|true FACT:Slayer_CF_Stalker|true FACT:Slayer_CF_Quarry|true FACT:Slayer_CF_ImprovedQuarry|true FACT:Slayer_CF_MasterSlayer|true COST:0 +Dune Rider KEY:Slayer Archetype ~ Dune Rider CATEGORY:Archetype TYPE:Archetype.SlayerArchetype SOURCEPAGE:p.86 DESC:Mounted harriers, saboteurs, and skirmishers, dune riders can disrupt even the most organized opposition. PRECLASS:1,Slayer=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Slayer Archetype ~ Dune Rider],[!PREFACT:1,ABILITIES,Slayer_Archetype_Track=True,Slayer_Archetype_SwiftTracker=True,Slayer_Archetype_StudiedTarget=True,Slayer_Archetype_Stalker=True,Slayer_Archetype_Talent4=True,Slayer_Archetype_Talent8=True,Slayer_Archetype_MasterSlayer=True] ABILITY:Special Ability|AUTOMATIC|Dune Rider ~ Sand Foot|PRECLASS:1,Slayer=1 ABILITY:Special Ability|AUTOMATIC|Dune Rider ~ Desert Skirmisher|PRECLASS:1,Slayer=1 ABILITY:Special Ability|AUTOMATIC|Dune Rider ~ Galloping Fire|PRECLASS:1,Slayer=4 ABILITY:Special Ability|AUTOMATIC|Dune Rider ~ Dust Vision|PRECLASS:1,Slayer=8 ABILITY:Special Ability|AUTOMATIC|Dune Rider ~ Dunes of Death|PRECLASS:1,Slayer=20 FACT:Slayer_Archetype_Track|true FACT:Slayer_Archetype_SwiftTracker|true FACT:Slayer_Archetype_StudiedTarget|true FACT:Slayer_Archetype_Stalker|true FACT:Slayer_Archetype_Talent4|true FACT:Slayer_Archetype_Talent8|true FACT:Slayer_Archetype_MasterSlayer|true FACT:Slayer_CF_Track|true FACT:Slayer_CF_SwiftTracker|true FACT:Slayer_CF_StudiedTarget|true FACT:Slayer_CF_Stalker|true FACT:Slayer_CF_Talent4|true FACT:Slayer_CF_Talent8|true FACT:Slayer_CF_MasterSlayer|true COST:0 +Guerrilla KEY:Slayer Archetype ~ Guerrilla CATEGORY:Archetype TYPE:Archetype.SlayerArchetype SOURCEPAGE:p.87 DESC:Slayers characterized by cunning and patience, guerrillas specialize in ambush and harassment of enemies. PRECLASS:1,Slayer=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Slayer Archetype ~ Guerrilla],[!PREFACT:1,ABILITIES,Slayer_Archetype_Track=True,Slayer_Archetype_SwiftTracker=True,Slayer_Archetype_Talent6=True,Slayer_Archetype_Quarry=True,Slayer_Archetype_ImprovedQuarry=True] ABILITY:Special Ability|AUTOMATIC|Guerrilla ~ Strike First Strike Last|PRECLASS:1,Slayer=1 ABILITY:Special Ability|AUTOMATIC|Guerrilla ~ Quick Start|PRECLASS:1,Slayer=6 ABILITY:Special Ability|AUTOMATIC|Guerrilla ~ Astonishing Strike|PRECLASS:1,Slayer=14 FACT:Slayer_Archetype_Track|true FACT:Slayer_Archetype_SwiftTracker|true FACT:Slayer_Archetype_Talent6|true FACT:Slayer_Archetype_Quarry|true FACT:Slayer_Archetype_ImprovedQuarry|true FACT:Slayer_CF_Track|true FACT:Slayer_CF_SwiftTracker|true FACT:Slayer_CF_Talent6|true FACT:Slayer_CF_Quarry|true FACT:Slayer_CF_ImprovedQuarry|true COST:0 +Woodland Sniper KEY:Slayer Archetype ~ Woodland Sniper CATEGORY:Archetype TYPE:Archetype.SlayerArchetype SOURCEPAGE:p.87 DESC:Woodland snipers are guardians of forest and grove, keeping vigil on their borders and hunting bounties and trespassers from the shelter of sturdy branches. PRECLASS:1,Slayer=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Slayer Archetype ~ Woodland Sniper],[!PREFACT:1,ABILITIES,Slayer_Archetype_Track=True,Slayer_Archetype_SneakAttack=True,Slayer_Archetype_Stalker=True,Slayer_Archetype_SwiftTracker=True,Slayer_Archetype_SlayersAdvance=True] ABILITY:Special Ability|AUTOMATIC|Woodland Sniper ~ Tree Climber|PRECLASS:1,Slayer=1 ABILITY:Special Ability|AUTOMATIC|Woodland Sniper ~ Ranged Sneak Attack|PRECLASS:1,Slayer=3 ABILITY:Special Ability|AUTOMATIC|Woodland Sniper ~ Still Shot|PRECLASS:1,Slayer=7 ABILITY:Special Ability|AUTOMATIC|Woodland Sniper ~ Branchwalking|PRECLASS:1,Slayer=11 FACT:Slayer_Archetype_Track|true FACT:Slayer_Archetype_SneakAttack|true FACT:Slayer_Archetype_Stalker|true FACT:Slayer_Archetype_SwiftTracker|true FACT:Slayer_Archetype_SlayersAdvance|true FACT:Slayer_CF_Track|true FACT:Slayer_CF_Stalker|true FACT:Slayer_CF_SwiftTracker|true FACT:Slayer_CF_SlayersAdvance|true COST:0 + +#Avalancher +Falling Strike KEY:Avalancher ~ Falling Strike CATEGORY:Special Ability TYPE:Slayer Class Features.AvalancherClassFeatures.SpecialQuality.Extraordinary DEFINE:AvalancherFallingStrikeBonus|0 SOURCEPAGE:p.86 DESC:An avalancher excels at dropping onto opponents from higher ground. He gains a +%1 bonus on Stealth checks and attack and damage rolls when he falls at least 10 feet before attacking an opponent. These bonuses stack with any bonuses the avalancher receives for charging or attacking from higher ground. BONUS:VAR|AvalancherFallingStrikeBonus|1+min(4,SlayerLVL/5) +Cliff Jumper KEY:Avalancher ~ Cliff Jumper CATEGORY:Special Ability TYPE:Slayer Class Features.AvalancherClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.86 DESC:An avalancher adds half his level on Acrobatics checks to jump or soften a fall. Whenever he attempts an Acrobatics check to soften an intentional fall, he reduces the falling damage he takes by an additional 1d6 for every increment of 10 by which his Acrobatics check result exceeds the DC (a 2d6 reduction at DC 25, 3d6 at DC 35, and so on). DESC:The avalancher reduces the DC of his Acrobatics checks to soften a fall by 5.|PRECLASS:1,Slayer=11 BONUS:SITUATION|Acrobatics=Jump|SlayerLVL/2 +Falling Dodge KEY:Avalancher ~ Falling Dodge CATEGORY:Special Ability TYPE:Slayer Class Features.AvalancherClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.86 DESC:An avalancher gains his bonus to AC from the falling strike ability when a jump or fall carries him through threatened squares. This bonus applies only when he’s jumping, not when he’s using Acrobatics to try to avoid attacks of opportunity from moving through threatened squares. +Fall-By Attack KEY:Avalancher ~ Fall-By Attack CATEGORY:Special Ability TYPE:Slayer Class Features.AvalancherClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.86 DESC:If the avalancher makes a single jump of at least 20 feet in any direction and lands at an elevation at least 10 feet lower than his starting elevation, he can make ranged or melee attacks during his fall as if he were making a full-round attack. He can make any number of attacks in any combination of squares along this single jump, up to his maximum number of attacks, but he can attack a given creature once at most. If the avalancher attempts a jump but fails the Acrobatics check, he makes no attacks and suffers the consequences of his failed jump normally. DESC:He can add his extra damage from sneak attack against each creature he hits while using this ability, even if the targets have acted in combat or retain their Dexterity bonuses to AC.|PRECLASS:1,Slayer=19 +Death from Above KEY:Avalancher ~ Death from Above CATEGORY:Special Ability TYPE:Slayer Class Features.AvalancherClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.86 DESC:An avalancher can take down his foe with a single attack. During a round, if he falls at least 10 feet (the action type depends on how he comes to be falling), he can make a single attack at his full base attack bonus as a standard action, choosing one of the following effects: kill, knock unconscious for 1d4 hours, or paralyze for 2d6 rounds. If the attack hits, the target takes damage normally and must succeed at a Fortitude save or suffer the additional effect. The save DC is equal to 20 + 1 for every 10 feet the avalancher fell before making the attack (to a maximum of DC 30 for a fall of 100 feet or more). Whether or not the target succeeds, it can’t be targeted by this ability again (by any avalancher) for 24 hours. + +#Dune Rider +Sand Foot KEY:Dune Rider ~ Sand Foot CATEGORY:Special Ability TYPE:Slayer Class Features.DuneRiderClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.86 DESC:The dune rider adds half his level as a bonus on Ride checks in warm deserts, hills, and mountains. DESC:The dune rider and his mount no longer treat sand or rocky ground as difficult terrain, and they gain a +10-foot enhancement bonus to their base speed in warm deserts, hills, and mountains.|PRECLASS:1,Slayer=11 BONUS:SITUATION|Ride=Warm deserts, hills, and mountains|SlayerLVL/2 +Desert Skirmisher KEY:Dune Rider ~ Desert Skirmisher CATEGORY:Special Ability TYPE:Slayer Class Features.DuneRiderClassFeatures.SpecialQuality.Extraordinary DEFINE:DuneRiderSkirmisherBonus|0 SOURCEPAGE:p.86 DESC:The dune rider excels in combat in warm deserts, hills, and mountains. While in such terrain, he gains a +%1 bonus on initiative, Perception, and Stealth checks, and a +%2 bonus on attack and damage rolls.|DuneRiderSkirmisherBonus*2|DuneRiderSkirmisherBonus BONUS:VAR|DuneRiderSkirmisherBonus|1+min(4,SlayerLVL/5) ASPECT:CombatBonus|+%1 on initiative and a +%2 on attack and damage rolls in warm deserts, hills, and mountains.|DuneRiderSkirmisherBonus*2|DuneRiderSkirmisherBonus BONUS:SITUATION|Perception=Warm deserts, hills, and mountains,Stealth=Warm deserts, hills, and mountains|2*DuneRiderSkirmisherBonus +Galloping Fire KEY:Dune Rider ~ Galloping Fire CATEGORY:Special Ability TYPE:Slayer Class Features.DuneRiderClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.86 DESC:The penalties for the dune rider’s ranged attacks while mounted decrease by DESC:2.|!PRECLASS:1,Slayer=7 DESC:4.|PRECLASS:1,Slayer=7 +Dust Vision KEY:Dune Rider ~ Dust Vision CATEGORY:Special Ability TYPE:Slayer Class Features.DuneRiderClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.86 DESC:The dune rider is at home in the desert. He exists comfortably in hot conditions up to 140º Fahrenheit without having to attempt Fortitude saves. His equipment is likewise protected. He takes no penalties on Perception checks from blowing sand, dust, or heat shimmers, nor do these effects grant concealment to the dune rider’s enemies within 30 feet. Effects that would grant total concealment work normally. +Dunes of Death KEY:Dune Rider ~ Dunes of Death CATEGORY:Special Ability TYPE:Slayer Class Features.DuneRiderClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.87 DESC:A dune rider can use the desert’s heat to finish off his foes. As a standard action, he can make a single attack at his full base attack bonus while in warm desert, hills, or mountains, choosing one of the following effects: kill, knock unconscious for 1d4 hours, or paralyze for 2d6 rounds. If the attack hits, the target takes damage normally and must succeed at a Fortitude save (DC %1) or suffer the additional effect. Whether or not the target succeeds, it can’t be targeted by this ability again for 24 hours.|20+INT + +#Guerrilla +Strike First, Strike Last KEY:Guerrilla ~ Strike First Strike Last CATEGORY:Special Ability TYPE:Slayer Class Features.GuerrillaClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.87 DESC:A guerrilla adds half his level on Stealth checks when remaining motionless and reduces the penalty on Stealth checks when sniping by an equal amount. He also gains this bonus on his initiative checks in surprise rounds whenever he is aware of the surprise round and at least one enemy is unaware. BONUS:SITUATION|Stealth=While still|SlayerLVL/2 +Quick Start KEY:Guerrilla ~ Quick Start CATEGORY:Special Ability TYPE:Slayer Class Features.GuerrillaClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.87 DESC:The guerrilla can take a normal charge action during the surprise round, rather than a charge with half the usual distance. +Astonishing Strike KEY:Guerrilla ~ Astonishing Strike CATEGORY:Special Ability TYPE:Slayer Class Features.GuerrillaClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.87 DESC:When the guerrilla deals sneak attack damage to a target of his studied target ability during the surprise round, that target is denied its Dexterity bonus to AC against attacks from the same guerrilla until the end of the guerrilla’s next turn. When the guerrilla reaches 19th level, this ability works any time he deals sneak attack damage to a target of his studied target ability during the first round of combat, whether or not it’s a surprise round. + +#Woodland Sniper +Tree Climber KEY:Woodland Sniper ~ Tree Climber CATEGORY:Special Ability TYPE:Slayer Class Features.WoodlandSniperClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.87 DESC:A woodland sniper adds half his level to Acrobatics and Climb checks to move between, through, or up trees. With a successful DC 15 Acrobatics check, he can make ranged attacks with bows while balancing on branches. BONUS:SITUATION|Acrobatics=Move between/through trees,Climb=Up trees|SlayerLVL/2 +Ranged Sneak Attack KEY:Woodland Sniper ~ Ranged Sneak Attack CATEGORY:Special Ability TYPE:Slayer Class Features.WoodlandSniperClassFeatures.SpecialQuality.Extraordinary DEFINE:WoodlandSniperSARange|0 SOURCEPAGE:p.87 DESC:Whenever a woodland sniper makes a ranged attack against a creature within %1 feet that is denied its Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), he deals an additional %2d6 points of damage. Should the woodland sniper score a critical hit with his ranged attack, this additional damage is not multiplied. A woodland sniper cannot use sneak attack with a melee attack. This alters sneak attack.|WoodlandSniperSARange|SlayerSneakAttackLVL/3 BONUS:VAR|WoodlandSniperSARange|20+(10*(SlayerLVL/3)) +Still Shot KEY:Woodland Sniper ~ Still Shot CATEGORY:Special Ability TYPE:Slayer Class Features.WoodlandSniperClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.87 DESC:When he has cover provided by one or more trees, the woodland sniper reduces the penalty on Stealth checks to remain hidden while sniping by %1.|SlayerLVL/2 +Branchwalking KEY:Woodland Sniper ~ Branchwalking CATEGORY:Special Ability TYPE:Slayer Class Features.WoodlandSniperClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.87 DESC:The woodland sniper gains a climb speed equal to his base speed. In addition, at 13th level, he can move from one tree to another via connecting branches by adding 5 to the DC of an Acrobatics or Climb check to move within the canopy. The woodland sniper cannot end his movement on a branch that cannot support his weight. MOVECLONE:Walk,Climb,*1 + +# ============================== +# Slayer Talents +# ============================== + +Sticks and Stones KEY:Slayer Talent ~ Sticks and Stones CATEGORY:Special Ability TYPE:SlayerTalent.LesserSlayerTalent.Slayer Class Feature.SpecialQuality.Extraordinary SOURCEPAGE:p.86 DESC:The slayer gains Catch Off-Guard as a bonus feat. ABILITY:FEAT|AUTOMATIC|Catch Off-Guard +Sunlight Strike KEY:Slayer Talent ~ Sunlight Strike CATEGORY:Special Ability TYPE:SlayerTalent.LesserSlayerTalent.Slayer Class Feature.SpecialQuality.Extraordinary SOURCEPAGE:p.86 DESC:The slayer can reflect sunlight (or other sources of bright light) into the eyes of an adjacent target as a swift action, causing it to gain the dazzled condition for 1 round. +Sure Footing KEY:Slayer Talent ~ Sure Footing CATEGORY:Special Ability TYPE:SlayerTalent.LesserSlayerTalent.Slayer Class Feature.SpecialQuality.Extraordinary SOURCEPAGE:p.86 DESC:The slayer gains a +5 bonus on Acrobatics checks to move on narrow surfaces and loose or uneven ground. +Toxin Training KEY:Slayer Talent ~ Toxin Training CATEGORY:Special Ability TYPE:SlayerTalent.LesserSlayerTalent.Slayer Class Feature.SpecialQuality.Extraordinary PREVARGTEQ:SlayerTalentLVL,4 SOURCEPAGE:p.86 DESC:The slayer builds resistance to certain poisons over time. Each time he chooses this talent, he chooses one ability score. He gains a +4 bonus on saving throws against poisons that deal damage to the chosen ability score. The slayer can choose this talent multiple times. Each time he does, he chooses a new ability score and gains the bonus on saves against poisons that target that ability. PREABILITY:1,CATEGORY=Special Ability,Slayer Talent ~ Poison Use STACK:YES MULT:YES CHOOSE:STRING|Strength|Dexterity|Constitution|Intelligence|Wisdom|Charisma ASPECT:SaveBonus|+4 bonus on saves vs. poisons that deal damage to %1|%LIST + +# ============================== +# Summoner Archetype +# ============================== + +Leshy Caller KEY:Summoner Archetype ~ Leshy Caller CATEGORY:Archetype TYPE:Archetype.SummonerArchetype !PREABILITY:1,CATEGORY=Class,Summoner ~ Unchained Class SOURCEPAGE:p.94 DESC:A leshy caller summons creatures from the First World and forges a bond with a leshy eidolon. PRECLASS:1,Summoner=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Summoner Archetype ~ Leshy Caller],[!PREFACT:1,ABILITIES,Summoner_Archetype_Eidolon=True,Summoner_Archetype_SummonMonster=True] ABILITY:Special Ability|AUTOMATIC|Leshy Caller ~ Leshy Eidolon|PRECLASS:1,Summoner=1 ABILITY:Special Ability|AUTOMATIC|Leshy Caller ~ Summon Nature's Ally|PRECLASS:1,Summoner=1 FACT:Summoner_Archetype_Eidolon|true FACT:Summoner_Archetype_SummonMonster|true COST:0 + +Leshy Eidolon KEY:Leshy Caller ~ Leshy Eidolon CATEGORY:Special Ability TYPE:Summoner Class Feature.LeshyCallerClassFeatures.SpecialQuality DEFINE:EidolonIsPlant|0 SOURCEPAGE:p.94 DESC:When a leshy caller summons her eidolon, the eidolon’s body is created from extraplanar plant material and imbued with the intelligence of a leshy spirit. Its statistics are changed from those of a standard eidolon as follows. An unchained summoner uses the plant eidolon subtype (see page 95) instead of one of the subtypes listed in Pathfinder RPG Pathfinder Unchained. [Type] The eidolon is still an outsider, and its statistics don’t change, but it also counts as a plant. As it isn’t truly a plant, it doesn’t gain the plant immunities. Base Form: The leshy caller chooses one of the base forms listed below for her eidolon. When the eidolon is summoned in an environment matching one of these base forms, the leshy caller can change the eidolon’s base form to the matching form by sacrificing one daily use of her summon nature’s ally ability as a free action. Plant eidolon base forms are as follows. Cactus (Desert), Conifer (Forest, Mountain), Fungus (Swamp, Underground), Leaf (Forest, Jungle, Swamp), Seaweed (Aquatic). This alters the summoner’s eidolon. BONUS:VAR|EidolonIsPlant|1 +Summon Nature's Ally KEY:Leshy Caller ~ Summon Nature's Ally CATEGORY:Special Ability TYPE:Summoner Class Feature.LeshyCallerClassFeatures.SpecialQuality.SpellLike SOURCEPAGE:p.95 DESC:A leshy caller can cast summon nature’s ally as a spell-like ability %1 times per day. At levels where a regular summoner would gain access to a new level of summon monster as a spell-like ability, the leshy caller instead gains the equivalent summon nature’s ally spell; at 19th level, she can cast summon nature’s ally IX or gate. When a leshy caller gains a summon nature’s ally spell as a spell-like ability, she adds it to her class spell list (though she must still select it as a spell known if she wants to gain the ability to cast it as a normal spell). She adds leaf leshys (B3), gourd leshys (B3), fungus leshys (B3),seaweed leshys (B3), and lotus leshys (B5) to her list of creatures for summon nature’s ally I, II, III, IV, and V, respectively. This alters summon monster|3+CHA + +# ============================== +# Swashbuckler Archetypes +# ============================== + +Arrow Champion KEY:Swashbuckler Archetype ~ Arrow Champion CATEGORY:Archetype TYPE:Archetype.SwashbucklerArchetype SOURCEPAGE:p.95 DESC:While the swashbuckler’s agile style of combat is equally suited to urban settings and wilderness, the bow and arrow is an indispensable asset in open areas and harsh terrain where fancy footwork isn’t enough to close the distance or dodge the enemy’s arrows. PRECLASS:1,Swashbuckler=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Swashbuckler Archetype ~ Arrow Champion],[!PREFACT:1,ABILITIES,Swashbuckler_Archetype_Panache=True,Swashbuckler_Archetype_OpportuneParryandRiposteDeed=True,Swashbuckler_Archetype_PreciseStrikeDeed=True,Swashbuckler_Archetype_SwashbucklersInitiativeDeed=True,Swashbuckler_Archetype_SuperiorFeintDeed=True,Swashbuckler_Archetype_SwashbucklerWeaponTraining=True,Swashbuckler_Archetype_SwashbucklerWeaponMastery=True] ABILITY:Special Ability|AUTOMATIC|Arrow Champion ~ Arrow Champion's Panache|PRECLASS:1,Swashbuckler=1 ABILITY:Special Ability|AUTOMATIC|Arrow Champion ~ Retaliation|PRECLASS:1,Swashbuckler=1 ABILITY:Special Ability|AUTOMATIC|Arrow Champion ~ Precise Aim|PRECLASS:1,Swashbuckler=3 ABILITY:Special Ability|AUTOMATIC|Arrow Champion ~ Swift Switch|PRECLASS:1,Swashbuckler=3 ABILITY:Special Ability|AUTOMATIC|Arrow Champion ~ Archer's Feint|PRECLASS:1,Swashbuckler=7 ABILITY:Special Ability|AUTOMATIC|Arrow Champion ~ Weapon Versatility|PRECLASS:1,Swashbuckler=5 ABILITY:Special Ability|AUTOMATIC|Arrow Champion ~ Versatile Weapon Mastery|PRECLASS:1,Swashbuckler=20 FACT:Swashbuckler_Archetype_Panache|true FACT:Swashbuckler_Archetype_OpportuneParryandRiposteDeed|true FACT:Swashbuckler_Archetype_SwashbucklersInitiativeDeed|true FACT:Swashbuckler_Archetype_SuperiorFeintDeed|true FACT:Swashbuckler_Archetype_SwashbucklerWeaponTraining|true FACT:Swashbuckler_Archetype_SwashbucklerWeaponMastery|true FACT:Swashbuckler_CF_OpportuneParryandRiposteDeed|true FACT:Swashbuckler_CF_PreciseStrikeDeed|true FACT:Swashbuckler_CF_SwashbucklersInitiativeDeed|true FACT:Swashbuckler_CF_SuperiorFeintDeed|true FACT:Swashbuckler_CF_SwashbucklerWeaponTraining|true COST:0 +Wildstrider KEY:Swashbuckler Archetype ~ Wildstrider CATEGORY:Archetype TYPE:Archetype.SwashbucklerArchetype SOURCEPAGE:p.96 DESC:Most swashbucklers call cities their home, but some prefer deserts, marshlands, mountains, or woods, where the rough terrain grants them an advantage, and have little interest in the comforts of an urban lifestyle. PRECLASS:1,Swashbuckler=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Swashbuckler Archetype ~ Wildstrider],[!PREFACT:1,ABILITIES,Swashbuckler_Archetype_ClassSkills=True,Swashbuckler_Archetype_DodgingPanacheDeed=True,Swashbuckler_Archetype_DerringDoDeed=True,Swashbuckler_Archetype_SwashbucklersEdgeDeed=True,Swashbuckler_Archetype_KipUpDeed=True,Swashbuckler_Archetype_SubtleBladeDeed=True] ABILITY:Internal|AUTOMATIC|Wildstrider ~ Class Skills|PRECLASS:1,Swashbuckler=1 ABILITY:Special Ability|AUTOMATIC|Wildstrider ~ Subterfuge|PRECLASS:1,Swashbuckler=1 ABILITY:Special Ability|AUTOMATIC|Wildstrider ~ Adroit Step|PRECLASS:1,Swashbuckler=3 ABILITY:Special Ability|AUTOMATIC|Wildstrider ~ Keen Gaze|PRECLASS:1,Swashbuckler=11 FACT:Swashbuckler_Archetype_ClassSkills|true FACT:Swashbuckler_Archetype_DodgingPanacheDeed|true FACT:Swashbuckler_Archetype_DerringDoDeed|true FACT:Swashbuckler_Archetype_SwashbucklersEdgeDeed|true FACT:Swashbuckler_Archetype_KipUpDeed|true FACT:Swashbuckler_Archetype_SubtleBladeDeed|true FACT:Swashbuckler_CF_ClassSkills|true FACT:Swashbuckler_CF_DodgingPanacheDeed|true FACT:Swashbuckler_CF_KipUpDeed|true FACT:Swashbuckler_CF_SubtleBladeDeed|true COST:0 + +#Arrow Champion +Arrow Champion's Panache KEY:Arrow Champion ~ Arrow Champion's Panache CATEGORY:Special Ability TYPE:Swashbuckler Class Features.ArrowChampionClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.95 DESC:An arrow champion regains panache when she makes a killing blow with a light or one-handed piercing melee weapon or a bow (a longbow, shortbow, composite longbow, or composite shortbow). This alters panache. +Retaliation KEY:Arrow Champion ~ Retaliation CATEGORY:Special Ability TYPE:SpecialQuality.SwashbucklerDeedsLVL1.DeedsHasPanacheCost.Extraordinary SORTKEY:Class_Swashbuckler_Deed_LVL01 SOURCEPAGE:p.95 DESC:When a foe hits the arrow champion with an attack, she can spend 1 panache point to make a retaliatory attack of opportunity against that foe. If the triggering attack is a melee attack, she can retaliate with a melee attack using a light or one-handed piercing melee weapon, provided the creature is within her reach. If the triggering attack is a ranged attack, she can retaliate with a ranged attack using a bow, provided that the creature is within 30 feet of her. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs. +Precise Aim KEY:Arrow Champion ~ Precise Aim CATEGORY:Special Ability TYPE:SpecialQuality.SwashbucklerDeedsLVL3.AttackOption.Extraordinary SORTKEY:Class_Swashbuckler_Deed_LVL03 SOURCEPAGE:p.95 DESC:When attacking with a light or one-handed piercing melee weapon, an arrow champion can add her swashbuckler level to the damage she deals, as the swashbuckler’s precise strike deed. She can also add one-quarter of her swashbuckler level to the damage dealt when attacking with a bow, but the target must be within 30 feet of her. As a swift action, an arrow champion can spend 1 panache point to increase the range of the effect to her bow’s first range increment. Unlike a normal swashbuckler, an arrow champion cannot spend panache to double the extra damage. This deed alters precise strike. +Swift Switch KEY:Arrow Champion ~ Swift Switch CATEGORY:Special Ability TYPE:SpecialQuality.SwashbucklerDeedsLVL3.Extraordinary SORTKEY:Class_Swashbuckler_Deed_LVL03 SOURCEPAGE:p.95 DESC:While the arrow champion has at least 1 panache point, she can sheathe or draw an unhidden light or one-handed piercing melee weapon or a bow as a swift action without provoking attacks of opportunity. If the arrow champion spends 1 panache point, she can perform either action as an immediate action. In addition, if she has the Quick Draw feat and one of her hands is free, she can sheathe a weapon and draw an unhidden weapon as part of the same swift action, provided that one of the weapons is a bow and the other is a light or one-handed piercing melee weapon. If she spends 1 panache point, she can perform the switch as an immediate action. +Archer's Feint KEY:Arrow Champion ~ Archer's Feint CATEGORY:Special Ability TYPE:SpecialQuality.SwashbucklerDeedsLVL7.Extraordinary SORTKEY:Class_Swashbuckler_Deed_LVL07 SOURCEPAGE:p.96 DESC:When the arrow champion hits a foe within 30 feet with a bow attack, she can forgo the damage and instead attempt a Bluff check to feint against that foe as a swift action. If successful, in addition to the normal benefits of feinting, she doubles the extra damage from precise aim on her next melee attack before the end of her next turn. +Weapon Versatility KEY:Arrow Champion ~ Weapon Versatility CATEGORY:Special Ability TYPE:Swashbuckler Class Features.ArrowChampionClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.96 DESC:An arrow champion learns to use precision-based tricks just as accurately with her bow as with her melee weapons. Provided that her swashbuckler level is high enough, she can use the bleeding wound, deadly stab, menacing swordplay, perfect thrust, stunning stab, and targeted strike deeds when attacking with a bow, so long as her target is within 30 feet. If she spends a panache point to increase the range of her precise aim ability, the increased range applies to this ability as well. +Versatile Weapon Mastery KEY:Arrow Champion ~ Versatile Weapon Mastery CATEGORY:Special Ability TYPE:Swashbuckler Class Features.ArrowChampionClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.96 DESC:An arrow champion gains the benefits of swashbuckler weapon mastery when using a light or one-handed piercing melee weapon or a bow. This alters swashbuckler weapon mastery. + +#Wildstrider +Class Skills KEY:Wildstrider ~ Class Skills CATEGORY:Internal TYPE:Swashbuckler Class Features.WildstriderClassFeatures CSKILL:Acrobatics|Bluff|Climb|TYPE=Craft|Diplomacy|Escape Artist|Intimidate|Knowledge (Local)|Knowledge (Nature)|Perception|TYPE=Perform|TYPE=Profession|Ride|Stealth|Survival|Swim +Subterfuge KEY:Wildstrider ~ Subterfuge CATEGORY:Special Ability TYPE:SpecialQuality.SwashbucklerDeedsLVL1.Extraordinary SORTKEY:Class_Swashbuckler_Deed_LVL01 SOURCEPAGE:p.96 DESC:A wildstrider adds Stealth to the list of skills to which the derring-do deed applies. DESC:She adds Stealth to the list of skills on which she can take 10 using the swashbuckler’s edge deed.|PRECLASS:1,Swashbuckler=15 DESC:This deed alters derring-do and swashbuckler’s edge. +Adroit Step KEY:Wildstrider ~ Adroit Step CATEGORY:Special Ability TYPE:SpecialQuality.SwashbucklerDeedsLVL3.Extraordinary SORTKEY:Class_Swashbuckler_Deed_LVL03 SOURCEPAGE:p.96 DESC:A wildstrider can use a swift action to treat a 5-foot square of difficult terrain as if it were normal terrain. If she also spends a panache point, she can treat all difficult terrain as though it were normal terrain until the end of her turn. +Keen Gaze KEY:Wildstrider ~ Keen Gaze CATEGORY:Special Ability TYPE:SpecialQuality.SwashbucklerDeedsLVL11.Extraordinary SORTKEY:Class_Swashbuckler_Deed_LVL11 SOURCEPAGE:p.96 DESC:While a wildstrider has at least 1 panache point, she can ignore the miss chance from concealment (but not total concealment) caused by normal and magical fog, smoke, and undergrowth, but not other sources of concealment or a miss chance, such as blur. + +# ============================== +# Warpriest Archetype +# ============================== + +Feral Champion KEY:Warpriest Archetype ~ Feral Champion CATEGORY:Archetype TYPE:Archetype.WarpriestArchetype SOURCEPAGE:p.97 DESC:When a warpriest devotes himself to a god of the natural world, he is sometimes blessed with supernatural powers that allow him to evoke animalistic power and fury. PRECLASS:1,Warpriest=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Warpriest Archetype ~ Feral Champion],[!PREFACT:1,ABILITIES,Warpriest_Archetype_Blessings=True,Warpriest_Archetype_SacredWeapon=True,Warpriest_Archetype_SacredArmor=True] ABILITY:Special Ability|AUTOMATIC|Feral Champion ~ Feral Blessing|PRECLASS:1,Swashbuckler=1 ABILITY:Special Ability|AUTOMATIC|Feral Champion ~ Sacred Claws|PRECLASS:1,Swashbuckler=1 ABILITY:Special Ability|AUTOMATIC|Feral Champion ~ Wild Shape|PRECLASS:1,Swashbuckler=7 FACT:Warpriest_Archetype_Blessings|true FACT:Warpriest_Archetype_SacredWeapon|true FACT:Warpriest_Archetype_SacredArmor|true FACT:Warpriest_CF_SacredArmor|true COST:0 + +Feral Blessing KEY:Feral Champion ~ Feral Blessing CATEGORY:Special Ability TYPE:Warpriest Class Features.FeralChampionClassFeatures.SpecialQuality SOURCEPAGE:p.97 DESC:A feral champion must take the Animal blessing and does not gain a second blessing. This alters blessings. BONUS:ABILITYPOOL|Warpriest Blessing|-2 ABILITY:Special Ability|AUTOMATIC|Blessings ~ Animal Blessing +Sacred Claws KEY:Feral Champion ~ Sacred Claws CATEGORY:Special Ability TYPE:Warpriest Class Features.FeralChampionClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.97 DESC:Rather than empowering a physical weapon, a feral champion grows claws as primary natural weapons on each hand. These claws deal damage as a warpriest’s sacred weapon and can be enhanced as such. This alters sacred weapon. +Wild Shape KEY:Feral Champion ~ Wild Shape CATEGORY:Special Ability TYPE:Warpriest Class Features.FeralChampionClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.97 DESC:A feral champion gains wild shape, as the druid ability of the same name, and treats his warpriest level – 3 as his effective druid level for the purposes of this ability. However, a feral champion does not gain the ability to take on elemental or plant forms with wild shape. A feral champion can use wild shape once per day at 7th level and one additional time per day every 4 levels thereafter, for a total of four times per day at 19th level. DEFINE:DruidWildShape|0 DEFINE:NoPlantShape|0 DEFINE:NoElementalShape|0 BONUS:VAR|NoPlantShape|1 BONUS:VAR|NoElementalShape|1 BONUS:VAR|DruidWildShape|WarpriestLVL-3 BONUS:VAR|WildShapeProgression|-1|PREVARGTEQ:DruidWildShape,6 BONUS:VAR|WildShapeProgression|-1|PREVARGTEQ:DruidWildShape,10 BONUS:VAR|WildShapeProgression|-1|PREVARGTEQ:DruidWildShape,14 BONUS:VAR|WildShapeProgression|-1|PREVARGTEQ:DruidWildShape,18 BONUS:VAR|WildShapeProgression|-1|PREVARGTEQ:DruidWildShape,20 ABILITY:Special Ability|AUTOMATIC|Wild Shape + +# ============================== +# Warpriest Blessings +# ============================== + +Earthquake Blessing KEY:Blessings ~ Earthquake Blessing CATEGORY:Special Ability TYPE:Blessings PREMULT:1,[PREDEITY:1,N],[PREDEITYDOMAIN:1,Earth,Destruction] ABILITY:Special Ability|AUTOMATIC|Earthquake Blessing ~ Stone's Base|PREVARGTEQ:WarpriestBlessingLVL,WarpriestMinorBlessingGrantedLVL ABILITY:Special Ability|AUTOMATIC|Earthquake Blessing ~ Earth Hammer|PREVARGTEQ:WarpriestBlessingLVL,WarpriestMajorBlessingGrantedLVL +Flood Blessing KEY:Blessings ~ Flood Blessing CATEGORY:Special Ability TYPE:Blessings PREMULT:1,[PREDEITY:1,N],[PREDEITYDOMAIN:1,Water,Destruction] ABILITY:Special Ability|AUTOMATIC|Flood Blessing ~ Lasting Breath|PREVARGTEQ:WarpriestBlessingLVL,WarpriestMinorBlessingGrantedLVL ABILITY:Special Ability|AUTOMATIC|Flood Blessing ~ Tsunami Burst|PREVARGTEQ:WarpriestBlessingLVL,WarpriestMajorBlessingGrantedLVL +Tornado Blessing KEY:Blessings ~ Tornado Blessing CATEGORY:Special Ability TYPE:Blessings PREMULT:1,[PREDEITY:1,N],[PREDEITYDOMAIN:1,Air,Destruction] ABILITY:Special Ability|AUTOMATIC|Tornado Blessing ~ Dust Devil|PREVARGTEQ:WarpriestBlessingLVL,WarpriestMinorBlessingGrantedLVL ABILITY:Special Ability|AUTOMATIC|Tornado Blessing ~ Howling Gale|PREVARGTEQ:WarpriestBlessingLVL,WarpriestMajorBlessingGrantedLVL +Wildfire Blessing KEY:Blessings ~ Wildfire Blessing CATEGORY:Special Ability TYPE:Blessings PREMULT:1,[PREDEITY:1,N],[PREDEITYDOMAIN:1,Fire,Destruction] ABILITY:Special Ability|AUTOMATIC|Wildfire Blessing ~ Leaping Flames|PREVARGTEQ:WarpriestBlessingLVL,WarpriestMinorBlessingGrantedLVL ABILITY:Special Ability|AUTOMATIC|Wildfire Blessing ~ Fiery Wake|PREVARGTEQ:WarpriestBlessingLVL,WarpriestMajorBlessingGrantedLVL + +Stone's Base KEY:Earthquake Blessing ~ Stone's Base CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SOURCEPAGE:p.97 DESC:You can touch an ally to bless it with the stalwart resilience of stone. For 1 minute, the creature gains a +4 bonus to its CMD against maneuvers that would move the ally or knock it prone. +Earth Hammer KEY:Earthquake Blessing ~ Earth Hammer CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SOURCEPAGE:p.97 DESC:You can touch a weapon to bless it with the force of a mighty earthquake for 1 minute. When the weapon hits a creature, the target must succeed at a Reflex save or fall prone; either way, the creature is immune to this ability for 24 hours. +Lasting Breath KEY:Flood Blessing ~ Lasting Breath CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SOURCEPAGE:p.97 DESC:You can touch an ally to bless it with an extra reserve of breath. For 1 minute, while the ally holds its breath, standard and full-round actions don’t decrease the number of rounds the ally can hold its breath (see page 445 of Pathfinder RPG Core Rulebook). +Tsunami Burst KEY:Flood Blessing ~ Tsunami Burst CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SOURCEPAGE:p.97 DESC:When you are hit by a melee attack, you can invoke this blessing as an immediate action. A wave of water blasts out from you at your attacker, attempting a bull rush combat maneuver check using your CMB but adding your Wisdom modifier instead of your Strength modifier. +Dust Devil KEY:Tornado Blessing ~ Dust Devil CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SOURCEPAGE:p.97 DESC:When you hit with a weapon attack, you can use a swift action to cause a sudden burst of wind and debris to swirl around your target. The target is dazzled for 1 minute. +Howling Gale KEY:Tornado Blessing ~ Howling Gale CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SOURCEPAGE:p.97 DESC:You can invoke a howling windstorm around yourself as a standard action. For 1 minute, any Large or smaller creature takes twice as much movement to enter a space adjacent to you due to the winds, and thus can’t take a 5-foot step to move adjacent to you. +Leaping Flames KEY:Wildfire Blessing ~ Leaping Flames CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SOURCEPAGE:p.97 DESC:You touch an ally to bless it with the speed of a wildfire for 1 minute. The ally gains a +10-foot enhancement bonus to its base speed, and the ally gains a +1 dodge bonus to its AC against attacks of opportunity. +Fiery Wake KEY:Wildfire Blessing ~ Fiery Wake CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural SOURCEPAGE:p.97 DESC:When you move, you can use a swift action to invoke a blazing blessing on yourself. For the rest of your turn, your movement leaves behind a 10-foot-tall wall of opaque fire in your path. The wall burns for 1 minute. A creature that touches the wall takes 2d6 points of fire damage. + +# ============================== +# Witch Archetypes +# ============================== +##COMMENT:No way to restrict patron choices, currently. +Flood Walker KEY:Witch Archetype ~ Flood Walker CATEGORY:Archetype TYPE:Archetype.WitchArchetype PREALIGN:LE,NE,CE SOURCEPAGE:p.89 DESC:Witches who dwell in floodplains or along the banks of predictably dangerous rivers can tap into the underlying potential of surging waters in order to enhance their eerie powers. PRECLASS:1,Witch=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Witch Archetype ~ Flood Walker],[!PREFACT:1,ABILITIES,Witch_Archetype_ClassSkills=True,Witch_Archetype_PatronSpell4=True,Witch_Archetype_PatronSpell10=True,Witch_Archetype_PatronSpell16=True,Witch_Archetype_PatronSpell18=True,Witch_Archetype_Hex1=True,Witch_Archetype_Hex6=True,Witch_Archetype_Hex10=True] ABILITY:Internal|AUTOMATIC|Flood Walker ~ Class Skills|PRECLASS:1,Witch=1 ABILITY:Internal|AUTOMATIC|Flood Walker ~ Patron Spells|PRECLASS:1,Witch=1 ABILITY:Special Ability|AUTOMATIC|Flood Walker ~ Alignment|PRECLASS:1,Witch=1 ABILITY:Special Ability|AUTOMATIC|Flood Walker ~ Gasping Breath Aura|PRECLASS:1,Witch=1 ABILITY:Special Ability|AUTOMATIC|Flood Walker ~ River Stride|PRECLASS:1,Witch=6 ABILITY:Special Ability|AUTOMATIC|Flood Walker ~ Breath Siphon|PRECLASS:1,Witch=10 FACT:Witch_Archetype_ClassSkills|true FACT:Witch_Archetype_PatronSpell4|true FACT:Witch_Archetype_PatronSpell10|true FACT:Witch_Archetype_PatronSpell16|true FACT:Witch_Archetype_PatronSpell18|true FACT:Witch_Archetype_Hex1|true FACT:Witch_Archetype_Hex6|true FACT:Witch_Archetype_Hex10|true FACT:Witch_CF_ClassSkills|true FACT:Witch_CF_PatronSpell4|true FACT:Witch_CF_PatronSpell10|true FACT:Witch_CF_PatronSpell16|true FACT:Witch_CF_PatronSpell18|true FACT:Witch_CF_Hex1|true FACT:Witch_CF_Hex6|true FACT:Witch_CF_Hex10|true COST:0 +Herb Witch KEY:Witch Archetype ~ Herb Witch CATEGORY:Archetype TYPE:Archetype.WitchArchetype SOURCEPAGE:p.89 DESC:Some witches dedicate their lives to the mastery of herb lore. Herb witches brew foul-tasting medicines, sweet poisons, and other concoctions from the untamed plants of the wild. PRECLASS:1,Witch=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Witch Archetype ~ Herb Witch],[!PREFACT:1,ABILITIES,Witch_Archetype_Hex1=True,Witch_Archetype_Hex2=True,Witch_Archetype_Hex10=true] ABILITY:Special Ability|AUTOMATIC|Herb Witch ~ Patron Spells|PRECLASS:1,Witch=1 ABILITY:Special Ability|AUTOMATIC|Herb Witch ~ Herb Lore|PRECLASS:1,Witch=1 ABILITY:Special Ability|AUTOMATIC|Herb Witch ~ Hexes|PRECLASS:1,Witch=2 FACT:Witch_Archetype_Hex1|true FACT:Witch_Archetype_Hex2|true FACT:Witch_Archetype_Hex10|true FACT:Witch_CF_Hex1|true FACT:Witch_CF_Hex2|true FACT:Witch_CF_Hex10|true COST:0 +Season Witch KEY:Witch Archetype ~ Season Witch CATEGORY:Archetype TYPE:Archetype.WitchArchetype SOURCEPAGE:p.90 DESC:Season witches gain their power from the cyclical and mystical exchange of energy passed from one season of nature to another. Often, season witches carry bitter grudges against their fellow witches, with many believing that the season prior to their chosen focus is inferior and the season that replaces their favored time is an usurper of time, but at other times season witches work together, understanding that all are a part of the cycle of the natural world. PRECLASS:1,Witch=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Witch Archetype ~ Season Witch],[!PREFACT:1,ABILITIES,Witch_Archetype_PatronSpell=True,Witch_Archetype_Hex1=True] ABILITY:Special Ability|AUTOMATIC|Season Witch ~ Season of the Witch|PRECLASS:1,Witch=1 FACT:Witch_Archetype_PatronSpell|true FACT:Witch_Archetype_Hex1|true FACT:Witch_CF_Hex1|true COST:0 + +#Flood Walker +Class Skills KEY:Flood Walker ~ Class Skills CATEGORY:Internal TYPE:Witch Class Feature.FloodWalkerClassFeatures CSKILL:TYPE=Craft|Intimidate|Knowledge (Arcana)|Knowledge (History)|Knowledge (Nature)|Knowledge (Planes)|TYPE=Profession|Spellcraft|Survival|Swim|Use Magic Device +Patron Spells KEY:Flood Walker ~ Patron Spells CATEGORY:Internal TYPE:Witch Class Feature.FloodWalkerClassFeatures SPELLKNOWN:CLASS|Witch=4|Aboleth's Lung|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,8] SPELLKNOWN:CLASS|Witch=10|Suffocation|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,10] SPELLKNOWN:CLASS|Witch=16|Seamantle|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,16] SPELLKNOWN:CLASS|Witch=18|Suffocation (Mass)|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,18] +Alignment KEY:Flood Walker ~ Alignment CATEGORY:Special Ability TYPE:Witch Class Feature.FloodWalkerClassFeatures.SpecialQuality SOURCEPAGE:p.89 DESC:Flood walkers exult in the final gasp for air of a drowning victim and must be evil in alignment. A flood walker who becomes nonevil loses access to all abilities granted by this archetype but does not regain any abilities this archetype replaced. +Gasping Breath Aura KEY:Flood Walker ~ Gasping Breath Aura CATEGORY:Special Ability TYPE:Witch Class Feature.FloodWalkerClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.89 DESC:A creature attempting to hold its breath within 30 feet of a flood walker is treated as having taken a standard or full-round action when determining how long it can hold its breath, regardless of the number and type of actions it takes in a round. DESC:Increase the DC of Swim checks attempted within 30 feet of the flood walker by 5, and creatures actively engaged in combat or a similarly strenuous activity use air twice as quickly within the aura. The flood walker can exempt creatures within this aura from these increased penalties.|PRECLASS:1,Witch=5 +River Stride KEY:Flood Walker ~ River Stride CATEGORY:Special Ability TYPE:Witch Class Feature.FloodWalkerClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.89 DESC:A flood walker and his familiar can walk on the surface of water and other liquids as if under the effects of a water walk spell. The flood walker chooses at the beginning of his turn each round whether this ability is active or suppressed (for himself and his familiar separately), allowing him to walk on water or swim. +Breath Siphon KEY:Flood Walker ~ Breath Siphon CATEGORY:Special Ability TYPE:Witch Class Feature.FloodWalkerClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.89 DESC:A flood walker gains strength from his patron when creatures suffocate or drown. Whenever a creature with an Intelligence of 3 or higher asphyxiates or drowns within 30 feet of him, the flood walker gains the benefit of a death knell spell for 1 hour. If a flood walker drowns such a victim himself (such as by holding a grappled or helpless creature under water until it dies or by killing it with a suffocation spell), the duration is doubled, and the flood walker gains 4d8 temporary hit points and a +6 enhancement bonus to Strength instead of the usual temporary hit points and enhancement bonus to Strength from death knell. Like death knell itself, this is an evil act. + +#Herb Witch +Patron Spells KEY:Herb Witch ~ Patron Spells CATEGORY:Special Ability TYPE:Witch Class Feature.HerbWitchClassFeatures.SpecialQuality SOURCEPAGE:p.89 DESC:[NOT IMPLEMENTED] An herb witch must choose a patron with a theme compatible with the needs of the natural world, selected from the following list: ancestors, animals, death, elements, healing, plague, strength, time, water, winter, wisdom, or woodlands. This alters the witch’s patron spells. +Herb Lore KEY:Herb Witch ~ Herb Lore CATEGORY:Special Ability TYPE:Witch Class Feature.HerbWitchClassFeatures.SpecialQuality.Extraordinary SOURCEPAGE:p.89 DESC:Herb witches are masters of herbalism, and they can use what they gather from garden or grove to duplicate many of the effects of alchemy. An herb witch can attempt Profession (herbalist) checks in place of Craft (alchemy) checks, and she gains a +%1 bonus on Profession (herbalist) checks. Herb witches are adept at brewing thick herbal cure-alls called remedies. An herb witch prepares these remedies while communing with her familiar, during which she can prepare %2 remedies. A remedy becomes inert if it leaves the herb witch’s possession, reactivating as soon as it returns to her keeping. A witch can never have more than %2 remedies. As a standard action, the herb witch can administer a remedy to herself or a creature within reach which consumes the remedy. The herb witch attempts a Profession (herbalist) check against the save DC of any one disease or poison currently afflicting the consumer.|WitchLVL/2|max(1,3+INT) DESC:If she is successful, the affliction is suppressed for 1 minute.|!PRECLASS:1,Witch=10 DESC:If she exceeds the DC of the check by 10 or more, the affliction immediately ends.|PRECLASS:1,Witch=10 DESC:If the disease or poison doesn’t allow saving throws, the remedy is ineffective. An herb witch can also use a remedy to attempt to remove the blinded, deafened, fatigued, nauseated, sickened, and staggered conditions. This requires a Profession (herbalist) check with a DC equal to the spell or effect that caused the condition, or a DC 25 check if the condition was caused by an effect that doesn’t allow a saving throw. If the herb witch succeeds, the condition is removed unless the condition is permanent. DESC:If the herb witch succeeds by 10 or more, however, her remedy can remove a permanent condition.|PRECLASS:1,Witch=10 DESC:Only a single condition, disease, or poison can be removed with each application of a remedy, and a creature can only benefit from one herbal remedy each day, whether or not the herb witch succeeds at her skill check. BONUS:SKILL|Profession (herbalist)|WitchLVL/2 +Hexes KEY:Herb Witch ~ Hexes CATEGORY:Special Ability TYPE:Witch Class Feature.HerbWitchClassFeatures.SpecialQuality SOURCEPAGE:p.90 DESC:An herb witch must select cauldron as her hex at 2nd level. ABILITY:Special Ability|AUTOMATIC|Witch Hex ~ Cauldron + +#Season Witch +Season of the Witch KEY:Season Witch ~ Season of the Witch CATEGORY:Special Ability TYPE:Witch Class Feature.SeasonWitchClassFeatures.SpecialQuality.Supernatural SOURCEPAGE:p.90 DESC:A season witch observes the cycles of life through symbolic festivals and the very real passage of time. Their covens celebrate the seasons and their impact on magic. These seasonal cycles alter their magic and mind-set, focusing their spells and hexes on a predominant energy type and philosophy. A season witch makes a commitment to embody the sacred symbolism of a season year round, and learns her spells through communion with nature, divining secrets from shapes in the clouds or the play of leaves on the wind. A season witch chooses the season that defines her abilities as her patron; this choice also provides her certain benefits. BONUS:ABILITYPOOL|Witch Patron|-1 BONUS:ABILITYPOOL|Season Witch Type|1 + +Spring Witch KEY:Season Witch ~ Spring Witch CATEGORY:Special Ability TYPE:SeasonWitchType.SpecialQuality SOURCEPAGE:p.90 DESC:A spring witch has dominion over the renewing spirit of life and youth. The save DCs of her spells that deal electricity damage increase by 1. BONUS:ABILITYPOOL|Spring Witch Hex Choice|1 +Summer Witch KEY:Season Witch ~ Summer Witch CATEGORY:Special Ability TYPE:SeasonWitchType.SpecialQuality SOURCEPAGE:p.90 DESC:A summer witch has dominion over growth, the harvest, and toil. The save DCs of her spells that deal fire damage increase by 1. BONUS:ABILITYPOOL|Summer Witch Hex Choice|1 +Autumn Witch KEY:Season Witch ~ Autumn Witch CATEGORY:Special Ability TYPE:SeasonWitchType.SpecialQuality SOURCEPAGE:p.90 DESC:An autumn witch has dominion over the provision of the land and the passing of life. The save DCs of her spells that deal acid damage increase by 1. BONUS:ABILITYPOOL|Autumn Witch Hex Choice|1 +Winter Witch KEY:Season Witch ~ Winter Witch CATEGORY:Special Ability TYPE:SeasonWitchType.SpecialQuality SOURCEPAGE:p.90 DESC:A winter witch has dominion over hearth and home. The save DCs of her spells that deal cold damage increase by 1. BONUS:ABILITYPOOL|Winter Witch Hex Choice|1 + +CATEGORY=Special Ability|Witch Hex ~ Blight.MOD TYPE:AutumnWitchHex +CATEGORY=Special Ability|Witch Hex ~ Charm.MOD TYPE:SpringWitchHex +CATEGORY=Special Ability|Witch Hex ~ Disguise.MOD TYPE:SpringWitchHex +CATEGORY=Special Ability|Witch Hex ~ Fortune.MOD TYPE:SummerWitchHex +CATEGORY=Special Ability|Witch Hex ~ Healing.MOD TYPE:WinterWitchHex +CATEGORY=Special Ability|Witch Hex ~ Misfortune.MOD TYPE:SummerWitchHex +CATEGORY=Special Ability|Witch Hex ~ Slumber.MOD TYPE:AutumnWitchHex +CATEGORY=Special Ability|Witch Hex ~ Ward.MOD TYPE:WinterWitchHex + +# ============================== +# Witch Hexes +# ============================== + +City Sight KEY:Witch Hex ~ City Sight CATEGORY:Special Ability TYPE:WitchClassFeatures.SpecialQuality.Supernatural.WitchHex.MinorHex PREVARGTEQ:WitchHexAbilityLVL,1 SOURCEPAGE:p.88 DESC:The witch curses a target with the simple vision of urban mortals. On a failed Fortitude save, the subject loses the use of darkvision, greensight, low-light vision, see in darkness, and other visual abilities beyond simple sight, but not nonvisual means of perception like blindsight, scent, or tremorsense. DESC:This effect lasts 1 minute.|PREVARLT:WitchHexAbilityLVL,8 DESC:This effect lasts 10 minutes.|PREVARGTEQ:WitchHexAbilityLVL,8 DESC:Whether or not the creature succeeds at the saving throw, it can’t be the target of this hex again for 1 day. +Enemy Ground KEY:Witch Hex ~ Enemy Ground CATEGORY:Special Ability TYPE:WitchClassFeatures.SpecialQuality.Supernatural.WitchHex.MinorHex PREVARGTEQ:WitchHexAbilityLVL,1 DEFINE:WitchEnemyGround|0 SOURCEPAGE:p.88 DESC:The witch curses a target with clumsiness when in dangerous terrain. The target takes a –%1 penalty on Acrobatics checks to move over slippery or uneven surfaces and to avoid attacks of opportunity while moving through threatened squares. This effect lasts for 1 minute. On a successful Will save, the penalty is reduced by half and the duration is only 1 round.|WitchEnemyGround BONUS:VAR|WitchEnemyGround|4 BONUS:VAR|WitchEnemyGround|4|PREVARGTEQ:WitchHexAbilityLVL,8 +No Place Like Home KEY:Witch Hex ~ No Place Like Home CATEGORY:Special Ability TYPE:WitchClassFeatures.SpecialQuality.Supernatural.WitchHex.MinorHex PREVARGTEQ:WitchHexAbilityLVL,1 SOURCEPAGE:p.88 DESC:The witch fills an ally with the safety he feels at home or inflicts pangs of homesickness to hamper an enemy’s defenses. She chooses a target for the hex within 30 feet. If she chooses an ally, that ally gains a +%1 dodge bonus to AC against traps and on Reflex saves against traps. If she chooses an opponent, that opponent takes a –%1 penalty to AC against traps and on Reflex saves against traps. Either way, the effects last for 1 minute. The target can attempt a Will save to negate the effects of the hex. A creature targeted by this hex cannot be targeted again by this hex for 1 day.|WitchNoPlaceLikeHome DEFINE:WitchNoPlaceLikeHome|0 BONUS:VAR|WitchNoPlaceLikeHome|2 BONUS:VAR|WitchNoPlaceLikeHome|2|PREVARGTEQ:WitchHexAbilityLVL,8 BONUS:VAR|WitchNoPlaceLikeHome|2|PREVARGTEQ:WitchHexAbilityLVL,1 +Summer's Heat KEY:Witch Hex ~ Summer's Heat CATEGORY:Special Ability TYPE:WitchClassFeatures.SpecialQuality.Supernatural.WitchHex.MinorHex PREVARGTEQ:WitchHexAbilityLVL,1 SOURCEPAGE:p.88 DESC:The witch surrounds her target with oppressive heat, dealing %1 points of nonlethal damage and causing the target to become fatigued. The target can attempt a Fortitude save to reduce this nonlethal damage by half and negate the fatigued condition. Whether or not the target succeeds at this save, it can’t be the target of this hex again for 1 day.|WitchHexAbilityLVL + +# ============================== +# Witch Patrons +# ============================== + +Autumn Patron KEY:Witch Patron ~ Autumn CATEGORY:Special Ability TYPE:WitchPatron.SpecialQuality SPELLKNOWN:CLASS|Witch=1|Ray of Enfeeblement|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,2],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell2] SPELLKNOWN:CLASS|Witch=2|Create Pit|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,4],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell4] SPELLKNOWN:CLASS|Witch=3|Gentle Repose|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,6],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell6] SPELLKNOWN:CLASS|Witch=4|Vitriolic Mist|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,8],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell8] SPELLKNOWN:CLASS|Witch=5|Major Creation|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,10],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell10] SPELLKNOWN:CLASS|Witch=6|Acid Fog|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,12],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell12] SPELLKNOWN:CLASS|Witch=7|Caustic Eruption|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,14],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell14] SPELLKNOWN:CLASS|Witch=8|Horrid Wilting|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,16],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell16] SPELLKNOWN:CLASS|Witch=9|Wail of the Banshee|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,18],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell18] +Spring Patron KEY:Witch Patron ~ Spring CATEGORY:Special Ability TYPE:WitchPatron.SpecialQuality SPELLKNOWN:CLASS|Witch=1|Feather Fall|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,2],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell2] SPELLKNOWN:CLASS|Witch=2|Alter Self|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,4],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell4] SPELLKNOWN:CLASS|Witch=3|Pup Shape|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,6],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell6] SPELLKNOWN:CLASS|Witch=4|True Form|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,8],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell8] SPELLKNOWN:CLASS|Witch=5|Lightning Arc|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,10],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell10] SPELLKNOWN:CLASS|Witch=6|Chain Lightning|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,12],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell12] SPELLKNOWN:CLASS|Witch=7|Control Weather|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,14],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell14] SPELLKNOWN:CLASS|Witch=8|Stormbolts|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,16],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell16] SPELLKNOWN:CLASS|Witch=9|Time Stop|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,18],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell18] +Summer Patron KEY:Witch Patron ~ Summer CATEGORY:Special Ability TYPE:WitchPatron.SpecialQuality SPELLKNOWN:CLASS|Witch=1|Goodberry|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,2],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell2] SPELLKNOWN:CLASS|Witch=2|Flaming Sphere|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,4],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell4] SPELLKNOWN:CLASS|Witch=3|Daylight|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,6],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell6] SPELLKNOWN:CLASS|Witch=4|Flaming Sphere (Greater)|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,8],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell8] SPELLKNOWN:CLASS|Witch=5|Wall of Fire|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,10],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell10] SPELLKNOWN:CLASS|Witch=6|Sirocco|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,12],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell12] SPELLKNOWN:CLASS|Witch=7|Sunbeam|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,14],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell14] SPELLKNOWN:CLASS|Witch=8|Sunburst|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,16],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell16] SPELLKNOWN:CLASS|Witch=9|Fiery Body|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,18],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell18] +Thorns Patron KEY:Witch Patron ~ Thorns CATEGORY:Special Ability TYPE:WitchPatron.SpecialQuality SPELLKNOWN:CLASS|Witch=1|Thorn Javelin|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,2],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell2] SPELLKNOWN:CLASS|Witch=2|Wrath|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,4],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell4] SPELLKNOWN:CLASS|Witch=3|Thorny Entanglement|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,6],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell6] SPELLKNOWN:CLASS|Witch=4|Thorn Body|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,8],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell8] SPELLKNOWN:CLASS|Witch=5|Wall of Thorns|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,10],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell10] SPELLKNOWN:CLASS|Witch=6|Blade Barrier|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,12],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell12] SPELLKNOWN:CLASS|Witch=7|Repulsion|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,14],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell14] SPELLKNOWN:CLASS|Witch=8|Mage's Sword|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,16],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell16] SPELLKNOWN:CLASS|Witch=9|Wooden Phalanx|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,18],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell18] +Winter Patron KEY:Witch Patron ~ Winter CATEGORY:Special Ability TYPE:WitchPatron.SpecialQuality SPELLKNOWN:CLASS|Witch=1|Unshakable Chill|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,2],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell2] SPELLKNOWN:CLASS|Witch=2|Resist Energy (Cold Only)|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,4],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell4] SPELLKNOWN:CLASS|Witch=3|Ice Storm|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,6],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell6] SPELLKNOWN:CLASS|Witch=4|Wall of Ice|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,8],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell8] SPELLKNOWN:CLASS|Witch=5|Cone of Cold|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,10],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell10] SPELLKNOWN:CLASS|Witch=6|Freezing Sphere|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,12],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell12] SPELLKNOWN:CLASS|Witch=7|Control Weather|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,14],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell14] SPELLKNOWN:CLASS|Witch=8|Polar Ray|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,16],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell16] SPELLKNOWN:CLASS|Witch=9|Polar Midnight|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,18],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell18] +Woodlands Patron KEY:Witch Patron ~ Woodlands CATEGORY:Special Ability TYPE:WitchPatron.SpecialQuality SPELLKNOWN:CLASS|Witch=1|Entangle|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,2],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell2] SPELLKNOWN:CLASS|Witch=2|Accelerate Poison|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,4],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell4] SPELLKNOWN:CLASS|Witch=3|Lily Pad Stride|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,6],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell6] SPELLKNOWN:CLASS|Witch=4|Grove of Respite|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,8],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell8] SPELLKNOWN:CLASS|Witch=5|Tree Stride|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,10],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell10] SPELLKNOWN:CLASS|Witch=6|Repel Wood|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,12],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell12] SPELLKNOWN:CLASS|Witch=7|Animate Plants|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,14],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell14] SPELLKNOWN:CLASS|Witch=8|Control Plants|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,16],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell16] SPELLKNOWN:CLASS|Witch=9|Shambler|PREMULT:2,[PREVARGTEQ:WitchPatronLVL,18],[!PREABILITY:1,CATEGORY=Archetype,TYPE.WitchPatronSpell18] + +# ============================== +# Domains - Imported to support Eldest +# ============================== + +Scalykind KEY:Core Domain ~ Scalykind Domain CATEGORY:Internal TYPE:Internal.DomainAbility ABILITY:Special Ability|AUTOMATIC|Domain Power ~ Venomous Stare|!PREABILITY:1,CATEGORY=Internal,DisableDomainLVL1 (Scalykind) ABILITY:Special Ability|AUTOMATIC|Domain Power ~ Serpent Companion|PREVARGTEQ:DomainScalykindLVL,4 ABILITY:Internal|AUTOMATIC|Domain Base ~ Scalykind + +Scalykind KEY:Domain Base ~ Scalykind CATEGORY:Internal TYPE:Internal DEFINE:ScalykindDomain|0 DEFINE:DomainScalykindLVL|0 DEFINE:DomainScalykindDC|0 DEFINE:DomainScalykindTimes|0 BONUS:VAR|ScalykindDomain|1 BONUS:VAR|DomainScalykindLVL|DomainLVL BONUS:VAR|DomainScalykindDC|10+(DomainScalykindLVL/2)+CHA BONUS:VAR|DomainScalykindTimes|DomainPowerTimes + +Venomous Stare KEY:Domain Power ~ Venomous Stare CATEGORY:Special Ability TYPE:SpecialAttack.SpellLike.DomainPower DESC:As a standard action, you can activate a gaze attack with a 30-foot range. This is an active gaze attack that can target a single creature within range. The target must make a Will save (DC %1). Those that fail take 1d6+ points of nonlethal damage and are fascinated until the beginning of your next turn. You can use this ability %2 times per day. This is a mind-affecting effect.|DomainScalykindDC|DomainScalykindTimes|PREVARLT:DomainScalykindLVL,2 DESC:As a standard action, you can activate a gaze attack with a 30-foot range. This is an active gaze attack that can target a single creature within range. The target must make a Will save (DC %1). Those that fail take 1d6+%2 points of nonlethal damage and are fascinated until the beginning of your next turn. You can use this ability %3 times per day. This is a mind-affecting effect.DomainScalykindDC|DomainScalykindLVL/2|DomainScalykindTimes|PREVARGTEQ:DomainScalykindLVL,2 SOURCEPAGE:p.217 ASPECT:Ability Benefit|(%1/day)|DomainScalykindTimes ASPECT:CheckCount|%1|DomainScalykindTimes ASPECT:CheckType|Uses per Day +Serpent Companion KEY:Domain Power ~ Serpent Companion CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.DomainPower.Animal Companion DEFINE:AnimalCompanionMasterLVL|0 DESC:You gain the service of an animal companion. BONUS:VAR|AnimalCompanionMasterLVL|DomainScalykindLVL-2 FOLLOWERS:Animal Companion|1 COMPANIONLIST:Animal Companion|Companion (Snake (Constrictor)),Companion (Snake (Viper)) SOURCEPAGE:p.217 +Dragonbreath KEY:Domain Power ~ Dragonbreath CATEGORY:Special Ability TYPE:SpecialQuality.DomainPower DESC:At 4th level, you may use a breath weapon once per day as a standard action. When you gain this ability, choose acid, cold, fire, or electricity-this determines what kind of damage your breath weapon inflicts. Once you make this choice, you cannot change it later. Your breath weapon fills a 15-foot cone, and inflicts 3d6 points of damage-this damage increases by +1d6 every even number level you gain beyond 4th level. A creature hit by your dragonbreath attack can make a Reflex save (DC 10 + half your cleric level + your Constitution modifier) to take half damage. At 9th level, you can use this ability two times per day, and at 14th level you can use it 3 times a day. This ability replaces the serpent companion ability of the Scalykind domain. +Venomous Saliva KEY:Domain Power ~ Venomous Saliva CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.DomainPower DESC:As a swift action, you can spit a gout of life-stealing venom onto a weapon you are wielding. The poison lasts for 1 minute or until you make an attack that injures a foe with that weapon. Life-Stealing Venom: Injury; save Fort DC %1;frequency 1/round for 3 rounds; effect 1 Con damage; cure 1 save. You can use the venomous saliva ability %2 times per day.|DomainScalykindDC|DomainScalykindTimes SOURCEPAGE:p.227 ASPECT:CheckCount|%1|DomainScalykindTimes ASPECT:CheckType|Uses per Day + +Scalykind KEY:Inquisitor Domain ~ Scalykind CATEGORY:Special Ability TYPE:InquisitorDomain PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Inquisitor Domain ~ Scalykind],[PREVARLT:ScalykindDomain,1] PREMULT:1,[PREVARGTEQ:BypassInquisititorDomain,1],[PREVARGTEQ:InquisitorDomainScalykind,1] ABILITY:Special Ability|AUTOMATIC|Domain Power ~ Venomous Stare|!PREABILITY:1,CATEGORY=Internal,DisableDomainLVL1 (Scalykind) ABILITY:Special Ability|AUTOMATIC|Domain Power ~ Serpent Companion|PREVARGTEQ:DomainScalykindLVL,4 ABILITY:Internal|AUTOMATIC|Domain Base ~ Scalykind +Dragon Subdomain KEY:Inquisitor Domain ~ Dragon Subdomain CATEGORY:Special Ability TYPE:InquisitorDomain PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Inquisitor Domain ~ Dragon Subdomain],[PREVARLT:Scalykind,1] PREMULT:1,[PREVARGTEQ:BypassInquisititorDomain,1],[PREVARGTEQ:InquisitorDomainDragonSubdomain,1] ABILITY:Special Ability|AUTOMATIC|Domain Power ~ Venomous Stare|!PREABILITY:1,CATEGORY=Internal,DisableDomainLVL1 (Scalykind) ABILITY:Special Ability|AUTOMATIC|Domain Power ~ Dragonbreath|PREVARGTEQ:DomainScalykindLVL,4 ABILITY:Internal|AUTOMATIC|Domain Base ~ Scalykind +Venom Subdomain KEY:Inquisitor Domain ~ Venom Subdomain CATEGORY:Special Ability TYPE:InquisitorDomain PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Inquisitor Domain ~ Venom Subdomain],[PREVARLT:Scalykind,1] PREMULT:1,[PREVARGTEQ:BypassInquisititorDomain,1],[PREVARGTEQ:InquisitorDomainVenomSubdomain,1] ABILITY:Special Ability|AUTOMATIC|Domain Power ~ Venomous Saliva|!PREABILITY:1,CATEGORY=Internal,DisableDomainLVL1 (Scalykind) ABILITY:Special Ability|AUTOMATIC|Domain Power ~ Serpent Companion|PREVARGTEQ:DomainScalykindLVL,4 ABILITY:Internal|AUTOMATIC|Domain Base ~ Scalykind + +################################Shifter Support############################ +Shifter CATEGORY:Special Ability TYPE:FavoredClass VISIBLE:DISPLAY STACK:NO MULT:NO BONUS:ABILITYPOOL|Favored Class Bonus|ShifterLVL +Shifter CATEGORY:CLASS DEFINE:Shifter_CFP_Level|0 ABILITY:Shifter Archetype|AUTOMATIC|Archetype Shifter BONUS:VAR|Shifter_CFP_Level|ShifterLVL +Archetype Shifter CATEGORY:Archetype TYPE:Shifter Archetype VISIBLE:NO + +CATEGORY=Internal|Default.MOD DEFINE:BypassClassAlignment_Shifter|0 BONUS:VAR|BypassClassAlignment_Shifter|BypassClassAlignment_All_Class|TYPE=Bypass + +CATEGORY=Special Ability|Shifter ~ Shifter Aspect.MOD BONUS:ABILITYPOOL|Shifter Aspect Choice|-1|PREVARGTEQ:ShifterLVL,1|PREVAREQ:Shifter_CF_ShifterAspect1,1 +CATEGORY=Special Ability|Shifter ~ Shifter Aspect.MOD BONUS:ABILITYPOOL|Shifter Aspect Choice|-1|PREVARGTEQ:ShifterLVL,5|PREVAREQ:Shifter_CF_ShifterAspect2,1 +CATEGORY=Special Ability|Shifter ~ Shifter Aspect.MOD BONUS:ABILITYPOOL|Shifter Aspect Choice|-1|PREVARGTEQ:ShifterLVL,10|PREVAREQ:Shifter_CF_ShifterAspect3,1 +CATEGORY=Special Ability|Shifter ~ Shifter Aspect.MOD BONUS:ABILITYPOOL|Shifter Aspect Choice|-1|PREVARGTEQ:ShifterLVL,15|PREVAREQ:Shifter_CF_ShifterAspect4,1 +CATEGORY=Special Ability|Shifter ~ Shifter Aspect.MOD BONUS:ABILITYPOOL|Shifter Aspect Choice|-1|PREVARGTEQ:ShifterLVL,20|PREVAREQ:Shifter_CF_ShifterAspect5,1 + +CATEGORY=CLASS|Shifter.MOD DEFINE:Shifter_CF_ClassSkills|0 +CATEGORY=CLASS|Shifter.MOD DEFINE:Shifter_CF_WeaponProficiencies|0 +CATEGORY=CLASS|Shifter.MOD DEFINE:Shifter_CF_ArmorProficiencies|0 +CATEGORY=CLASS|Shifter.MOD DEFINE:Shifter_CF_ShieldProficiency|0 +CATEGORY=CLASS|Shifter.MOD DEFINE:Shifter_CF_BonusLanguages|0 +CATEGORY=CLASS|Shifter.MOD DEFINE:Shifter_CF_ShifterAspect|0 +CATEGORY=CLASS|Shifter.MOD DEFINE:Shifter_CF_ShifterClaws|0 +CATEGORY=CLASS|Shifter.MOD DEFINE:Shifter_CF_WildEmpathy|0 +CATEGORY=CLASS|Shifter.MOD DEFINE:Shifter_CF_DefensiveInstinct|0 +CATEGORY=CLASS|Shifter.MOD DEFINE:Shifter_CF_Track|0 +CATEGORY=CLASS|Shifter.MOD DEFINE:Shifter_CF_WoodlandStride|0 +CATEGORY=CLASS|Shifter.MOD DEFINE:Shifter_CF_WildShape|0 +CATEGORY=CLASS|Shifter.MOD DEFINE:Shifter_CF_TracklessStep|0 +CATEGORY=CLASS|Shifter.MOD DEFINE:Shifter_CF_ShiftersFury|0 +CATEGORY=CLASS|Shifter.MOD DEFINE:Shifter_CF_ChimericAspect|0 +CATEGORY=CLASS|Shifter.MOD DEFINE:Shifter_CF_GreaterChimericAspect|0 +CATEGORY=CLASS|Shifter.MOD DEFINE:Shifter_CF_ThousandFaces|0 +CATEGORY=CLASS|Shifter.MOD DEFINE:Shifter_CF_TimelessBody|0 +CATEGORY=CLASS|Shifter.MOD DEFINE:Shifter_CF_FinalAspect|0 + +CATEGORY=CLASS|Shifter.MOD DEFINE:Shifter_CF_ShifterAspect1|0 +CATEGORY=CLASS|Shifter.MOD DEFINE:Shifter_CF_ShifterAspect2|0 +CATEGORY=CLASS|Shifter.MOD DEFINE:Shifter_CF_ShifterAspect3|0 +CATEGORY=CLASS|Shifter.MOD DEFINE:Shifter_CF_ShifterAspect4|0 +CATEGORY=CLASS|Shifter.MOD DEFINE:Shifter_CF_ShifterAspect5|0 + +CATEGORY=CLASS|Shifter.MOD BONUS:VAR|Shifter_CF_ClassSkills|1|PREFACT:1,ABILITIES,Shifter_CF_ClassSkills=True +CATEGORY=CLASS|Shifter.MOD BONUS:VAR|Shifter_CF_WeaponProficiencies|1|PREFACT:1,ABILITIES,Shifter_CF_WeaponProficiencies=True +CATEGORY=CLASS|Shifter.MOD BONUS:VAR|Shifter_CF_ArmorProficiencies|1|PREFACT:1,ABILITIES,Shifter_CF_ArmorProficiencies=True +CATEGORY=CLASS|Shifter.MOD BONUS:VAR|Shifter_CF_ShieldProficiency|1|PREFACT:1,ABILITIES,Shifter_CF_ShieldProficiency=True +CATEGORY=CLASS|Shifter.MOD BONUS:VAR|Shifter_CF_BonusLanguages|1|PREFACT:1,ABILITIES,Shifter_CF_BonusLanguages=True +CATEGORY=CLASS|Shifter.MOD BONUS:VAR|Shifter_CF_ShifterAspect|1|PREFACT:1,ABILITIES,Shifter_CF_ShifterAspect=True +CATEGORY=CLASS|Shifter.MOD BONUS:VAR|Shifter_CF_ShifterClaws|1|PREFACT:1,ABILITIES,Shifter_CF_ShifterClaws=True +CATEGORY=CLASS|Shifter.MOD BONUS:VAR|Shifter_CF_WildEmpathy|1|PREFACT:1,ABILITIES,Shifter_CF_WildEmpathy=True +CATEGORY=CLASS|Shifter.MOD BONUS:VAR|Shifter_CF_DefensiveInstinct|1|PREFACT:1,ABILITIES,Shifter_CF_DefensiveInstinct=True +CATEGORY=CLASS|Shifter.MOD BONUS:VAR|Shifter_CF_Track|1|PREFACT:1,ABILITIES,Shifter_CF_Track=True +CATEGORY=CLASS|Shifter.MOD BONUS:VAR|Shifter_CF_WoodlandStride|1|PREFACT:1,ABILITIES,Shifter_CF_WoodlandStride=True +CATEGORY=CLASS|Shifter.MOD BONUS:VAR|Shifter_CF_WildShape|1|PREFACT:1,ABILITIES,Shifter_CF_WildShape=True +CATEGORY=CLASS|Shifter.MOD BONUS:VAR|Shifter_CF_TracklessStep|1|PREFACT:1,ABILITIES,Shifter_CF_TracklessStep=True +CATEGORY=CLASS|Shifter.MOD BONUS:VAR|Shifter_CF_ShiftersFury|1|PREFACT:1,ABILITIES,Shifter_CF_ShiftersFury=True +CATEGORY=CLASS|Shifter.MOD BONUS:VAR|Shifter_CF_ChimericAspect|1|PREFACT:1,ABILITIES,Shifter_CF_ChimericAspect=True +CATEGORY=CLASS|Shifter.MOD BONUS:VAR|Shifter_CF_GreaterChimericAspect|1|PREFACT:1,ABILITIES,Shifter_CF_GreaterChimericAspect=True +CATEGORY=CLASS|Shifter.MOD BONUS:VAR|Shifter_CF_ThousandFaces|1|PREFACT:1,ABILITIES,Shifter_CF_ThousandFaces=True +CATEGORY=CLASS|Shifter.MOD BONUS:VAR|Shifter_CF_TimelessBody|1|PREFACT:1,ABILITIES,Shifter_CF_TimelessBody=True +CATEGORY=CLASS|Shifter.MOD BONUS:VAR|Shifter_CF_FinalAspect|1|PREFACT:1,ABILITIES,Shifter_CF_FinalAspect=True + +CATEGORY=CLASS|Shifter.MOD BONUS:VAR|Shifter_CF_ShifterAspect1|1|PREFACT:1,ABILITIES,Shifter_CF_ShifterAspect1=True +CATEGORY=CLASS|Shifter.MOD BONUS:VAR|Shifter_CF_ShifterAspect2|1|PREFACT:1,ABILITIES,Shifter_CF_ShifterAspect2=True +CATEGORY=CLASS|Shifter.MOD BONUS:VAR|Shifter_CF_ShifterAspect3|1|PREFACT:1,ABILITIES,Shifter_CF_ShifterAspect3=True +CATEGORY=CLASS|Shifter.MOD BONUS:VAR|Shifter_CF_ShifterAspect4|1|PREFACT:1,ABILITIES,Shifter_CF_ShifterAspect4=True +CATEGORY=CLASS|Shifter.MOD BONUS:VAR|Shifter_CF_ShifterAspect5|1|PREFACT:1,ABILITIES,Shifter_CF_ShifterAspect5=True + +Shifter Claw CATEGORY:Internal TYPE:NaturalAttack.NaturalAttackPrimary.Primary DEFINE:NaturalAttacks|0 DEFINE:ShifterClawAttacks|0 BONUS:VAR|ShifterClawAttacks|2 BONUS:VAR|NaturalAttacks|ClawAttacks BONUS:WEAPONPROF=Shifter Claw|DAMAGE|MAX(STR/2,0)|PREVAREQ:NaturalAttacks,1 +CATEGORY=Internal|Shifter Claw.MOD BONUS:WEAPONPROF=Shifter Claw|WIELDCATEGORY|SizeIncrease +CATEGORY=Internal|Shifter Claw.MOD DEFINE:ShifterClawSize|0 BONUS:VAR|ShifterClawSize|NaturalAttackSize +CATEGORY=Internal|Shifter Claw.MOD ABILITY:Internal|AUTOMATIC|Shifter Claw 1 (Diminutive)|PREVAREQ:ShifterClawSize,2|PREVAREQ:ShifterClawAttacks,1 ABILITY:Internal|AUTOMATIC|Shifter Claw 1 (Tiny)|PREVAREQ:ShifterClawSize,3|PREVAREQ:ShifterClawAttacks,1 ABILITY:Internal|AUTOMATIC|Shifter Claw 1 (Small)|PREVAREQ:ShifterClawSize,4|PREVAREQ:ShifterClawAttacks,1 ABILITY:Internal|AUTOMATIC|Shifter Claw 1 (Medium)|PREVAREQ:ShifterClawSize,5|PREVAREQ:ShifterClawAttacks,1 ABILITY:Internal|AUTOMATIC|Shifter Claw 1 (Large)|PREVAREQ:ShifterClawSize,6|PREVAREQ:ShifterClawAttacks,1 ABILITY:Internal|AUTOMATIC|Shifter Claw 1 (Huge)|PREVAREQ:ShifterClawSize,7|PREVAREQ:ShifterClawAttacks,1 ABILITY:Internal|AUTOMATIC|Shifter Claw 1 (Gargantuan)|PREVAREQ:ShifterClawSize,8|PREVAREQ:ShifterClawAttacks,1 ABILITY:Internal|AUTOMATIC|Shifter Claw 1 (Colossal)|PREVAREQ:ShifterClawSize,9|PREVAREQ:ShifterClawAttacks,1 ABILITY:Internal|AUTOMATIC|Shifter Claw 2 (Diminutive)|PREVAREQ:ShifterClawSize,2|PREVAREQ:ShifterClawAttacks,2 ABILITY:Internal|AUTOMATIC|Shifter Claw 2 (Tiny)|PREVAREQ:ShifterClawSize,3|PREVAREQ:ShifterClawAttacks,2 ABILITY:Internal|AUTOMATIC|Shifter Claw 2 (Small)|PREVAREQ:ShifterClawSize,4|PREVAREQ:ShifterClawAttacks,2 ABILITY:Internal|AUTOMATIC|Shifter Claw 2 (Medium)|PREVAREQ:ShifterClawSize,5|PREVAREQ:ShifterClawAttacks,2 ABILITY:Internal|AUTOMATIC|Shifter Claw 2 (Large)|PREVAREQ:ShifterClawSize,6|PREVAREQ:ShifterClawAttacks,2 ABILITY:Internal|AUTOMATIC|Shifter Claw 2 (Huge)|PREVAREQ:ShifterClawSize,7|PREVAREQ:ShifterClawAttacks,2 ABILITY:Internal|AUTOMATIC|Shifter Claw 2 (Gargantuan)|PREVAREQ:ShifterClawSize,8|PREVAREQ:ShifterClawAttacks,2 ABILITY:Internal|AUTOMATIC|Shifter Claw 2 (Colossal)|PREVAREQ:ShifterClawSize,9|PREVAREQ:ShifterClawAttacks,2 + +# Shifter Claw - 1 1d2 1d3 1d4 1d6 1d8 1d10 1d12 P/S Primary x2 Default +# x1 +Shifter Claw 1 (Diminutive) CATEGORY:Internal TYPE:NaturalAttack PREBASESIZEEQ:D TEMPLATE:Shifter Claw 1 (Diminutive) +Shifter Claw 1 (Tiny) CATEGORY:Internal TYPE:NaturalAttack PREBASESIZEEQ:T TEMPLATE:Shifter Claw 1 (Tiny) +Shifter Claw 1 (Small) CATEGORY:Internal TYPE:NaturalAttack PREBASESIZEEQ:S TEMPLATE:Shifter Claw 1 (Small) +Shifter Claw 1 (Medium) CATEGORY:Internal TYPE:NaturalAttack PREBASESIZEEQ:M TEMPLATE:Shifter Claw 1 (Medium) +Shifter Claw 1 (Large) CATEGORY:Internal TYPE:NaturalAttack PREBASESIZEEQ:L TEMPLATE:Shifter Claw 1 (Large) +Shifter Claw 1 (Huge) CATEGORY:Internal TYPE:NaturalAttack PREBASESIZEEQ:H TEMPLATE:Shifter Claw 1 (Huge) +Shifter Claw 1 (Gargantuan) CATEGORY:Internal TYPE:NaturalAttack PREBASESIZEEQ:G TEMPLATE:Shifter Claw 1 (Gargantuan) +Shifter Claw 1 (Colossal) CATEGORY:Internal TYPE:NaturalAttack PREBASESIZEEQ:C TEMPLATE:Shifter Claw 1 (Colossal) +# x2 +Shifter Claw 2 (Diminutive) CATEGORY:Internal TYPE:NaturalAttack PREBASESIZEEQ:D TEMPLATE:Shifter Claw 2 (Diminutive) +Shifter Claw 2 (Tiny) CATEGORY:Internal TYPE:NaturalAttack PREBASESIZEEQ:T TEMPLATE:Shifter Claw 2 (Tiny) +Shifter Claw 2 (Small) CATEGORY:Internal TYPE:NaturalAttack PREBASESIZEEQ:S TEMPLATE:Shifter Claw 2 (Small) +Shifter Claw 2 (Medium) CATEGORY:Internal TYPE:NaturalAttack PREBASESIZEEQ:M TEMPLATE:Shifter Claw 2 (Medium) +Shifter Claw 2 (Large) CATEGORY:Internal TYPE:NaturalAttack PREBASESIZEEQ:L TEMPLATE:Shifter Claw 2 (Large) +Shifter Claw 2 (Huge) CATEGORY:Internal TYPE:NaturalAttack PREBASESIZEEQ:H TEMPLATE:Shifter Claw 2 (Huge) +Shifter Claw 2 (Gargantuan) CATEGORY:Internal TYPE:NaturalAttack PREBASESIZEEQ:G TEMPLATE:Shifter Claw 2 (Gargantuan) +Shifter Claw 2 (Colossal) CATEGORY:Internal TYPE:NaturalAttack PREBASESIZEEQ:C TEMPLATE:Shifter Claw 2 (Colossal) diff --git a/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_abilities_companion.lst b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_abilities_companion.lst new file mode 100644 index 00000000000..160d198779b --- /dev/null +++ b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_abilities_companion.lst @@ -0,0 +1,734 @@ +SOURCELONG:Ultimate Wilderness SOURCESHORT:UW SOURCEWEB:http://paizo.com/products/btpy9ujo SOURCEDATE:2017-11 + +CATEGORY=Internal|Default.MOD DEFINE:NoTypeTraits|0 + +# ============================== +# Animal Companion Advancement +# ============================== +Companion Advancement (Anglerfish) KEY:Companion Advancement ~ Anglerfish CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Anglerfish) ABILITY:Special Ability|AUTOMATIC|Swallow Whole ~ Same Size BONUS:SIZEMOD|NUMBER|1 BONUS:STAT|STR|-2 BONUS:STAT|CON|2 BONUS:VAR|AC_Natural_Armor|2|TYPE=Base.REPLACE BONUS:VAR|SwallowWholeDice|1 BONUS:VAR|SwallowWholeDamageDie|8 BONUS:VAR|SwallowWholeBonusDamage|1.5*STR +Companion Advancement (Archaeopteryx) KEY:Companion Advancement ~ Archaeopteryx CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Archaeopteryx) BONUS:STAT|DEX,CON|2 +Companion Advancement (Armorfish) KEY:Companion Advancement ~ Armorfish CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Armorfish) BONUS:SIZEMOD|NUMBER|1 BONUS:STAT|STR|-2 BONUS:STAT|CON|2 BONUS:VAR|AC_Natural_Armor|2|TYPE=Base.REPLACE +Companion Advancement (Bustard) KEY:Companion Advancement ~ Bustard CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Bustard) BONUS:STAT|STR,CON|2 +Companion Advancement (Capybara) KEY:Companion Advancement ~ Capybara CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Capybara) BONUS:STAT|STR,CON|2 +Companion Advancement (Cattle) KEY:Companion Advancement ~ Cattle CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Cattle) ABILITY:Special Ability|AUTOMATIC|Powerful Charge|Trample BONUS:SIZEMOD|NUMBER|1 BONUS:VAR|PowerfulChargeDamageDice|1 BONUS:VAR|PowerfulChargeDamageDieSize|8 BONUS:VAR|PowerfulChargeBonusDamage|1.5*STR BONUS:VAR|TrampleDamageDieSize|8 +Companion Advancement (Chimpanzee) KEY:Companion Advancement ~ Chimpanzee CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Chimpanzee) BONUS:SIZEMOD|NUMBER|1 +Companion Advancement (Eohippus) KEY:Companion Advancement ~ Eohippus CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Eohippus) BONUS:STAT|DEX,CON|2 +Companion Advancement (Falcon) KEY:Companion Advancement ~ Falcon CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Falcon) BONUS:STAT|DEX,CON|2 +Companion Advancement (Frilled Lizard (Giant)) KEY:Companion Advancement ~ Frilled Lizard (Giant) CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Frilled Lizard (Giant)) BONUS:SIZEMOD|NUMBER|1 +Companion Advancement (Grizzly Bear) KEY:Companion Advancement ~ Grizzly Bear CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Grizzly Bear) ABILITY:Special Ability|AUTOMATIC|Grab BONUS:SIZEMOD|NUMBER|1 BONUS:STAT|STR|-4 BONUS:VAR|AC_Natural_Armor|2|TYPE=Base.REPLACE +Companion Advancement (Hammerhead Shark) KEY:Companion Advancement ~ Hammerhead Shark CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Hammerhead Shark) BONUS:SIZEMOD|NUMBER|1 BONUS:STAT|STR|-6 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base.REPLACE BONUS:VAR|BlindsightRange|30|TYPE=Base +Companion Advancement (Llama) KEY:Companion Advancement ~ Llama CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Llama) BONUS:SIZEMOD|NUMBER|1 BONUS:STAT|CON|2 +Companion Advancement (Marsupial Devil) KEY:Companion Advancement ~ Marsupial Devil CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Marsupial Devil) BONUS:STAT|STR|4 BONUS:STAT|CON|2 +Companion Advancement (Marsupial Lion) KEY:Companion Advancement ~ Marsupial Lion CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Marsupial Lion) ABILITY:Special Ability|AUTOMATIC|Grab BONUS:SIZEMOD|NUMBER|1 BONUS:MOVEADD|TYPE.Climb|10 +Companion Advancement (Mole (Giant)) KEY:Companion Advancement ~ Mole (Giant) CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Mole (Giant)) ABILITY:Special Ability|AUTOMATIC|Rend BONUS:SIZEMOD|NUMBER|1 BONUS:STAT|STR|-2 BONUS:STAT|CON|2 BONUS:VAR|AC_Natural_Armor|2|TYPE=Base.REPLACE BONUS:MOVEADD|TYPE.Burrow|10 BONUS:VAR|RendDamageDieSize|6 BONUS:VAR|RendBonusDamage|1.5*STR +Companion Advancement (Moose) KEY:Companion Advancement ~ Moose CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Moose) ABILITY:Special Ability|AUTOMATIC|Powerful Charge BONUS:SIZEMOD|NUMBER|1 BONUS:STAT|STR|-2 BONUS:VAR|PowerfulChargeDamageDice|1 BONUS:VAR|PowerfulChargeDamageDieSize|8 BONUS:VAR|PowerfulChargeBonusDamage|1.5*STR +Companion Advancement (Ornithomimosaur) KEY:Companion Advancement ~ Ornithomimosaur CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Ornithomimosaur) ABILITY:Special Ability|AUTOMATIC|Bleed|TYPE=OrnithomimosaurRaceTrait BONUS:STAT|STR,DEX,CON|2 BONUS:VAR|AC_Natural_Armor|2|TYPE=Base.REPLACE BONUS:MOVEADD|TYPE.Walk|20 BONUS:VAR|BleedDamageDieSize|4 +Companion Advancement (Owl (Giant)) KEY:Companion Advancement ~ Owl (Giant) CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Owl (Giant)) ABILITY:Special Ability|AUTOMATIC|Rend BONUS:SIZEMOD|NUMBER|1 BONUS:SKILL|Stealth|4|TYPE=Racial BONUS:VAR|RendDamageDieSize|6 BONUS:VAR|RendBonusDamage|1.5*STR +Companion Advancement (Panda) KEY:Companion Advancement ~ Panda CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Panda) ABILITY:Special Ability|AUTOMATIC|TYPE=PandaRaceTrait BONUS:SIZEMOD|NUMBER|1 BONUS:STAT|CON|2 BONUS:VAR|AC_Natural_Armor|3|TYPE=Base.REPLACE +Companion Advancement (Porcupine (Giant)) KEY:Companion Advancement ~ Porcupine (Giant) CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Porcupine (Giant)) BONUS:SIZEMOD|NUMBER|1 BONUS:STAT|STR|-2 BONUS:STAT|CON|2 BONUS:VAR|AC_Natural_Armor|2|TYPE=Base.REPLACE +Companion Advancement (Prionosuchus) KEY:Companion Advancement ~ Prionosuchus CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Prionosuchus) BONUS:SIZEMOD|NUMBER|1 BONUS:STAT|STR|-4 BONUS:VAR|ConstrictDice|2 BONUS:VAR|ConstrictDieSize|6 BONUS:VAR|ConstrictBonusDamage|1.5*STR +Companion Advancement (Reef Snake) KEY:Companion Advancement ~ Reef Snake CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Reef Snake) BONUS:STAT|STR,DEX|2 +Companion Advancement (Reindeer) KEY:Companion Advancement ~ Reindeer CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Reindeer) BONUS:STAT|STR,DEX,CON|2 +Companion Advancement (Saber-Toothed Cat) KEY:Companion Advancement ~ Saber-Toothed Cat CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Saber-Toothed Cat) BONUS:SIZEMOD|NUMBER|1 +Companion Advancement (Salamander (Giant)) KEY:Companion Advancement ~ Salamander (Giant) CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Salamander (Giant)) BONUS:STAT|STR|2 BONUS:STAT|DEX|-2 BONUS:STAT|CON|4 BONUS:VAR|AC_Natural_Armor|2|TYPE=Base.REPLACE BONUS:SKILL|Stealth|4|TYPE=Racial +Companion Advancement (Skunk (Giant)) KEY:Companion Advancement ~ Skunk (Giant) CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Skunk (Giant)) BONUS:SIZEMOD|NUMBER|1 +Companion Advancement (Spitting Cobra) KEY:Companion Advancement ~ Spitting Cobra CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Spitting Cobra) BONUS:STAT|DEX,CON|2 +Companion Advancement (Squid (Giant)) KEY:Companion Advancement ~ Squid (Giant) CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Squid (Giant)) ABILITY:Special Ability|AUTOMATIC|Constrict|Squid ~ Ink Cloud BONUS:SIZEMOD|NUMBER|1 BONUS:VAR|InkCloudRadius|20 BONUS:VAR|ConstrictDieSize|6 BONUS:VAR|ConstrictBonusDamage|STR/2 +Companion Advancement (Wolfdog) KEY:Companion Advancement ~ Wolfdog CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Wolfdog) ABILITY:Special Ability|AUTOMATIC|Bleed BONUS:STAT|STR,CON|2 BONUS:VAR|BleedDamageDieSize|4 +Companion Advancement (Yak) KEY:Companion Advancement ~ Yak CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Yak) ABILITY:Special Ability|AUTOMATIC|Pack Animal BONUS:STAT|STR,CON|4 BONUS:VAR|AC_Natural_Armor|2|TYPE=Base.REPLACE +Companion Advancement (Zebra) KEY:Companion Advancement ~ Zebra CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Zebra) BONUS:STAT|DEX,CON|2 + +# ============================== +# Plant Companion Advancement +# ============================== +Companion Advancement (Corpse-Eater Fungus) KEY:Companion Advancement ~ Corpse-Eater Fungus CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Corpse-Eater Fungus) BONUS:SIZEMOD|NUMBER|1 BONUS:VAR|AC_Natural_Armor|2|TYPE=Base.REPLACE NATURALATTACKS:Bite,Natural.Melee.Finesseable.Weapon,*1,1d8,SPROP=plus 1d4 acid NATURALATTACKS:Spit,Natural.Ranged.Weapon.Touch,*1,0,SPROP=1d8 acid 30-ft. range +Companion Advancement (Creeping Puffball) KEY:Companion Advancement ~ Creeping Puffball CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Creeping Puffball) BONUS:SIZEMOD|NUMBER|1 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base.REPLACE +Companion Advancement (Gulper Plant) KEY:Companion Advancement ~ Gulper Plant CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Gulper Plant) BONUS:SIZEMOD|NUMBER|1 BONUS:STAT|STR|2 BONUS:VAR|SwallowWholeDamageDie|8 +Companion Advancement (Hunting Cactus) KEY:Companion Advancement ~ Hunting Cactus CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Hunting Cactus) BONUS:SIZEMOD|NUMBER|1 BONUS:STAT|CON|-2 BONUS:VAR|HasLowlightVision|1|TYPE=Base +Companion Advancement (Rash Creeper) KEY:Companion Advancement ~ Rash Creeper CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Rash Creeper) BONUS:SIZEMOD|NUMBER|1 BONUS:STAT|STR|-4 BONUS:STAT|CON|-2 +Companion Advancement (Slithering Sundew) KEY:Companion Advancement ~ Slithering Sundew CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Slithering Sundew) BONUS:SIZEMOD|NUMBER|1 BONUS:STAT|STR|-2 NATURALATTACKS:Slam,Natural.Melee.Finesseable.Weapon.Bludgeoning,*2,1d6,SPROP=plus 1d3 acid plus grab +Companion Advancement (Snapping Flytrap) KEY:Companion Advancement ~ Snapping Flytrap CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Snapping Flytrap) BONUS:SIZEMOD|NUMBER|1 BONUS:VAR|BiteAttacks|1 +Companion Advancement (Sniper Cactus) KEY:Companion Advancement ~ Sniper Cactus CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Sniper Cactus) BONUS:SIZEMOD|NUMBER|1 BONUS:STAT|STR|-2 BONUS:STAT|DEX|4 BONUS:VAR|AC_Natural_Armor|2|TYPE=Base.REPLACE NATURALATTACKS:Thorn,Natural.Ranged.Weapon.Piercing,*2,2d6,SPROP=60-ft. range + +# ============================== +# Vermin Companion Advancement +# ============================== +Companion Advancement (Assassin Bug (Giant)) KEY:Companion Advancement ~ Assassin Bug (Giant) CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Assassin Bug (Giant)) BONUS:SIZEMOD|NUMBER|1 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base.REPLACE +Companion Advancement (Caterpillar (Giant)) KEY:Companion Advancement ~ Caterpillar (Giant) CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Caterpillar (Giant)) BONUS:SIZEMOD|NUMBER|1 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base.REPLACE +Companion Advancement (Cockroach (Giant)) KEY:Companion Advancement ~ Cockroach (Giant) CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Cockroach (Giant)) ABILITY:FEAT|VIRTUAL|Diehard BONUS:STAT|STR,DEX,CON|2 BONUS:VAR|AC_Natural_Armor|2|TYPE=Base.REPLACE BONUS:MOVEADD|TYPE.Climb|10 BONUS:MOVEADD|TYPE.Fly|20 +Companion Advancement (Dragonfly (Giant)) KEY:Companion Advancement ~ Dragonfly (Giant) CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Dragonfly (Giant)) ABILITY:FEAT|VIRTUAL|Flyby Attack BONUS:SIZEMOD|NUMBER|1 BONUS:VAR|AC_Natural_Armor|3|TYPE=Base.REPLACE BONUS:MOVEADD|TYPE.Fly|40 +Companion Advancement (Eurypterid) KEY:Companion Advancement ~ Eurypterid CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Eurypterid) BONUS:SIZEMOD|NUMBER|1 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base.REPLACE +Companion Advancement (Locust (Giant)) KEY:Companion Advancement ~ Locust (Giant) CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Locust (Giant)) BONUS:SIZEMOD|NUMBER|1 BONUS:VAR|AC_Natural_Armor|2|TYPE=Base.REPLACE BONUS:MOVEADD|TYPE.Fly|40 BONUS:VAR|Maneuverability|1 +Companion Advancement (Mantis Shrimp (Giant)) KEY:Companion Advancement ~ Mantis Shrimp (Giant) CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Mantis Shrimp (Giant)) ABILITY:Special Ability|AUTOMATIC|TYPE=GiantMantisShrimpRaceTrait BONUS:SIZEMOD|NUMBER|1 BONUS:STAT|STR|2 BONUS:VAR|AC_Natural_Armor|2|TYPE=Base.REPLACE BONUS:VAR|BlindsightRange|10|TYPE=Base BONUS:VAR|SonicResistanceBonus|5|TYPE=Resistance +Companion Advancement (Mosquito (Giant)) KEY:Companion Advancement ~ Mosquito (Giant) CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Mosquito (Giant)) BONUS:SIZEMOD|NUMBER|1 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base.REPLACE BONUS:VAR|BloodDrainDice|1 +Companion Advancement (Solifugid (Giant)) KEY:Companion Advancement ~ Solifugid (Giant) CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Solifugid (Giant)) ABILITY:Special Ability|AUTOMATIC|Pounce|Rend BONUS:SIZEMOD|NUMBER|1 BONUS:VAR|AC_Natural_Armor|3|TYPE=Base.REPLACE BONUS:VAR|RendDamageDieSize|4 BONUS:VAR|RendBonusDamage|1.5*STR +Companion Advancement (Spider (Web Tyrant)) KEY:Companion Advancement ~ Spider (Web Tyrant) CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Spider (Web Tyrant)) BONUS:SIZEMOD|NUMBER|1 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base.REPLACE +Companion Advancement (Termite (Giant)) KEY:Companion Advancement ~ Termite (Giant) CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Termite (Giant)) BONUS:SIZEMOD|NUMBER|1 BONUS:VAR|AC_Natural_Armor|3|TYPE=Base.REPLACE +Companion Advancement (Whiptail Centipede (Giant)) KEY:Companion Advancement ~ Whiptail Centipede (Giant) CATEGORY:Special Ability TYPE:CompanionAdvancement VISIBLE:DISPLAY PRERACE:1,Companion (Whiptail Centipede (Giant)) BONUS:SIZEMOD|NUMBER|1 NATURALATTACKS:Tail Slap,Natural.Melee.Finesseable.Weapon.Touch,*1,0,SPROP=1d2 nonlethal plus trip + +# ============================== +# Animal Tricks +# ============================== +Aid KEY:Animal Trick ~ Aid CATEGORY:Special Ability TYPE:AnimalTrick PREABILITY:1,CATEGORY=Special Ability,Animal Trick ~ Attack SOURCEPAGE:p.214 DESC:The animal can use the aid another action to aid a specific ally in combat by attacking a specific foe the ally is fighting. The normal creature type restrictions governing the attack trick still apply. +Bombard KEY:Animal Trick ~ Bombard CATEGORY:Special Ability TYPE:AnimalTrick SOURCEPAGE:p.214 DESC:A flying animal can deliver projectiles on command, attempting to drop a specified item that it can carry on a designated point or opponent, using its base attack bonus to determine its attack roll. The animal cannot throw the object, and it must be able to fly directly over the target. +Break Out KEY:Animal Trick ~ Break Out CATEGORY:Special Ability TYPE:AnimalTrick SOURCEPAGE:p.214 DESC:On command, the animal attempts to break or gnaw through any bars or bindings restricting itself, its handler, or a person indicated by the handler. If not effective on its own, this trick can grant the target character a +4 circumstance bonus on Escape Artist checks. The animal can also take certain basic actions like lifting a latch or bringing its master an unattended key. +Build Simple Structure KEY:Animal Trick ~ Build Simple Structure CATEGORY:Special Ability TYPE:AnimalTrick SOURCEPAGE:p.214 DESC:The companion can build simple structures on command, limited by its natural abilities and inclinations. The companion is able to build only structures that creatures of its type would naturally build on their own, and this trick merely allows the handler to direct the companion on when and where to build such structures. Only companions that naturally build structures can learn this trick. +Bury KEY:Animal Trick ~ Bury CATEGORY:Special Ability TYPE:AnimalTrick SOURCEPAGE:p.214 DESC:An animal with this trick can be instructed to bury an object in its possession. An animal that knows both the bury and fetch tricks can be instructed to fetch an item it has buried. +Cocoon KEY:Animal Trick ~ Cocoon CATEGORY:Special Ability TYPE:AnimalTrick PREABILITY:1,CATEGORY=Special Ability,Animal Trick ~ Spin Silk SOURCEPAGE:p.214 DESC:The companion can cocoon an object or a helpless or willing Huge or smaller creature in webbing. The amount of time this takes depends on the size of the creature or object to be cocooned. A creature trapped within the cocoon is effectively pinned, and it can attempt an Escape Artist check or combat maneuver check as a full-round action to escape (DC %1). Alternatively, a DC 25 Strength check can break the cocoon.|20+CMD +Deliver KEY:Animal Trick ~ Deliver CATEGORY:Special Ability TYPE:AnimalTrick SOURCEPAGE:p.215 DESC:The animal takes an object to a place or person you indicate. +Demolish KEY:Animal Trick ~ Demolish CATEGORY:Special Ability TYPE:AnimalTrick PREABILITY:1,CATEGORY=Special Ability,Animal Trick ~ Attack II SOURCEPAGE:p.215 DESC:The companion can be commanded to attack and damage objects and structures. The companion's handler can direct it either to make natural attacks against the object in question or to make a Strength check to attempt to break it (if applicable). +Detect KEY:Animal Trick ~ Detect CATEGORY:Special Ability TYPE:AnimalTrick SOURCEPAGE:p.215 DESC:The animal is trained to seek out the smells of explosives and poisons, unusual noises or echoes, air currents, and other common elements signifying potential dangers or secret passages. +Entertain KEY:Animal Trick ~ Entertain CATEGORY:Special Ability TYPE:AnimalTrick SOURCEPAGE:p.215 DESC:The animal can dance, sing, or perform some other impressive and enjoyable trick to entertain those around it. At the command of its owner, the animal can make a Perform check (or a Charisma check if it has no ranks in Perform) to show off its talent. +Feint KEY:Animal Trick ~ Feint CATEGORY:Special Ability TYPE:AnimalTrick PREABILITY:1,CATEGORY=Special Ability,Animal Trick ~ Attack SOURCEPAGE:p.215 DESC:The companion is trained to feint against opponents. It performs feints only against targets it would normally attack. +Flank KEY:Animal Trick ~ Flank CATEGORY:Special Ability TYPE:AnimalTrick PREABILITY:1,CATEGORY=Special Ability,Animal Trick ~ Attack SOURCEPAGE:p.215 DESC:You can instruct an animal to attack a foe you point to and always attempt to be adjacent to (and threatening) that foe. If you or an ally is also threatening the foe, the animal attempts to flank the foe, if possible. It performs flank only against targets it would normally attack. +Flee KEY:Animal Trick ~ Flee CATEGORY:Special Ability TYPE:AnimalTrick SOURCEPAGE:p.215 DESC:The animal attempts to run away or hide as best it can, returning only when its handler commands it to do so. Until such a command is received, the animal does its best to track its handler and any accompanying creatures, remaining hidden but within range of its sight or hearing. +Get Help KEY:Animal Trick ~ Get Help CATEGORY:Special Ability TYPE:AnimalTrick SOURCEPAGE:p.215 DESC:With this trick, a trainer can designate a number of creatures up to the animal's Intelligence score as "help." When the command is given, the animal attempts to find one of those people and bring her back to the handler, even if that means journeying a long distance to the last place it encountered the target creature. +Guide KEY:Animal Trick ~ Guide CATEGORY:Special Ability TYPE:AnimalTrick SOURCEPAGE:p.215 DESC:The companion can serve as a guide to a character that is blinded or otherwise unable to see. The companion remains adjacent to the guided creature at all times, readying an action each round to move when that creature moves. This allows the guided creature to automatically succeed at Acrobatics checks to move at more than half speed while blinded. Additionally, the companion identifies obstacles in the guided creature's path and pushes them, pulls them, or otherwise signals to the creature how to avoid them, allowing the guided creature to locate and move around obstacles such as hazards, opponents, and other terrain features as though she were able to see them (though she can't distinguish between obstacles). Finally, while serving as a guide, the companion indicates to the guided creature the presence and direction of any adjacent allies, allowing the guided creature to pinpoint the locations of such creatures. +Hunt KEY:Animal Trick ~ Hunt CATEGORY:Special Ability TYPE:AnimalTrick SOURCEPAGE:p.215 DESC:This trick allows an animal to use its natural stalking or foraging instincts to find food and return it to the animal's handler. +Intimidate KEY:Animal Trick ~ Intimidate CATEGORY:Special Ability TYPE:AnimalTrick SOURCEPAGE:p.216 DESC:The companion bares its teeth, barks, bristles, growls, or otherwise threatens a creature you designate, or, alternatively, it can be trained to do so when it encounters any creature besides its handler. The companion takes a –4 penalty on Intimidate checks against creatures other than those with the animal or humanoid types unless it has also been trained to attack creatures of any type. A companion that knows this trick automatically uses the aid another action to assist Intimidate checks attempted by its handler, provided that it is within 15 feet of its handler at the time and has not been ordered to perform another task. +Maneuver (Bull Rush) KEY:Animal Trick ~ Maneuver ~ Bull Rush CATEGORY:Special Ability TYPE:AnimalTrick PREABILITY:1,CATEGORY=Special Ability,Animal Trick ~ Attack SOURCEPAGE:p.216 DESC:The animal is trained to use the bull rush combat maneuver on command. It performs maneuvers only against targets it would normally attack. +Maneuver (Dirty Trick) KEY:Animal Trick ~ Maneuver ~ Dirty Trick CATEGORY:Special Ability TYPE:AnimalTrick PREABILITY:1,CATEGORY=Special Ability,Animal Trick ~ Attack SOURCEPAGE:p.216 DESC:The animal is trained to use the dirty trick combat maneuver on command. It performs maneuvers only against targets it would normally attack. +Maneuver (Disarm) KEY:Animal Trick ~ Maneuver ~ Disarm CATEGORY:Special Ability TYPE:AnimalTrick PREABILITY:1,CATEGORY=Special Ability,Animal Trick ~ Attack SOURCEPAGE:p.216 DESC:The animal is trained to use the disarm combat maneuver on command. It performs maneuvers only against targets it would normally attack. +Maneuver (Drag) KEY:Animal Trick ~ Maneuver ~ Drag CATEGORY:Special Ability TYPE:AnimalTrick PREABILITY:1,CATEGORY=Special Ability,Animal Trick ~ Attack SOURCEPAGE:p.216 DESC:The animal is trained to use the drag combat maneuver on command. It performs maneuvers only against targets it would normally attack. +Maneuver (Grapple) KEY:Animal Trick ~ Maneuver ~ Grapple CATEGORY:Special Ability TYPE:AnimalTrick PREABILITY:1,CATEGORY=Special Ability,Animal Trick ~ Attack SOURCEPAGE:p.216 DESC:The animal is trained to use the grapple combat maneuver on command. It performs maneuvers only against targets it would normally attack. +Maneuver (Overrun) KEY:Animal Trick ~ Maneuver ~ Overrun CATEGORY:Special Ability TYPE:AnimalTrick PREABILITY:1,CATEGORY=Special Ability,Animal Trick ~ Attack SOURCEPAGE:p.216 DESC:The animal is trained to use the overrun combat maneuver on command. It performs maneuvers only against targets it would normally attack. +Maneuver (Reposition) KEY:Animal Trick ~ Maneuver ~ Reposition CATEGORY:Special Ability TYPE:AnimalTrick PREABILITY:1,CATEGORY=Special Ability,Animal Trick ~ Attack SOURCEPAGE:p.216 DESC:The animal is trained to use the reposition combat maneuver on command. It performs maneuvers only against targets it would normally attack. +Maneuver (Steal) KEY:Animal Trick ~ Maneuver ~ Steal CATEGORY:Special Ability TYPE:AnimalTrick PREABILITY:1,CATEGORY=Special Ability,Animal Trick ~ Attack SOURCEPAGE:p.216 DESC:The animal is trained to use the steal combat maneuver on command. It performs maneuvers only against targets it would normally attack. +Maneuver (Sunder) KEY:Animal Trick ~ Maneuver ~ Sunder CATEGORY:Special Ability TYPE:AnimalTrick PREABILITY:1,CATEGORY=Special Ability,Animal Trick ~ Attack SOURCEPAGE:p.216 DESC:The animal is trained to use the sunder combat maneuver on command. It performs maneuvers only against targets it would normally attack. +Maneuver (Trip) KEY:Animal Trick ~ Maneuver ~ Trip CATEGORY:Special Ability TYPE:AnimalTrick PREABILITY:1,CATEGORY=Special Ability,Animal Trick ~ Attack SOURCEPAGE:p.216 DESC:The animal is trained to use the trip combat maneuver on command. It performs maneuvers only against targets it would normally attack. +Mark Territory KEY:Animal Trick ~ Mark Territory CATEGORY:Special Ability TYPE:AnimalTrick SOURCEPAGE:p.216 DESC:Whether by spraying musk, rubbing its back against trees and rocks, or simply howling loudly, the companion lets other nearby animals know that it has claimed an area. By spending 1 hour performing this trick, the companion can mark an area of up to half a square mile in this fashion. +Menace KEY:Animal Trick ~ Menace CATEGORY:Special Ability TYPE:AnimalTrick PREABILITY:1,CATEGORY=Special Ability,Animal Trick ~ Attack SOURCEPAGE:p.216 DESC:A menacing animal attempts to keep a creature you indicate from moving. It does its best to dissuade the target, but it attacks only if the target attempts to move from its present location or take any significant action (particularly a hostile-seeming action). As soon as the target stops moving, the animal ceases attacking but it continues to menace. +Milk Venom KEY:Animal Trick ~ Milk Venom CATEGORY:Special Ability TYPE:AnimalTrick SOURCEPAGE:p.216 DESC:The companion can be coaxed into providing a single dose of venom on command. This process takes 10 minutes, and it requires a vial or similar container in which to store the poison. A companion that has been specifically trained to be milked of its venom never bites, stings, or otherwise poisons its handler when being milked, although the handler must still succeed at a Handle Animal check to successfully harvest the venom (see Harvesting Poisons on page 142). A companion must have the poison ability to be taught this trick. +Pose as Scenery KEY:Animal Trick ~ Pose as Scenery CATEGORY:Special Ability TYPE:AnimalTrick PREABILITY:1,CATEGORY=Special Ability,Animal Trick ~ Take Root SOURCEPAGE:p.216 DESC:The companion freezes in place, seeming to be a mundane plant rather than a plant creature. The companion must have taken root in order to use this trick. It attempts a Disguise check with a +8 circumstance bonus, opposed by the Perception checks of observers. If it succeeds at the opposed check, the observer mistakes it for an ordinary, harmless plant. +Receive Spell KEY:Animal Trick ~ Receive Spell CATEGORY:Special Ability TYPE:AnimalTrick SOURCEPAGE:p.216 DESC:The companion has been trained to be the recipient of a specific spell (chosen at the time the animal is taught the trick), allowing it to fully take advantage of the spell's effects. The spell should be one that grants the companion an ability it might not normally be intelligent enough to make use of or one that it might not even realize it has (such as air walk). The companion is able to recognize when it has been affected by this spell and can take full advantage of the spell's effects. The companion can be taught this trick multiple times; each time it learns this trick, it becomes trained to utilize a different spell effect. STACK:YES MULT:YES CHOOSE:NOCHOICE +Rescue KEY:Animal Trick ~ Rescue CATEGORY:Special Ability TYPE:AnimalTrick PREABILITY:2,CATEGORY=Special Ability,Animal Trick ~ Deliver,Animal Trick ~ Guard SOURCEPAGE:p.216 DESC:The companion has been trained to drag its handler or another creature that the handler designates out of danger and to a safe place in the event that the handler or creature is incapacitated. If a creature that the companion is defending is rendered helpless or is slain, the companion will carry, drag, or otherwise move that creature out of danger. If the companion knows the get help trick, it will attempt to bring the creature it is rescuing to one of the creatures designated as “help.” Otherwise, you can designate a single location in advance as a safe place, and the companion will attempt to bring the creature it is rescuing to that place. If it is unable to do either of these, the companion simply moves the creature to the nearest location of relative safety. +Speak KEY:Animal Trick ~ Speak CATEGORY:Special Ability TYPE:AnimalTrick PRESTAT:1,INT=2 SOURCEPAGE:p.217 DESC:The companion is able to communicate very simple concepts through barks, gestures, whistles, or similar actions. The companion's vocabulary is extremely limited, generally restricted to “yes,” “no,” and counting up to three. The companion is also able to recognize and respond to up to two specific questions per point of Intelligence. +Spin Silk KEY:Animal Trick ~ Spin Silk CATEGORY:Special Ability TYPE:AnimalTrick SOURCEPAGE:p.217 DESC:The companion can create strands of delicate yet incredibly strong silk. Harvesting the silk takes 10 minutes, and it can be done once per day. This silk functions identically to a silk rope. The companion can produce a total of %1 feet of silk per day, which can be divided as the handler chooses in 10-foot increments. Silk produced in this way degrades into uselessness after 24 hours. Only companions with the web ability can learn this trick.|10*CONSCORE +Subdue KEY:Animal Trick ~ Subdue CATEGORY:Special Ability TYPE:AnimalTrick PREABILITY:1,CATEGORY=Special Ability,Animal Trick ~ Attack SOURCEPAGE:p.217 DESC:The companion can attempt to subdue opponents. Once the command is given, the companion makes all its natural attacks as nonlethal attacks (taking the typical –4 penalty on attack rolls when using normally lethal attacks) until ordered to do otherwise. +Take Root KEY:Animal Trick ~ Take Root CATEGORY:Special Ability TYPE:AnimalTrick PRERACE:1,RACESUBTYPE=PlantCompanion SOURCEPAGE:p.217 DESC:The companion extends its roots into the soil beneath it, anchoring itself in place and drawing water and nutrients from the soil. Taking root is a full-round action that provokes attacks of opportunity. While rooted, the companion cannot move, but it can otherwise act normally and gains a +4 bonus to CMD to resist bull rush, drag, overrun, reposition, and trip attempts. If the companion remains rooted for at least 1 hour, it absorbs enough water and nutrients to feed itself for a day. A separate command causes the companion to uproot itself as a full-round action. The companion can take root only in areas of soft soil. +Watch KEY:Animal Trick ~ Watch CATEGORY:Special Ability TYPE:AnimalTrick SOURCEPAGE:p.217 DESC:The animal can be commanded to keep watch over a particular area, such as a campsite, and raise an alarm if it notices any sizable or dangerous creature entering the area. +Withhold Venom KEY:Animal Trick ~ Withhold Venom CATEGORY:Special Ability TYPE:AnimalTrick PREABILITY:1,CATEGORY=Special Ability,Animal Trick ~ Attack SOURCEPAGE:p.217 DESC:The companion can be ordered to avoid injecting poison into creatures it strikes with whatever natural attack would normally deliver venom. As long as the companion has been ordered to withhold its venom, successful hits with that natural attack deal damage as normal and convey all other effects that they normally would, but they do not expose the target to the companion's poison. Only companions with the poison special ability can learn this trick. + +# ============================ +# Familiar Bonuses granted to Master +# ============================ +#Rules check sent in for Puffin +Familiar (Arctic Fox) CATEGORY:Internal BONUS:SAVE|Reflex|FamiliarGrantedBonus_2|TYPE=Familiar +Familiar (Arctic Hare) CATEGORY:Internal BONUS:COMBAT|INITIATIVE|FamiliarGrantedBonus_4|TYPE=Familiar +Familiar (Arctic Tern) CATEGORY:Internal BONUS:SKILL|Fly|FamiliarGrantedBonus_3|TYPE=Familiar +Familiar (Armadillo) CATEGORY:Internal BONUS:VAR|AC_Natural_Armor|FamiliarGrantedBonus_1|TYPE=Base.STACK +Familiar (Butterfly) CATEGORY:Internal BONUS:SKILL|TYPE=Perform|FamiliarGrantedBonus_3|TYPE=Familiar +Familiar (Chicken) CATEGORY:Internal BONUS:HP|CURRENTMAX|FamiliarGrantedBonus_3|TYPE=Familiar +Familiar (Cockroach) CATEGORY:Internal BONUS:HP|CURRENTMAX|FamiliarGrantedBonus_3|TYPE=Familiar +Familiar (Creeper Ivy) CATEGORY:Internal BONUS:SKILL|Climb|FamiliarGrantedBonus_3|TYPE=Familiar +Familiar (Dodo) CATEGORY:Internal BONUS:COMBAT|INITIATIVE|FamiliarGrantedBonus_4|TYPE=Familiar +Familiar (Dwarf Caiman) CATEGORY:Internal BONUS:SKILL|Stealth|FamiliarGrantedBonus_3|TYPE=Familiar +Familiar (Dweomer Cap) CATEGORY:Internal BONUS:SITUATION|Spellcraft=Identify magic item|FamiliarGrantedBonus_3|TYPE=Familiar +Familiar (Ermine) CATEGORY:Internal BONUS:SAVE|Reflex|FamiliarGrantedBonus_2|TYPE=Familiar +Familiar (Fire Salamander) CATEGORY:Internal BONUS:SKILL|Escape Artist|FamiliarGrantedBonus_3|TYPE=Familiar +Familiar (Flowering Lattice) CATEGORY:Internal BONUS:SKILL|Diplomacy|FamiliarGrantedBonus_3|TYPE=Familiar +Familiar (Horned Lizard) CATEGORY:Internal BONUS:SAVE|Fortitude|FamiliarGrantedBonus_2|TYPE=Familiar +Familiar (Ioun Wyrd) CATEGORY:Internal BONUS:VAR|AC_Natural_Armor|FamiliarGrantedBonus_1|TYPE=Base.STACK +Familiar (Isopod (Giant)) CATEGORY:Internal BONUS:VAR|AC_Natural_Armor|FamiliarGrantedBonus_1|TYPE=Base.STACK +Familiar (Jerboa) CATEGORY:Internal BONUS:SKILL|Acrobatics|FamiliarGrantedBonus_3|TYPE=Familiar +Familiar (Kakapo) CATEGORY:Internal BONUS:SKILL|Climb|FamiliarGrantedBonus_3|TYPE=Familiar +Familiar (Koala) CATEGORY:Internal BONUS:SKILL|Climb|FamiliarGrantedBonus_3|TYPE=Familiar +Familiar (Lamprey) CATEGORY:Internal BONUS:HP|CURRENTMAX|FamiliarGrantedBonus_3|TYPE=Familiar +Familiar (Lemming) CATEGORY:Internal BONUS:SAVE|Fortitude|FamiliarGrantedBonus_2|TYPE=Familiar +Familiar (Leopard slug) CATEGORY:Internal BONUS:SKILL|Climb|FamiliarGrantedBonus_3|TYPE=Familiar +Familiar (Margay) CATEGORY:Internal BONUS:SKILL|Bluff|FamiliarGrantedBonus_3|TYPE=Familiar +Familiar (Marine Iguana) CATEGORY:Internal BONUS:SKILL|Swim|FamiliarGrantedBonus_3|TYPE=Familiar +Familiar (Meerkat) CATEGORY:Internal BONUS:SKILL|Escape Artist|FamiliarGrantedBonus_3|TYPE=Familiar +Familiar (Mole) CATEGORY:Internal BONUS:SITUATION|Perception=Smell- taste- and touch-based|FamiliarGrantedBonus_3|TYPE=Familiar +Familiar (Mongoose) CATEGORY:Internal BONUS:SAVE|Fortitude|FamiliarGrantedBonus_2|TYPE=Familiar +Familiar (Moth) CATEGORY:Internal BONUS:SKILL|Survival|FamiliarGrantedBonus_3|TYPE=Familiar +Familiar (Osprey) CATEGORY:Internal BONUS:SKILL|Survival|FamiliarGrantedBonus_3|TYPE=Familiar +Familiar (Parrot) CATEGORY:Internal BONUS:SKILL|Linguistics|FamiliarGrantedBonus_3|TYPE=Familiar +Familiar (Peafowl) CATEGORY:Internal BONUS:SKILL|Intimidate|FamiliarGrantedBonus_3|TYPE=Familiar +Familiar (Penguin) CATEGORY:Internal BONUS:SKILL|Swim|FamiliarGrantedBonus_3|TYPE=Familiar +Familiar (Petrifern) CATEGORY:Internal BONUS:VAR|AC_Natural_Armor|FamiliarGrantedBonus_1|TYPE=Base.STACK +Familiar (Platypus) CATEGORY:Internal BONUS:SKILL|Swim|FamiliarGrantedBonus_3|TYPE=Familiar +Familiar (Popoto Dolphin) CATEGORY:Internal BONUS:SKILL|Swim|FamiliarGrantedBonus_3|TYPE=Familiar +Familiar (Ptarmigan) CATEGORY:Internal BONUS:SKILL|Stealth|FamiliarGrantedBonus_3|TYPE=Familiar +Familiar (Pufferfish) CATEGORY:Internal BONUS:SAVE|Fortitude|FamiliarGrantedBonus_2|TYPE=Familiar +Familiar (Puffin) CATEGORY:Internal BONUS:SKILL|Swim|FamiliarGrantedBonus_3|TYPE=Familiar +Familiar (Rabbit) CATEGORY:Internal BONUS:COMBAT|INITIATIVE|FamiliarGrantedBonus_4|TYPE=Familiar +Familiar (Ravenous Tumbleweed) CATEGORY:Internal ABILITY:Special Ability|AUTOMATIC|Ravenous Tumbleweed ~ Master's Bonus +Familiar (Razor Fern) CATEGORY:Internal BONUS:SKILL|Stealth|FamiliarGrantedBonus_3|TYPE=Familiar +Familiar (Rhamphorhynchus) CATEGORY:Internal BONUS:COMBAT|INITIATIVE|FamiliarGrantedBonus_4|TYPE=Familiar +Familiar (Sawleg Locust) CATEGORY:Internal BONUS:SKILL|Acrobatics|FamiliarGrantedBonus_3|TYPE=Familiar +Familiar (Sea Krait) CATEGORY:Internal BONUS:SAVE|Fortitude|FamiliarGrantedBonus_2|TYPE=Familiar +Familiar (Seal) CATEGORY:Internal BONUS:SKILL|Swim|FamiliarGrantedBonus_3|TYPE=Familiar +Familiar (Shimmerwing Dragonfly) CATEGORY:Internal BONUS:SKILL|Fly|FamiliarGrantedBonus_3|TYPE=Familiar +Familiar (Skunk) CATEGORY:Internal BONUS:SAVE|Fortitude|FamiliarGrantedBonus_2|TYPE=Familiar +Familiar (Snail Kite) CATEGORY:Internal BONUS:SKILL|Fly|FamiliarGrantedBonus_3|TYPE=Familiar +Familiar (Spiny Starfish) CATEGORY:Internal ABILITY:Special Ability|AUTOMATIC|Spiny Starfish ~ Master's Bonus +Familiar (Squirrel) CATEGORY:Internal BONUS:SKILL|Sleight of Hand|FamiliarGrantedBonus_3|TYPE=Familiar +Familiar (Suture Vine) CATEGORY:Internal BONUS:SKILL|Heal|FamiliarGrantedBonus_3|TYPE=Familiar +Familiar (Tardigrade (Giant)) CATEGORY:Internal BONUS:SAVE|Fortitude|FamiliarGrantedBonus_2|TYPE=Familiar +Familiar (Tarsier) CATEGORY:Internal BONUS:SKILL|Acrobatics|FamiliarGrantedBonus_3|TYPE=Familiar +Familiar (Toucan) CATEGORY:Internal BONUS:SKILL|Diplomacy|FamiliarGrantedBonus_3|TYPE=Familiar +Familiar (Vampire Squid) CATEGORY:Internal BONUS:SAVE|Reflex|FamiliarGrantedBonus_2|TYPE=Familiar +Familiar (Wallaby) CATEGORY:Internal BONUS:SKILL|Acrobatics|FamiliarGrantedBonus_3|TYPE=Familiar + +# ============================ +# Companion Special Abilities +# ============================ + +#Anglerfish +Lure KEY:Anglerfish ~ Lure CATEGORY:Special Ability TYPE:SpecialQuaility.Extraordinary.AnglerfishRaceTrait SOURCEPAGE:p.178 DESC:Sheds light as per a candle. + +#Armadillo +Natural Diver KEY:Armadillo ~ Natural Diver CATEGORY:Special Ability TYPE:Extraordinary.SpecialQuality.ArmadilloRaceTrait SOURCEPAGE:p.192 DESC:Armadillos can hold their breath underwater for up to 6 minutes. +Protective Ball KEY:Armadillo ~ Protective Ball CATEGORY:Special Ability TYPE:Extraordinary.SpecialQuality.ArmadilloRaceTrait SOURCEPAGE:p.192 DESC:Some armadillos can roll up into a ball, increasing their natural armor bonus to +3 but decreasing their speed to 0. Unrolling is a move action. + +#Assassin Bug (Giant) +Poison KEY:Assassin Bug (Giant) ~ Poison CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.GiantAssassinBugRaceTrait SOURCEPAGE:p.184 DESC:Frequency 1 round [4]; effect 1d2 Dex; cure 1 save; Fort DC %1|10+HD/2+CON|PREVARLT:CompanionAdvancement,1 DESC:Frequency 1 round [4]; effect 1d2 Dex; cure 2 saves; Fort DC %1|10+HD/2+CON|PREVARGTEQ:CompanionAdvancement,1 +Poison Stream KEY:Assassin Bug (Giant) ~ Poison Stream CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.GiantAssassinBugRaceTrait SOURCEPAGE:p.184 DESC:Exposes all creatures in a 15-ft. line to poison, Reflex save negates; Dex-based DC; usable every 1d4 rounds as a standard action + +#Caterpillar (Giant) +Bristles KEY:Caterpillar (Giant) ~ Bristles CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.GiantCaterpillarRaceTrait SOURCEPAGE:p.184 DESC:A creature attacking the giant caterpillar with a natural attack or non-reach melee weapon must succeed at a Reflex save or take damage as if the caterpillar had struck the creature with its bristles attack; Reflex DC %1|12+HD/2+DEX +Poison KEY:Caterpillar (Giant) ~ Poison CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.GiantCaterpillarRaceTrait SOURCEPAGE:p.184 DESC:Frequency 1 round [4]; effect 1d2 Str damage; cure 1 save; Fort DC %1|10+HD/2+CON + +#Chicken +Drift KEY:Chicken ~ Drift CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.ChickenRacialTrait SOURCEPAGE:p.112 DESC:A chicken flies in short bursts, and can't use its fly speed to hover. When it flies, it must end its move action by landing or perching on a solid surface. + +#Corpse-Eater Fungus +Natural Attacks KEY:Corpse-Eater Fungus ~ Natural Attacks CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.CorpseEaterFungusRacialTrait SOURCEPAGE:p.182 PREVARLT:CompanionAdvancement,1 NATURALATTACKS:Bite,Natural.Melee.Finesseable.Weapon.Bludgeoning.Piercing.Slashing,*1,1d6,SPROP=plus 1d2 acid NATURALATTACKS:Spit,Natural.Ranged.Weapon.Touch,*1,0,SPROP=1d6 acid 30-ft. range + +#Creeping Puffball +Defensive Puff KEY:Creeping Puffball ~ Defensive Puff CATEGORY:Special Ability TYPE:SpecialQuaility.Extraordinary.CreepingPuffballRaceTrait SOURCEPAGE:p.182 DESC:1/minute as an immediate action when hit, the fungus can expose one adjacent creature to its poison +Poison KEY:Creeping Puffball ~ Poison CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.CreepingPuffballRaceTrait SOURCEPAGE:p.182 DESC:Frequency 1 round [4]; effect 1d2 Wis damage and dazzled; cure 1 save; Fort DC %1|10+HD/2+CON + +#Dolphin (Popoto) +Hold Breath KEY:Dolphin (Popoto) ~ Hold Breath CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.PopotoDolphinRaceTrait SOURCEPAGE:p.194 DESC:A popoto can hold its breath for %1 minutes before it risks drowning.|CONSCORE*6 + +#Dwarf Caiman +Hold Breath KEY:Dwarf Caiman ~ Hold Breath CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.DwarfCaimanRaceTrait SOURCEPAGE:p.195 DESC:A dwarf caiman can hold its breath for %1 rounds before it risks drowning.|4*CONSCORE +Sprint KEY:Dwarf Caiman ~ Sprint CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.DwarfCaimanRaceTrait SOURCEPAGE:p.195 DESC:Once per minute, a dwarf caiman may sprint, increasing its land speed to 20 feet for 1 round. + +#Dweomer Cap +Arcanophage KEY:Dweomer Cap ~ Arcanophage CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.DweomerCapRaceTrait SOURCEPAGE:p.195 DESC:When a dweomer cap succeeds at a saving throw against a spell, but not a spell-like ability, it gains fast healing 1 for a number of rounds equal to the spell's level. +Aura Luminescence KEY:Dweomer Cap ~ Aura Luminescence CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.DweomerCapRaceTrait.Aura SOURCEPAGE:p.195 DESC:A dweomer cap naturally emits dim light in a 10-foot radius. When in contact with a creature or object that has a faint or stronger magical aura, a dweomer cap's light shimmers perceptibly, changing its hue and pattern. A dweomer cap can suppress or resume its luminescence as a standard action, though it has reason to do so only when serving as a familiar and ordered by its master to do so. +Resistant to Spells KEY:Dweomer Cap ~ Resistant to Spells CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.DweomerCapRaceTrait SOURCEPAGE:p.195 ASPECT:SaveBonus|+2 on saves vs. spells and spell–like abilities + +#Eurypterid +Poison KEY:Eurypterid ~ Poison CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.EurypteridRaceTrait SOURCEPAGE:p.184 DESC:Frequency 1 round [4]; effect 1 Con damage; cure 1 save; Fort DC %1|10+HD/2+CON|PREVARLT:CompanionAdvancement,1 DESC:Frequency 1 round [6]; effect 1d2 Con damage; cure 1 save; Fort DC %1|10+HD/2+CON|PREVARGTEQ:CompanionAdvancement,1 + +#Fire Salamander +Skin Secretions KEY:Fire Salamander ~ Skin Secretions CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FireSalamanderRaceTrait SOURCEPAGE:p.196 DESC:A creature that strikes a fire salamander with an unarmed strike or natural weapon exposes itself to the salamander's toxic skin and must immediately succeed at a DC %1 Fortitude save to resist being sickened for 1 round. The secretions also make the salamander difficult to grab, giving it a +4 racial bonus on Escape Artist checks.|10+HD/2+CON + +#Flowering Lattice +Bountiful Fruits KEY:Flowering Lattice ~ Bountiful Fruits CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FloweringLatticeRaceTrait SOURCEPAGE:p.196 DESC:Once per week, a flowering lattice produces a handful of small fruits or berries that remain ripe for 1 week. Eating all of the fruit takes 1 minute and affects the eater as if she had consumed a berry affected by goodberry. +Pollen KEY:Flowering Lattice ~ Pollen CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.FloweringLatticeRaceTrait SOURCEPAGE:p.196 DESC:Once every 1d4 rounds, a flowering lattice can expel a cloud of pollen in a 10-foot cone. Creatures in the area are dazzled for 2 rounds (Fortitude DC %1 negates). If a creature currently dazzled by the pollen is affected again, it is blinded for 1 round (Fortitude DC %1 negates).|12+HD/2+CON + +#Horned Lizard +Blood Squirt KEY:Horned Lizard ~ Blood Squirt CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.HornedLizardRaceTrait SOURCEPAGE:p.197 DESC:Once per day as a standard action that doesn't provoke attacks of opportunity, a horned lizard can squirt a 5-foot-long stream of blood from the corners of its eyes. The animal's blood contains noxious chemicals, and a creature hit by the blood must succeed at a DC %1 Fortitude save or be sickened for 1d4 rounds.|10+HD/2+CON +Camouflage KEY:Horned Lizard ~ Camouflage CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.HornedLizardRaceTrait SOURCEPAGE:p.197 DESC:While in desert terrain, a horned lizard can use the Stealth skill to hide even if the terrain doesn't grant cover or concealment. +Puff Up KEY:Horned Lizard ~ Puff Up CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.HornedLizardRaceTrait SOURCEPAGE:p.197 DESC:When taking the total defense action, a horned lizard puffs up its body, appearing larger and more horned and gaining an additional +4 bonus to CMD against grapple attempts. + +#Hunting Cactus +Needles KEY:Hunting Cactus ~ Needles CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.HuntingCactusRaceTrait SOURCEPAGE:p.183 DESC:A creature grappling a hunting cactus or attacking it with a natural attack or unarmed strike takes 1d4 points of piercing damage + +#Ioun Wyrd +Ioun Affinity KEY:Ioun Wyrd ~ Ioun Affinity CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.IounWyrdRaceTrait SOURCEPAGE:p.197 DESC:An ioun wyrd may integrate %1 ioun stones into its body. Because an ioun wyrd sees all ioun stones as equal and gains no benefits from them, the wyrd's ioun stones can be swapped out by any creature the wyrd trusts.|1+HD/2 +Share Iouns KEY:Ioun Wyrd ~ Share Iouns CATEGORY:Special Ability TYPE:SpecialQuality.Supernatural.IounWyrdRaceTrait SOURCEPAGE:p.197 DESC:A character with an ioun wyrd familiar gains the benefits of its ioun stones as long as he's within 30 feet of the ioun wyrd. + +#Isopod (Giant) +Curl KEY:Giant Isopod ~ Curl CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.GiantIsopodRaceTrait SOURCEPAGE:p.198 DESC:As a standard action, a giant isopod can curl into a ball, increasing its natural armor bonus by +2 but preventing it from taking any move actions. Uncurling is also a standard action. + +#Kakapo +Glide KEY:Kakapo ~ Glide CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.KakapoRaceTrait SOURCEPAGE:p.198 DESC:Though it cannot fly, a kakapo can spread its wings midfall to glide safely to the ground without taking damage. For every 10 feet it falls, a kakapo can move 5 feet horizontally in midair. For instance, a kakapo falling a vertical distance of 20 feet can move 10 feet horizontally. + +#Lamprey +Blood Drain KEY:Lamprey ~ Blood Drain CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.LampreyRaceTrait SOURCEPAGE:p.199 DESC:A Lamprey drains blood at the end of its turn if it is attached to a foe, inflicting 1 point of Strength damage. + +#Leopard Slug +Slime Strand KEY:Leopard Slug ~ Slime Strand CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.LeopardSlugRaceTrait SOURCEPAGE:p.200 DESC:A leopard slug can turn its mucus into a 30-foot-long strand, much like a spider's silk. It can hang from this strand indefinitely, and lower itself safely at a rate of 5 feet per round. It can climb back up the strand at the same rate. Once the slug breaks contact with the strand, the mucus disintegrates in 1d4 rounds. +Suction KEY:Leopard Slug ~ Suction CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.LeopardSlugRaceTrait SOURCEPAGE:p.200 DESC:A leopard slug secretes sticky mucus, which allows it to apply its 10-foot climb speed to any surface, even sheer walls and ceilings. Once attached to a surface, it has no chance of falling off, unless it's grappled and actively peeled away. + +#Locust (Giant) +Leap KEY:Locust (Giant) ~ Leap CATEGORY:Special Ability TYPE:SpecialQuaility.Extraordinary.GiantLocustRaceTrait SOURCEPAGE:p.185 DESC:A giant locust can take 10 on Acrobatics checks to jump, even when distracted or threatened. +Spit Goo KEY:Locust (Giant) ~ Spit Goo CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.GiantLocustRaceTrait SOURCEPAGE:p.185 DESC:Ranged touch attack, 30-foot range, sickened for 1 round. +Voracious KEY:Locust (Giant) ~ Voracious CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.GiantLocustRaceTrait SOURCEPAGE:p.185 DESC:A giant locust bite attack deals double damage to creatures with the plant subtype and to objects made of paper, wood, or other plant materials. PREVARGTEQ:CompanionAdvancement,1 + +#Locust (Sawleg) +Leap KEY:Locust (Sawleg) ~ Leap CATEGORY:Special Ability TYPE:SpecialQuaility.Extraordinary.SawlegLocustRaceTrait SOURCEPAGE:p.205 DESC:A sawleg locust can take 10 on Acrobatics checks to jump even if distracted or in danger. +Voracious KEY:Locust (Sawleg) ~ Voracious CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.SawlegLocustRaceTrait SOURCEPAGE:p.205 DESC:A sawleg locust bite attack deals double damage to creatures with the plant subtype and to objects made of paper, wood, or other plant materials. + +#Margay +CATEGORY=Special Ability|Sound Mimicry.COPY=Margay ~ Sound Mimicry OUTPUTNAME:Sound Mimicry TYPE:MargayRaceTrait ASPECT:Ability Benefit|(animals) + +#Marine Iguana +Hold Breath KEY:Marine Iguana ~ Hold Breath CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.MarineIguanaRaceTrait SOURCEPAGE:p.190 DESC:A marine iguana can hold its breath for %1 rounds before it risks drowning.|4*CONSCORE + +#Meerkat +Immunity to Scorpion Venom KEY:Meerkat ~ Immunity to Scorpion Venom CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.MeerkatRaceTrait SOURCEPAGE:p.200 DESC:Meerkats are immune to the poison of all scorpions. +Mob KEY:Meerkat ~ Mob CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.MeerkatRaceTrait SOURCEPAGE:p.200 DESC:If two meerkats in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. + +#Mantis Shrimp (Giant) +Speedy Pincers KEY:Mantis Shrimp (Giant) ~ Speedy Pincers CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.GiantMantisShrimpRaceTrait SOURCEPAGE:p.185 DESC:A giant mantis shrimp can make iterative attacks with one of its pincer attacks. + +#Mongoose +Poison Resistance KEY:Mongoose ~ Poison Resistance CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.MongooseRaceTrait SOURCEPAGE:p.190 DESC:A Mongoose has a +4 bonus on saving throws against poison from snakes. ASPECT:SaveBonus|+4 on saves vs. poison from snakes. + +#Ornithomimosaur - Based sprint multiplier on Therizinosaurus (B5) based on relative morphology and close relation of species +Sprint KEY:Ornithomimosaur ~ Sprint CATEGORY:Special Ability TYPE:SpecialQuaility.Extraordinary.OrnithomimosaurRaceTrait SOURCEPAGE:p.180 DESC:Once per hour, a ornithomimosaur can move at 10 times its normal speed (400 feet) when it makes a charge. + +#Panda - From Animal Archive +Powerful Bite KEY:Panda ~ Powerful Bite CATEGORY:Special Ability TYPE:Extraordinary.SpecialQuality.PandaRaceTrait DESC:A panda applies twice its Strength bonus to bite damage. BONUS:WEAPONPROF=Bite|DAMAGE|STR + +#Peafowl +Drift KEY:Peafowl ~ Drift CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.PeafowlRaceTrait SOURCEPAGE:p.201 DESC:A Peafowl flies in short bursts, and can't use its fly speed to hover. When it flies, a Peafowl must end its move action by landing or perching on a solid surface. + +#Penguin +Toboggan KEY:Penguin ~ Toboggan CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.PenguinRaceTrait SOURCEPAGE:p.202 DESC:On snow- or ice-covered terrain, a penguin can move at a rate of 30 feet by sliding on its belly rather than walking. + +#Petrifern +Self-Petrification KEY:Petrifern ~ Self-Petrification CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.PetrifernRaceTrait SOURCEPAGE:p.202 DESC:A petrifern can petrify itself as a standard action in order to defend itself from predators. When it does so, the petrifern's natural armor bonus to AC increases by 5, it gains resistance 10 to cold and fire, and it can take 20 on Stealth checks to appear as a sprout or fallen tree branch. While petrified, the petrifern can't move or take any actions. A petrifern can remain petrified indefinitely, and it can cease its petrification as a standard action. +Toxic Secretion KEY:Petrifern ~ Toxic Secretion CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.PetrifernRaceTrait SOURCEPAGE:p.202 DESC:Petriferns secrete a bitter toxin meant to make them distasteful to predators. Once per day when a creature touches a petrifern, the plant can release its toxin, causing the attacker to become sickened for 1d4 rounds if it fails a DC %1 Fortitude saving throw.|10+HD/2+CON + +#Platypus +Electrolocation KEY:Platypus ~ Electrolocation CATEGORY:Special Ability TYPE:Extraordinary.SpecialQuality.PlatypusRaceTrait SOURCEPAGE:p.203 DESC:While underwater, platypuses can sense the tiny electrical currents that trigger muscle movement. This allows them to locate living prey and distinguish it from inanimate objects. Treat electrolocation as blindsight 30 feet, but platypuses can sense only living creatures, and it functions only underwater. +Poison KEY:Platypus ~ Poison CATEGORY:Special Ability TYPE:Extraordinary.SpecialQuality.PlatypusRaceTrait SOURCEPAGE:p.203 DESC:Spur—injury; save Fort DC %1; frequency 1/round for 4 rounds; effect 1 nonlethal damage; cure 1 save.|10+HD/2+CON + +#Porcupine (Giant) +Quills KEY:Companion Porcupine ~ Quills CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.GiantPorcupineRaceTrait DESC:Any creature attacking a porcupine with natural weapons or an unarmed strike takes 1 point of piercing damage. A creature that grapples a porcupine takes 1d3 points of piercing damage each round it does so.|PREVARLT:CompanionAdvancement,1 DESC:Any creature attacking a giant porcupine with light or one-handed melee weapons, natural weapons, or an unarmed strike takes 1d3 points of piercing damage. A creature that grapples a giant porcupine takes 2d4 points of piercing damage each round it does so.|PREVARGTEQ:CompanionAdvancement,1 + +#Pufferfish +Poison KEY:Pufferfish ~ Poison CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.PufferfishRaceTrait SOURCEPAGE:p.204 DESC:Spines—injury; save Fort DC %1; frequency once; initial effect staggered for 1 round; secondary effect 1 Str damage; cure 2 consecutive saves. If certain portions of the pufferfish's body are eaten, the poison's effect is instead 1d4 points of Constitution damage.|10+HD/2+CON +Spines KEY:Pufferfish ~ Spines CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.PufferfishRaceTrait SOURCEPAGE:p.204 DESC:Pufferfish aren't equipped to attack other creatures, but foes that strike a pufferfish with an unarmed strike or a natural attack take 1 point of piercing damage from the fish's toxic spines, and must immediately attempt a saving throw against the pufferfish's poison. + +#Rash Creeper +Poison KEY:Rash Creeper ~ Poison CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.RashCreeperRaceTrait SOURCEPAGE:p.183 DESC:Frequency 1 round [4]; effect 1 Dex damage and sickened for 1 round; cure 1 save; Fort DC %1|10+HD/2+CON|PREVARLT:CompanionAdvancement,1 DESC:Frequency 1 round [4]; effect 1d2 Dex damage and sickened for 1 round; cure 2 saves; Fort DC %1|10+HD/2+CON|PREVARGTEQ:CompanionAdvancement,1 + +#Ravenous Tumbleweed +Hurtling Charge KEY:Ravenous Tumbleweed ~ Hurtling Charge CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.RavenousTumbleweedRaceTrait SOURCEPAGE:p.205 DESC:A ravenous tumbleweed that travels at least 20 feet as part of a charge action does not provoke an attack of opportunity when it enters an opponent's space to make a melee attack. +Wind-Borne KEY:Ravenous Tumbleweed ~ Wind-Borne CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.RavenousTumbleweedRaceTrait SOURCEPAGE:p.205 DESC:While in an area of moderate wind (11–20 mph), a ravenous tumbleweed's speed increases by 10 feet when it moves in the direction of the wind. In an area of at least strong wind (21+ mph), its speed instead increases by 20 feet when it moves in the direction of the wind, and it gains a +2 dodge bonus to its AC against attacks of opportunity on any round in which it moves in that direction. +Master's Bonus KEY:Ravenous Tumbleweed ~ Master's Bonus CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary SOURCEPAGE:p.205 DESC:A ravenous tumbleweed's master gains a 10-foot bonus to speed when using the charge, run, or withdraw actions ASPECT:CombatBonus|+10 to speed when using the charge, run, or withdraw actions + +#Razor Fern +Shielding Frond KEY:Razor Fern ~ Shielding Frond CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.RazorFernRaceTrait SOURCEPAGE:p.205 DESC:A razor fern can deflect incoming attacks as a move action, gaining it a +2 shield bonus to its AC until the beginning of its next turn. + +#Reef Snake +Poison KEY:Reef Snake ~ Poison CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.ReefSnakeRaceTrait SOURCEPAGE:p.181 DESC:Bite - frequency 1 round [6]; effect 1 Str damage; cure 1 save; Fort DC %1|10+HD/2+CON|PREVARLT:CompanionAdvancement,1 DESC:Bite - frequency 1 round [6]; effect 1d2 Str damage; cure 2 saves; Fort DC %1|10+HD/2+CON|PREVARGTEQ:CompanionAdvancement,1 + +#Reindeer +Snow Adaptation KEY:Reindeer ~ Snow Adaptation CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.ReindeerRaceTrait SOURCEPAGE:p.181 DESC:Ignore difficult terrain from ice and snow. + +#Rhamphorhynchus +Sudden Swoop KEY:Rhamphorhynchus ~ Sudden Swoop CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.RhamphorhynchusRaceTrait SOURCEPAGE:p.204 DESC:If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent's space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop. + +#Saber-Toothed Cat +Saber-Toothed Bite KEY:Saber-Toothed Cat ~ Saber-Toothed Bite CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.SaberToothedCatRaceTrait SOURCEPAGE:p.181 DESC:1d10 bite attack, only on a grapple check to deal damage.|PREVARLT:CompanionAdvancement,1 DESC:2d8 bite attack, only on a grapple check to deal damage.|PREVARGTEQ:CompanionAdvancement,1 + +#Skunk +Musk KEY:Skunk ~ Musk CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.SkunkRaceTrait.SkunkRacialAbility SOURCEPAGE:p.191 DESC:Up to twice per day, a skunk can spray a stream of noxious musk at a single target within 10 feet as a standard action. With a successful ranged touch attack, the creature struck by this spray must make a DC %1 Fortitude save or be nauseated for 1d4 rounds and then sickened for 1d4 minutes by the horrific stench. A successful save reduces the effect to only 1d4 rounds of being sickened. A creature cannot use the scent ability as long as it is affected by this musk.|12+HD/2+CON + +#Skunk (Giant) +Spray KEY:Skunk (Giant) ~ Spray CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.GiantSkunkRaceTrait SOURCEPAGE:p.181 DESC:Ranged touch attack, 30-ft. range, usable 1/day; musk (Fort save or sickened for 1d6 rounds; Fort DC %1)|10+HD/2+CON|PREVARLT:CompanionAdvancement,1 DESC:Ranged touch attack, 30-ft. range, usable 2/day; musk (Fort save or nauseated for 1d3 rounds; Fort DC %1)|10+HD/2+CON|PREVARGTEQ:CompanionAdvancement,1 + +#Slithering Sundew +Constrict KEY:Slithering Sundew ~ Constrict CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.SlitheringSundewRaceTrait SOURCEPAGE:p.183 DESC:A slithering sundew deals 1d8 acid damage with a successful grapple check.|PREVARLT:CompanionAdvancement,1 DESC:A slithering sundew deals 2d6 acid damage with a successful grapple check.|PREVARGTEQ:CompanionAdvancement,1 +Natural Attack KEY:Slithering Sundew ~ Natural Attack CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.SlitheringSundewRaceTrait SOURCEPAGE:p.183 PREVARLT:CompanionAdvancement,1 NATURALATTACKS:Slam,Natural.Melee.Finesseable.Weapon.Bludgeoning,*2,1d4,SPROP=plus 1d2 acid plus grab + +#Sniper Cactus +Natural Attack KEY:Sniper Cactus ~ Natural Attack CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.SniperCactusRaceTrait SOURCEPAGE:p.183 PREVARLT:CompanionAdvancement,1 NATURALATTACKS:Thorn,Natural.Ranged.Weapon.Piercing,*1,1d8,SPROP=60-ft. range + +#Spiny Starfish +Firm Grip KEY:Spiny Starfish ~ Firm Grip CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.SpinyStarfishRaceTrait SOURCEPAGE:p.207 DESC:A spiny starfish excels at grappling prey, and it gains a +6 racial bonus on grapple checks (rather than the standard +4 bonus most creatures gain as a result of having the grab ability). +Rapid Healing KEY:Spiny Starfish ~ Rapid Healing CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.SpinyStarfishRaceTrait SOURCEPAGE:p.207 DESC:A spiny starfish heals very quickly, regaining %1 hit points each hour.|HD +Master's Bonus KEY:Spiny Starfish ~ Master's Bonus CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary SOURCEPAGE:p.207 DESC:A spiny starfish's master treats his effective character level as 4 higher to recover hit points by resting. + +#Spitting Cobra +Spit KEY:Spitting Cobra ~ Spit CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.SpittingCobraRaceTrait SOURCEPAGE:p.182 DESC:Ranged touch attack, 10-foot range, poison, usable every 2d4 rounds +Poison KEY:Spitting Cobra ~ Poison CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.SpittingCobraRaceTrait SOURCEPAGE:p.182 DESC:Spit; frequency 1 round [6]; effect blurred vision [20%% miss chance] 1 round; cure 1 save; Fort DC %1|10+HD/2+CON|PREVARLT:CompanionAdvancement,1 DESC:Spit; frequency 1 round [6]; effect blindness 1 round; cure 1 save; Fort DC %1|10+HD/2+CON.|PREVARGTEQ:CompanionAdvancement,1 + +#Suture Vine +Blood Sense KEY:Suture Vine ~ Blood Sense CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.SutureVineRaceTrait SOURCEPAGE:p.207 DESC:A suture vine can sense badly wounded creatures, including those at less than half their normal hit point total or suffering from bleed damage, as if it had the scent ability. +Seal Wound KEY:Suture Vine ~ Seal Wound CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.SutureVineRaceTrait SOURCEPAGE:p.207 DESC:A suture vine instinctively latches on to a creature that suffers from bleed damage or is at less than half its normal hit point total. When it attempts to seal wounds in this way, it must make a normal vine attack but gains attach as per the universal monster rule. If it successfully attaches to the target (dealing damage as normal), any bleed damage currently suffered by the target immediately ends. The suture vine remains attached for 24 hours, gaining nutrients from sipping at the victim's blood but never enough to cause any further damage. The vine drops off automatically once a target has no hit point damage or 24 hours have passed, whichever comes first. A suture vine can seal wounds in this manner only once per day. + +#Tardigrade (Giant) +Hardy KEY:Tardigrade (Giant) ~ Hardy CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.GiantTardigradeRaceTrait SOURCEPAGE:p.207 DESC:A giant tardigrade is able to endure extreme conditions for extended periods of time. It is unharmed by extreme cold, extreme heat, and less extreme temperatures. It takes no damage from decompression (such as in the vacuum of space) or high-pressure environments (such as in extremely deep water). + +#Tarsier +Tarsier's Leap KEY:Tarsier ~ Tarsier's Leap CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.TarsierRaceTrait SOURCEPAGE:p.207 DESC:A tarsier's long hind limbs make it an excellent leaper. A tarsier attempts Acrobatics checks to jump as though it had a running start and doesn't take a penalty on Acrobatics checks to jump from having a slow base speed. BONUS:SITUATION|Acrobatics=Jump|4|TYPE=Move.STACK + +#Termite (Giant) +Gnaw KEY:Termite (Giant) ~ Gnaw CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.GiantTermiteRaceTrait SOURCEPAGE:p.185 DESC:A giant termite's bite attack ignores hardness of 5 or less and deals an additional 1d6 acid. PREVARGTEQ:CompanionAdvancement,1 +Swarming KEY:Termite (Giant) ~ Swarming CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.GiantTermiteRaceTrait SOURCEPAGE:p.185 DESC:Two giant termites can share the same space, and if they both attack the same target, they are considered to be flanking that foe. + +#Sea Krait +Poison KEY:Sea Krait ~ Poison CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.SeaKraitRaceTrait SOURCEPAGE:p.190 DESC:Injury; Frequency 1/round for 6 rounds; Effect 1d2 Con damage; Cure 1 save; Fort DC %1|10+HD/2+CON + +#Squid (Vampire) +Photophores KEY:Squid (Vampire) ~ Photophores CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.VampireSquidRaceTrait SOURCEPAGE:p.209 DESC:Once per day as a standard action while underwater, the vampire squid can release a 15-foot cone of disorienting bioluminescent mucus from its photophores, illuminating the area with dim light. A creature within this shimmering cloud of blue light must succeed at a DC %1 Fortitude save or be dazzled for as long as it remains in the cloud and for 1 round thereafter. The cloud persists for 1d4+1 rounds.|10+HD/2+CON +Pressure Adaptation KEY:Squid (Vampire) ~ Pressure Adaptation CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.VampireSquidRaceTrait SOURCEPAGE:p.209 DESC:A vampire squid takes no pressure damage from changes in water depth. +Tentacles KEY:Squid (Vampire) ~ Tentacles CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.VampireSquidRaceTrait SOURCEPAGE:p.209 DESC:A vampire squid's tentacles all strike as a single primary attack but only to grapple. + +#Whiptail Centipede (Giant) +Poison KEY:Whiptail Centipede (Giant) ~ Poison CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.GiantWhiptailCentipedeRaceTrait SOURCEPAGE:p.185 DESC:Frequency 1 round [4]; effect 1d2 Dex damage; cure 1 save; Fort DC %1|10+HD/2+CON + +# ============================ +# Companion Magic Item Slots +# ============================ + +Avian KEY:Companion Body Type ~ Avian CATEGORY:Special Ability TYPE:SpecialQuaility SOURCEPAGE:p.176 DESC:Available Magic Item Slots; armor, belt, chest (saddle), eyes, head, headband, neck, ring, wrist; can grasp objects (including rods, staves, wands, and weapons) BONUS:SLOTS|Body|-1 BONUS:SLOTS|Feet|-2 BONUS:SLOTS|Hands|-2 BONUS:SLOTS|Shield|-1 BONUS:SLOTS|Shoulders|-1 +Biped (Claws) KEY:Companion Body Type ~ Biped (Claws) CATEGORY:Special Ability TYPE:SpecialQuaility SOURCEPAGE:p.176 DESC:Available Magic Item Slots; armor, belt, chest, eyes, head, headband, neck, ring, shoulders, wrist; can grasp objects (including rods, staves, wands, and weapons) BONUS:SLOTS|Body|-1 BONUS:SLOTS|Feet|-2 BONUS:SLOTS|Hands|-2 BONUS:SLOTS|Shield|-1 +Biped (Hands) KEY:Companion Body Type ~ Biped (Hands) CATEGORY:Special Ability TYPE:SpecialQuaility SOURCEPAGE:p.176 DESC:Available Magic Item Slots; all; can grasp objects (including rods, staves, wands, and weapons) +Piscine KEY:Companion Body Type ~ Piscine CATEGORY:Special Ability TYPE:SpecialQuaility SOURCEPAGE:p.176 DESC:Available Magic Item Slots; belt, chest (saddle), eyes BONUS:SLOTS|Armor|-1 BONUS:SLOTS|Body|-1 BONUS:SLOTS|Feet|-2 BONUS:SLOTS|Hands|-2 BONUS:SLOTS|Headband|-1 BONUS:SLOTS|Neck|-1 BONUS:SLOTS|Ring|-2 BONUS:SLOTS|Shield|-1 BONUS:SLOTS|Shoulders|-1 BONUS:SLOTS|Wrist|-2 +Quadruped (Claws) KEY:Companion Body Type ~ Quadruped (Claws) CATEGORY:Special Ability TYPE:SpecialQuaility SOURCEPAGE:p.176 DESC:Available Magic Item Slots; armor, belt (saddle), chest, eyes, head, headband, neck, shoulders, wrist BONUS:SLOTS|Body|-1 BONUS:SLOTS|Feet|-2 BONUS:SLOTS|Hands|-2 BONUS:SLOTS|Ring|-2 BONUS:SLOTS|Shield|-1 +Quadruped (Hooves) KEY:Companion Body Type ~ Quadruped (Hooves) CATEGORY:Special Ability TYPE:SpecialQuaility SOURCEPAGE:p.177 DESC:Available Magic Item Slots; armor, belt (saddle), chest, eyes, feet (horseshoes), head, headband, neck, shoulders BONUS:SLOTS|Body|-1 BONUS:SLOTS|Hands|-2 BONUS:SLOTS|Ring|-2 BONUS:SLOTS|Shield|-1 BONUS:SLOTS|Wrist|-2 +Quadruped (Short Legs) KEY:Companion Body Type ~ Quadruped (Short Legs) CATEGORY:Special Ability TYPE:SpecialQuaility SOURCEPAGE:p.177 DESC:Available Magic Item Slots; armor, eyes, head, headband, neck, shoulders BONUS:SLOTS|Belt|-1 BONUS:SLOTS|Body|-1 BONUS:SLOTS|Chest|-1 BONUS:SLOTS|Feet|-2 BONUS:SLOTS|Hands|-2 BONUS:SLOTS|Ring|-2 BONUS:SLOTS|Shield|-1 BONUS:SLOTS|Wrist|-2 +Quadruped (Other) KEY:Companion Body Type ~ Quadruped (Other) CATEGORY:Special Ability TYPE:SpecialQuaility SOURCEPAGE:p.177 DESC:Available Magic Item Slots; armor, belt (saddle), chest, eyes, head, headband, neck, shoulders BONUS:SLOTS|Body|-1 BONUS:SLOTS|Feet|-2 BONUS:SLOTS|Hands|-2 BONUS:SLOTS|Ring|-2 BONUS:SLOTS|Shield|-1 BONUS:SLOTS|Wrist|-2 +Serpentine KEY:Companion Body Type ~ Serpentine CATEGORY:Special Ability TYPE:SpecialQuaility SOURCEPAGE:p.177 DESC:Available Magic Item Slots; belt, eyes, headband BONUS:SLOTS|Armor|-1 BONUS:SLOTS|Body|-1 BONUS:SLOTS|Chest|-1 BONUS:SLOTS|Feet|-2 BONUS:SLOTS|Hands|-2 BONUS:SLOTS|Head|-1 BONUS:SLOTS|Neck|-1 BONUS:SLOTS|Ring|-2 BONUS:SLOTS|Shield|-1 BONUS:SLOTS|Shoulders|-1 BONUS:SLOTS|Wrist|-2 +Unusual (Plant and Vermin) KEY:Companion Body Type ~ Unusual (Plant and Vermin) CATEGORY:Special Ability TYPE:SpecialQuaility SOURCEPAGE:p.177 DESC:Available Magic Item Slots; belt, eyes BONUS:SLOTS|Armor|-1 BONUS:SLOTS|Body|-1 BONUS:SLOTS|Chest|-1 BONUS:SLOTS|Feet|-2 BONUS:SLOTS|Hands|-2 BONUS:SLOTS|Head|-1 BONUS:SLOTS|Headband|-1 BONUS:SLOTS|Neck|-1 BONUS:SLOTS|Ring|-2 BONUS:SLOTS|Shield|-1 BONUS:SLOTS|Shoulders|-1 BONUS:SLOTS|Wrist|-2 + +# ============================ +# Universal Monster Rules +# ============================ + +Grab KEY:Grab ~ Medium CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.AttackOption DESC:If You hit with the indicated attack, you deal normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity.|!PRERULE:1,DisplayFullAbility DESC:If you hit with the indicated attack (usually a claw or bite attack), you deal normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. You have the option to conduct the grapple normally, or simply use the part of your body you used in the grab to hold the opponent. If you choose to do the latter, you takes a -20 penalty on your CMB check to make and maintain the grapple, but do not gain the grappled condition itself. A successful hold does not deal any extra damage unless you also have the constrict special attack. If you do not constrict, each successful grapple check you make during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, you deal constriction damage as well. You receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab can only be used on creatures of size Medium or smaller.|PRERULE:1,DisplayFullAbility BONUS:VAR|CMB_Grapple|4 +Grab (One Size Larger) KEY:Grab ~ One Size Larger CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.AttackOption DESC:If You hit with the indicated attack, you deal normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity.|!PRERULE:1,DisplayFullAbility DESC:If you hit with the indicated attack (usually a claw or bite attack), you deal normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. You have the option to conduct the grapple normally, or simply use the part of your body you used in the grab to hold the opponent. If you choose to do the latter, you takes a -20 penalty on your CMB check to make and maintain the grapple, but do not gain the grappled condition itself. A successful hold does not deal any extra damage unless you also have the constrict special attack. If you do not constrict, each successful grapple check you make during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, you deal constriction damage as well. You receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. This ability can be used on creatures of up to one size category larger than yourself.|PRERULE:1,DisplayFullAbility BONUS:VAR|CMB_Grapple|4 +Pack Animal CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:Speed is never modified by encumbrance. UNENCUMBEREDMOVE:HeavyLoad +Swallow Whole (Same Size) KEY:Swallow Whole ~ Same Size CATEGORY:Special Ability TYPE:SpecialAttack.Extraordinary.AttackOption DEFINE:SwallowWholeDice|0 DEFINE:SwallowWholeDamageDie|0 DEFINE:SwallowWholeBonusDamage|0 DEFINE:SwallowWholeAC|0 DEFINE:SwallowWholeHP|0 DESC:If you begin your turn with an opponent grappled in your mouth, you can attempt a new combat maneuver check. If you succeed, you swallow your prey, and the opponent takes bite damage.|!PRERULE:1,DisplayFullAbility DESC:If you begin your turn with an opponent grappled in your mouth, you can attempt a new combat maneuver check. If you succeed, you swallow your prey, and the opponent takes bite damage. The opponent can be up to the same size category as you. Being swallowed causes a creature to take damage each round. A swallowed creature keeps the grappled condition, while you do not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 of your total hit points), or it can just try to escape the grapple. The Armor Class of your interior is normally 10 + 1/2 of your natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, you cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in your mouth, where it may be bitten or swallowed again. (%1d%2+%3, AC %4, %5 hp)|SwallowWholeDice|SwallowWholeDamageDie|SwallowWholeBonusDamage|SwallowWholeAC|SwallowWholeHP|PRERULE:1,DisplayFullAbility BONUS:VAR|SwallowWholeAC|10+(var("AC.NaturalArmor")/2) BONUS:VAR|SwallowWholeHP|HP/10 ASPECT:Ability Benefit|(%1d%2+%3, AC %4, %5 hp)|SwallowWholeDice|SwallowWholeDamageDie|SwallowWholeBonusDamage|SwallowWholeAC|SwallowWholeHP +Tremorsense (underwater only) KEY:Tremorsense (underwater only) CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary.Vision DEFINE:UnderwaterTremorsenseRange|0 DESC:Range %1 ft.; A creature with tremorsense automatically senses the location of anything that is in contact with the water and within range.If no straight path exists through the water from the creature to those that it's sensing, then the range defines the maximum distance of the shortest indirect path. It must itself be in contact with the water, and the creatures must be moving. As long as the other creatures are taking physical actions, including casting spells with somatic components, they're considered moving; they don't have to move from place to place for a creature with tremorsense to detect them.|UnderwaterTremorsenseRange ASPECT:Vision|Tremorsense %1 ft. (underwater only)|UnderwaterTremorsenseRange + +# ============================ +# Animal Companion Archetypes +# ============================ +Aberrant Companion KEY:Companion Archetype ~ Aberrant Companion CATEGORY:Archetype TYPE:Archetype.CompanionArchetype.CF_CompanionShareSpells.CF_CompanionDevotion.CF_CompanionMultiattack PRECLASS:1,Companion=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Companion Archetype ~ Aberrant Companion],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CF_CompanionShareSpells,TYPE.CF_CompanionDevotion,TYPE.CF_CompanionMultiattack] DESC:There's something oddly wrong about aberrant companions. Yet though they're touched by eldritch magic or mutated by strange influences, they are still loyal, if unnatural, allies. ABILITY:Companion Class Feature|AUTOMATIC|Aberrant Companion ~ Aberrant Skills|PREVARGTEQ:MasterLevel,1 ABILITY:Companion Class Feature|AUTOMATIC|Aberrant Companion ~ Not Quite Animal|PREVARGTEQ:MasterLevel,1 ABILITY:Companion Class Feature|AUTOMATIC|Aberrant Companion ~ Aberrant Sight|PREVARGTEQ:MasterLevel,1 ABILITY:Companion Class Feature|AUTOMATIC|Aberrant Companion ~ Alien Mind|PREVARGTEQ:MasterLevel,6 ABILITY:Companion Class Feature|AUTOMATIC|Aberrant Companion ~ Fluid Bones|PREVARGTEQ:MasterLevel,9 COST:0 SOURCEPAGE:p.186 ASPECT:Archetype Base Class|Companion +Ambusher KEY:Companion Archetype ~ Ambusher CATEGORY:Archetype TYPE:Archetype.CompanionArchetype.CF_CompanionShareSpells.CF_CompanionDevotion.CF_CompanionMultiattack.CF_CompanionEvasion.CF_CompanionImprovedEvasion PRECLASS:1,Companion=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Companion Archetype ~ Ambusher],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CF_CompanionShareSpells,TYPE.CF_CompanionEvasion,TYPE.CF_CompanionImprovedEvasion,TYPE.CF_CompanionDevotion,TYPE.CF_CompanionMultiattack] DESC:Ambushers sneak up on unsuspecting prey, pouncing on targets when they least expect it. ABILITY:Companion Class Feature|AUTOMATIC|Ambusher ~ Camouflage|PREVARGTEQ:MasterLevel,1 ABILITY:Companion Class Feature|AUTOMATIC|Ambusher ~ Cunning Ambusher|PREVARGTEQ:MasterLevel,3 COST:0 SOURCEPAGE:p.186 ASPECT:Archetype Base Class|Companion +Augmented Companion KEY:Companion Archetype ~ Augmented Companion CATEGORY:Archetype TYPE:Archetype.CompanionArchetype.CF_CompanionShareSpells.CF_CompanionDevotion PRECLASS:1,Companion=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Companion Archetype ~ Augmented Companion],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CF_CompanionShareSpells,TYPE.CF_CompanionDevotion] DESC:Augmented companions have suffered an injury, such as the loss of a wing, and parts of their bodies have been replaced by a master construct crafter. This procedure grants them unusual abilities. ABILITY:Companion Class Feature|AUTOMATIC|Augmented Companion ~ Not Quite Animal|PREVARGTEQ:MasterLevel,1 ABILITY:Companion Class Feature|AUTOMATIC|Augmented Companion ~ Augmented Body|PREVARGTEQ:MasterLevel,1 ABILITY:Companion Class Feature|AUTOMATIC|Augmented Companion ~ Augmented Sight|PREVARGTEQ:MasterLevel,1 ABILITY:Companion Class Feature|AUTOMATIC|Augmented Companion ~ Constructed Form|PREVARGTEQ:MasterLevel,6 COST:0 SOURCEPAGE:p.186 ASPECT:Archetype Base Class|Companion +Auspice KEY:Companion Archetype ~ Auspice CATEGORY:Archetype TYPE:Archetype.CompanionArchetype.CF_CompanionShareSpells.CF_CompanionEvasion.CF_CompanionImprovedEvasion PRECLASS:1,Companion=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Companion Archetype ~ Auspice],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CF_CompanionShareSpells,TYPE.CF_CompanionEvasion,TYPE.CF_CompanionImprovedEvasion] DESC:Auspices were born with a birthmark or other feature that seems to be in the shape of their master's deity's holy symbol; they are usually animal sacred to that deity's religion. ABILITY:Companion Class Feature|AUTOMATIC|Auspice ~ Aligned|PREVARGTEQ:MasterLevel,1 ABILITY:Companion Class Feature|AUTOMATIC|Auspice ~ Auspicious Boon|PREVARGTEQ:MasterLevel,1 ABILITY:Companion Class Feature|AUTOMATIC|Auspice ~ Aligned Strike|PREVARGTEQ:MasterLevel,15 COST:0 SOURCEPAGE:p.187 ASPECT:Archetype Base Class|Companion +Bodyguard KEY:Companion Archetype ~ Bodyguard CATEGORY:Archetype TYPE:Archetype.CompanionArchetype.CF_CompanionShareSpells.CF_CompanionAnimalFeats.CF_CompanionMultiattack.CF_CompanionEvasion.CF_CompanionImprovedEvasion PRECLASS:1,Companion=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Companion Archetype ~ Bodyguard],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CF_CompanionAnimalFeats,TYPE.CF_CompanionShareSpells,TYPE.CF_CompanionEvasion,TYPE.CF_CompanionMultiattack,TYPE.CF_CompanionImprovedEvasion] DESC:Some companions live lives of faithful devotion and steady vigilance, standing watch through long hours and always ready to leap into action to protect their master. ABILITY:Companion Class Feature|AUTOMATIC|Bodyguard ~ Animal Feats|PREVARGTEQ:MasterLevel,1 ABILITY:Companion Class Feature|AUTOMATIC|Bodyguard ~ Shared Vigilance|PREVARGTEQ:MasterLevel,1 ABILITY:Companion Class Feature|AUTOMATIC|Bodyguard ~ Tenacious Guardian|PREVARGTEQ:MasterLevel,3 ABILITY:Companion Class Feature|AUTOMATIC|Bodyguard ~ Uncanny Dodge|PREVARGTEQ:MasterLevel,9 ABILITY:Companion Class Feature|AUTOMATIC|Bodyguard ~ Greater Tenacity|PREVARGTEQ:MasterLevel,15 COST:0 SOURCEPAGE:p.187 ASPECT:Archetype Base Class|Companion +Bully KEY:Companion Archetype ~ Bully CATEGORY:Archetype TYPE:Archetype.CompanionArchetype.CF_CompanionShareSpells.CF_CompanionMultiattack PRECLASS:1,Companion=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Companion Archetype ~ Bully],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CF_CompanionShareSpells,TYPE.CF_CompanionMultiattack] DESC:Bigger than others of its kind, a bully is used to winning fights and displays of dominance for its choice of mates, territory, or other privileges. ABILITY:Companion Class Feature|AUTOMATIC|Bully ~ Bully Feats|PREVARGTEQ:MasterLevel,1 ABILITY:Companion Class Feature|AUTOMATIC|Bully ~ Bullying Thrill|PREVARGTEQ:MasterLevel,9 COST:0 SOURCEPAGE:p.187 ASPECT:Archetype Base Class|Companion +Daredevil KEY:Companion Archetype ~ Daredevil CATEGORY:Archetype TYPE:Archetype.CompanionArchetype.CF_CompanionShareSpells.CF_CompanionDevotion.CF_CompanionMultiattack PRECLASS:1,Companion=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Companion Archetype ~ Daredevil],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CF_CompanionShareSpells,TYPE.CF_CompanionDevotion,TYPE.CF_CompanionMultiattack] DESC:Daredevil companions join the fray with graceful leaps or swooping dives, heedless of the danger. ABILITY:Companion Class Feature|AUTOMATIC|Daredevil ~ Artful Acrobat|PREVARGTEQ:MasterLevel,1 ABILITY:Companion Class Feature|AUTOMATIC|Daredevil ~ Uncanny Dodge|PREVARGTEQ:MasterLevel,6 ABILITY:Companion Class Feature|AUTOMATIC|Daredevil ~ Devil May Care|PREVARGTEQ:MasterLevel,9 COST:0 SOURCEPAGE:p.187 ASPECT:Archetype Base Class|Companion +Deathtouched Companion KEY:Companion Archetype ~ Deathtouched Companion CATEGORY:Archetype TYPE:Archetype.CompanionArchetype.CF_CompanionShareSpells.CF_CompanionDevotion PRECLASS:1,Companion=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Companion Archetype ~ Deathtouched Companion],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CF_CompanionShareSpells,TYPE.CF_CompanionDevotion] DESC:Whether the result of a partially successful attempt at revival, a strange blight, or repeated exposure to undead, deathtouched companions are living animals with a trace of the undead, somewhat like dhampirs. ABILITY:Companion Class Feature|AUTOMATIC|Deathtouched Companion ~ Deathtouched Skills|PREVARGTEQ:MasterLevel,1 ABILITY:Companion Class Feature|AUTOMATIC|Deathtouched Companion ~ Not Quite Animal|PREVARGTEQ:MasterLevel,1 ABILITY:Companion Class Feature|AUTOMATIC|Deathtouched Companion ~ Dead Sight|PREVARGTEQ:MasterLevel,1 ABILITY:Companion Class Feature|AUTOMATIC|Deathtouched Companion ~ Negative Energy Affinity|PREVARGTEQ:MasterLevel,1 ABILITY:Companion Class Feature|AUTOMATIC|Deathtouched Companion ~ One Foot in the Grave|PREVARGTEQ:MasterLevel,6 COST:0 SOURCEPAGE:p.187 ASPECT:Archetype Base Class|Companion +Draconic Companion KEY:Companion Archetype ~ Draconic Companion CATEGORY:Archetype TYPE:Archetype.CompanionArchetype.CF_CompanionShareSpells.CF_CompanionDevotion.CF_CompanionMultiattack.CF_CompanionEvasion.CF_CompanionImprovedEvasion PRECLASS:1,Companion=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Companion Archetype ~ Draconic Companion],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CF_CompanionShareSpells,TYPE.CF_CompanionEvasion,TYPE.CF_CompanionDevotion,TYPE.CF_CompanionMultiattack,TYPE.CF_CompanionImprovedEvasion] DESC:Draconic companions bear a faint trace of dragon blood that grants them special abilities. ABILITY:Companion Class Feature|AUTOMATIC|Draconic Companion ~ Draconic Skills|PREVARGTEQ:MasterLevel,1 ABILITY:Companion Class Feature|AUTOMATIC|Draconic Companion ~ Not Quite Animal|PREVARGTEQ:MasterLevel,1 ABILITY:Companion Class Feature|AUTOMATIC|Draconic Companion ~ Draconic Sight|PREVARGTEQ:MasterLevel,1 ABILITY:Companion Class Feature|AUTOMATIC|Draconic Companion ~ Draconic Resistance|PREVARGTEQ:MasterLevel,3 ABILITY:Companion Class Feature|AUTOMATIC|Draconic Companion ~ Improved Draconic Resistance|PREVARGTEQ:MasterLevel,6 ABILITY:Companion Class Feature|AUTOMATIC|Draconic Companion ~ Breath Weapon Choice|PREVARGTEQ:MasterLevel,9 COST:0 SOURCEPAGE:p.188 ASPECT:Archetype Base Class|Companion +Feytouched Companion KEY:Companion Archetype ~ Feytouched Companion CATEGORY:Archetype TYPE:Archetype.CompanionArchetype.CF_CompanionShareSpells.CF_CompanionDevotion.CF_CompanionMultiattack.CF_CompanionEvasion.CF_CompanionImprovedEvasion.CF_CompanionAdvancement PRESIZEEQ:S PRECLASS:1,Companion=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Companion Archetype ~ Feytouched Companion],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CF_CompanionShareSpells,TYPE.CF_CompanionEvasion,TYPE.CF_CompanionDevotion,TYPE.CF_CompanionMultiattack,TYPE.CF_CompanionImprovedEvasion,TYPE.CF_CompanionAdvancement] DESC:Feytouched companions are strangely colored fauna native to the First World, the primal realm of the fey. They gain strange abilities tied to the fey. ABILITY:Companion Class Feature|AUTOMATIC|Feytouched Companion ~ Feytouched Skills|PREVARGTEQ:MasterLevel,1 ABILITY:Companion Class Feature|AUTOMATIC|Feytouched Companion ~ Not Quite Animal|PREVARGTEQ:MasterLevel,1 ABILITY:Companion Class Feature|AUTOMATIC|Feytouched Companion ~ Fey Magic|PREVARGTEQ:MasterLevel,1 ABILITY:Companion Class Feature|AUTOMATIC|Feytouched Companion ~ Iron Bane|PREVARGTEQ:MasterLevel,3 COST:0 SOURCEPAGE:p.188 ASPECT:Archetype Base Class|Companion +Precocious Companion KEY:Companion Archetype ~ Precocious Companion CATEGORY:Archetype TYPE:Archetype.CompanionArchetype.CF_CompanionEvasion.CF_CompanionImprovedEvasion.CF_CompanionAdvancement PRECLASS:1,Companion=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Companion Archetype ~ Precocious Companion],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CF_CompanionEvasion,TYPE.CF_CompanionImprovedEvasion,TYPE.CF_CompanionAdvancement] DESC:Precocious companions are able to learn far more tricks than other companions; this ability to learn allows their masters to use them for a wider variety of tasks. ABILITY:Companion Class Feature|AUTOMATIC|Precocious Companion ~ Expanded Tricks|PREVARGTEQ:MasterLevel,3 COST:0 SOURCEPAGE:p.188 ASPECT:Archetype Base Class|Companion +Racer KEY:Companion Archetype ~ Racer CATEGORY:Archetype TYPE:Archetype.CompanionArchetype.CF_CompanionShareSpells.CF_CompanionDevotion.CF_CompanionAnimalFeats PRECLASS:1,Companion=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Companion Archetype ~ Racer],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CF_CompanionAnimalFeats,TYPE.CF_CompanionShareSpells,TYPE.CF_CompanionDevotion] DESC:Some companions have uncanny speed, providing their masters with swift transport. ABILITY:Companion Class Feature|AUTOMATIC|Racer ~ Animal Feats|PRECLASS:1,Companion=1|PREVARGTEQ:MasterLevel,1 ABILITY:Companion Class Feature|AUTOMATIC|Racer ~ Fast Movement|PRECLASS:1,Companion=1|PREVARGTEQ:MasterLevel,1 ABILITY:Companion Class Feature|AUTOMATIC|Racer ~ Sprint|PRECLASS:1,Companion=1|PREVARGTEQ:MasterLevel,6 COST:0 SOURCEPAGE:p.188 ASPECT:Archetype Base Class|Companion +Totem Guide KEY:Companion Archetype ~ Totem Guide CATEGORY:Archetype TYPE:Archetype.CompanionArchetype.CF_CompanionDevotion.CF_CompanionMultiattack.CF_CompanionEvasion.CF_CompanionImprovedEvasion PRECLASS:1,Companion=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Companion Archetype ~ Totem Guide],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CF_CompanionEvasion,TYPE.CF_CompanionDevotion,TYPE.CF_CompanionMultiattack,TYPE.CF_CompanionImprovedEvasion] DESC:Totem guides embody the wisdom and spirituality of the natural world, providing guidance as well as aid in combat. Once a totem guide is chosen, a character may replace the companion if it is slain but may not choose a different kind of totem guide. ABILITY:Companion Class Feature|AUTOMATIC|Totem Guide ~ Spiritual Guidance|PRECLASS:1,Companion=1|PREVARGTEQ:MasterLevel,3 ABILITY:Companion Class Feature|AUTOMATIC|Totem Guide ~ Beast Speech|PRECLASS:1,Companion=1|PREVARGTEQ:MasterLevel,6 ABILITY:Companion Class Feature|AUTOMATIC|Totem Guide ~ Eldritch Claws|PRECLASS:1,Companion=1|PREVARGTEQ:MasterLevel,9 ABILITY:Companion Class Feature|AUTOMATIC|Totem Guide ~ Ghost Guardian|PRECLASS:1,Companion=1|PREVARGTEQ:MasterLevel,15 COST:0 SOURCEPAGE:p.189 ASPECT:Archetype Base Class|Companion +Tracker KEY:Companion Archetype ~ Tracker CATEGORY:Archetype TYPE:Archetype.CompanionArchetype.CF_CompanionShareSpells.CF_CompanionDevotion PREABILITY:1,CATEGORY=Special Ability,Scent PRECLASS:1,Companion=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Companion Archetype ~ Tracker],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CF_CompanionShareSpells,TYPE.CF_CompanionDevotion] DESC:Some companions are expert trackers, able to use their scent ability to follow any trail. ABILITY:Companion Class Feature|AUTOMATIC|Tracker ~ Tracker Skills|PREVARGTEQ:MasterLevel,1 ABILITY:Companion Class Feature|AUTOMATIC|Tracker ~ Expert Tracker|PREVARGTEQ:MasterLevel,1 COST:0 SOURCEPAGE:p.189 ASPECT:Archetype Base Class|Companion +Verdant Companion KEY:Companion Archetype ~ Verdant Companion CATEGORY:Archetype TYPE:Archetype.CompanionArchetype.CF_CompanionShareSpells.CF_CompanionDevotion.CF_CompanionEvasion.CF_CompanionImprovedEvasion PRECLASS:1,Companion=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Companion Archetype ~ Verdant Companion],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CF_CompanionShareSpells,TYPE.CF_CompanionDevotion,TYPE.CF_CompanionEvasion,TYPE.CF_CompanionImprovedEvasion] DESC:Favorites of druids who balance their responsibilities between flora and fauna, verdant companions are animals with some of the abilities and physical aspects of plants. ABILITY:Companion Class Feature|AUTOMATIC|Verdant Companion ~ Not Quite Animal|PREVARGTEQ:MasterLevel,1 ABILITY:Companion Class Feature|AUTOMATIC|Verdant Companion ~ Photosynthesis|PREVARGTEQ:MasterLevel,1 ABILITY:Companion Class Feature|AUTOMATIC|Verdant Companion ~ Verdant Resistance|PREVARGTEQ:MasterLevel,1 COST:0 SOURCEPAGE:p.189 ASPECT:Archetype Base Class|Companion +Wrecker KEY:Companion Archetype ~ Wrecker CATEGORY:Archetype TYPE:Archetype.CompanionArchetype.CF_CompanionShareSpells.CF_CompanionMultiattack PRECLASS:1,Companion=1 PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Companion Archetype ~ Wrecker],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CF_CompanionShareSpells,TYPE.CF_CompanionMultiattack] DESC:Like unruly pets, some companions have a tendency to destroy nearby objects while unsupervised, and their masters can channel these destructive impulses into an advantage in battle. ABILITY:Companion Class Feature|AUTOMATIC|Wrecker ~ Wrecker Feats|PREVARGTEQ:MasterLevel,1 ABILITY:Companion Class Feature|AUTOMATIC|Wrecker ~ Destructive Wrecker|PREVARGTEQ:MasterLevel,1 COST:0 SOURCEPAGE:p.189 ASPECT:Archetype Base Class|Companion + +#Aberrant Companion +Aberrant Skills KEY:Aberrant Companion ~ Aberrant Skills CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality CSKILL:Escape Artist|Intimidate +Not Quite Animal KEY:Aberrant Companion ~ Not Quite Animal CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality SOURCEPAGE:p.186 DESC:The DC to use Handle Animal on an aberrant companion is 5 higher, as if it were a nonanimal with an Intelligence score of 1 or 2. +Aberrant Sight KEY:Aberrant Companion ~ Aberrant Sight CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary BONUS:VAR|DarkvisionRange|60|TYPE=Base +Alien Mind KEY:Aberrant Companion ~ Alien Mind CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary SOURCEPAGE:p.186 DESC:An aberrant companion is immune to mind-affecting effects that specifically target animals, such as charm animal. Anyone who attempts to use such an effect against it takes 1d4 points of Wisdom damage (Will DC 20 half). +Fluid Bones KEY:Aberrant Companion ~ Fluid Bones CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary SOURCEPAGE:p.186 DESC:An aberrant companion gains compression as per the universal monster rule, though it can use the ability while carrying a rider only if the rider has compression. BONUS:COMBAT|AC|-2|TYPE=NaturalArmor.STACK + +#Ambusher +Camouflage KEY:Ambusher ~ Camouflage CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary SOURCEPAGE:p.186 DESC:An ambusher gains a +4 racial bonus on Stealth checks in its natural environment (if this is unclear, use the environment in its Bestiary entry). DESC:An ambusher can use the Stealth skill to hide in its natural environment, even if the environment doesn't grant cover or concealment.|PREVARGTEQ:MasterLevel,15 +Cunning Ambusher KEY:Ambusher ~ Cunning Ambusher CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary SOURCEPAGE:p.186 DESC:An ambusher gains uncanny dodge. DESC:An ambusher gains a +2 racial bonus on initiative checks, and during the surprise round, opponents are always considered flat-footed against the ambusher's attacks, even if they have already acted.|PREVARGTEQ:MasterLevel,6 DESC:An ambusher gains a +2 morale bonus on attack and damage rolls during a surprise round.|PREVARGTEQ:MasterLevel,9 ABILITY:Special Ability|AUTOMATIC|Retain Dex To AC ~ Flat-footed|Uncanny Dodge BONUS:COMBAT|INITIATIVE|2|TYPE=Racial|PREVARGTEQ:MasterLevel,6 + +#Augmented Companion +Not Quite Animal KEY:Augmented Companion ~ Not Quite Animal CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality SOURCEPAGE:p.186 DESC:The DC to use Handle Animal on an augmented companion is 5 higher, as if it were a nonanimal with an Intelligence score of 1 or 2. +Augmented Body KEY:Augmented Companion ~ Augmented Body CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary SOURCEPAGE:p.186 DESC:An augmented companion heals only half as much as normal from positive energy healing effects but also heals half the usual amount from effects that specifically heal constructs. +Augmented Sight KEY:Augmented Companion ~ Augmented Sight CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|DarkvisionRange|60|TYPE=Base +Constructed Form KEY:Augmented Companion ~ Constructed Form CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary SOURCEPAGE:p.186 DESC:An augmented companion gains a +4 morale bonus on Fortitude saves against effects that could not normally affect objects or constructs, and it takes only half damage from bleed effects. However, it can be affected by attacks that specifically target constructs. + +#Auspice +Aligned KEY:Auspice ~ Aligned CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary SOURCEPAGE:p.187 DESC:Even though an auspice is an animal, its connection to its associated deity allows it to be chaotic neutral, lawful neutral, neutral evil, or neutral good, whichever is closest to the deity's alignment, or it can remain true neutral. KIT:1|CN|LN|NE|NG|TN +Auspicious Boon KEY:Auspice ~ Auspicious Boon CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality.SpellLike.Supernatural SOURCEPAGE:p.187 DESC:[NOT IMPLEMENTED] The auspice can cast guidance as a spell-like ability at will as a full-round action. DESC: The auspice can access a spark of its associated deity's favor. Choose one of that deity's domains that grants a 1st-level domain power usable a number of times per day equal to 3 + the user's Wisdom modifier. The auspice can use that power once per day.|PREVARGTEQ:MasterLevel,3 +Aligned Strike KEY:Auspice ~ Aligned Strike CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary SOURCEPAGE:p.187 DESC:An auspice's attacks count as chaotic, evil, good, or lawful (whichever matches its alignment) for the purpose of overcoming damage reduction, unless the auspice is true neutral. + +#Bodyguard +Animal Feats KEY:Bodyguard ~ Animal Feats CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality SOURCEPAGE:p.187 DESC:In addition to the standard animal companion feats, a bodyguard may select Bodyguard, Combat Patrol, Heroic Defiance, Heroic Recovery, and In Harm's Way. BONUS:VAR|AllowCompanionFeatBodyguard,AllowCompanionFeatCombatPatrol,AllowCompanionFeatHeroicDefiance,AllowCompanionFeatHeroicRecovery,AllowCompanionFeatInHarmsWay|1 +Shared Vigilance KEY:Bodyguard ~ Shared Vigilance CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary SOURCEPAGE:p.187 DESC:A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent. +Tenacious Guardian KEY:Bodyguard ~ Tenacious Guardian CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary SOURCEPAGE:p.187 DESC:A bodyguard can always act in a surprise round (though it remains flat-footed until it acts). As long as its master is adjacent, a bodyguard remains conscious (though it becomes staggered) when its hit points fall below 0. While below 0 hit points, the bodyguard loses 1 hit point per round but gains a +2 morale bonus on attack rolls, saving throws, and skill checks, dying only if its hit points reach a negative total equal to its Constitution score plus its master's class level. +Uncanny Dodge KEY:Bodyguard ~ Uncanny Dodge CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary SOURCEPAGE:p.187 DESC:A bodyguard gains uncanny dodge, as per the rogue class feature of the same name. ABILITY:Special Ability|AUTOMATIC|Retain Dex To AC ~ Flat-footed ABILITY:Special Ability|AUTOMATIC|Uncanny Dodge +Greater Tenacity KEY:Bodyguard ~ Greater Tenacity CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary SOURCEPAGE:p.187 DESC:A bodyguard with fewer than 0 hit points gains a +4 morale bonus on attack rolls, saving throws, and skill checks; immunity to fear effects; and temporary hit points equal to its master's class level (maximum 20). It dies only if its hit points reach a negative total equal to twice its Constitution score + its master's class level. + +#Bully +Bully Feats KEY:Bully ~ Bully Feats CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality SOURCEPAGE:p.187 DESC:In addition to the standard feats available to animal companions, a bully can select Greater Bull Rush, Greater Overrun, Greater Reposition APG , Greater Trip, Improved Reposition, and Improved Trip. It can use Power Attack instead of Combat Expertise as a prerequisite to qualify for feats on this list. BONUS:VAR|AllowCompanionFeatGreaterBullRush,AllowCompanionFeatGreaterOverrun,AllowCompanionFeatGreaterReposition,AllowCompanionFeatGreaterTrip,AllowCompanionFeatImprovedReposition,AllowCompanionFeatImprovedTrip|1 +Bullying Thrill KEY:Bully ~ Bullying Thrill CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary SOURCEPAGE:p.187 DESC:Whenever a bully succeeds at a bull rush, overrun, reposition, or trip combat maneuver check, after fully resolving the combat maneuver, it gains a +2 morale bonus on attack and damage rolls until the end of its next turn. + +#Daredevil +Artful Acrobat KEY:Daredevil ~ Artful Acrobat CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary SOURCEPAGE:p.187 DESC:A daredevil gains a competence bonus on Acrobatics checks equal to half its Hit Dice. BONUS:SKILL|Acrobatics|HD/2|TYPE=Competence +Uncanny Dodge KEY:Daredevil ~ Uncanny Dodge CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary SOURCEPAGE:p.187 DESC:A daredevil gains Mobility as a bonus feat without needing to meet the prerequisites. If it already has Mobility, it gains Spring Attack instead. ABILITY:FEAT|VIRTUAL|Mobility|!PREABILITY:1,CATEGORY=Special Ability,Animal Companion Feat ~ Mobility ABILITY:FEAT|VIRTUAL|Spring Attack|PREABILITY:1,CATEGORY=Special Ability,Animal Companion Feat ~ Mobility +Devil May Care KEY:Daredevil ~ Devil May Care CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary SOURCEPAGE:p.187 DESC:A daredevil can't be flanked. + +#Deathtouched Companion +Deathtouched Skills KEY:Deathtouched Companion ~ Deathtouched Skills CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality CSKILL:Intimidate +Not Quite Animal KEY:Deathtouched Companion ~ Not Quite Animal CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality SOURCEPAGE:p.187 DESC:The DC to use Handle Animal on a deathtouched companion is 5 higher, as if it were a nonanimal with an Intelligence score of 1 or 2. It doesn't count as an animal for the purpose of an undead's unnatural aura. +Dead Sight KEY:Deathtouched Companion ~ Dead Sight CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary BONUS:VAR|DarkvisionRange|60|TYPE=Base +Negative Energy Affinity KEY:Deathtouched Companion ~ Negative Energy Affinity CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary SOURCEPAGE:p.187 DESC:Though a living creature, a deathtouched companion reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it. +One Foot in the Grave KEY:Deathtouched Companion ~ One Foot in the Grave CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary SOURCEPAGE:p.187 DESC:A deathtouched companion gains a +4 morale bonus on Fortitude saves against effects that could not normally affect objects or undead, and it takes only half damage from bleed effects. However, it can be affected by attacks that specifically target undead, such as halt undead. + +#Draconic Companion +Draconic Skills KEY:Draconic Companion ~ Draconic Skills CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality CSKILL:Intimidate +Not Quite Animal KEY:Draconic Companion ~ Not Quite Animal CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality SOURCEPAGE:p.188 DESC:The DC to use Handle Animal on a draconic companion is 5 higher, as if it were a nonanimal with an Intelligence score of 1 or 2. +Draconic Sight KEY:Draconic Companion ~ Draconic Sight CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|DarkvisionRange|60|TYPE=Base +Draconic Resistance KEY:Draconic Companion ~ Draconic Resistance CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary SOURCEPAGE:p.188 DESC:Choose acid, cold, electricity, or fire, based on the draconic companion's draconic ancestor. The draconic companion gains resistance against the chosen energy type, as well as a +2 racial bonus on saves against paralysis and sleep. DEFINE:DraconicCompanionResistanceBonus|0 BONUS:VAR|DraconicCompanionResistanceBonus|5 BONUS:ABILITYPOOL|Draconic Companion Resistance Choice|1 ASPECT:SaveBonus|+2 on saves vs. paralysis and sleep|PREVARLT:MasterLevel,6 +Improved Draconic Resistance KEY:Draconic Companion ~ Improved Draconic Resistance CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary SOURCEPAGE:p.188 DESC:A draconic companion becomes immune to paralysis and sleep.|DraconicCompanionResistanceBonus BONUS:VAR|DraconicCompanionResistanceBonus|5 BONUS:VAR|DraconicCompanionResistanceBonus|10|PREVARGTEQ:MasterLevel,15 ABILITY:Special Ability|AUTOMATIC|Immunity to Paralysis|Immunity to Sleep +Breath Weapon Choice KEY:Draconic Companion ~ Breath Weapon Choice CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality BONUS:ABILITYPOOL|Draconic Companion Breath Weapon Shape|1 + +Acid Resistance KEY:Draconic Companion ~ Acid Resistance CATEGORY:Special Ability TYPE:DraconicCompanionResistance DEFINE:DraconicCompanionAcidAffinity|0 SOURCEPAGE:p.188 DESC:The draconic companion has acid resistance %1.|DraconicCompanionResistanceBonus BONUS:VAR|AcidResistanceBonus|DraconicCompanionResistanceBonus|TYPE=Resistance BONUS:VAR|DraconicCompanionAcidAffinity|1 +Cold Resistance KEY:Draconic Companion ~ Cold Resistance CATEGORY:Special Ability TYPE:DraconicCompanionResistance DEFINE:DraconicCompanionColdAffinity|0 SOURCEPAGE:p.188 DESC:The draconic companion has cold resistance %1.|DraconicCompanionResistanceBonus BONUS:VAR|ColdResistanceBonus|DraconicCompanionResistanceBonus|TYPE=Resistance BONUS:VAR|DraconicCompanionColdAffinity|1 +Electricity Resistance KEY:Draconic Companion ~ Electricity Resistance CATEGORY:Special Ability TYPE:DraconicCompanionResistance DEFINE:DraconicCompanionElectricityAffinity|0 SOURCEPAGE:p.188 DESC:The draconic companion has electricity resistance %1.|DraconicCompanionResistanceBonus BONUS:VAR|ElectricityResistanceBonus|DraconicCompanionResistanceBonus|TYPE=Resistance BONUS:VAR|DraconicCompanionElectricityAffinity|1 +Fire Resistance KEY:Draconic Companion ~ Fire Resistance CATEGORY:Special Ability TYPE:DraconicCompanionResistance DEFINE:DraconicCompanionFireAffinity|0 SOURCEPAGE:p.188 DESC:The draconic companion has fire resistance %1.|DraconicCompanionResistanceBonus BONUS:VAR|FireResistanceBonus|DraconicCompanionResistanceBonus|TYPE=Resistance BONUS:VAR|DraconicCompanionFireAffinity|1 +Breath Weapon KEY:Draconic Companion ~ Breath Weapon ~ Cone CATEGORY:Special Ability TYPE:DraconicCompanionBreathWeaponShape.SpecialQuality.Extraordinary SOURCEPAGE:p.188 DESC:A draconic companion gains a breath weapon that deals %1d6 points of|HD DESC:acid|PREVARGTEQ:DraconicCompanionAcidAffinity,1 DESC:cold|PREVARGTEQ:DraconicCompanionColdAffinity,1 DESC:electricity|PREVARGTEQ:DraconicCompanionElectricityAffinity,1 DESC:fire|PREVARGTEQ:DraconicCompanionFireAffinity,1 DESC:damage in a 30-foot cone. This is usable DESC:once per day.|PREVARLT:MasterLevel,15 DESC:three times per day, but it must wait 1d4 rounds between uses.|PREVARGTEQ:MasterLevel,15 DESC:Targets of this breath weapon can attempt a Reflex save (DC %1) for half damage.|10+HD/2+CON +Breath Weapon KEY:Draconic Companion ~ Breath Weapon ~ Line CATEGORY:Special Ability TYPE:DraconicCompanionBreathWeaponShape.SpecialQuality.Extraordinary SOURCEPAGE:p.188 DESC:A draconic companion gains a breath weapon that deals %1d6 points of|HD DESC:acid|PREVARGTEQ:DraconicCompanionAcidAffinity,1 DESC:cold|PREVARGTEQ:DraconicCompanionColdAffinity,1 DESC:electricity|PREVARGTEQ:DraconicCompanionElectricityAffinity,1 DESC:fire|PREVARGTEQ:DraconicCompanionFireAffinity,1 DESC:damage in a 60-foot line. This is usable DESC:once per day.|PREVARLT:MasterLevel,15 DESC:three times per day, but it must wait 1d4 rounds between uses.|PREVARGTEQ:MasterLevel,15 DESC:Targets of this breath weapon can attempt a Reflex save (DC %1) for half damage.|10+HD/2+CON + +#Feytouched Companion +Feytouched Skills KEY:Feytouched Companion ~ Feytouched Skills CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality CSKILL:TYPE.Perform +Not Quite Animal KEY:Feytouched Companion ~ Not Quite Animal CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality SOURCEPAGE:p.188 DESC:The DC to use Handle Animal on a feytouched companion is 5 higher, as if it were a nonanimal with an Intelligence score of 1 or 2. +Fey Magic KEY:Feytouched Companion ~ Fey Magic CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality.SpellLike SOURCEPAGE:p.188 DESC:A feytouched companion can cast dancing lights at will as a spell-like ability as a full-round action. DESC:A feytouched companion can ready an action for its master's spellcasting while adjacent to its master, to allow its master to spontaneously cast one of the following spells by sacrificing a spell slot of equal or higher level: faerie fire (1st), glitterdust (2nd), deep slumber (3rd), major image (4th), confusion (5th), feeblemind (7th), mislead (8th). A feytouched companion's master can cast each of the spells on the list only once each day in this way.|PREVARGTEQ:MasterLevel,3 SPELLS:Innate|TIMES=ATWILL|CASTERLEVEL=TL|Dancing Lights +Iron Bane KEY:Feytouched Companion ~ Iron Bane CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary SOURCEPAGE:p.188 DESC:A feytouched companion gains damage reduction %1/cold iron. Any creature holding or wearing an item made out of cold iron takes a –10 penalty on Handle Animal checks to handle the feytouched companion.|FeytouchedCompanionDR DEFINE:FeytouchedCompanionDR|0 DR:FeytouchedCompanionDR/Cold Iron BONUS:VAR|FeytouchedCompanionDR|MasterLevel/3 + +Feytouched Companion Advancement CATEGORY:Special Ability TYPE:CompChoice VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Archetype,Companion Archetype ~ Feytouched Companion BONUS:STAT|STR,DEX,CON|2|TYPE=Racial + +#Precocious Companion +Expanded Tricks KEY:Precocious Companion ~ Expanded Tricks CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary SOURCEPAGE:p.188 DESC:A precocious companion gains twice as many bonus tricks as normal for an animal companion. A hunter's animal companion can't use the additional bonus tricks to learn hunter's tricks. DESC:The DC of the Handle Animal check to push a precocious companion to perform an unlearned trick is only 15, instead of 25.|PREVARGTEQ:MasterLevel,15 DEFINE:PrecociousCompanionBonusTricks|0 BONUS:VAR|PrecociousCompanionBonusTricks|BonusTricks BONUS:ABILITYPOOL|Animal Trick|PrecociousCompanionBonusTricks + +Precocious Companion Advancement CATEGORY:Special Ability TYPE:CompChoice VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Archetype,Companion Archetype ~ Precocious Companion BONUS:STAT|INT|2|TYPE=Racial BONUS:STAT|WIS,CHA|4|TYPE=Racial + +#Racer +Animal Feats KEY:Racer ~ Animal Feats CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality SOURCEPAGE:p.188 DESC:In addition to the standard feats available to animal companions, a racer can select Acrobatic Steps, Charge Through, Improved Lightning Reflexes, Lightning Stance, Nimble Moves, and Wind Stance. BONUS:VAR|AllowCompanionFeatAcrobaticSteps,AllowCompanionFeatChargeThrough,AllowCompanionFeatImprovedLightningReflexes,AllowCompanionFeatLightningStance,AllowCompanionFeatNimbleMoves,AllowCompanionFeatWindStance|1 +Fast Movement KEY:Racer ~ Fast Movement CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary SOURCEPAGE:p.188 DESC:A racer's speed is 10 feet greater than typical animals of its kind when wearing no armor and carrying a light load. BONUS:MOVEADD|TYPE.Walk|10|PREVARLT:ENCUMBERANCE,1,var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.LIGHT]"),1 +Sprint KEY:Racer ~ Sprint CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary SOURCEPAGE:p.188 DESC:Once per hour a racer can move at 10 times its normal speed when it makes a charge or uses the run action. + +#Totem Guide +Spiritual Guidance KEY:Totem Guide ~ Spiritual Guidance CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality.SpellLike SOURCEPAGE:p.189 DESC:A totem guide can use guidance as a spell-like ability at will as a full-round action, targeting itself or its master. In addition, a totem guide's master can spontaneously cast the following spells while adjacent to the totem guide by sacrificing a spell slot of equal or higher level: detect animals or plants (1st), augury (2nd), helping hand (3rd), divination (4th), commune with nature (5th), and find the path (6th). The totem guide serves as a divine focus for these spells, but costly material components must still be provided. SPELLS:Innate|TIMES=ATWILL|CASTERLEVEL=TL|Guidance +Beast Speech KEY:Totem Guide ~ Beast Speech CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary SOURCEPAGE:p.189 DESC:A totem guide can speak with its master as though the two shared a common language, and it can speak with other animals of its species (or, at the GM's discretion, other creatures with similar types). +Eldritch Claws KEY:Totem Guide ~ Eldritch Claws CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality SOURCEPAGE:p.189 DESC:A totem guide gains Eldritch Claws as a bonus feat. ABILITY:FEAT|VIRTUAL|Eldritch Claws +Ghost Guardian KEY:Totem Guide ~ Ghost Guardian CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary SOURCEPAGE:p.189 DESC:A totem guide's natural weapons deal full damage to incorporeal creatures and its natural armor bonus applies against incorporeal touch attacks. A totem guide can never be raised or animated as an undead creature. + +#Tracker +Tracker Skills KEY:Tracker ~ Tracker Skills CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality CSKILL:Survival +Expert Tracker KEY:Tracker ~ Expert Tracker CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary SOURCEPAGE:p.189 DESC:A tracker gains a competence bonus on Survival checks to track via scent equal to half its total Hit Dice. DESC:It can move at its normal speed while using Survival to follow tracks without taking the normal –5 penalty. It takes only a –10 penalty (instead of the normal –20 penalty) when moving at up to twice its normal speed while tracking.|PREVARGTEQ:MasterLevel,6 BONUS:SITUATION|Survival=Track by scent|HD/2 + +#Verdant Companion +Not Quite Animal KEY:Verdant Companion ~ Not Quite Animal CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality SOURCEPAGE:p.189 DESC:The DC to use Handle Animal on a verdant companion is 5 higher, as if it were a nonanimal with an Intelligence score of 1 or 2. +Photosynthesis KEY:Verdant Companion ~ Photosynthesis CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary SOURCEPAGE:p.189 DESC:As long as it stays in the sunlight for at least 8 hours per day, a verdant companion doesn't need to eat. Otherwise, it eats normally for an animal of its kind. +Verdant Resistance KEY:Verdant Companion ~ Verdant Resistance CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary SOURCEPAGE:p.189 DESC:A verdant companion gains a +%1 racial bonus on saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep effects, and stunning.|VerdantCompanionResistanceBonus DESC:A verdant companion gains roots it can plant or retract as a swift action. With its roots planted, it can't move, but it gains a +4 bonus to its CMD against bull rush, pull, push, reposition, trip, and other combat maneuvers that would knock it over or move it.|PREVARGTEQ:MasterLevel,6 DEFINE:VerdantCompanionResistanceBonus|0 BONUS:VAR|VerdantCompanionResistanceBonus|1+(MasterLevel>=3)+(MasterLevel>=6)+(MasterLevel>=15) ASPECT:SaveBonus|+%1 on saves vs. mind-affecting effects, paralysis, poison, polymorph, sleep effects, and stunning.|VerdantCompanionResistanceBonus + +#Wrecker +Wrecker Feats KEY:Wrecker ~ Wrecker Feats CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality SOURCEPAGE:p.189 DESC:In addition to the standard feats available to animal companions, a wrecker can select Improved Sunder and Greater Sunder. BONUS:VAR|AllowCompanionFeatGreaterSunder,AllowCompanionFeatImprovedSunder|1 +Destructive Wrecker KEY:Wrecker ~ Destructive Wrecker CATEGORY:Special Ability TYPE:CompanionClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary SOURCEPAGE:p.189 DESC:A wrecker's natural attacks ignore an inanimate object's first 5 points of hardness.|PREVARLT:MasterLevel,9 DESC:A wrecker's natural attacks count as if they were adamantine for the purpose of overcoming a construct's damage reduction.|PREVARGTEQ:MasterLevel,9 + +# ============================ +# Familiar Archetypes +# ============================ +###Note, several restrictions are too difficult to enforce, such as a Magic Child's animal guide needing all of its forms to qualify for an archetype to take the archetype. I'm leaving these to the user's honesty and their DM's follow-up!! +Ambassador KEY:Familiar Archetype ~ Ambassador CATEGORY:Archetype TYPE:Archetype.FamiliarArchetype.CF_FamiliarAlertness.CF_FamiliarIntelligenceScore PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Familiar Archetype ~ Ambassador],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CF_FamiliarAlertness,TYPE.CF_FamiliarIntelligenceScore] PRELANG:1,ANY DESC:An ambassador speaks on its master's behalf and sometimes on behalf of its master's patron or other extraplanar contacts. ABILITY:Familiar Class Feature|AUTOMATIC|Ambassador ~ Class Skills|PREVARGTEQ:MasterLevel,1 ABILITY:Familiar Class Feature|AUTOMATIC|Ambassador ~ Persuasive|PREVARGTEQ:MasterLevel,1 ABILITY:Familiar Class Feature|AUTOMATIC|Ambassador ~ Enhanced Personality|PREVARGTEQ:MasterLevel,1 COST:0 SOURCEPAGE:p.210 ASPECT:Archetype Base Class|Familiar +Animal Exemplar KEY:Familiar Archetype ~ Animal Exemplar CATEGORY:Archetype TYPE:Archetype.FamiliarArchetype.CF_FamiliarSpeakwithAnimalsofItsKind.CF_FamiliarDeliverTouchSpells.CF_FamiliarSpellResistance.CF_FamiliarScryonFamiliar PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Familiar Archetype ~ Animal Exemplar],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CF_FamiliarSpeakwithAnimalsofItsKind,TYPE.CF_FamiliarDeliverTouchSpells,TYPE.CF_FamiliarSpellResistance,TYPE.CF_FamiliarScryonFamiliar] PRERACE:1,RACESUBTYPE=Augmented Magical Beast DESC:An animal exemplar is a paragon of its species, able to command the loyalty of others of its kind. An animal exemplar familiar cannot be an improved familiar, plant, vermin, or other nonanimal themed familiar. ABILITY:Familiar Class Feature|AUTOMATIC|Animal Exemplar ~ Class Skills|PREVARGTEQ:MasterLevel,1 ABILITY:Familiar Class Feature|AUTOMATIC|Familiar ~ Speak with Animals of Its Kind|PREVARGTEQ:MasterLevel,3 ABILITY:Familiar Class Feature|AUTOMATIC|Animal Exemplar ~ Influence Animals|PREVARGTEQ:CompanionAdvancement,1 COST:0 SOURCEPAGE:p.210 ASPECT:Archetype Base Class|Familiar +Egotist KEY:Familiar Archetype ~ Egotist CATEGORY:Archetype TYPE:Archetype.FamiliarArchetype.CF_FamiliarAlertness.CF_FamiliarSpeakwithMaster.CF_FamiliarDeliverTouchSpells.CF_FamiliarScryonFamiliar PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Familiar Archetype ~ Egotist],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CF_FamiliarAlertness,TYPE.CF_FamiliarSpeakwithMaster,TYPE.CF_FamiliarDeliverTouchSpells,TYPE.CF_FamiliarScryonFamiliar] DESC:An egotist believes itself to be the real master in the relationship—the power behind the throne. It often attempts to communicate “orders” for its master as best it can, interfering in matters ranging from spell choices and tactical combat decisions to its master's love life. ABILITY:Familiar Class Feature|AUTOMATIC|Egotist ~ Class Skills|PREVARGTEQ:MasterLevel,1 ABILITY:Familiar Class Feature|AUTOMATIC|Egotist ~ Song of Myself|PREVARGTEQ:MasterLevel,1 ABILITY:Familiar Class Feature|AUTOMATIC|Familiar ~ Speak with Master|PREVARGTEQ:MasterLevel,3 ABILITY:Familiar Class Feature|AUTOMATIC|Egotist ~ Receive Touch Spells|PREVARGTEQ:MasterLevel,5 ABILITY:Familiar Class Feature|AUTOMATIC|Egotist ~ Scry on Master|PREVARGTEQ:MasterLevel,11 COST:0 SOURCEPAGE:p.210 ASPECT:Archetype Base Class|Familiar +Emissary KEY:Familiar Archetype ~ Emissary CATEGORY:Archetype TYPE:Archetype.FamiliarArchetype.CF_FamiliarAlertness.CF_FamiliarShareSpells.CF_FamiliarDeliverTouchSpells PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Familiar Archetype ~ Emissary],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CF_FamiliarAlertness,TYPE.CF_FamiliarShareSpells,TYPE.CF_FamiliarDeliverTouchSpells] PREDEITY:1,Y DESC:The emissary is touched by the divine, serving as a font of wisdom and a moral compass for its master. An emissary familiar can serve only a master who worships a single deity. ABILITY:Familiar Class Feature|AUTOMATIC|Emissary ~ Class Skills|PREVARGTEQ:MasterLevel,1 ABILITY:Familiar Class Feature|AUTOMATIC|Emissary ~ Divine Guidance|PREVARGTEQ:MasterLevel,1 ABILITY:Familiar Class Feature|AUTOMATIC|Emissary ~ Share Will|PREVARGTEQ:MasterLevel,1 ABILITY:Familiar Class Feature|AUTOMATIC|Emissary ~ Domain Influence|PREVARGTEQ:MasterLevel,3 COST:0 SOURCEPAGE:p.210 ASPECT:Archetype Base Class|Familiar +Figment KEY:Familiar Archetype ~ Figment CATEGORY:Archetype TYPE:Archetype.FamiliarArchetype.CF_FamiliarImprovedEvasion.CF_FamiliarDeliverTouchSpells.CF_FamiliarSpeakwithAnimalsofItsKind.CF_FamiliarScryonFamiliar.CF_FamiliarHalfMastHP PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Familiar Archetype ~ Figment],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CF_FamiliarImprovedEvasion,TYPE.CF_FamiliarDeliverTouchSpells,TYPE.CF_FamiliarSpeakwithAnimalsofItsKind,TYPE.CF_FamiliarScryonFamiliar,TYPE.CF_FamiliarHalfMastHP] PREMULT:2,[!PREVARGTEQ:mastervar(WitchLVL),1],[!PREVARGTEQ:mastervar(ShamanLVL),1] DESC:Figments are born from their masters' imaginations rather than being ordinary creatures that are awakened. ABILITY:Familiar Class Feature|AUTOMATIC|Figment ~ Recurring Dream|PREVARGTEQ:MasterLevel,1 ABILITY:Familiar Class Feature|AUTOMATIC|Figment ~ Manifest Dreams|PREVARGTEQ:MasterLevel,3 COST:0 SOURCEPAGE:p.211 ASPECT:Archetype Base Class|Familiar +Infiltrator KEY:Familiar Archetype ~ Infiltrator CATEGORY:Archetype TYPE:Archetype.FamiliarArchetype.CF_FamiliarAlertness.CF_FamiliarShareSpells.CF_FamiliarImprovedEvasion.CF_FamiliarSpeakwithAnimalsofItsKind.CF_FamiliarSpellResistance PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Familiar Archetype ~ Infiltrator],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CF_FamiliarAlertness,TYPE.CF_FamiliarShareSpells,TYPE.CF_FamiliarImprovedEvasion,TYPE.CF_FamiliarSpeakwithAnimalsofItsKind,TYPE.CF_FamiliarSpellResistance] DESC:Familiars can be skilled spies, and infiltrators are the very best of their kind at the subtle art of espionage. ABILITY:Familiar Class Feature|AUTOMATIC|Infiltrator ~ Class Skills|PREVARGTEQ:MasterLevel,1 ABILITY:Familiar Class Feature|AUTOMATIC|Infiltrator ~ Alertness|PREVARGTEQ:MasterLevel,1 ABILITY:Familiar Class Feature|AUTOMATIC|Infiltrator ~ Share Spells|PREVARGTEQ:MasterLevel,1 ABILITY:Familiar Class Feature|AUTOMATIC|Infiltrator ~ Uncanny Stealth|PREVARGTEQ:MasterLevel,1 ABILITY:Familiar Class Feature|AUTOMATIC|Infiltrator ~ Scry on Familiar|PREVARGTEQ:CompanionAdvancement,1 ABILITY:Familiar Class Feature|AUTOMATIC|Infiltrator ~ Telepathic Bond|PREVARGTEQ:MasterLevel,11 COST:0 SOURCEPAGE:p.211 ASPECT:Archetype Base Class|Familiar +Mascot KEY:Familiar Archetype ~ Mascot CATEGORY:Archetype TYPE:Archetype.FamiliarArchetype.CF_FamiliarAlertness.CF_FamiliarEmpathicLink.CF_FamiliarImprovedEvasion.CF_FamiliarShareSpells.CF_FamiliarDeliverTouchSpells.CF_FamiliarSpeakwithMaster.CF_FamiliarSpeakwithAnimalsofItsKind.CF_FamiliarSpellResistance.CF_FamiliarScryonFamiliar PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Familiar Archetype ~ Mascot],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CF_FamiliarAlertness,TYPE.CF_FamiliarEmpathicLink,TYPE.CF_FamiliarImprovedEvasion,TYPE.CF_FamiliarShareSpells,TYPE.CF_FamiliarDeliverTouchSpells,TYPE.CF_FamiliarSpeakwithMaster,TYPE.CF_FamiliarSpeakwithAnimalsofItsKind,TYPE.CF_FamiliarSpellResistance,TYPE.CF_FamiliarScryonFamiliar] DESC:A familiar sometimes serves as the centerpiece of an adventuring party. Known as a mascot, this type of familiar eventually treats the entire party as its master. ABILITY:Familiar Class Feature|AUTOMATIC|Mascot ~ Class Skills|PREVARGTEQ:MasterLevel,1 ABILITY:Familiar Class Feature|AUTOMATIC|Familiar ~ Empathic Link|PREVARGTEQ:MasterLevel,1 ABILITY:Familiar Class Feature|AUTOMATIC|Mascot ~ Affinity for My Team|PREVARGTEQ:MasterLevel,1 ABILITY:Familiar Class Feature|AUTOMATIC|Mascot ~ Lucky Mascot|PREVARGTEQ:MasterLevel,1 ABILITY:Familiar Class Feature|AUTOMATIC|Familiar ~ Share Spells|PREVARGTEQ:MasterLevel,1 ABILITY:Familiar Class Feature|AUTOMATIC|Mascot ~ Share Spells|PREVARGTEQ:MasterLevel,3 ABILITY:Familiar Class Feature|AUTOMATIC|Familiar ~ Deliver Touch Spells|PREVARGTEQ:MasterLevel,3 ABILITY:Familiar Class Feature|AUTOMATIC|Mascot ~ Deliver Touch Spells|PREVARGTEQ:MasterLevel,5 ABILITY:Familiar Class Feature|AUTOMATIC|Mascot ~ Speak with Team|PREVARGTEQ:CompanionAdvancement,1 ABILITY:Familiar Class Feature|AUTOMATIC|Mascot ~ Heart of the Team|PREVARGTEQ:MasterLevel,13 COST:0 SOURCEPAGE:p.211 ASPECT:Archetype Base Class|Familiar +Mauler KEY:Familiar Archetype ~ Mauler CATEGORY:Archetype TYPE:Archetype.FamiliarArchetype.CF_FamiliarSpeakwithMaster.CF_FamiliarSpeakwithAnimalsofItsKind.CF_FamiliarIntelligenceScore.CF_FamiliarDeliverTouchSpells.CF_FamiliarSpellResistance PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Familiar Archetype ~ Mauler],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CF_FamiliarSpeakwithMaster,TYPE.CF_FamiliarSpeakwithAnimalsofItsKind,TYPE.CF_FamiliarIntelligenceScore,TYPE.CF_FamiliarDeliverTouchSpells,TYPE.CF_FamiliarSpellResistance] DESC:While most familiars are scouts and assistants, the mauler familiar cares only for the thrill of battle. A mauler often serves a bloodthirsty or martial-minded master. ABILITY:Familiar Class Feature|AUTOMATIC|Mauler ~ Class Skills|PREVARGTEQ:MasterLevel,1 ABILITY:Familiar Class Feature|AUTOMATIC|Mauler ~ Bond Forged in Blood|PREVARGTEQ:MasterLevel,1 ABILITY:Familiar Class Feature|AUTOMATIC|Mauler ~ Increased Strength|PREVARGTEQ:MasterLevel,3 ABILITY:Familiar Class Feature|AUTOMATIC|Mauler ~ Battle Form|PREVARGTEQ:MasterLevel,3 ABILITY:Familiar Class Feature|AUTOMATIC|Mauler ~ Damage Reduction|PREVARGTEQ:MasterLevel,11 COST:0 SOURCEPAGE:p.212 ASPECT:Archetype Base Class|Familiar +Pilferer KEY:Familiar Archetype ~ Pilferer CATEGORY:Archetype TYPE:Archetype.FamiliarArchetype.CF_FamiliarAlertness.CF_FamiliarImprovedEvasion.CF_FamiliarDeliverTouchSpells.CF_FamiliarSpeakwithAnimalsofItsKind PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Familiar Archetype ~ Pilferer],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CF_FamiliarAlertness,TYPE.CF_FamiliarImprovedEvasion,TYPE.CF_FamiliarDeliverTouchSpells,TYPE.CF_FamiliarSpeakwithAnimalsofItsKind] DESC:Some familiars are stealthy pilferers who perform tricks of thievery or simple spying on their master's behalf. ABILITY:Familiar Class Feature|AUTOMATIC|Pilferer ~ Class Skills|PREVARGTEQ:MasterLevel,1 ABILITY:Familiar Class Feature|AUTOMATIC|Pilferer ~ Improved Steal|PREVARGTEQ:MasterLevel,1 ABILITY:Familiar Class Feature|AUTOMATIC|Pilferer ~ Nondetection|PREVARGTEQ:MasterLevel,1 ABILITY:Familiar Class Feature|AUTOMATIC|Pilferer ~ Sneak|PREVARGTEQ:MasterLevel,3 ABILITY:Familiar Class Feature|AUTOMATIC|Pilferer ~ Greater Steal|PREVARGTEQ:MasterLevel,9 COST:0 SOURCEPAGE:p.212 ASPECT:Archetype Base Class|Familiar +Prankster KEY:Familiar Archetype ~ Prankster CATEGORY:Archetype TYPE:Archetype.FamiliarArchetype.CF_FamiliarEmpathicLink.CF_FamiliarAlertness.CF_FamiliarImprovedEvasion.CF_FamiliarShareSpells.CF_FamiliarDeliverTouchSpells.CF_FamiliarSpellResistance.CF_FamiliarScryonFamiliar PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Familiar Archetype ~ Prankster],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CF_FamiliarEmpathicLink,TYPE.CF_FamiliarAlertness,TYPE.CF_FamiliarImprovedEvasion,TYPE.CF_FamiliarShareSpells,TYPE.CF_FamiliarDeliverTouchSpells,TYPE.CF_FamiliarSpellResistance,TYPE.CF_FamiliarScryonFamiliar] DESC:Some familiars love to perform pranks on their unsuspecting masters, as well as on those around their masters—allies and enemies alike. While good-aligned pranksters' tricks are usually good natured except against foes, evil pranksters play tricks that are mean spirited or even downright cruel. ABILITY:Familiar Class Feature|AUTOMATIC|Prankster ~ Class Skills|PREVARGTEQ:MasterLevel,1 ABILITY:Familiar Class Feature|AUTOMATIC|Familiar ~ Empathic Link|PREVARGTEQ:MasterLevel,1 ABILITY:Familiar Class Feature|AUTOMATIC|Prankster ~ Autonomous Link|PREVARGTEQ:MasterLevel,1 ABILITY:Familiar Class Feature|AUTOMATIC|Prankster ~ Improved Dirty Trick|PREVARGTEQ:MasterLevel,1 ABILITY:Familiar Class Feature|AUTOMATIC|Prankster ~ Magical Pranks|PREVARGTEQ:MasterLevel,1 ABILITY:Familiar Class Feature|AUTOMATIC|Prankster ~ Glib Comedy|PREVARGTEQ:MasterLevel,3 ABILITY:Familiar Class Feature|AUTOMATIC|Prankster ~ Greater Dirty Trick|PREVARGTEQ:MasterLevel,11 ABILITY:Familiar Class Feature|AUTOMATIC|Familiar ~ Scry on Familiar|PREVARGTEQ:MasterLevel,13 ABILITY:Familiar Class Feature|AUTOMATIC|Prankster ~ Unreliable Narrator|PREVARGTEQ:MasterLevel,13 COST:0 SOURCEPAGE:p.212 ASPECT:Archetype Base Class|Familiar +Protector KEY:Familiar Archetype ~ Protector CATEGORY:Archetype TYPE:Archetype.FamiliarArchetype.CF_FamiliarAlertness.CF_FamiliarImprovedEvasion.CF_FamiliarDeliverTouchSpells.CF_FamiliarSpeakwithAnimalsofItsKind.CF_FamiliarSpellResistance PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Familiar Archetype ~ Protector],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CF_FamiliarAlertness,TYPE.CF_FamiliarImprovedEvasion,TYPE.CF_FamiliarDeliverTouchSpells,TYPE.CF_FamiliarSpeakwithAnimalsofItsKind,TYPE.CF_FamiliarSpellResistance] DESC:Protector familiars are so devoted that they would give their lives for their masters. A tumor familiar can't be a protector. ABILITY:Familiar Class Feature|AUTOMATIC|Protector ~ Loyal Bodyguard|PREVARGTEQ:MasterLevel,1 ABILITY:Familiar Class Feature|AUTOMATIC|Protector ~ Shield Master|PREVARGTEQ:MasterLevel,5 ABILITY:Familiar Class Feature|AUTOMATIC|Protector ~ Able Defender|PREVARGTEQ:MasterLevel,11 COST:0 SOURCEPAGE:p.212 ASPECT:Archetype Base Class|Familiar +Sage KEY:Familiar Archetype ~ Sage CATEGORY:Archetype TYPE:Archetype.FamiliarArchetype.CF_FamiliarIntelligenceScore.CF_FamiliarNaturalArmorBonus.CF_FamiliarAlertness.CF_FamiliarShareSkillRanks PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Familiar Archetype ~ Sage],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CF_FamiliarIntelligenceScore,TYPE.CF_FamiliarNaturalArmorBonus,TYPE.CF_FamiliarAlertness,TYPE.CF_FamiliarShareSkillRanks] DESC:Sages are masters of useful facts, able to recall them for their masters' benefit, though this leads many to become haughty and proud. ABILITY:Familiar Class Feature|AUTOMATIC|Sage ~ Class Skills|PREVARGTEQ:MasterLevel,1 ABILITY:Familiar Class Feature|AUTOMATIC|Sage ~ Dazzling Intellect|PREVARGTEQ:MasterLevel,1 ABILITY:Familiar Class Feature|AUTOMATIC|Sage ~ Sage's Knowledge|PREVARGTEQ:MasterLevel,1 COST:0 SOURCEPAGE:p.213 ASPECT:Archetype Base Class|Familiar +Soulbound Familiar KEY:Familiar Archetype ~ Soulbound Familiar CATEGORY:Archetype TYPE:Archetype.FamiliarArchetype.CF_FamiliarAlertness.CF_FamiliarSpeakwithAnimalsofItsKind.CF_FamiliarScryonFamiliar PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Familiar Archetype ~ Soulbound Familiar],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CF_FamiliarAlertness,TYPE.CF_FamiliarSpeakwithAnimalsofItsKind,TYPE.CF_FamiliarScryonFamiliar] PREMULT:2,[!PREVARGTEQ:mastervar(WitchLVL),1],[!PREVARGTEQ:mastervar(ShamanLVL),1] PREALIGN:LN,NG,CN,NE,TN DESC:Soulbound familiars are born when a master uses the magical principles behind soulbound dolls to bind a soul fragment to an animal. Because it is born of another creature's soul, a soulbound familiar can never serve as a witch's familiar, a shaman's spirit animal, or any other spell-granting familiar. ABILITY:Familiar Class Feature|AUTOMATIC|Soulbound Familiar ~ Soul Focus|PREVARGTEQ:MasterLevel,1 ABILITY:Familiar Class Feature|AUTOMATIC|Soulbound Familiar ~ Alignment Variation|PREVARGTEQ:MasterLevel,1 COST:0 SOURCEPAGE:p.213 ASPECT:Archetype Base Class|Familiar +Valet KEY:Familiar Archetype ~ Valet CATEGORY:Archetype TYPE:Archetype.FamiliarArchetype.CF_FamiliarAlertness.CF_FamiliarImprovedEvasion.CF_FamiliarDeliverTouchSpells.CF_FamiliarSpeakwithAnimalsofItsKind.CF_FamiliarScryonfamiliar.CF_FamiliarShareSpells PREMULT:1,[PREABILITY:1,CATEGORY=Archetype,Familiar Archetype ~ Valet],[!PREABILITY:1,CATEGORY=Archetype,TYPE.CF_FamiliarImprovedEvasion,TYPE.CF_FamiliarAlertness,TYPE.CF_FamiliarDeliverTouchSpells,TYPE.CF_FamiliarSpeakwithAnimalsofItsKind,TYPE.CF_FamiliarScryonfamiliar,TYPE.CF_FamiliarShareSpells] DESC:A valet is a consummate personal servant, able to fetch, deliver, and perform for its master's every need. ABILITY:Familiar Class Feature|AUTOMATIC|Valet ~ Class Skills|PREVARGTEQ:MasterLevel,1 ABILITY:Familiar Class Feature|AUTOMATIC|Valet ~ Able Assistant|PREVARGTEQ:MasterLevel,1 ABILITY:Familiar Class Feature|AUTOMATIC|Valet ~ Magical Manipulation|PREVARGTEQ:MasterLevel,1 ABILITY:Familiar Class Feature|AUTOMATIC|Valet ~ Teammate|PREVARGTEQ:MasterLevel,1 ABILITY:Familiar Class Feature|AUTOMATIC|Valet ~ Deliver Touch Spells|PREVARGTEQ:MasterLevel,3 ABILITY:Familiar Class Feature|AUTOMATIC|Valet ~ Deliver Aid|PREVARGTEQ:CompanionAdvancement,1 ABILITY:Familiar Class Feature|AUTOMATIC|Valet ~ Aide to All|PREVARGTEQ:MasterLevel,13 COST:0 SOURCEPAGE:p.213 ASPECT:Archetype Base Class|Familiar + +#Ambassador +Class Skills KEY:Ambassador ~ Class Skills CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality DESC:An ambassador treats Bluff, Diplomacy, and Intimidate as class skills. CSKILL:Bluff|Diplomacy|Intimidate SOURCEPAGE:p.210 +Persuasive KEY:Ambassador ~ Persuasive CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary DESC:An ambassador gains Persuasive as a bonus feat. ABILITY:FEAT|VIRTUAL|Persuasive SOURCEPAGE:p.210 +Enhanced Personality KEY:Ambassador ~ Enhanced Personality CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary DESC:An ambassador gains a Charisma score equal to the typical Intelligence score of a familiar of its level, if that would be higher than its normal Charisma score. The familiar's Intelligence score remains 6 (or its normal starting Intelligence for an improved familiar) and doesn't increase by level. DEFINESTAT:MINVALUE|CHA|5+((1+MASTERVAR("FamiliarLVL"))/2) SOURCEPAGE:p.210 + +#Animal Exemplar +Class Skills KEY:Animal Exemplar ~ Class Skills CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality DESC:An animal exemplar treats Handle Animal as a class skill. CSKILL:Handle Animal SOURCEPAGE:p.210 +Influence Animals KEY:Animal Exemplar ~ Influence Animals CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary.SpellLike DESC:An animal exemplar gains the ability to influence animals of its kind, as per the wild empathy ability of a druid of its master's level with a +4 racial bonus on the check, but only for animals of its kind. DESC:It can cast charm animal three times per day as a spell-like ability against animals of its kind.|PREVARGTEQ:MasterLevel,11 DESC:It can cast dominate animal once per day as a spell-like ability against animals of its kind.|PREVARGTEQ:MasterLevel,13 SPELLS:Innate|TIMES=3|CASTERLEVEL=TL|Charm Animal (caster's own kind only),11+CHA|PREVARGTEQ:MasterLevel,11 SPELLS:Innate|CASTERLEVEL=TL|Dominate Animal (caster's own kind only),13+CHA|PREVARGTEQ:MasterLevel,13 SOURCEPAGE:p.210 + +#Egotist - Unsure how, if even possible, to grant familiar bonus to familiar rather than its master. +Class Skills KEY:Egotist ~ Class Skills CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality DESC:An egotist treats Intimidate as a class skill. CSKILL:Intimidate SOURCEPAGE:p.210 +Song of Myself KEY:Egotist ~ Song of Myself CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary DESC:An egotist gains Alertness as a bonus feat rather than providing that feat to its master. [Variable Familiar Bonus alteration NOT IMPLEMENTED] It gains the variable familiar bonus (such as the bat's +3 bonus on Fly checks) instead of granting the bonus to its master. This alters alertness and the variable familiar bonus. ABILITY:FEAT|VIRTUAL|Alertness SOURCEPAGE:p.210 +Receive Touch Spells KEY:Egotist ~ Receive Touch Spells CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary DESC:An egotist can demand a particular touch spell as a standard action. If it does so, until the egotist's next turn, its master can cast that spell on the egotist once as a ranged touch within close range, as if using Reach Spell. SOURCEPAGE:p.210 +Scry on Master KEY:Egotist ~ Scry on Master CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.SpellLike DESC:An egotist can scry on its master (as if casting the scrying spell) once per day. SOURCEPAGE:p.210 + +#Emissary +Class Skills KEY:Emissary ~ Class Skills CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality DESC:An emissary treats Heal, Knowledge (religion), and Sense Motive as class skills. CSKILL:Heal|Knowledge (religion)|Sense Motive SOURCEPAGE:p.210 +Divine Guidance KEY:Emissary ~ Divine Guidance CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.SpellLike DESC:An emissary can cast guidance at will. SPELLS:Innate|TIMES=ATWILL|CASTERLEVEL=TL|Guidance SOURCEPAGE:p.210 +Share Will KEY:Emissary ~ Share Will CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Supernatural DESC:Whenever an emissary or its master fails a saving throw against a mind-affecting effect that affects only one of them, the other can attempt the saving throw as well. If this second saving throw is a success, treat the original result as a success, and the emissary and its master can't use this ability again for 24 hours. On a failure, both the emissary and its master suffer the effects of the failed saving throw, even if one of them wouldn't ordinarily be a valid target. SOURCEPAGE:p.210 +Domain Influence KEY:Emissary ~ Domain Influence CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Supernatural.SpellLike DESC:The emissary gains a spark of divine power from the deity its master worships. Choose one of that deity's domains that grants a 1st-level domain power usable a number of times per day equal to 3 + the user's Wisdom modifier. The emissary can use that power once per day. [NOTE:Not fully restricted. Check domain power before choosing!] DEFINE:DomainLVL|0 DEFINE:DomainPowerTimes|0 DEFINE:DomainAbilityTriggerLVL|0 BONUS:DOMAIN|NUMBER|1 BONUS:VAR|DomainLVL|1 BONUS:VAR|DomainPowerTimes|1 BONUS:VAR|DomainAbilityTriggerLVL|DomainLVL SOURCEPAGE:p.211 + +#Figment +Recurring Dream KEY:Figment ~ Recurring Dream CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Supernatural DESC:A figment has a total number of hit points equal to 1/4 of its master's total hit points. If the figment dies, it vanishes, appearing again with 1 hit point after its master awakens from a full night's sleep. If a figment ever strays more than 100 feet from its master or enters an antimagic field, or if a figment's master is unconscious or asleep, the figment disappears until the next time its master prepares spells or regains her spells per day. BONUS:VAR|FamiliarHPDivisor|2 SOURCEPAGE:p.211 +Manifest Dreams KEY:Figment ~ Manifest Dreams CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Supernatural DESC:A figment is shaped by its master's dreams. Each time the master awakens from a full night's rest, he can apply to the figment %1 evolution points' worth of eidolon evolutions that don't have a base form requirement.|FigmentEvolutionPoints DEFINE:FigmentEvolutionPoints|0 BONUS:VAR|FigmentEvolutionPoints|1+(MasterLevel>=7)+(MasterLevel>=13) BONUS:ABILITYPOOL|Eidolon Evolution|FigmentEvolutionPoints SOURCEPAGE:p.211 + +#Infiltrator +Class Skills KEY:Infiltrator ~ Class Skills CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality DESC:An infiltrator treats Bluff and Disguise as class skills. CSKILL:Bluff|Disguise SOURCEPAGE:p.211 +Alertness KEY:Infiltrator ~ Alertness CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary DESC:An infiltrator gains Alertness as a bonus feat rather than providing that feat to its master. ABILITY:FEAT|VIRTUAL|Alertness SOURCEPAGE:p.211 +Share Spells KEY:Infiltrator ~ Share Spells CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary DESC:The master may cast a divination spell with a target of "You" on the infiltrator (as a spell with a range of touch) instead of on herself. A master may cast spells on the infiltrator even if the spells normally do not affect creatures of the companion's type. Spells cast in this way must come from a class that grants a familiar. This ability does not allow the infiltrator to share abilities that are not spells, even if they function like spells. SOURCEPAGE:p.211 +Uncanny Stealth KEY:Infiltrator ~ Uncanny Stealth CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary DESC:An infiltrator gains uncanny dodge and improved uncanny dodge, treating its master's level as its effective rogue level. BONUS:VAR|UncannyDodgeFlankingLevel|MasterLevel SOURCEPAGE:p.211 +Scry on Familiar KEY:Infiltrator ~ Scry on Familiar CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.SpellLike DESC:An infiltrator's master can scry on it for up to %1 minutes per day. The duration does not need to be consecutive, but it must be used in 1-minute increments.|MasterLevel SOURCEPAGE:p.211 +Telepathic Bond KEY:Infiltrator ~ Telepathic Bond CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.SpellLike DESC:An infiltrator gains a permanent telepathic bond with its master. This bond has no range limit as long as the familiar and its master are on the same plane. SOURCEPAGE:p.211 + +Infiltrator ~ Uncanny Dodge Tracker CATEGORY:Special Ability TYPE:FamiliarClassFeatures BONUS:VAR|UncannyDodgeFlankingLevel|MasterLevel|PREVARGTEQ:MasterLevel,2 BONUS:VAR|UncannyDodgeLVL|1|PREVARGTEQ:CompanionAdvancement,1 BONUS:VAR|UncannyDodgeLVL|1|PREVARGTEQ:MasterLevel,8 + +#Mascot +Class Skills KEY:Mascot ~ Class Skills CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality DESC:A mascot treats all Perform skills as class skills. CSKILL:TYPE=Perform SOURCEPAGE:p.211 +Affinity for My Team KEY:Mascot ~ Affinity for My Team CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Supernatural DESC:A mascot is the heart and soul of its team. At first, the team consists of only the familiar and its master, but at 3rd level and every 3 levels thereafter, a mascot can add an additional member to its team. A mascot's empathic link extends to all members of its team. A mascot can add or remove one team member over the course of a day. This alters empathic link. SOURCEPAGE:p.211 +Lucky Mascot KEY:Mascot ~ Lucky Mascot CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Supernatural DESC:Whenever a mascot uses the aid another action to improve a team member's attack roll or AC, that team member also gains a +1 luck bonus to AC for 1 round. SOURCEPAGE:p.211 +Share Spells KEY:Mascot ~ Share Spells CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary DESC:Spells that target a mascot via its share spells ability function at its master's caster level – 2. The mascot also benefit from the spells of any team member when it is using share spells. This alters share spells. SOURCEPAGE:p.211 +Deliver Touch Spells KEY:Mascot ~ Deliver Touch Spells CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Supernatural DESC:Spells delivered by a mascot's deliver touch spells ability function at its master's caster level – 2. The mascot can deliver the touch spells of any of its team members. This alters deliver touch spells. SOURCEPAGE:p.211 +Speak with Team KEY:Mascot ~ Speak with Team CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary DESC:A mascot gains the ability to speak with all members of its team verbally as if using speak with master. SOURCEPAGE:p.211 +Heart of the Team KEY:Mascot ~ Heart of the Team CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary DESC:Once per day at as a full-round action, a mascot can designate any member of its team as its master for the purpose of calculating its base attack bonus, Hit Dice, hit points, saving throws, and skill ranks. SOURCEPAGE:p.211 + +#Mauler +Class Skills KEY:Mauler ~ Class Skills CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality DESC:A mauler treats Intimidate as a class skill. CSKILL:Intimidate SOURCEPAGE:p.212 +Bond Forged in Blood KEY:Mauler ~ Bond Forged in Blood CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Supernatural DESC:A mauler isn't impressed by fancy words—only furious battle. A mauler can't speak or communicate via language in any way, even if it's a type of creature that normally could. DESC:Whenever the mauler's master drops a foe whose Hit Dice are at least half its level to below 0 hit points, the mauler's empathic link surges with power, granting both the mauler and its master a +2 morale bonus on attack and damage rolls for 1 round.|PREVARGTEQ:MasterLevel,5 SOURCEPAGE:p.212 +Increased Strength KEY:Mauler ~ Increased Strength CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary DESC:At 3rd level and every 2 levels thereafter, a mauler's Strength score increases by 1. As a result of this ability, the familiar's Intelligence score remains 6; a mauler can never have an Intelligence score higher than 6. DEFINESTAT:LOCK|INT|6 BONUS:STAT|STR|MasterLevel/3 SOURCEPAGE:p.212 +Battle Form KEY:Mauler ~ Battle Form CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Supernatural DESC:A mauler gains the ability to transform into a larger, more ferocious form and back as a standard action three times per day. In battle form, the mauler's size becomes Medium and it gains a +2 size bonus to its Strength score. Since many familiars are Tiny or Diminutive, be sure to check for any additional Strength and Dexterity adjustments for increasing in size from Tiny or Diminutive to Medium (Pathfinder RPG Core Rulebook 212). This is a polymorph effect. SOURCEPAGE:p.212 +Damage Reduction KEY:Mauler ~ Damage Reduction CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Supernatural DESC:A mauler gains DR 5/magic. DR:5/magic SOURCEPAGE:p.212 + +#Pilferer +Class Skills KEY:Pilferer ~ Class Skills CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality DESC:A pilferer treats Disable Device, Escape Artist, and Sleight of Hand as class skills. CSKILL:Disable Device|Escape Artist|Sleight of Hand SOURCEPAGE:p.212 +Improved Steal KEY:Pilferer ~ Improved Steal CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary DESC:A pilferer gains Improved Steal as a bonus feat. ABILITY:FEAT|VIRTUAL|Improved Steal SOURCEPAGE:p.212 +Nondetection KEY:Pilferer ~ Nondetection CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Supernatural DESC:A pilferer is under the constant effect of nondetection with a caster level of %1. The DC of the caster level check to penetrate the nondetection effect is %2.|MasterLevel|MasterLevel+15 SOURCEPAGE:p.212 +Sneak KEY:Pilferer ~ Sneak CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary DESC:A pilferer gains a +%1 competence bonus on Sleight of Hand and Stealth checks.|MasterLevel/2 BONUS:SKILL|Sleight of Hand,Stealth|MasterLevel/2|TYPE=Competence SOURCEPAGE:p.212 +Greater Steal KEY:Pilferer ~ Greater Steal CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary DESC:A pilferer gains Greater Steal as a bonus feat. ABILITY:FEAT|VIRTUAL|Greater Steal SOURCEPAGE:p.212 + +#Prankster +Class Skills KEY:Prankster ~ Class Skills CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality DESC:A prankster treats Bluff, Disguise, Perform (comedy), and Sleight of Hand as class skills. CSKILL:Bluff|Disguise|Perform (comedy)|Sleight of Hand SOURCEPAGE:p.212 +Autonomous Link KEY:Prankster ~ Autonomous Link CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary DESC:A prankster can hide its feelings from its master via its empathic link at will. It can also try to project a false emotion through the link by attempting a Bluff check opposed by its master's Sense Motive. This alters empathic link. SOURCEPAGE:p.212 +Improved Dirty Trick KEY:Prankster ~ Improved Dirty Trick CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary DESC:A prankster gains Improved Dirty Trick APG as a bonus feat. ABILITY:FEAT|VIRTUAL|Improved Dirty Trick SOURCEPAGE:p.212 +Magical Pranks KEY:Prankster ~ Magical Pranks CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.SpellLike DESC:A prankster can cast ghost sound, mage hand, and prestidigitation at will as spell-like abilities. SPELLS:Innate|TIMES=ATWILL|CASTERLEVEL=TL|Ghost Sound,10+CHA|Mage Hand|Prestidigitation SOURCEPAGE:p.212 +Glib Comedy KEY:Prankster ~ Glib Comedy CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary DESC:A prankster gains a +%1 competence bonus on Bluff, Disguise, and Perform (comedy) checks.|MasterLevel/2 BONUS:SKILL|Bluff,Disguise,Perform (comedy)|MasterLevel/2|TYPE=Competence SOURCEPAGE:p.212 +Greater Dirty Trick KEY:Prankster ~ Greater Dirty Trick CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary DESC:A prankster gains Greater Dirty Trick as a bonus feat. ABILITY:FEAT|VIRTUAL|Greater Dirty Trick SOURCEPAGE:p.212 +Unreliable Narrator KEY:Prankster ~ Unreliable Narrator CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.SpellLike DESC:Whenever its master uses scry on familiar, a prankster can use false vision to fool that ability; this doesn't affect any other divination (scrying) effects in the area, only its master's scry on familiar ability. This alters scry on familiar. SOURCEPAGE:p.212 + +#Protector +Loyal Bodyguard KEY:Protector ~ Loyal Bodyguard CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary DESC:A protector gains Bodyguard and Combat Reflexes as bonus feats. If the familiar is sharing its master's square, it can use Bodyguard to aid another to improve its master's AC even if it doesn't threaten the attacking foe, though it still needs line of effect to its master and the attacker. ABILITY:FEAT|VIRTUAL|Bodyguard ABILITY:FEAT|VIRTUAL|Combat Reflexes SOURCEPAGE:p.212 +Shield Master KEY:Protector ~ Shield Master CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Supernatural DESC:Whenever a protector or its master takes hit point damage, as long as the protector and its master are touching, its master can split the damage evenly between them as if under the effects of shield other. SOURCEPAGE:p.212 +Able Defender KEY:Protector ~ Able Defender CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary DESC:A protector gains In Harm's Way as a bonus feat. In addition, the familiar's hit points are now equal to its master's total hit points (not including temporary hit points), regardless of its actual Hit Dice. ABILITY:FEAT|VIRTUAL|In Harm's Way BONUS:VAR|FamiliarHPDivisor|-1 SOURCEPAGE:p.212 + +#Sage - Unable to alter shared skill ranks. +Class Skills KEY:Sage ~ Class Skills CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality DESC:A sage treats all Knowledge skills as class skills. CSKILL:TYPE=Knowledge SOURCEPAGE:p.213 +Dazzling Intellect KEY:Sage ~ Dazzling Intellect CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary DESC:A sage's Intelligence score is always equal to 5 + its master's class level, but it gains natural armor increases as if its master's class level were half what of the actual class level. DEFINESTAT:MINVALUE|CHA|5+MasterLevel BONUS:VAR|AC_Natural_Armor|1+(MasterLevel>=6)+(MasterLevel>=10)+(MasterLevel>=14)+(MasterLevel>=18)|TYPE=NaturalArmor.STACK SOURCEPAGE:p.213 +Sage's Knowledge KEY:Sage ~ Sage's Knowledge CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary DESC:A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master's class level. [SKILL RANK CHANGES NOT IMPLEMENTED] Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master's class level. This replaces the familiar's ability to share its master's skill ranks. BONUS:SKILL|TYPE=Knowledge|MasterLevel/2 SOURCEPAGE:p.213 + +#Soulbound Familiar +Soul Focus KEY:Soulbound Familiar ~ Soul Focus CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary DESC:The soul fragment bound to the familiar lives within a focus crystal surgically inserted into the animal. As long as this soul focus remains intact, it can be used to bind the soul fragment into another familiar, with the same cost and time requirements as replacing a familiar. Once bound into the soul focus, the soul continues to learn, and so if it is later put into a new familiar body, the soul retains its personality and memories from its previous body or bodies. A soul focus has hardness 8, 12 hit points, and a break DC of 20, though it can be attacked only when surgically removed from the familiar. If the soul focus is destroyed, creating a new soul focus with none of the old one's memories costs as much as replacing a familiar, in addition to the normal cost of replacing the familiar itself. The soulbound familiar gains Skill Focus in a skill important to the creature whose soul provided the fragment. ADD:FEAT|Skill Focus SOURCEPAGE:p.213 +Alignment Variation KEY:Soulbound Familiar ~ Alignment Variation CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary DESC:A soulbound familiar's alignment is always at least partially neutral, although it can also be chaotic, evil, good, or lawful, depending on the creature whose soul provided the fragment rather than on the master's alignment (unless the master donates a fragment of her own soul). DESC:It gains rage as a spell-like ability, usable once per day.|PREVARGTEQ:MasterLevel,8|PREALIGN:CN DESC:It gains suggestion as a spell-like ability, usable once per day.|PREVARGTEQ:MasterLevel,8|PREALIGN:LN DESC:It gains deep slumber as a spell-like ability, usable once per day.|PREVARGTEQ:MasterLevel,8|PREALIGN:TN DESC:It gains inflict serious wounds as a spell-like ability, usable once per day.|PREVARGTEQ:MasterLevel,8|PREALIGN:NE DESC:It gains heroism as a spell-like ability, usable once per day.|PREVARGTEQ:MasterLevel,8|PREALIGN:NG SPELLS:Innate|CASTERLEVEL=SoulboundCasterLevel|Rage|PREVARGTEQ:MasterLevel,8|PREALIGN:CN SPELLS:Innate|CASTERLEVEL=SoulboundCasterLevel|Suggestion,12+CHA|PREVARGTEQ:MasterLevel,8|PREALIGN:LN SPELLS:Innate|CASTERLEVEL=SoulboundCasterLevel|Deep Slumber,13+CHA|PREVARGTEQ:MasterLevel,8|PREALIGN:TN SPELLS:Innate|CASTERLEVEL=SoulboundCasterLevel|Inflict Serious Wounds,13+CHA|PREVARGTEQ:MasterLevel,8|PREALIGN:NE SPELLS:Innate|CASTERLEVEL=SoulboundCasterLevel|Heroism|PREVARGTEQ:MasterLevel,8|PREALIGN:NG DEFINE:SoulboundCasterLevel|0 BONUS:VAR|SoulboundCasterLevel|MasterLevel-3 BONUS:VAR|SoulboundCasterLevel|3|PREVARGTEQ:MasterLevel,13 SOURCEPAGE:p.213 + +#Valet +Class Skills KEY:Valet ~ Class Skills CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality DESC:A valet treats Craft, Perform, and Profession as class skills. CSKILL:TYPE=Craft|TYPE=Perform|TYPE=Profession SOURCEPAGE:p.213 +Able Assistant KEY:Valet ~ Able Assistant CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary DESC:A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. SOURCEPAGE:p.213 +Magical Manipulation KEY:Valet ~ Magical Manipulation CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.SpellLike DESC:A valet can cast open/close and prestidigitation at will. SPELLS:Innate|TIMES=ATWILL|CASTERLEVEL=TL|Open/Close|Prestidigitation SOURCEPAGE:p.213 +Teammate KEY:Valet ~ Teammate CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary DESC:A valet is considered to have all the teamwork feats its master has. SOURCEPAGE:p.213 +Deliver Touch Spells KEY:Valet ~ Deliver Touch Spells CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Supernatural DESC:A valet can deliver touch spells for his master. If the master and the valet are in contact at the time the master casts a touch spell, he can designate the valet as the "toucher." The valet can then deliver the touch spell just as the master would. When delivering a harmless touch spell to a willing creature, a valet can move before and after delivering the spell, as long as its total movement does not exceed its speed. SOURCEPAGE:p.213 +Deliver Aid KEY:Valet ~ Deliver Aid CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary DESC:A valet can move before and after using the aid another action, as long as its total movement does not exceed its speed. SOURCEPAGE:p.213 +Aide to All KEY:Valet ~ Aide to All CATEGORY:Special Ability TYPE:FamiliarClassFeatures.ArchetypeAbility.SpecialQuality.Extraordinary DESC:A valet can choose to use the aid another action as a full-round action, granting up to three adjacent creatures bonuses from this action. Each bonus may be either for the same action or check or for different actions or checks. SOURCEPAGE:p.213 + +# ============================ +# Archetype Display +# ============================ + +###Block: Archetype Pool +# Ability Name Ability +CATEGORY=Internal|Archetype Display.MOD ABILITY:Companion Archetype|AUTOMATIC|Archetype Companion|PRECLASS:1,Companion=1 +CATEGORY=Internal|Archetype Display.MOD ABILITY:Familiar Archetype|AUTOMATIC|Archetype Familiar|PRECLASS:1,Familiar=1 + +###Block: Archetype Displays +# Ability Name Category of Ability Type Visible +Archetype Companion CATEGORY:Archetype TYPE:CompanionArchetype VISIBLE:NO +Archetype Familiar CATEGORY:Archetype TYPE:FamiliarArchetype VISIBLE:NO + +# ============================ +# Animal Companion Feat Activators +# ============================ + +Devotion against the Unnatural KEY:Animal Companion Feat ~ Devotion against the Unnatural CATEGORY:Special Ability TYPE:AnimalCompanionFeat PREABILITY:1,CATEGORY=Special Ability,Companion ~ Devotion PRECLASS:1,Companion=1 SOURCEPAGE:p.217 DESC:The animal companion gains a +2 morale bonus on saving throws against spells, spell-like abilities, and supernatural abilities of aberrations, outsiders, and undead. The animal companion is immune to the unnatural aura ability that some undead creatures (such as wraiths) have. ABILITY:FEAT|AUTOMATIC|Devotion against the Unnatural +Disruptive Companion KEY:Animal Companion Feat ~ Disruptive Companion CATEGORY:Special Ability TYPE:AnimalCompanionFeat PRECLASS:1,Companion=1 SOURCEPAGE:p.217 DESC:The animal companion is trained to interfere with its opponent's concentration, making even rote tasks difficult. Increase the concentration check DC of spells and spell-like abilities that opponents cast while within the animal companion's reach by +2. Additionally, opponents can't take 10 on d20 rolls or checks while within the animal companion's reach. If an opponent has an ability that allows it to always take 10 on certain skill checks while distracted (such as the skill mastery advanced talent), it gains the benefit of such abilities only if its number of skill ranks is at least 4 higher than the animal companion's Hit Dice. In addition, the animal companion counts as a fighter with a number of class levels equal to its Hit Dice for the purposes of qualifying for the Disruptive feat, as well as for any feat that lists the Disruptive feat as a prerequisite. The animal companion also adds those feats to the list of animal feats that it can choose from when gaining a new feat. ABILITY:FEAT|AUTOMATIC|Disruptive Companion +Feral Grace KEY:Animal Companion Feat ~ Feral Grace CATEGORY:Special Ability TYPE:AnimalCompanionFeat PREABILITY:1,CATEGORY=FEAT,Weapon Finesse PRECLASS:1,Companion=1 PRETOTALAB:6 SOURCEPAGE:p.218 DESC:Choose one of the animal companion's natural attacks. When the animal companion makes a melee attack with the chosen natural attack using its Dexterity bonus on attack rolls and its Strength bonus on damage rolls, it adds 1/4 of its Hit Dice as a bonus on damage rolls. This bonus damage doesn't increase or decrease based upon whether the natural attack is a primary or secondary natural attack. [Special] You can select this feat multiple times. Its effects don't stack. Each time you select this feat, choose a different natural attack to apply its benefit to. ABILITY:FEAT|AUTOMATIC|Feral Grace +Ferocious Beast KEY:Animal Companion Feat ~ Ferocious Beast CATEGORY:Special Ability TYPE:AnimalCompanionFeat !PREABILITY:1,CATEGORY=FEAT,Intimidating Prowess PRECLASS:1,Companion=1 PRESKILL:1,Intimidate=1 SOURCEPAGE:p.218 DESC:The animal companion uses half its master's class level in place of its Charisma bonus on Intimidate checks to demoralize an opponent, as well as on Intimidate checks to use the Antagonize feat. In addition, the animal companion can use Intimidate to demoralize an opponent as a move action. [Special] An animal companion can't take both Ferocious Beast and Intimidating Prowess.|max(1,MasterLevel/2) ABILITY:FEAT|AUTOMATIC|Ferocious Beast +Ferocious Feint KEY:Animal Companion Feat ~ Ferocious Feint CATEGORY:Special Ability TYPE:AnimalCompanionFeat PRECLASS:1,Companion=1 PRESKILL:1,Bluff=1 SOURCEPAGE:p.218 DESC:The animal companion uses half its master's class level in place of its Charisma bonus on Bluff checks to feint an opponent. In addition, the animal companion can use Bluff to feint an opponent as a move action.|max(1,MasterLevel/2) ABILITY:FEAT|AUTOMATIC|Ferocious Feint +Greater Tenacious Hunter KEY:Animal Companion Feat ~ Greater Tenacious Hunter CATEGORY:Special Ability TYPE:AnimalCompanionFeat PREABILITY:2,CATEGORY=FEAT,Combat Reflexes,Tenacious Hunter PRECLASS:1,Companion=1 PRESKILL:2,Perception=3,Stealth=3 SOURCEPAGE:p.218 DESC:The animal companion can attempt a Perception check as a swift action to intentionally search for a stimulus. When using Perception to attempt to pinpoint an invisible foe, the animal companion's bonus from the Tenacious Hunter feat increases to +20. In addition, whenever the animal companion successfully uses Perception to oppose a Stealth check or to pinpoint an invisible creature's location, that foe is denied its Dexterity bonus to AC against all attacks that the animal companion makes before the start of the animal companion's next turn. [Normal] Using Perception to intentionally search for a stimulus is a move action. ABILITY:FEAT|AUTOMATIC|Greater Tenacious Hunter +Improved Intercept Blow KEY:Animal Companion Feat ~ Improved Intercept Blow CATEGORY:Special Ability TYPE:AnimalCompanionFeat PREABILITY:1,CATEGORY=FEAT,Intercept Blow PRECLASS:1,Companion=1 PRETOTALAB:6 SOURCEPAGE:p.218 DESC:When the animal companion uses Intercept Blow to intercept an opponent's melee attack and succeeds, it can take all the damage from the intercepted attack, in which case its master takes no damage from the intercepted attack and doesn't suffer effects that trigger on a hit. ABILITY:FEAT|AUTOMATIC|Improved Intercept Blow +Intercept Blow KEY:Animal Companion Feat ~ Intercept Blow CATEGORY:Special Ability TYPE:AnimalCompanionFeat PRECLASS:1,Companion=1 PRETOTALAB:1 SOURCEPAGE:p.219 DESC:Whenever the animal companion is adjacent to its master and its master is the target of a melee attack, the animal companion can expend an attack of opportunity as a free action, even if it isn't its turn, to attempt to intercept the attack. The animal companion makes an attack roll at its highest attack bonus with one of its natural attacks, as if it were making an attack of opportunity, with a –2 penalty for each size category the attacking creature is larger than the animal companion. If the result of this attack roll is greater than the attacking creature's attack roll result, the animal companion's master takes only half damage from the attack, and the other half of the damage is dealt to the animal companion. Effects that trigger on every successful hit (such as bleed or the trip special ability) affect both the animal companion and the master, as if both were hit by the attack; however, if it matters (such as for a touch spell that expires after a single hit), treat the animal companion as if it had been hit first. If the animal companion knows the defend trick, the animal companion can use Intercept Blow and any feat that lists it as a prerequisite to protect any ally that it is adjacent to and defending (as per the defend trick). ABILITY:FEAT|AUTOMATIC|Intercept Blow +Reflexive Interception KEY:Animal Companion Feat ~ Reflexive Interception CATEGORY:Special Ability TYPE:AnimalCompanionFeat PREABILITY:1,CATEGORY=FEAT,Intercept Blow PREABILITY:1,CATEGORY=Special Ability,Evasion PRECLASS:1,Companion=1 PRETOTALAB:3 SOURCEPAGE:p.219 DESC:Whenever the animal companion is adjacent to its master and its master is attempts a Reflex save, the animal companion can expend an attack of opportunity as a free action, even if it isn't its turn, to attempt a Reflex save to intervene. When using this ability, the animal companion loses the benefits of evasion (and improved evasion if it has it), but if the animal companion succeeds at its saving throw, its master gains the benefit of the animal companion's evasion (or improved evasion if it has it). ABILITY:FEAT|AUTOMATIC|Reflexive Interception +Share Feature KEY:Animal Companion Feat ~ Share Feature CATEGORY:Special Ability TYPE:AnimalCompanionFeat PRECLASS:1,Companion=1 SOURCEPAGE:p.219 DESC:[NOT IMPLEMENTED] Choose one of the following class features: bravery, camouflage, favored terrain, hide in plain sight, resist nature's lure, track, trackless step, venom immunity, and woodland stride. The animal companion gains the benefits of the selected class feature, using its Hit Dice as its level in its master's class for the purpose of this ability; the animal companion gains the benefits of the base class feature, even if the master alters the class feature via an archetype or other means, though the animal companion doesn't count as having the class feature for the purpose of fulfilling prerequisites. ABILITY:FEAT|AUTOMATIC|Share Feature +Tenacious Hunter KEY:Animal Companion Feat ~ Tenacious Hunter CATEGORY:Special Ability TYPE:AnimalCompanionFeat PRECLASS:1,Companion=1 PRESKILL:2,Perception=3,Stealth=3 SOURCEPAGE:p.219 DESC:The animal companion gains a +2 bonus on Perception checks to oppose Stealth checks. When using Perception to pinpoint an invisible creature's location, this bonus increases to +10. In addition, whenever the animal companion successfully uses Perception to notice a creature using Stealth or to pinpoint an invisible creature's location, that foe is denied its Dexterity bonus to AC against the next attack the animal companion makes on or before the animal companion's next turn. ABILITY:FEAT|AUTOMATIC|Tenacious Hunter + + +# Additional feat options offered by archetypes or other feats +CATEGORY=Internal|Default.MOD DEFINE:AllowCompanionFeatBodyguard|0 DEFINE:AllowCompanionFeatCombatPatrol|0 DEFINE:AllowCompanionFeatHeroicDefiance|0 DEFINE:AllowCompanionFeatHeroicRecovery|0 DEFINE:AllowCompanionFeatInHarmsWay|0 DEFINE:AllowCompanionFeatChargeThrough|0 DEFINE:AllowCompanionFeatGreaterBullRush|0 DEFINE:AllowCompanionFeatGreaterOverrun|0 DEFINE:AllowCompanionFeatGreaterReposition|0 DEFINE:AllowCompanionFeatGreaterTrip|0 DEFINE:AllowCompanionFeatImprovedReposition|0 DEFINE:AllowCompanionFeatImprovedTrip|0 DEFINE:AllowCompanionFeatGreaterSunder|0 DEFINE:AllowCompanionFeatImprovedSunder|0 DEFINE:AllowCompanionFeatAcrobaticSteps|0 DEFINE:AllowCompanionFeatChargeThrough|0 DEFINE:AllowCompanionFeatImprovedLightningReflexes|0 DEFINE:AllowCompanionFeatLightningStance|0 DEFINE:AllowCompanionFeatNimbleMoves|0 DEFINE:AllowCompanionFeatWindStance|0 + +Acrobatic Steps KEY:Animal Companion Feat ~ Acrobatic Steps CATEGORY:Special Ability TYPE:AnimalCompanionFeat PREVARGTEQ:AllowCompanionFeatAcrobaticSteps,1 PREABILITY:1,CATEGORY=FEAT,Nimble Moves PREVARGTEQ:PreStatScore_DEX,15 DESC:Whenever you move, you may move through up to 15 feet of difficult terrain each round as if it were normal terrain. The effects of this feat stack with those provided by Nimble Moves (allowing you to move normally through a total of 20 feet of difficult terrain each round). ABILITY:FEAT|AUTOMATIC|Acrobatic Steps SOURCELONG:Core Rulebook SOURCESHORT:CR SOURCEPAGE:p.113 +Bodyguard KEY:Animal Companion Feat ~ Bodyguard CATEGORY:Special Ability TYPE:AnimalCompanionFeat PREVARGTEQ:AllowCompanionFeatBodyguard,1 PREABILITY:1,CATEGORY=FEAT,Combat Reflexes DESC:When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally's AC. You may not use the aid another action to improve your ally's attack roll with this attack. ABILITY:FEAT|AUTOMATIC|Bodyguard SOURCELONG:Advanced Player's Guide SOURCESHORT:APG SOURCEPAGE:p.151 +Charge Through KEY:Animal Companion Feat ~ Charge Through CATEGORY:Special Ability TYPE:AnimalCompanionFeat PREVARGTEQ:AllowCompanionFeatChargeThrough,1 PREABILITY:2,CATEGORY=FEAT,Improved Overrun,Power Attack PRETOTALAB:1 PREVARGTEQ:PreStatScore_STR,13 DESC:When making a charge, you can attempt to overrun one creature in the path of the charge as a free action. If you successfully overrun that creature, you can complete the charge. If the overrun is unsuccessful, the charge ends in the space directly in front of that creature. ABILITY:FEAT|AUTOMATIC|Charge Through SOURCELONG:Advanced Player's Guide SOURCESHORT:APG SOURCEPAGE:p.156 +Combat Patrol KEY:Animal Companion Feat ~ Combat Patrol CATEGORY:Special Ability TYPE:AnimalCompanionFeat PREVARGTEQ:AllowCompanionFeatCombatPatrol,1 PREABILITY:2,CATEGORY=FEAT,Combat Reflexes,Mobility PRETOTALAB:5 DESC:As a full-round action, you may set up a combat patrol, increasing your threatened area by 5 feet for every 5 points of your base attack bonus. Until the beginning of your next turn, you may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. You may move as part of these attacks, provided your total movement before your next turn does not exceed your speed. Any movement you make provokes attacks of opportunity as normal. ABILITY:FEAT|AUTOMATIC|Combat Patrol SOURCELONG:Advanced Player's Guide SOURCESHORT:APG SOURCEPAGE:p.156 +Disruptive KEY:Animal Companion Feat ~ Disruptive CATEGORY:Special Ability TYPE:AnimalCompanionFeat PREVARGTEQ:DisruptiveQualify,1 DESC:The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively only applies if you are aware of the enemy's location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply. ABILITY:FEAT|AUTOMATIC|Disruptive SOURCELONG:Core Rulebook SOURCESHORT:CR SOURCEPAGE:p.122 +Greater Bull Rush KEY:Animal Companion Feat ~ Greater Bull Rush CATEGORY:Special Ability TYPE:AnimalCompanionFeat PREVARGTEQ:AllowCompanionFeatGreaterBullRush,1 PREABILITY:2,CATEGORY=FEAT,Improved Bull Rush,Power Attack PRETOTALAB:6 PREVARGTEQ:PreStatScore_STR,13 DESC:You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you). ABILITY:FEAT|AUTOMATIC|Greater Bull Rush SOURCELONG:Core Rulebook SOURCESHORT:CR SOURCEPAGE:p.125 +Greater Overrun KEY:Animal Companion Feat ~ Greater Overrun CATEGORY:Special Ability TYPE:AnimalCompanionFeat PREVARGTEQ:AllowCompanionFeatGreaterOverrun,1 PREABILITY:2,CATEGORY=FEAT,Improved Overrun,Power Attack PRETOTALAB:6 PREVARGTEQ:PreStatScore_STR,13 DESC:You receive a +2 bonus on checks made to overrun a foe. This bonus stacks with the bonus granted by Improved Overrun. Whenever you overrun opponents, they provoke attacks of opportunity if they are knocked prone by your overrun. ABILITY:FEAT|AUTOMATIC|Greater Overrun SOURCELONG:Core Rulebook SOURCESHORT:CR SOURCEPAGE:p.125 +Greater Reposition KEY:Animal Companion Feat ~ Greater Reposition CATEGORY:Special Ability TYPE:AnimalCompanionFeat PREVARGTEQ:AllowCompanionFeatGreaterReposition,1 PREABILITY:2,CATEGORY=FEAT,Improved Reposition,Power Attack PRETOTALAB:6 PREVARGTEQ:PreStatScore_STR,13 DESC:You receive a +2 bonus on checks made to reposition a foe. This bonus stacks with the bonus granted by Improved Reposition. Whenever you reposition a foe, his movement provokes attacks of opportunity from all of your allies (but not you). ABILITY:FEAT|AUTOMATIC|Greater Reposition SOURCELONG:Advanced Player's Guide SOURCESHORT:APG SOURCEPAGE:p.161 +Greater Sunder KEY:Animal Companion Feat ~ Greater Sunder CATEGORY:Special Ability TYPE:AnimalCompanionFeat PREVARGTEQ:AllowCompanionFeatGreaterSunder,1 PREABILITY:2,CATEGORY=FEAT,Improved Sunder,Power Attack PRETOTALAB:6 PREVARGTEQ:PreStatScore_STR,13 DESC:You receive a +2 bonus on checks made to sunder an item. This bonus stacks with the bonus granted by Improved Sunder. Whenever you sunder to destroy a weapon, shield, or suit of armor, any excess damage is applied to the item's wielder. No damage is transferred if you decide to leave the item with 1 hit point. ABILITY:FEAT|AUTOMATIC|Greater Sunder SOURCELONG:Core Rulebook SOURCESHORT:CR SOURCEPAGE:p.125 +Greater Trip KEY:Animal Companion Feat ~ Greater Trip CATEGORY:Special Ability TYPE:AnimalCompanionFeat PREVARGTEQ:AllowCompanionFeatGreaterTrip,1 PREABILITY:2,CATEGORY=FEAT,Improved Trip,Power Attack PRETOTALAB:6 PREVARGTEQ:PreStatScore_STR,13 DESC:You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity. ABILITY:FEAT|AUTOMATIC|Greater Trip SOURCELONG:Core Rulebook SOURCESHORT:CR SOURCEPAGE:p.126 +Heroic Defiance KEY:Animal Companion Feat ~ Heroic Defiance CATEGORY:Special Ability TYPE:AnimalCompanionFeat PREVARGTEQ:AllowCompanionFeatHeroicDefiance,1 PREABILITY:2,CATEGORY=FEAT,Diehard,Endurance PRETOTALAB:8 DESC:Once per day as an immediate action you can delay the onset of one harmful condition or affliction (such as panicked, paralyzed, stunned, and so on), including permanent and instantaneous conditions. Activating this feat delays the onset of the condition until the end of your next turn, after which time the condition takes its normal effect. This feat has no effect on hit point damage or ability damage. ABILITY:FEAT|AUTOMATIC|Heroic Defiance SOURCELONG:Advanced Player's Guide SOURCESHORT:APG SOURCEPAGE:p.162 +Heroic Recovery KEY:Animal Companion Feat ~ Heroic Recovery CATEGORY:Special Ability TYPE:AnimalCompanionFeat PREVARGTEQ:AllowCompanionFeatHeroicRecovery,1 PREABILITY:2,CATEGORY=FEAT,Diehard,Endurance PRECHECKBASE:1,Fortitude=4 DESC:Once per day as a standard action you may attempt a new saving throw against a harmful condition or affliction requiring a Fortitude save that is affecting you. If this save against the affliction fails, there is no additional effect, but a successful save counts toward curing an affliction such as poison or disease. You cannot use this feat to recover from instantaneous effects, effects that do not allow a saving throw, or effects that do not require a Fortitude save. ABILITY:FEAT|AUTOMATIC|Heroic Recovery SOURCELONG:Advanced Player's Guide SOURCESHORT:APG SOURCEPAGE:p.162 +Improved Lightning Reflexes KEY:Animal Companion Feat ~ Improved Lightning Reflexes CATEGORY:Special Ability TYPE:AnimalCompanionFeat PREVARGTEQ:AllowCompanionFeatImprovedLightningReflexes,1 PREABILITY:1,CATEGORY=FEAT,Lightning Reflexes DESC:Once per day, you may reroll a Reflex save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse. ABILITY:FEAT|AUTOMATIC|Improved Lightning Reflexes SOURCELONG:Core Rulebook SOURCESHORT:CR SOURCEPAGE:p.127 +Improved Reposition KEY:Animal Companion Feat ~ Improved Reposition CATEGORY:Special Ability TYPE:AnimalCompanionFeat PREVARGTEQ:AllowCompanionFeatImprovedReposition,1 PREABILITY:1,CATEGORY=FEAT,Power Attack PREVARGTEQ:PreStatScore_STR,13 DESC:You do not provoke an attack of opportunity when performing a reposition combat maneuver. In addition, you receive a +2 bonus on checks made to reposition a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to reposition you. ABILITY:FEAT|AUTOMATIC|Improved Reposition SOURCELONG:Advanced Player's Guide SOURCESHORT:APG SOURCEPAGE:p.163 +Improved Sunder KEY:Animal Companion Feat ~ Improved Sunder CATEGORY:Special Ability TYPE:AnimalCompanionFeat PREVARGTEQ:AllowCompanionFeatImprovedSunder,1 PREABILITY:1,CATEGORY=FEAT,Power Attack PREVARGTEQ:PreStatScore_STR,13 DESC:You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear. ABILITY:FEAT|AUTOMATIC|Improved Sunder SOURCELONG:Core Rulebook SOURCESHORT:CR SOURCEPAGE:p.128 +Improved Trip KEY:Animal Companion Feat ~ Improved Trip CATEGORY:Special Ability TYPE:AnimalCompanionFeat PREVARGTEQ:AllowCompanionFeatImprovedTrip,1 PREABILITY:1,CATEGORY=FEAT,Power Attack PREVARGTEQ:PreStatScore_STR,13 DESC:You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you. ABILITY:FEAT|AUTOMATIC|Improved Trip SOURCELONG:Core Rulebook SOURCESHORT:CR SOURCEPAGE:p.128 +In Harm's Way KEY:Animal Companion Feat ~ In Harm's Way CATEGORY:Special Ability TYPE:AnimalCompanionFeat PREVARGTEQ:AllowCompanionFeatInHarmsWay,1 PREABILITY:1,CATEGORY=FEAT,Bodyguard DESC:While using the aid another action to improve an adjacent ally's AC, you can intercept a successful attack against that ally as an immediate action, taking full damage from that attack and any associated effects (bleed, poison, etc.). A creature cannot benefit from this feat more than once per attack. ABILITY:FEAT|AUTOMATIC|In Harm's Way SOURCELONG:Advanced Player's Guide SOURCESHORT:APG SOURCEPAGE:p.164 +Lightning Stance KEY:Animal Companion Feat ~ Lightning Stance CATEGORY:Special Ability TYPE:AnimalCompanionFeat PREVARGTEQ:AllowCompanionFeatLightningStance,1 PREABILITY:2,CATEGORY=FEAT,Dodge,Wind Stance PREVARGTEQ:PreStatScore_DEX,17 DESC:If you take two actions to move or a withdraw action in a turn, you gain 50%% concealment for 1 round. ABILITY:FEAT|AUTOMATIC|Lightning Stance SOURCELONG:Core Rulebook SOURCESHORT:CR SOURCEPAGE:p.130 +Nimble Moves KEY:Animal Companion Feat ~ Nimble Moves CATEGORY:Special Ability TYPE:AnimalCompanionFeat PREVARGTEQ:AllowCompanionFeatNimbleMoves,1 PREVARGTEQ:PreStatScore_DEX,13 DESC:Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain. ABILITY:FEAT|AUTOMATIC|Nimble Moves SOURCELONG:Core Rulebook SOURCESHORT:CR SOURCEPAGE:p.131 +Spellbreaker KEY:Animal Companion Feat ~ Spellbreaker CATEGORY:Special Ability TYPE:AnimalCompanionFeat PREABILITY:1,CATEGORY=FEAT,Disruptive PREVARGTEQ:SpellBreakerQualify,1 DESC:Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you. ABILITY:FEAT|AUTOMATIC|Spellbreaker SOURCELONG:Core Rulebook SOURCESHORT:CR SOURCEPAGE:p.134 +Teleport Tactician KEY:Animal Companion Feat ~ Teleport Tactician CATEGORY:Special Ability TYPE:AnimalCompanionFeat PREVARGTEQ:AllowCompanionFeatNimbleMoves,1 PREABILITY:3,CATEGORY=FEAT,Combat Reflexes,Disruptive,Spellbreaker DESC:Any creature using a teleportation effect to enter or leave a square threatened by you provokes an attack of opportunity, even if casting defensively or using a supernatural ability. ABILITY:FEAT|AUTOMATIC|Teleport Tactician SOURCELONG:Advanced Player's Guide SOURCESHORT:APG SOURCEPAGE:p.172 +Wind Stance KEY:Animal Companion Feat ~ Wind Stance CATEGORY:Special Ability TYPE:AnimalCompanionFeat PREVARGTEQ:AllowCompanionFeatWindStance,1 PREABILITY:1,CATEGORY=FEAT,Dodge PRETOTALAB:6 PREVARGTEQ:PreStatScore_DEX,15 DESC:If you move more than 5 feet this turn, you gain 20%% concealment for 1 round against ranged attacks. ABILITY:FEAT|AUTOMATIC|Wind Stance SOURCELONG:Core Rulebook SOURCESHORT:CR SOURCEPAGE:p.137 + +# ============================ +# Boon Companion Support +# ============================ + +Boon Companion Tracker CATEGORY:Internal + +# Ability Name Define Modify VAR +CATEGORY=Internal|Boon Companion Tracker.MOD DEFINE:BoonCompanionBonus_AnimalCompanion|0 DEFINE:AnimalCompanionLVL_Diff|0 BONUS:VAR|BoonCompanionBonus_AnimalCompanion|MAX(0,MIN(4,AnimalCompanionLVL_Diff))|TYPE=NoStack BONUS:VAR|AnimalCompanionLVL_Diff|TL-AnimalCompanionMasterLVL|TYPE=NoStack +CATEGORY=Internal|Boon Companion Tracker.MOD DEFINE:BoonCompanionBonus_Familiar|0 DEFINE:FamiliarLVL_Diff|0 BONUS:VAR|BoonCompanionBonus_Familiar|MAX(0,MIN(4,FamiliarLVL_Diff))|TYPE=NoStack BONUS:VAR|FamiliarLVL_Diff|TL-FamiliarMasterLVL|TYPE=NoStack +CATEGORY=Internal|Boon Companion Tracker.MOD DEFINE:BoonCompanionBonus_SpecialMount|0 DEFINE:SpecialMountLVL_Diff|0 BONUS:VAR|BoonCompanionBonus_SpecialMount|MAX(0,MIN(4,SpecialMountLVL_Diff))|TYPE=NoStack BONUS:VAR|SpecialMountLVL_Diff|TL-CompanionMasterLVL_Paladin|TYPE=NoStack +CATEGORY=Internal|Boon Companion Tracker.MOD DEFINE:BoonCompanionBonus_CavalierMount|0 DEFINE:CavalierMountLVL_Diff|0 BONUS:VAR|BoonCompanionBonus_CavalierMount|MAX(0,MIN(4,CavalierMountLVL_Diff))|TYPE=NoStack BONUS:VAR|CavalierMountLVL_Diff|TL-CompanionMasterLVL_Cavalier|TYPE=NoStack +CATEGORY=Internal|Boon Companion Tracker.MOD DEFINE:BoonCompanionBonus_HuntmasterCompanion|0 DEFINE:HuntmasterCompanionLVL_Diff|0 BONUS:VAR|BoonCompanionBonus_HuntmasterCompanion|MAX(0,MIN(4,HuntmasterCompanionLVL_Diff))|TYPE=NoStack BONUS:VAR|HuntmasterCompanionLVL_Diff|TL-CompanionMasterLVL_Huntmaster|TYPE=NoStack + +# Ability Name Unique Key Category of Ability Type Multiple Requirements Modify VAR +Animal Companion KEY:Boon Companion ~ Animal Companion CATEGORY:Internal TYPE:BoonCompanionSelection PREMULT:1,[PREVARGT:AnimalCompanionLVL,0],[PREABILITY:1,CATEGORY=Special Ability,TYPE.Animal Companion] BONUS:VAR|AnimalCompanionLVL|BoonCompanionBonus_AnimalCompanion|TYPE=NoStack|PREVARGTEQ:AnimalCompanionLVL,1 +Familiar KEY:Boon Companion ~ Familiar CATEGORY:Internal TYPE:BoonCompanionSelection PREMULT:1,[PREVARGT:FamiliarLVL,0],[PREABILITY:1,CATEGORY=Special Ability,TYPE.Familiar] BONUS:VAR|FamiliarLVL|BoonCompanionBonus_Familiar|TYPE=NoStack|PREVARGTEQ:FamiliarLVL,1 +Special Mount KEY:Boon Companion ~ Special Mount CATEGORY:Internal TYPE:BoonCompanionSelection PREMULT:1,[PREVARGT:SpecialMountLVL,0],[PREABILITY:1,CATEGORY=Special Ability,TYPE.Special Mount] BONUS:VAR|SpecialMountLVL|BoonCompanionBonus_SpecialMount|TYPE=NoStack|PREVARGTEQ:SpecialMountLVL,1 +Cavalier Mount KEY:Boon Companion ~ Cavalier Mount CATEGORY:Internal TYPE:BoonCompanionSelection PREMULT:1,[PREVARGT:CavalierMountLVL,0],[PREABILITY:1,CATEGORY=Special Ability,TYPE.Cavalier Mount] BONUS:VAR|CavalierMountLVL|BoonCompanionBonus_CavalierMount|TYPE=NoStack|PREVARGTEQ:CavalierMountLVL,1 +Animal Companion (Huntmaster Archetype) KEY:Boon Companion ~ Huntmaster Companion CATEGORY:Internal TYPE:BoonCompanionSelection PREMULT:1,[PREVARGT:HuntmasterCompanionLVL,0],[PREABILITY:1,CATEGORY=Special Ability,TYPE.Huntmaster Companion] BONUS:VAR|HuntmasterCompanionLVL|BoonCompanionBonus_HuntmasterCompanion|TYPE=NoStack|PREVARGTEQ:HuntmasterCompanionLVL,1 + +# ============================ +# Leshy Companions +# ============================ +Race Traits ~ Leshy (Fungus) CATEGORY:Internal ABILITY:Special Ability|AUTOMATIC|Change Shape|TYPE=FungusLeshyRacialAbility|Pass without Trace ~ Constant +Race Traits ~ Leshy (Gourd) CATEGORY:Internal ABILITY:Special Ability|AUTOMATIC|Change Shape|Sneak Attack|TYPE=GourdLeshyRacialAbility|Pass without Trace ~ Constant BONUS:VAR|SneakAttackDice|1 +Race Traits ~ Leshy (Leaf) CATEGORY:Internal ABILITY:Special Ability|AUTOMATIC|Change Shape|TYPE=LeafLeshyRacialAbility|Pass without Trace ~ Constant +Race Traits ~ Leshy (Seaweed) CATEGORY:Internal ABILITY:Special Ability|AUTOMATIC|Change Shape|Sneak Attack|TYPE=SeaweedLeshyRacialAbility|Pass without Trace ~ Constant BONUS:VAR|SneakAttackDice|1 + +#Fungus Leshy 177 +Puffball KEY:Fungus Leshy ~ Puffball CATEGORY:Special Ability TYPE:FungusLeshyRacialAbility.SpecialQuality.Extraordinary SOURCEPAGE:B3 p.177 DESC:A fungus leshy can spit a puffball as a standard action. If it hits, this attack deals 1 point of damage (this damage is not modified by Strength) and affects the target struck (but not adjacent targets) with the fungus leshy's spores. The puffball has a range increment of 20 feet. +Spores KEY:Fungus Leshy ~ Spores CATEGORY:Special Ability TYPE:FungusLeshyRacialAbility.SpecialQuality.Extraordinary SOURCEPAGE:B3 p.177 DESC:A fungus leshy is riddled with molds and spores. Anytime a fungus leshy takes damage, a cloud of spores bursts from its body, forcing all adjacent creatures to make a DC 14 Fortitude save or have their vision reduced to 10 feet for 1 minute. Spending a full-round action to wash one's eyes with water ends this effect. The save DC is Constitution-based. + +#Gourd Leshy 178 +Ensnare KEY:Gourd Leshy ~ Ensnare CATEGORY:Special Ability TYPE:GourdLeshyRacialAbility.SpecialQuality.Extraordinary SOURCEPAGE:B3 p.178 DESC:The seeds and slam attack of a gourd leshy entangle the target in vines for 2d4 rounds unless the target makes a DC 12 Reflex save. The target can attempt to burst these entangling vines before the duration expires with a DC 12 Strength check as a full-round action. The save and burst DCs are Constitution-based. +Keepsake KEY:Gourd Leshy ~ Keepsake CATEGORY:Special Ability TYPE:GourdLeshyRacialAbility.SpecialQuality.Supernatural SOURCEPAGE:B3 p.178 DESC:Gourd leshys can pop off the top of their heads and store a single Fine-sized object such as a dagger or potion inside. While within the leshy's head, the item is warded by nondetection. In addition, after 24 hours, the item within is cleaned and polished, and, if damaged, repaired as if by a mending spell. Both spell effects have a caster level equal to twice the leshy's Hit Dice (CL 2nd for most gourd leshys). +Seed KEY:Gourd Leshy ~ Seed CATEGORY:Special Ability TYPE:GourdLeshyRacialAbility.SpecialQuality.Extraordinary SOURCEPAGE:B3 p.178 DESC:A gourd leshy can hurl its seeds as a ranged attack. If it hits, this attack deals 1 point of damage (this damage is not modified by Strength) and affects the target with the gourd leshy's ensnare ability. This attack has a 10-foot range increment. + +#Leaf Leshy 179 +Glide KEY:Leaf Leshy ~ Glide CATEGORY:Special Ability TYPE:LeafLeshyRacialAbility.SpecialQuality.Extraordinary SOURCEPAGE:B3 p.179 DESC:A leaf leshy cannot use its fly speed to hover. When flying, a leaf leshy must end its movement at least 5 feet lower in elevation than it started. +Seedpods KEY:Leaf Leshy ~ Seedpods CATEGORY:Special Ability TYPE:LeafLeshyRacialAbility.SpecialQuality.Extraordinary SOURCEPAGE:B3 p.179 DESC:Leaf leshys sprout explosive acorns, pine cones, or other seedpods, and can hurl these as ranged attacks. A seedpod has a range increment of 10 feet and detonates on contact to deal 1 point of bludgeoning damage (this damage is not modified by Strength). Anyone struck by a seedpod must succeed at a DC 11 Fortitude save or be deafened for 1 round. The save DC is Constitution-based. + +#Seaweed Leshy 180 +Air Cyst KEY:Seaweed Leshy ~ Air Cyst CATEGORY:Special Ability TYPE:SeaweedLeshyRacialAbility.SpecialQuality.Supernatural SOURCEPAGE:B3 p.180 DESC:Seaweed leshys constantly grow small bulbs filled with air. As a move action, they can detach a bulb and give it to another creature. If consumed as a standard action, this air cyst grants water breathing (as the spell) for 10 minutes. Seaweed leshys can have a maximum of four usable air cysts at any one time, and air cysts regrow at a rate of one per 24 hours. +Water Jet KEY:Seaweed Leshy ~ Water Jet CATEGORY:Special Ability TYPE:SeaweedLeshyRacialAbility.SpecialQuality.Extraordinary DEFINE:WaterJetDC|0 SOURCEPAGE:B3 p.180 DESC:A seaweed leshy can expel a high-pressure jet of water from its mouth to a range of 30 feet. It must make a ranged touch attack to strike a target-if it hits, the blast deals 1 point of bludgeoning damage (this damage is not modified by Strength). In addition, the creature hit must make a DC %%1 Fortitude save or be blinded by the water for 1 round. The save DC is Dexterity-based.|WaterJetDC ABILITY:Ability Focus|AUTOMATIC|Water Jet BONUS:VAR|WaterJetDC|10+(TL/2)+DEX BONUS:VAR|WaterJetDC|2|PREABILITY:1,CATEGORY=FEAT,Ability Focus (Water Jet) +Spell-Like Abilities KEY:Seaweed Leshy ~ Spell-Like Abilities CATEGORY:Special Ability TYPE:SeaweedLeshyRacialAbility.SpecialQuality.SpellLike SPELLS:Innate|CASTERLEVEL=8|Entangle (in water only),11+CHA + +# ============================== +# New Eidolon Forms +# ============================== + +Cactus KEY:Eidolon Type ~ Cactus CATEGORY:Internal TYPE:EidolonTypeSelection PREVARGTEQ:MASTERVAR("EidolonIsPlant"),1 TEMPLATE:LEGS 2 ABILITY:Eidolon Evolution|AUTOMATIC|Evolution ~ Arms ABILITY:Eidolon Evolution|AUTOMATIC|Evolution ~ Legs ABILITY:Eidolon Evolution|AUTOMATIC|Evolution ~ Sting BONUS:STAT|STR|4|TYPE=Race BONUS:STAT|DEX|4|TYPE=Race BONUS:STAT|CON|2|TYPE=Race BONUS:VAR|EidolonFortGood,EidolonReflexGood|1|TYPE=Base +Conifer KEY:Eidolon Type ~ Conifer CATEGORY:Internal TYPE:EidolonTypeSelection PREVARGTEQ:MASTERVAR("EidolonIsPlant"),1 TEMPLATE:LEGS 2 ABILITY:Eidolon Evolution|AUTOMATIC|Evolution ~ Arms ABILITY:Eidolon Evolution|AUTOMATIC|Evolution ~ Legs ABILITY:Eidolon Evolution|AUTOMATIC|Evolution ~ Clawed Hands|PREVAREQ:RemoveEidolonBaseClaws,0 BONUS:STAT|STR|4|TYPE=Race BONUS:STAT|DEX|2|TYPE=Race BONUS:VAR|EidolonWillGood,EidolonReflexGood|1|TYPE=Base +Fungus KEY:Eidolon Type ~ Fungus CATEGORY:Internal TYPE:EidolonTypeSelection PREVARGTEQ:MASTERVAR("EidolonIsPlant"),1 TEMPLATE:LEGS 2 ABILITY:Eidolon Evolution|AUTOMATIC|Evolution ~ Arms ABILITY:Eidolon Evolution|AUTOMATIC|Evolution ~ Legs ABILITY:Eidolon Evolution|AUTOMATIC|Evolution ~ Bite BONUS:STAT|STR|4|TYPE=Race BONUS:STAT|DEX|4|TYPE=Race BONUS:VAR|EidolonFortGood,EidolonReflexGood|1|TYPE=Base +Leaf KEY:Eidolon Type ~ Leaf CATEGORY:Internal TYPE:EidolonTypeSelection PREVARGTEQ:MASTERVAR("EidolonIsPlant"),1 TEMPLATE:LEGS 2 ABILITY:Eidolon Evolution|AUTOMATIC|Evolution ~ Arms ABILITY:Eidolon Evolution|AUTOMATIC|Evolution ~ Legs ABILITY:Eidolon Evolution|AUTOMATIC|Evolution ~ Slam BONUS:STAT|STR|6|TYPE=Race BONUS:STAT|DEX|2|TYPE=Race BONUS:VAR|EidolonFortGood,EidolonReflexGood|1|TYPE=Base +Seaweed KEY:Eidolon Type ~ Seaweed CATEGORY:Internal TYPE:EidolonTypeSelection PREVARGTEQ:MASTERVAR("EidolonIsPlant"),1 TEMPLATE:LEGS 2 ABILITY:Eidolon Evolution|AUTOMATIC|Evolution ~ Arms ABILITY:Eidolon Evolution|AUTOMATIC|Evolution ~ Slam ABILITY:Eidolon Evolution|AUTOMATIC|Evolution ~ Swim ABILITY:Eidolon Evolution|AUTOMATIC|Evolution ~ Improved Swim BONUS:STAT|STR|2|TYPE=Race BONUS:STAT|DEX|4|TYPE=Race BONUS:STAT|CON|2|TYPE=Race BONUS:VAR|EidolonFortGood,EidolonReflexGood|1|TYPE=Base diff --git a/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_abilities_race.lst b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_abilities_race.lst new file mode 100644 index 00000000000..91fec862e3b --- /dev/null +++ b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_abilities_race.lst @@ -0,0 +1,298 @@ +# CVS $Revision: $ $Author: $ -- Mon Nov 20 15:13:47 2017 -- reformated by PCGen PrettyLST v6.06.00 +SOURCELONG:Ultimate Wilderness SOURCESHORT:UW SOURCEWEB:http://paizo.com/products/btpy9ujo SOURCEDATE:2017-11 + +# ============================== +# Creature Type Traits +# ============================== + +###Block: Reset Old Type Grantors +CATEGORY=Internal|Default.MOD ABILITY:Special Ability|AUTOMATIC|.CLEAR.Fey Traits +CATEGORY=Internal|Default.MOD ABILITY:Special Ability|AUTOMATIC|Fey Traits|PRERACE:1,RACETYPE=Fey|!PRERACE:1,TYPE=PC +CATEGORY=Internal|Default.MOD ABILITY:Special Ability|AUTOMATIC|Fey Traits (PC)|PRERACE:1,RACETYPE=Fey|PRERACE:1,TYPE=PC +CATEGORY=Internal|Default.MOD ABILITY:Special Ability|AUTOMATIC|.CLEAR.Plant Traits +CATEGORY=Internal|Default.MOD ABILITY:Special Ability|AUTOMATIC|Plant Traits|PRERACE:1,RACETYPE=Plant|!PRERACE:1,TYPE=PC +CATEGORY=Internal|Default.MOD ABILITY:Special Ability|AUTOMATIC|Plant Traits (PC)|PRERACE:1,RACETYPE=Plant|PRERACE:1,TYPE=PC +CATEGORY=Internal|Default.MOD ABILITY:Special Ability|AUTOMATIC|.CLEAR.Race Subtype ~ Leshy +CATEGORY=Internal|Default.MOD ABILITY:Special Ability|AUTOMATIC|Race Subtype ~ Leshy|PRERACE:1,RACESUBTYPE=Leshy|!PRERACE:1,TYPE=PC +CATEGORY=Internal|Default.MOD ABILITY:Special Ability|AUTOMATIC|Race Subtype ~ Leshy (PC)|PRERACE:1,RACESUBTYPE=Leshy|PRERACE:1,TYPE=PC + +###Block: New Type Abilities for PCs +Fey Traits KEY:Fey Traits (PC) CATEGORY:Special Ability VISIBLE:NO DEFINESTAT:MINVALUE|INT|3 ABILITY:Special Ability|AUTOMATIC|Fey Traits Output|PRERULE:1,DISPLAYTYPETRAITS SOURCELONG:Bestiary SOURCESHORT:B1 SOURCEWEB:http://paizo.com/store/downloads/pathfinder/pathfinderRPG/v5748btpy8auu SOURCEDATE:2009-10 SOURCEPAGE:p.307 +Plant Traits KEY:Plant Traits (PC) CATEGORY:Special Ability VISIBLE:NO DEFINESTAT:MINVALUE|INT|3 ABILITY:Special Ability|AUTOMATIC|Plant Traits Output (PC)|PRERULE:1,DISPLAYTYPETRAITS SOURCELONG:Bestiary SOURCESHORT:B1 SOURCEWEB:http://paizo.com/store/downloads/pathfinder/pathfinderRPG/v5748btpy8auu SOURCEDATE:2009-10 SOURCEPAGE:p.309 +Plant Traits KEY:Plant Traits Output (PC) CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:Plants breathe and eat, but do not sleep. SOURCELONG:Bestiary SOURCESHORT:B1 SOURCEWEB:http://paizo.com/store/downloads/pathfinder/pathfinderRPG/v5748btpy8auu SOURCEDATE:2009-10 SOURCEPAGE:p.309 +Leshy Traits KEY:Race Subtype ~ Leshy (PC) CATEGORY:Special Ability VISIBLE:NO ABILITY:Special Ability|AUTOMATIC|Traits Output ~ Leshy (PC)|PRERULE:1,DISPLAYTYPETRAITS SOURCELONG:Bestiary 5 SOURCESHORT:B5 SOURCEWEB:http://paizo.com/products/btpy9g9x SOURCEDATE:2015-12 SOURCEPAGE:p.307 +Leshy Traits KEY:Traits Output ~ Leshy (PC) CATEGORY:Special Ability TYPE:SpecialQuality.Extraordinary DESC:A leshy is a nature spirit that inhabits the body of a specially grown plant. SOURCELONG:Bestiary 5 SOURCESHORT:B5 SOURCEWEB:http://paizo.com/products/btpy9g9x SOURCEDATE:2015-12 SOURCEPAGE:p.307 + +# ============================== +# Gathlain +# ============================== + +###Block: Racial Abilities +Race Traits ~ Gathlain CATEGORY:Internal +CATEGORY=Internal|Race Traits ~ Gathlain.MOD DEFINE:Gathlain_ReplaceAbilityScores|0 ABILITY:Gathlain Racial Trait|AUTOMATIC|Gathlain ~ Ability Scores|PREVAREQ:Gathlain_ReplaceAbilityScores,0 +CATEGORY=Internal|Race Traits ~ Gathlain.MOD DEFINE:Gathlain_ReplaceSize|0 ABILITY:Gathlain Racial Trait|AUTOMATIC|Gathlain ~ Size|PREVAREQ:Gathlain_ReplaceSize,0 +CATEGORY=Internal|Race Traits ~ Gathlain.MOD DEFINE:Gathlain_ReplaceSpeed|0 ABILITY:Gathlain Racial Trait|AUTOMATIC|Gathlain ~ Speed|PREVAREQ:Gathlain_ReplaceSpeed,0 +CATEGORY=Internal|Race Traits ~ Gathlain.MOD DEFINE:Gathlain_ReplaceVision|0 ABILITY:Gathlain Racial Trait|AUTOMATIC|Gathlain ~ Vision|PREVAREQ:Gathlain_ReplaceVision,0 +CATEGORY=Internal|Race Traits ~ Gathlain.MOD DEFINE:Gathlain_ReplaceNaturalArmor|0 ABILITY:Gathlain Racial Trait|AUTOMATIC|Gathlain ~ Natural Armor|PREVAREQ:Gathlain_ReplaceNaturalArmor,0 +CATEGORY=Internal|Race Traits ~ Gathlain.MOD DEFINE:Gathlain_ReplaceSpellLikeAbilities|0 ABILITY:Gathlain Racial Trait|AUTOMATIC|Gathlain ~ Spell-Like Abilities|PREVAREQ:Gathlain_ReplaceSpellLikeAbilities,0 +CATEGORY=Internal|Race Traits ~ Gathlain.MOD DEFINE:Gathlain_ReplaceLanguages|0 ABILITY:Gathlain Racial Trait|AUTOMATIC|Gathlain ~ Languages|PREVAREQ:Gathlain_ReplaceLanguages,0 + +###Block: Racial Defaults ++2 Dexterity, +2 Charisma, -2 Constitution KEY:Gathlain ~ Ability Scores CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Gathlain Racial Trait.Gathlain Racial Default.Racial Ability Scores DESC:Gathlains are quick, with dynamic and engaging personalities, but are rather fragile. SOURCEPAGE:p.10 BONUS:STAT|DEX|2|TYPE=Racial BONUS:STAT|CHA|2|TYPE=Racial BONUS:STAT|CON|-2|TYPE=Racial +Small KEY:Gathlain ~ Size CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Gathlain Racial Trait.Gathlain Racial Default.Racial Size DESC:Gathlains are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty on combat maneuver checks and to CMD, a +2 bonus on Fly checks, and a +4 size bonus on Stealth checks. SOURCEPAGE:p.10 +Normal Speed KEY:Gathlain ~ Speed CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Gathlain Racial Trait.Gathlain Racial Default.Racial Speed DESC:Gathlains have a base speed of 30 feet and a fly speed of 40 feet (poor maneuverability). SOURCEPAGE:p.10 BONUS:VAR|Maneuverability|2|TYPE=Base +Low-Light Vision KEY:Gathlain ~ Vision CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Gathlain Racial Trait.Gathlain Racial Default.Extraordinary.Racial Vision DESC:Gathlains can see twice as far as humans in dim light. SOURCEPAGE:p.10 BONUS:VAR|HasLowlightVision|1|TYPE=Base +Natural Armor KEY:Gathlain ~ Natural Armor CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Gathlain Racial Trait.Gathlain Racial Default DESC:Gathlains have a +1 natural armor bonus. SOURCEPAGE:p.10 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base +Spell-Like Abilities KEY:Gathlain ~ Spell-Like Abilities CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Gathlain Racial Trait.Gathlain Racial Default DESC:1/day--entangle, feather step (caster level equals the gathlain's character level).|!PREABILITY:1,CATEGORY=Special Ability,Gathlain ~ Titled DESC:1/day--entangle (caster level equals the gathlain's character level).|PREABILITY:1,CATEGORY=Special Ability,Gathlain ~ Titled SOURCEPAGE:p.10 SPELLS:Innate|TIMES=1|CASTERLEVEL=TL|Entangle SPELLS:Innate|TIMES=1|CASTERLEVEL=TL|Feather Step|!PREABILITY:1,CATEGORY=Special Ability,Gathlain ~ Titled +Languages KEY:Gathlain ~ Languages CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Gathlain Racial Trait.Gathlain Racial Default.Racial Language DESC:Gathlains speak Common and Sylvan. A gathlain with a high Intelligence score can choose from the following languages: Draconic, Elven, Goblin, Halfling, and Orc. SOURCEPAGE:p.10 AUTO:LANG|Common|Sylvan TEMPLATE:Race Bonus Language ~ Draconic|Race Bonus Language ~ Elven|Race Bonus Language ~ Goblin|Race Bonus Language ~ Halfling|Race Bonus Language ~ Orc + +###Block: Alternate Racial Traits +Flighty KEY:Gathlain ~ Flighty CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Gathlain Racial Trait.Gathlain Alternate Racial Trait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Gathlain ~ Flighty],[PREVAREQ:Gathlain_ReplaceNaturalArmor,0] DESC:Some gathlains are too easily distracted to miss anything going on around them. They gain Perception as a class skill and gain a +2 racial bonus on saving throws against patterns and effects that cause the fascinated condition.&nl;This replaces natural armor. SOURCEPAGE:p.10 BONUS:VAR|Gathlain_ReplaceNaturalArmor|1|TYPE=Boolean COST:0 CSKILL:Perception ASPECT:SaveBonus|+2 racial bonus on saving throws against patterns and effects that cause the fascinated condition +Honey Whisperer KEY:Gathlain ~ Honey Whisperer CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Gathlain Racial Trait.Gathlain Alternate Racial Trait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Gathlain ~ Honey Whisperer],[PREVAREQ:Gathlain_ReplaceNaturalArmor,0] DESC:Some gathlains keep bees of all sizes, collecting their honey and sometimes even riding the largest of them. They can use Handle Animal and wild empathy to influence vermin as if they were animals with an Intelligence score of 1.&nl;This replaces natural armor. SOURCEPAGE:p.10 BONUS:VAR|Gathlain_ReplaceNaturalArmor|1|TYPE=Boolean COST:0 ASPECT:SkillBonus|you can use Handle Animal and wild empathy to influence vermin as if they were animals with an Intelligence score of 1 +Intense Curiosity KEY:Gathlain ~ Intense Curiosity CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Gathlain Racial Trait.Gathlain Alternate Racial Trait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Gathlain ~ Intense Curiosity],[PREVAREQ:Gathlain_ReplaceSpellLikeAbilities,0] DESC:Some gathlains habitually fixate on someone or something nearby and examine its every detail. When taking 20 on the check, they gain a +4 racial bonus on Perception and Survival checks to find and follow tracks and to predict the weather.&nl;This replaces spell-like abilities. SOURCEPAGE:p.10 BONUS:VAR|Gathlain_ReplaceSpellLikeAbilities|1|TYPE=Boolean COST:0 ASPECT:SkillBonus|+4 racial bonus on Perception and Survival checks to find and follow tracks and to predict the weather when taking 20 +Otherworldly Gossip KEY:Gathlain ~ Otherworldly Gossip CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Gathlain Racial Trait.Gathlain Alternate Racial Trait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Gathlain ~ Otherworldly Gossip],[PREVAREQ:Gathlain_ReplaceSpellLikeAbilities,0] DESC:Many gathlains excitedly share every last bit of gossip they can find. These gathlains gain a +2 racial bonus on Diplomacy checks to gather information and on checks with one Knowledge skill of the gathlain's choice. Once the choice of Knowledge skill is made, it can't be changed.&nl;This replaces spell-like abilities. SOURCEPAGE:p.10 BONUS:VAR|Gathlain_ReplaceSpellLikeAbilities|1|TYPE=Boolean COST:0 MULT:YES STACK:NO CHOOSE:SKILL|Knowledge% BONUS:SITUATION|Diplomacy=Gather Information|2|TYPE=Racial BONUS:SKILL|LIST|2|TYPE=Racial +Titled KEY:Gathlain ~ Titled CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Gathlain Racial Trait.Gathlain Alternate Racial Trait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Gathlain ~ Titled],[PREMULT:1,[PREVAREQ:Gathlain_ReplaceSpellLikeAbilities,0]] DESC:Certain gathlains play at the games of courtly intrigue that dominate much of First World culture, assuming titles that other fey may or may not recognize. These gathlains treat Bluff, Diplomacy, and Knowledge (nobility) as class skills.&nl;This replaces the feather step spell-like ability. SOURCEPAGE:p.10 BONUS:VAR|Gathlain_ReplaceSpellLikeAbilities|1|TYPE=Boolean COST:0 CSKILL:Bluff|Diplomacy|Knowledge (Nobility) ABILITY:Gathlain Racial Trait|AUTOMATIC|Gathlain ~ Spell-Like Abilities +Tree-Born KEY:Gathlain ~ Tree-Born CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Gathlain Racial Trait.Gathlain Alternate Racial Trait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Gathlain ~ Tree-Born],[PREVAREQ:Gathlain_ReplaceAbilityScores,0,Gathlain_ReplaceSpeed,0] DESC:Some gathlains take after their tree ancestors, standing more firmly but moving more slowly. They have no Constitution penalty but have a base speed of 20 feet and a fly speed of 30 feet (clumsy maneuverability).&nl;This replaces the penalty to Constitution and alters speed. SOURCEPAGE:p.10 BONUS:VAR|Gathlain_ReplaceAbilityScores,Gathlain_ReplaceSpeed|1|TYPE=Boolean COST:0 ABILITY:Gathlain Racial Trait|AUTOMATIC|Gathlain ~ Tree-Born Ability Scores|Gathlain ~ Tree-Born Speed +Tree Dialect KEY:Gathlain ~ Tree Dialect CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Gathlain Racial Trait.Gathlain Alternate Racial Trait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Gathlain ~ Tree Dialect],[PREVAREQ:Gathlain_ReplaceSpellLikeAbilities,0] DESC:A rare few gathlains are born with the knowledge of an ancient way of speech that allows them to communicate with trees. Once per day, they can cast speak with plants (trees only) as a spell-like ability with a caster level equal to the gathlain's character level.&nl;This replaces spell-like abilities. SOURCEPAGE:p.10 BONUS:VAR|Gathlain_ReplaceSpellLikeAbilities|1|TYPE=Boolean COST:0 SPELLS:Innate|TIMES=1|CASTERLEVEL=TL|Speak with Plants (trees only) + ++2 Dexterity, +2 Charisma KEY:Gathlain ~ Tree-Born Ability Scores CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Gathlain Racial Trait.Racial Ability Scores DESC:Gathlains are quick, with dynamic and engaging personalities. SOURCEPAGE:p.10 BONUS:STAT|DEX|2|TYPE=Racial BONUS:STAT|CHA|2|TYPE=Racial +Slow Speed KEY:Gathlain ~ Tree-Born Speed CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Gathlain Racial Trait.Racial Speed DESC:Gathlains have a base speed of 20 feet and a fly speed of 30 feet (clumsy maneuverability). SOURCEPAGE:p.10 BONUS:VAR|Maneuverability|1 BONUS:MOVEADD|TYPE.Walk|-10|TYPE=Racial BONUS:MOVEADD|TYPE.Fly|-10|TYPE=Racial + +# ============================== +# Ghoran +# ============================== + +###Block: Racial Abilities +Race Traits ~ Ghoran CATEGORY:Internal +CATEGORY=Internal|Race Traits ~ Ghoran.MOD DEFINE:Ghoran_ReplaceAbilityScores|0 ABILITY:Ghoran Racial Trait|AUTOMATIC|Ghoran ~ Ability Scores|PREVAREQ:Ghoran_ReplaceAbilityScores,0 +CATEGORY=Internal|Race Traits ~ Ghoran.MOD DEFINE:Ghoran_ReplaceSize|0 ABILITY:Ghoran Racial Trait|AUTOMATIC|Ghoran ~ Size|PREVAREQ:Ghoran_ReplaceSize,0 +CATEGORY=Internal|Race Traits ~ Ghoran.MOD DEFINE:Ghoran_ReplaceSpeed|0 ABILITY:Ghoran Racial Trait|AUTOMATIC|Ghoran ~ Speed|PREVAREQ:Ghoran_ReplaceSpeed,0 +CATEGORY=Internal|Race Traits ~ Ghoran.MOD DEFINE:Ghoran_ReplaceNaturalArmor|0 ABILITY:Ghoran Racial Trait|AUTOMATIC|Ghoran ~ Natural Armor|PREVAREQ:Ghoran_ReplaceNaturalArmor,0 +CATEGORY=Internal|Race Traits ~ Ghoran.MOD DEFINE:Ghoran_ReplaceType|0 ABILITY:Ghoran Racial Trait|AUTOMATIC|Ghoran ~ Type|PREVAREQ:Ghoran_ReplaceType,0 +CATEGORY=Internal|Race Traits ~ Ghoran.MOD DEFINE:Ghoran_ReplaceDelicious|0 ABILITY:Ghoran Racial Trait|AUTOMATIC|Ghoran ~ Delicious|PREVAREQ:Ghoran_ReplaceDelicious,0 +CATEGORY=Internal|Race Traits ~ Ghoran.MOD DEFINE:Ghoran_ReplaceNaturalMagic|0 ABILITY:Ghoran Racial Trait|AUTOMATIC|Ghoran ~ Natural Magic|PREVAREQ:Ghoran_ReplaceNaturalMagic,0 +CATEGORY=Internal|Race Traits ~ Ghoran.MOD DEFINE:Ghoran_ReplaceSeed|0 ABILITY:Ghoran Racial Trait|AUTOMATIC|Ghoran ~ Seed|PREVAREQ:Ghoran_ReplaceSeed,0 +CATEGORY=Internal|Race Traits ~ Ghoran.MOD DEFINE:Ghoran_ReplaceLightDependent|0 ABILITY:Ghoran Racial Trait|AUTOMATIC|Ghoran ~ Light Dependent|PREVAREQ:Ghoran_ReplaceLightDependent,0 +CATEGORY=Internal|Race Traits ~ Ghoran.MOD DEFINE:Ghoran_ReplaceVision|0 ABILITY:Ghoran Racial Trait|AUTOMATIC|Ghoran ~ Vision|PREVAREQ:Ghoran_ReplaceVision,0 +CATEGORY=Internal|Race Traits ~ Ghoran.MOD DEFINE:Ghoran_ReplacePastLifeKnowledge|0 ABILITY:Ghoran Racial Trait|AUTOMATIC|Ghoran ~ Past-Life Knowledge|PREVAREQ:Ghoran_ReplacePastLifeKnowledge,0 +CATEGORY=Internal|Race Traits ~ Ghoran.MOD DEFINE:Ghoran_ReplaceLanguages|0 ABILITY:Ghoran Racial Trait|AUTOMATIC|Ghoran ~ Languages|PREVAREQ:Ghoran_ReplaceLanguages,0 + + +###Block: Racial Defaults ++2 Constitution, +2 Charisma, -2 Intelligence KEY:Ghoran ~ Ability Scores CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Ghoran Racial Trait.Ghoran Racial Default.Racial Ability Scores DESC:Ghorans are hardy, guileful, and eager to explore their emotions, but they process complex thoughts slowly. SOURCEPAGE:p.17 BONUS:STAT|CON|2|TYPE=Racial BONUS:STAT|CHA|2|TYPE=Racial BONUS:STAT|INT|-2|TYPE=Racial +Medium KEY:Ghoran ~ Size CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Ghoran Racial Trait.Ghoran Racial Default.Racial Size DESC:Ghorans are Medium creatures and receive no bonuses or penalties due to their size. SOURCEPAGE:p.17 +Normal Speed KEY:Ghoran ~ Speed CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Ghoran Racial Trait.Ghoran Racial Default.Racial Speed DESC:Ghorans have a base speed of 30 feet. SOURCEPAGE:p.17 ++2 Natural Armor KEY:Ghoran ~ Natural Armor CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Ghoran Racial Trait.Ghoran Racial Default DESC:Ghorans have tough, rugged skin. SOURCEPAGE:p.17 BONUS:VAR|AC_Natural_Armor|2|TYPE=Base +Plant KEY:Ghoran ~ Type CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Ghoran Racial Trait.Ghoran Racial Default.Racial Type DESC:Ghorans have the plant type but lack the immunities to mind-affecting, paralysis, poison, polymorph, sleep, and stunning effects that type usually has. SOURCEPAGE:p.17 +Delicious KEY:Ghoran ~ Delicious CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Ghoran Racial Trait.Ghoran Racial Default.Extraordinary DESC:Ghorans take a -2 penalty on Escape Artist and combat maneuver checks to escape a grapple against a creature that has a bite attack with the grab ability. SOURCEPAGE:p.17 ASPECT:SkillBonus|-2 penalty on Escape Artist and combat maneuver checks to escape a grapple against a creature that has a bite attack with the grab ability. +Natural Magic KEY:Ghoran ~ Natural Magic CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Ghoran Racial Trait.Ghoran Racial Default.SpellLike DESC:Ghorans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day--detect poison, goodberry (created berries bud from the ghoran's own body), and purify food and drink. The caster level is equal to the ghoran's level. The DC for these spells is equal to 10 + the spell's level + the ghoran's Charisma bonus. SOURCEPAGE:p.17 SPELLS:Innate|TIMES=1|CASTERLEVEL=TL|Detect Poison,11+CHA|Goodberry (created berries bud from the ghoran's own body),11+CHA|Purify Food and Drink,11+CHA|PRESTAT:1,CHA=11 +Seed KEY:Ghoran ~ Seed CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Ghoran Racial Trait.Ghoran Racial Default.Extraordinary DESC:As a full-round action, a ghoran can expel the seed from an orifice in its abdomen. If planted in fertile ground and left undisturbed for 2d6 days, the seed grows into a healthy duplicate of the original ghoran, save that the duplicate can reallocate all skill ranks upon sprouting. Once a ghoran expels this seed, it gains 1 negative level, and it dies as soon as the duplicate sprouts. This duplicate replaces the previous ghoran character. SOURCEPAGE:p.17 ABILITY:Internal|AUTOMATIC|Ghoran ~ Seed (Negative Level) +Light Dependent KEY:Ghoran ~ Light Dependent CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Ghoran Racial Trait.Ghoran Racial Default.Weakness DESC:Ghorans take 1d4 points of Constitution damage each day they go without exposure to sunlight. SOURCEPAGE:p.17 +Low-Light Vision KEY:Ghoran ~ Vision CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Ghoran Racial Trait.Ghoran Racial Default.Extraordinary.Racial Vision DESC:Ghorans can see twice as far as humans in dim light. SOURCEPAGE:p.17 BONUS:VAR|HasLowlightVision|1|TYPE=Base +Past-Life Knowledge KEY:Ghoran ~ Past-Life Knowledge CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Ghoran Racial Trait.Ghoran Racial Default.Extraordinary DESC:Ghorans have memories encoded in their seeds. They treat all Knowledge skills as class skills. SOURCEPAGE:p.17 CSKILL:TYPE.Knowledge +Languages KEY:Ghoran ~ Languages CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Ghoran Racial Trait.Ghoran Racial Default.Racial Language DESC:Ghorans begin play speaking Common and Sylvan. Ghorans with high Intelligence scores can choose any languages they want (except secret languages such as Druidic). SOURCEPAGE:p.17 AUTO:LANG|Common|Sylvan TEMPLATE:Race Bonus Language ~ All + +Seed (Negative Level) KEY:Ghoran ~ Seed (Negative Level) CATEGORY:Internal DEFINE:NegLevels|0 SOURCEPAGE:p.17 ABILITY:Special Ability|AUTOMATIC|Negative Levels|PREVARGTEQ:NegLevels,1 TEMPBONUS:PC|VAR|NegLevels|1 + +###Block: Alternate Racial Traits +Creator's Legacy KEY:Ghoran ~ Creator's Legacy CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Ghoran Racial Trait.Ghoran Alternate Racial Trait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Ghoran ~ Creator's Legacy],[PREVAREQ:Ghoran_ReplacePastLifeKnowledge,0] DESC:Infused with the druidic magic of their creator, ghorans quickly take to nature-based spells and spellcasting. Ghoran bloodragers and sorcerers with the verdant bloodline treat their Charisma score as 2 points higher for sorcerer spells and class abilities. Ghoran clerics and druids with the Plant domain use their domain powers and spells at +1 caster level. This doesn't give the ghoran early access to level-based powers; it affects only powers that could already be used without this trait.&nl;This replaces past-life knowledge. COST:0 SOURCEPAGE:p.16 BONUS:VAR|Ghoran_ReplacePastLifeKnowledge|1|TYPE=Boolean BONUS:CASTERLEVEL|DOMAIN.Plant|1|PRECLASS:1,Cleric=1,Druid=1 BONUS:VAR|DomainPlantLVL|1|PRECLASS:1,Cleric=1,Druid=1 BONUS:VAR|BloodlinePowerTimes|1|PREABILITY:1,CATEGORY=Special Ability,Sorcerer Bloodline ~ Verdant,Bloodrager Bloodline ~ Verdant BONUS:DC|CLASS.Sorcerer,CLASS.Bloodrager|1|PREABILITY:1,CATEGORY=Special Ability,Sorcerer Bloodline ~ Verdant,Bloodrager Bloodline ~ Verdant DEFINE:Ghoran_CreatorsLegacyBonus|0 BONUS:VAR|Ghoran_CreatorsLegacyBonus|1|TYPE=Base +Martial Recollection KEY:Ghoran ~ Martial Recollection CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Ghoran Racial Trait.Ghoran Alternate Racial Trait.Extraordinary PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Ghoran ~ Martial Recollection],[PREVAREQ:Ghoran_ReplaceNaturalMagic,0] DESC:The personal history of many ghorans is scarred with desperate struggles for survival, and memories of that conflict are deeply ingrained within their seeds. Whenever ghorans with this racial trait grow new bodies from their seeds, they reselect all combat feats known instead of reallocating skill ranks.&nl;This alters seed and replaces nature magic. COST:0 SOURCEPAGE:p.16 BONUS:VAR|Ghoran_ReplaceNaturalMagic|1|TYPE=Boolean +Occult Scion KEY:Ghoran ~ Occult Scion CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Ghoran Racial Trait.Ghoran Alternate Racial Trait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Ghoran ~ Occult Scion],[PREVAREQ:Ghoran_ReplacePastLifeKnowledge,0] DESC:Created in part from an esoteric ritual, many ghorans are innately sensitive to psychic powers and influences. The ghoran gains Psychic Sensitivity as a bonus feat and treats Knowledge (arcana) and Knowledge (planes) as class skills.&nl;This replaces past-life knowledge. COST:0 SOURCEPAGE:p.16 BONUS:VAR|Ghoran_ReplacePastLifeKnowledge|1|TYPE=Boolean ABILITY:FEAT|AUTOMATIC|Psychic Sensitivity CSKILL:Knowledge (Arcana)|Knowledge (Planes) +Spelleater KEY:Ghoran ~ Spelleater CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Ghoran Racial Trait.Ghoran Alternate Racial Trait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Ghoran ~ Spelleater],[PREVAREQ:Ghoran_ReplaceNaturalMagic,0,Ghoran_ReplacePastLifeKnowledge,0] DESC:Ghorans were originally created to survive and thrive in a magic-blasted wasteland, and over the centuries some ghorans have adapted greater abilities to overcome magic in general. Once per day, the ghoran can cast dispel magic as a spell-like ability, with a caster level equal to the ghoran's character level. If the ghoran's favored class is a spellcasting class, the ghoran gains a +2 racial bonus on dispel checks.&nl;This replaces past-life knowledge and nature magic. COST:0 SOURCEPAGE:p.16 BONUS:VAR|Ghoran_ReplaceNaturalMagic,Ghoran_ReplacePastLifeKnowledge|1|TYPE=Boolean SPELLS:Innate|TIMES=1|CASTERLEVEL=TL|Dispel Magic ASPECT:CombatBonus|+2 racial bonus on dispel checks if your favored class is a spellcasting class +# Spelleater ASPECT tag needs a way to tell if the character's favored class is a spellcaster. + +# ============================== +# Vine Leshy +# ============================== + +###Block: Racial Abilities +Race Traits ~ Vine Leshy CATEGORY:Internal +CATEGORY=Internal|Race Traits ~ Vine Leshy.MOD DEFINE:VineLeshy_ReplaceAbilityScores|0 ABILITY:Vine Leshy Racial Trait|AUTOMATIC|Vine Leshy ~ Ability Scores|PREVAREQ:VineLeshy_ReplaceAbilityScores,0 +CATEGORY=Internal|Race Traits ~ Vine Leshy.MOD DEFINE:VineLeshy_ReplaceType|0 ABILITY:Vine Leshy Racial Trait|AUTOMATIC|Vine Leshy ~ Type|PREVAREQ:VineLeshy_ReplaceType,0 +CATEGORY=Internal|Race Traits ~ Vine Leshy.MOD DEFINE:VineLeshy_ReplaceSize|0 ABILITY:Vine Leshy Racial Trait|AUTOMATIC|Vine Leshy ~ Size|PREVAREQ:VineLeshy_ReplaceSize,0 +CATEGORY=Internal|Race Traits ~ Vine Leshy.MOD DEFINE:VineLeshy_ReplaceSpeed|0 ABILITY:Vine Leshy Racial Trait|AUTOMATIC|Vine Leshy ~ Speed|PREVAREQ:VineLeshy_ReplaceSpeed,0 +CATEGORY=Internal|Race Traits ~ Vine Leshy.MOD DEFINE:VineLeshy_ReplaceLowLightVision|0 ABILITY:Vine Leshy Racial Trait|AUTOMATIC|Vine Leshy ~ Vision/Low-Light|PREVAREQ:VineLeshy_ReplaceLowLightVision,0 +CATEGORY=Internal|Race Traits ~ Vine Leshy.MOD DEFINE:VineLeshy_ReplaceDarkvision|0 ABILITY:Vine Leshy Racial Trait|AUTOMATIC|Vine Leshy ~ Vision/Darkvision|PREVAREQ:VineLeshy_ReplaceDarkvision,0 +CATEGORY=Internal|Race Traits ~ Vine Leshy.MOD DEFINE:VineLeshy_ReplacePasswithoutTrace|0 ABILITY:Vine Leshy Racial Trait|AUTOMATIC|Vine Leshy ~ Pass without Trace|PREVAREQ:VineLeshy_ReplacePasswithoutTrace,0 +CATEGORY=Internal|Race Traits ~ Vine Leshy.MOD DEFINE:VineLeshy_ReplaceChangeShape|0 ABILITY:Vine Leshy Racial Trait|AUTOMATIC|Vine Leshy ~ Change Shape|PREVAREQ:VineLeshy_ReplaceChangeShape,0 +CATEGORY=Internal|Race Traits ~ Vine Leshy.MOD DEFINE:VineLeshy_ReplacePlantspeech|0 ABILITY:Vine Leshy Racial Trait|AUTOMATIC|Vine Leshy ~ Plantspeech|PREVAREQ:VineLeshy_ReplacePlantspeech,0 +CATEGORY=Internal|Race Traits ~ Vine Leshy.MOD DEFINE:VineLeshy_ReplaceVerdantBurst|0 ABILITY:Vine Leshy Racial Trait|AUTOMATIC|Vine Leshy ~ Verdant Burst|PREVAREQ:VineLeshy_ReplaceVerdantBurst,0 +CATEGORY=Internal|Race Traits ~ Vine Leshy.MOD DEFINE:VineLeshy_ReplaceUnassumingFoliage|0 ABILITY:Vine Leshy Racial Trait|AUTOMATIC|Vine Leshy ~ Unassuming Foliage|PREVAREQ:VineLeshy_ReplaceUnassumingFoliage,0 +CATEGORY=Internal|Race Traits ~ Vine Leshy.MOD DEFINE:VineLeshy_ReplaceClimber|0 ABILITY:Vine Leshy Racial Trait|AUTOMATIC|Vine Leshy ~ Climber|PREVAREQ:VineLeshy_ReplaceClimber,0 +CATEGORY=Internal|Race Traits ~ Vine Leshy.MOD DEFINE:VineLeshy_ReplaceLanguages|0 ABILITY:Vine Leshy Racial Trait|AUTOMATIC|Vine Leshy ~ Languages|PREVAREQ:VineLeshy_ReplaceLanguages,0 + +###Block: Racial Defaults ++2 Constitution, +2 Wisdom, -2 Intelligence KEY:Vine Leshy ~ Ability Scores CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Vine Leshy Racial Trait.Vine Leshy Racial Default.Racial Ability Scores DESC:Vine leshys are hardy and insightful, but sometimes forgetful. SOURCEPAGE:p.21 BONUS:STAT|CON|2|TYPE=Racial BONUS:STAT|WIS|2|TYPE=Racial BONUS:STAT|INT|-2|TYPE=Racial +Leshy KEY:Vine Leshy ~ Type CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Vine Leshy Racial Trait.Vine Leshy Racial Default.Racial Type DESC:Vine leshys are plants with the leshy subtype but lack the immunities to mind-affecting effects, paralysis, poison, polymorph, sleep, and stunning that the plant type usually grants, and they lack the immunity to electricity and sonic that the leshy subtype usually grants. SOURCEPAGE:p.21 +Small KEY:Vine Leshy ~ Size CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Vine Leshy Racial Trait.Vine Leshy Racial Default.Racial Size DESC:Vine leshys are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks. SOURCEPAGE:p.21 +Slow Speed KEY:Vine Leshy ~ Speed CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Vine Leshy Racial Trait.Vine Leshy Racial Default.Racial Speed DESC:Vine leshys have a base speed of 20 feet. SOURCEPAGE:p.21 +Darkvision KEY:Vine Leshy ~ Vision/Low-Light CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Vine Leshy Racial Trait.Vine Leshy Racial Default.Extraordinary.Racial Vision DESC:Vine leshys can see in the dark up to 60 feet. SOURCEPAGE:p.21 BONUS:VAR|DarkvisionRange|60|TYPE=Base +Low-Light Vision KEY:Vine Leshy ~ Vision/Darkvision CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Vine Leshy Racial Trait.Vine Leshy Racial Default.Extraordinary.Racial Vision DESC:Vine leshys can see twice as far as humans under conditions of dim light. SOURCEPAGE:p.21 BONUS:VAR|HasLowlightVision|1|TYPE=Base +Pass without Trace KEY:Vine Leshy ~ Pass without Trace CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Vine Leshy Racial Trait.Vine Leshy Racial Default.SpellLike DESC:Vine leshys have pass without trace as a constant spell-like ability (caster level 2nd). SOURCEPAGE:p.21 ABILITY:Special Ability|AUTOMATIC|Pass without Trace ~ Constant BONUS:VAR|SLA_CL|2|TYPE=Racial INFO:Constant Spell|Pass without Trace +Change Shape KEY:Vine Leshy ~ Change Shape CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Vine Leshy Racial Trait.Vine Leshy Racial Default.Supernatural DESC:Vine leshys can transform into vines, with results similar to tree shape. In this form, the leshy appears as a particularly healthy Small vine. The leshy can assume plant form or revert to its true form as a swift action. SOURCEPAGE:p.21 +Plantspeech KEY:Vine Leshy ~ Plantspeech CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Vine Leshy Racial Trait.Vine Leshy Racial Default.Extraordinary DESC:Vine leshys can speak with vines as if subject to a continual speak with plants spell. SOURCEPAGE:p.21 +Verdant Burst KEY:Vine Leshy ~ Verdant Burst CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Vine Leshy Racial Trait.Vine Leshy Racial Default.Supernatural DESC:When slain, a vine leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of the slain leshy regain hit 1d8 points, and vines quickly infest the area. If the terrain can support vines, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, this plant life has no significant effect on movement and withers and dies within an hour. SOURCEPAGE:p.21 +Unassuming Foliage KEY:Vine Leshy ~ Unassuming Foliage CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Vine Leshy Racial Trait.Vine Leshy Racial Default DESC:Vine leshys gain a +4 racial bonus on Stealth checks in forests. SOURCEPAGE:p.21 BONUS:SITUATION|Stealth=In forests|4|TYPE=Racial +Climber KEY:Vine Leshy ~ Climber CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Vine Leshy Racial Trait.Vine Leshy Racial Default DESC:Vine leshys gain a +2 racial bonus on Climb checks. SOURCEPAGE:p.21 BONUS:SKILL|Climb|2|TYPE=Racial +Languages KEY:Vine Leshy ~ Languages CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Vine Leshy Racial Trait.Vine Leshy Racial Default.Racial Language DESC:Vine leshys begin play speaking Common and Sylvan. Vine leshys with high Intelligence scores can choose from the following: Aquan, Auran, Aklo, Elven, Gnome, Goblin, Terran, or Undercommon. SOURCEPAGE:p.21 AUTO:LANG|Common|Sylvan TEMPLATE:Race Bonus Language ~ Aquan|Race Bonus Language ~ Auran|Race Bonus Language ~ Aklo|Race Bonus Language ~ Elven|Race Bonus Language ~ Gnome|Race Bonus Language ~ Goblin|Race Bonus Language ~ Terran|Race Bonus Language ~ Undercommon +# Vine leshy traits were given types (ex/sp/su) based on same abilities listed in the leshy subtype in Bestiary 5 307. + +###Block: Alternate Racial Traits +Agile KEY:Vine Leshy ~ Agile CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Vine Leshy Racial Trait.Vine Leshy Alternate Racial Trait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Vine Leshy ~ Agile],[PREVAREQ:VineLeshy_ReplaceAbilityScores,0] DESC:Agile vine leshys are quicker but less tough than a typical vine leshy. Replace the leshy's +2 racial bonus to Constitution with a +2 racial bonus to Dexterity.&nl;This alters the vine leshy's ability scores. COST:0 SOURCEPAGE:p.21 BONUS:VAR|VineLeshy_ReplaceAbilityScores|1|TYPE=Boolean ABILITY:Vine Leshy Racial Trait|AUTOMATIC|Vine Leshy ~ Agile Ability Scores +Poisonous KEY:Vine Leshy ~ Poisonous CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Vine Leshy Racial Trait.Vine Leshy Alternate Racial Trait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Vine Leshy ~ Poisonous],[PREVAREQ:VineLeshy_ReplacePlantspeech,0,VineLeshy_ReplaceChangeShape,0] DESC:Vine leshys made from poison ivy vines carry natural poison in their bodies. As a swift action, the leshy can imbue its vines with this irritating substance. The next time the leshy hits a creature with an unarmed strike, the creature is affected by the following poison.&nl;Vine Leshy Toxin: Unarmed strike--injury; save Fort DC %1; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.&nl;The leshy can use this ability %2 times per day. A vine leshy is immune to its own poison, but not to those of other vine leshys.&nl;This replaces plantspeech and change shape.|VineLeshy_ToxinDC|VineLeshy_ToxinTimes COST:0 SOURCEPAGE:p.21 BONUS:VAR|VineLeshy_ReplacePlantspeech,VineLeshy_ReplaceChangeShape|1|TYPE=Boolean ABILITY:Special Ability|AUTOMATIC|Vine Leshy ~ Poisonous Vine Leshy Toxin DEFINE:VineLeshy_ToxinDC|0 DEFINE:VineLeshy_ToxinTimes|0 BONUS:VAR|VineLeshy_ToxinDC|10+(TL/2)+CON BONUS:VAR|VineLeshy_ToxinTimes|CON ASPECT:CheckType|Times per Day ASPECT:CheckCount|%1|VineLeshy_ToxinTimes ASPECT:MasterAbility|Vine Leshy Toxin +Swamp Leshy KEY:Vine Leshy ~ Swamp Leshy CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Vine Leshy Racial Trait.Vine Leshy Alternate Racial Trait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Vine Leshy ~ Swamp Leshy],[PREVAREQ:VineLeshy_ReplaceClimber,0,VineLeshy_ReplaceUnassumingFoliage,0] DESC:Some vine leshys are made from plants that naturally grow in swamps. These leshys gain a +2 racial bonus on Swim checks and a +4 racial bonus on Stealth checks in swamps.&nl;This replaces climber and alters unassuming foliage. COST:0 SOURCEPAGE:p.21 BONUS:VAR|VineLeshy_ReplaceClimber,VineLeshy_ReplaceUnassumingFoliage|1|TYPE=Boolean BONUS:SITUATION|Stealth=In swamps|4|TYPE=Racial BONUS:SKILL|Swim|2|TYPE=Racial +Grapevine KEY:Vine Leshy ~ Grapevine CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Vine Leshy Racial Trait.Vine Leshy Alternate Racial Trait PREMULT:1,[PREABILITY:1,CATEGORY=Special Ability,Vine Leshy ~ Grapevine],[PREVAREQ:VineLeshy_ReplacePasswithoutTrace,0] DESC:A vine leshy made from a grapevine can produce magically infused fruit that can heal her allies. She can cast goodberry once per day as a spell-like ability, with a caster level equal to her character level.&nl;This replaces pass without trace. COST:0 SOURCEPAGE:p.21 BONUS:VAR|VineLeshy_ReplacePasswithoutTrace|1|TYPE=Boolean SPELLS:Innate|TIMES=1|CASTERLEVEL=TL|Goodberry + ++2 Dexterity, +2 Wisdom, -2 Intelligence KEY:Vine Leshy ~ Agile Ability Scores CATEGORY:Special Ability TYPE:RacialTraits.SpecialQuality.Vine Leshy Racial Trait.Racial Ability Scores DESC:Vine leshys are quick and insightful, but sometimes forgetful. SOURCEPAGE:p.21 BONUS:STAT|DEX|2|TYPE=Racial BONUS:STAT|WIS|2|TYPE=Racial BONUS:STAT|INT|-2|TYPE=Racial +Vine Leshy Toxin KEY:Vine Leshy ~ Poisonous Vine Leshy Toxin CATEGORY:Special Ability TYPE:RacialTraits.SpecialAttack.Vine Leshy Racial Trait DESC:Unarmed strike--injury; save Fort DC %1; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.|VineLeshy_ToxinDC SOURCEPAGE:p.21 ASPECT:ChildAbility|Vine Leshy Toxin + +# ============================== +# Feat Support +# ============================== + +Burning Hands KEY:Enhanced Gnome Magic ~ Burning Hands CATEGORY:Special Ability TYPE:Enhanced Gnome Magic SPELLS:Innate|CASTERLEVEL=TL|Burning Hands,11+CHA +Corrosive Touch KEY:Enhanced Gnome Magic ~ Corrosive Touch CATEGORY:Special Ability TYPE:Enhanced Gnome Magic SPELLS:Innate|CASTERLEVEL=TL|Corrosive Touch,11+CHA +Gentle Breeze KEY:Enhanced Gnome Magic ~ Gentle Breeze CATEGORY:Special Ability TYPE:Enhanced Gnome Magic SPELLS:Innate|CASTERLEVEL=TL|Gentle Breeze,11+CHA +Icicle Dagger KEY:Enhanced Gnome Magic ~ Icicle Dagger CATEGORY:Special Ability TYPE:Enhanced Gnome Magic SPELLS:Innate|CASTERLEVEL=TL|Icicle Dagger,11+CHA +Shocking Grasp KEY:Enhanced Gnome Magic ~ Shocking Grasp CATEGORY:Special Ability TYPE:Enhanced Gnome Magic SPELLS:Innate|CASTERLEVEL=TL|Shocking Grasp,11+CHA + +# ============================== +# Favored Class Bonuses +# ============================== + +# Ability Name Category of Ability Define Stackable? Multiple? Choose Ability Bonus to Situation Modify VAR +Ultimate Wilderness Favored Bonus Tracker CATEGORY:Internal DEFINE:DwarfShifterEmpathyBonus|0 DEFINE:ElfShifterMoveBonus|0 DEFINE:ElfShifterMoveApplied|0 DEFINE:HalfElfShifterSurvivalBonus|0 DEFINE:HalfOrcShifterCriticalConfirmBonus|0 DEFINE:HalflingShifterACBonus|0 DEFINE:HumanShifterMinorFormBonus|0 DEFINE:GathlainBarbarianDRBonus|0 DEFINE:GathlainBardBonusDruidSpellCount|0 DEFINE:GathlainCavalierKnowledgeBonus|0 DEFINE:GathlainLeshyDruidEmpathyBonus|0 DEFINE:GathlainHunterCompanionDR|0 DEFINE:GathlainRangerCompanionDamage|0 DEFINE:GathlainRogueSkillBonus|0 DEFINE:GathlainGhoranShamanBonusDruidSpellCount|0 DEFINE:GathlainSkaldSkillBonus|0 DEFINE:GathlainSummonerEPBonus|0 DEFINE:GathlainWitchBonusDruidSpellCount|0 DEFINE:GhoranDruidDurationBonus|0 DEFINE:GhoranHunterCompanionSkillRanks|0 DEFINE:GhoranMesmeristPlantTrick|0 BONUS:SITUATION|Survival=Get along in the wild,Survival=Avoid Getting Lost,Survival=Avoid Natural Hazards|HalfElfShifterSurvivalBonus/2 BONUS:SITUATION|Bluff=Pass Hidden Message,Bluff=Create distraction,Sleight of Hand=Pick Pockets|GathlainRogueSkillBonus/2 BONUS:VAR|ElfShifterMoveApplied|ElfShifterMoveBonus/5 BONUS:VAR|ShifterAspectMinutes|HumanShifterMinorFormBonus/3 +CATEGORY=Internal|Ultimate Wilderness Favored Bonus Tracker.MOD DEFINE:GhoranRangerSkillBonus|0 DEFINE:GhoranShifterACBonus|0 DEFINE:GhoranSorcererDurationBonus|0 DEFINE:GhoranWitchDispelBonus|0 DEFINE:GhoranRogueEnemyAberration|0 DEFINE:GhoranRogueEnemyAnimal|0 DEFINE:GhoranRogueEnemyConstruct|0 DEFINE:GhoranRogueEnemyDragon|0 DEFINE:GhoranRogueEnemyFey|0 DEFINE:GhoranRogueEnemyHumanoidAquatic|0 DEFINE:GhoranRogueEnemyHumanoidDwarf|0 DEFINE:GhoranRogueEnemyHumanoidElf|0 DEFINE:GhoranRogueEnemyHumanoidGiant|0 DEFINE:GhoranRogueEnemyHumanoidGoblinoid|0 DEFINE:GhoranRogueEnemyHumanoidGnoll|0 DEFINE:GhoranRogueEnemyHumanoidGnome|0 DEFINE:GhoranRogueEnemyHumanoidHalfling|0 DEFINE:GhoranRogueEnemyHumanoidHuman|0 DEFINE:GhoranRogueEnemyHumanoidOrc|0 DEFINE:GhoranRogueEnemyHumanoidReptilian|0 DEFINE:GhoranRogueEnemyMagicalBeast|0 BONUS:SITUATION|Knowledge (nature)=Fey Courts and Fey Courtiers,Knowledge (nobility)=Fey Courts and Fey Courtiers|GathlainCavalierKnowledgeBonus/2 BONUS:SITUATION|Survival=In Favored Terrain|GhoranRangerSkillBonus/4 BONUS:VAR|GathlainDRTotal|GathlainBarbarianDRBonus/4 BONUS:VAR|WildEmpathy|GathlainLeshyDruidEmpathyBonus/2 BONUS:VAR|EidolonEvolution|GathlainSummonerEPBonus/4 +CATEGORY=Internal|Ultimate Wilderness Favored Bonus Tracker.MOD DEFINE:GhoranRogueEnemyMonstrousHumanoid|0 DEFINE:GhoranRogueEnemyOoze|0 DEFINE:GhoranRogueEnemyOutsiderAir|0 DEFINE:GhoranRogueEnemyOutsiderChaotic|0 DEFINE:GhoranRogueEnemyOutsiderEarth|0 DEFINE:GhoranRogueEnemyOutsiderEvil|0 DEFINE:GhoranRogueEnemyOutsiderFire|0 DEFINE:GhoranRogueEnemyOutsiderGood|0 DEFINE:GhoranRogueEnemyOutsiderLawful|0 DEFINE:GhoranRogueEnemyOutsiderNative|0 DEFINE:GhoranRogueEnemyOutsiderWater|0 DEFINE:GhoranRogueEnemyPlant|0 DEFINE:GhoranRogueEnemyUndead|0 DEFINE:GhoranRogueEnemyVermin|0 DEFINE:LeshyMutagenACBonus|0 DEFINE:LeshyOratoryBonus|0 DEFINE:LeshyBonusWildTalent|0 DEFINE:LeshyOracleBonusDruidSpellCount|0 DEFINE:LeshyRangerSkillBonus|0 DEFINE:LeshyRogueSkillBonus|0 DEFINE:LeshyShamanBonusDruidSpellCount|0 DEFINE:GathlainDRTotal|0 BONUS:SITUATION|Knowledge (Nature)=In Favored Terrain|LeshyRangerSkillBonus/4 BONUS:SITUATION|Stealth=In forests,Climb=In forests|/2LeshyRogueSkillBonus BONUS:VAR|MutagenACBonus|LeshyMutagenACBonus/4 BONUS:VAR|Pool_KineticistUtilityWildTalents|LeshyBonusWildTalent/5 + +# Ability Name Unique Key Category of Ability Type Visible Required Ability Required Class Required Race Define Description Stackable? Multiple? Choose Ability Bonus to Situation Modify VAR Source Page +#Shifter +Wild Empathy Bonus KEY:Favored Class Bonus ~ Shifter ~ Dwarf CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassShifter VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Shifter PRECLASS:1,Shifter=1 PRERACE:1,Dwarf,RACESUBTYPE=Dwarf DESC:[Shifter] Add a +1/2 bonus on wild empathy checks to influence animals and magical beasts that are normally encountered in underground environments. STACK:YES MULT:YES CHOOSE:NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Shifter ~ Dwarf BONUS:VAR|DwarfShifterEmpathyBonus|1 SOURCEPAGE:p.31 +Movement Bonus KEY:Favored Class Bonus ~ Shifter ~ Elf CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassShifter VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Shifter PRECLASS:1,Shifter=1 PRERACE:1,Elf,RACESUBTYPE=Elf DESC:[Shifter] Add 1 to the shifter's base speed. This has no in-game effect unless the shifter has selected this reward five times (or any multiple of five) to enhance her speed by 5 feet. This bonus applies only when the shifter is wearing no armor. STACK:YES MULT:YES CHOOSE:NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Shifter ~ Elf BONUS:VAR|ElfShifterMoveBonus|1 SOURCEPAGE:p.31 +Acid Resistance KEY:Favored Class Bonus ~ Shifter ~ Gnome/Acid CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassShifter VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Shifter PRECLASS:1,Shifter=1 PRERACE:1,Gnome,RACESUBTYPE=Gnome DESC:[Shifter] Gain energy resistance 1 against acid. Each time the shifter selects this reward, increase that energy resistance by 1, to a maximum of energy resistance 10. Once the gnome reaches energy resistance 10, she can select a new type of energy to build her resistance to the next time she selects this favored class option. STACK:YES MULT:YES CHOOSE:NUMCHOICES=10|NOCHOICE BONUS:VAR|AcidResistanceBonus|1 SOURCEPAGE:p.31 +Cold Resistance KEY:Favored Class Bonus ~ Shifter ~ Gnome/Cold CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassShifter VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Shifter PRECLASS:1,Shifter=1 PRERACE:1,Gnome,RACESUBTYPE=Gnome DESC:[Shifter] Gain energy resistance 1 against cold. Each time the shifter selects this reward, increase that energy resistance by 1, to a maximum of energy resistance 10. Once the gnome reaches energy resistance 10, she can select a new type of energy to build her resistance to the next time she selects this favored class option. STACK:YES MULT:YES CHOOSE:NUMCHOICES=10|NOCHOICE BONUS:VAR|ColdResistanceBonus|1 SOURCEPAGE:p.31 +Electricity Resistance KEY:Favored Class Bonus ~ Shifter ~ Gnome/Electricity CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassShifter VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Shifter PRECLASS:1,Shifter=1 PRERACE:1,Gnome,RACESUBTYPE=Gnome DESC:[Shifter] Gain energy resistance 1 against electricity. Each time the shifter selects this reward, increase that energy resistance by 1, to a maximum of energy resistance 10. Once the gnome reaches energy resistance 10, she can select a new type of energy to build her resistance to the next time she selects this favored class option. STACK:YES MULT:YES CHOOSE:NUMCHOICES=10|NOCHOICE BONUS:VAR|ElectricityResistanceBonus|1 SOURCEPAGE:p.31 +Fire Resistance KEY:Favored Class Bonus ~ Shifter ~ Gnome/Fire CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassShifter VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Shifter PRECLASS:1,Shifter=1 PRERACE:1,Gnome,RACESUBTYPE=Gnome DESC:[Shifter] Gain energy resistance 1 against fire. Each time the shifter selects this reward, increase that energy resistance by 1, to a maximum of energy resistance 10. Once the gnome reaches energy resistance 10, she can select a new type of energy to build her resistance to the next time she selects this favored class option. STACK:YES MULT:YES CHOOSE:NUMCHOICES=10|NOCHOICE BONUS:VAR|FireResistanceBonus|1 SOURCEPAGE:p.31 +Survival Bonus KEY:Favored Class Bonus ~ Shifter ~ Half-Elf CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassShifter VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Shifter PRECLASS:1,Shifter=1 PRERACE:1,Half-Elf DESC:[Shifter] Add a +1/2 bonus on Survival checks to get along in the wild, to avoid getting lost, and to avoid all natural hazards. STACK:YES MULT:YES CHOOSE:NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker BONUS:VAR|HalfElfShifterSurvivalBonus|1 SOURCEPAGE:p.31 +Critical Confirmation Bonus KEY:Favored Class Bonus ~ Shifter ~ Half-Orc CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassShifter VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Shifter PRECLASS:1,Shifter=1 PRERACE:1,Half-Orc DESC:[Shifter] Add a +1/3 bonus on critical hit confirmation rolls when using shifter claws (maximum bonus of +5). This bonus does not stack with Critical Focus. STACK:YES MULT:YES CHOOSE:NUMCHOICES=15|NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker BONUS:VAR|HalfOrcShifterCriticalConfirmBonus|1 SOURCEPAGE:p.31 +AC Bonus KEY:Favored Class Bonus ~ Shifter ~ Halfling CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassShifter VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Shifter PRECLASS:1,Shifter=1 PRERACE:1,Halfling,RACESUBTYPE=Halfling DESC:[Shifter] Increase the AC bonus from defensive instinct by 1/4 against creatures of size Large or larger. STACK:YES MULT:YES CHOOSE:NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Shifter ~ Half-Orc BONUS:VAR|HalflingShifterACBonus|1 SOURCEPAGE:p.31 +Minor Form Bonus Minutes KEY:Favored Class Bonus ~ Shifter ~ Human CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassShifter VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Shifter PRECLASS:1,Shifter=1 PRERACE:1,Human,RACESUBTYPE=Human DESC:[Shifter] Add 1/3 to the number of minutes the shifter can assume her minor form each day. STACK:YES MULT:YES CHOOSE:NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Shifter ~ Halfling BONUS:VAR|HumanShifterMinorFormBonus|1 SOURCEPAGE:p.31 + +#Gathlain +Damage Reduction Bonus KEY:Favored Class Bonus ~ Barbarian ~ Gathlain CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassBarbarian VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Barbarian PRECLASS:1,Barbarian=1 PRERACE:1,Gathlain DESC:[Barbarian] Add 1/4 to the barbarian's damage reduction. If the barbarian would not otherwise have damage reduction, this damage reduction can be bypassed by cold iron. STACK:YES MULT:YES CHOOSE:NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker BONUS:VAR|GathlainBarbarianDRBonus|1 DR:GathlainDRTotal/Cold Iron|!PREDR:1,-=1 DR:GathlainDRTotal/-|PREDR:1,-=1 SOURCEPAGE:p.10 +Bonus Druid Spell KEY:Favored Class Bonus ~ Bard ~ Gathlain CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassBard VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Bard PRECLASS:1,Bard=1 PRERACE:1,Gathlain DESC:[Bard] Add one spell from the druid spell list to the bard's spell list and known spells. This spell must be at least 1 level lower than the highest-level spell the bard can cast. STACK:YES MULT:YES CHOOSE:NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Bard ~ Gathlain BONUS:VAR|GathlainBardBonusDruidSpellCount|1 SOURCEPAGE:p.10 +Bonus Rage Round KEY:Favored Class Bonus ~ Bloodrager ~ Gathlain CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassBloodrager VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Bloodrager PRECLASS:1,Bloodrager=1 PRERACE:1,Gathlain DESC:[Bloodrager] Add 1 additional round of bloodrage per day. STACK:YES MULT:YES CHOOSE:NOCHOICE BONUS:VAR|BloodrageDuration|1 SOURCEPAGE:p.10 +Fey Knowledge Bonus KEY:Favored Class Bonus ~ Cavalier ~ Gathlain CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassCavalier VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Cavalier PRECLASS:1,Cavalier=1 PRERACE:1,Gathlain DESC:[Cavalier] Add a +1/2 bonus to the cavalier's Knowledge (nature) and Knowledge (nobility) checks relating to fey courts and fey courtiers. STACK:YES MULT:YES CHOOSE:NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker BONUS:VAR|GathlainCavalierKnowledgeBonus|1 SOURCEPAGE:p.10 +Wild Empathy Bonus KEY:Favored Class Bonus ~ Druid ~ Gathlain CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassDruid VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Druid PRECLASS:1,Druid=1 PRERACE:1,Gathlain DESC:[Druid] Add a +1/2 bonus to wild empathy checks. STACK:YES MULT:YES CHOOSE:NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker BONUS:VAR|GathlainLeshyDruidEmpathyBonus|1 SOURCEPAGE:p.10 +Companion Damage Reduction KEY:Favored Class Bonus ~ Hunter ~ Gathlain CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassHunter VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Hunter PRECLASS:1,Hunter=1 PRERACE:1,Gathlain DESC:[Hunter] The hunter's animal companion gains DR 1/cold iron. Each time the hunter gains another level, this DR increases by 1/3 (maximum DR 5/cold iron). If the hunter replaces this animal companion, the new companion gains this damage reduction. STACK:YES MULT:YES CHOOSE:NUMCHOICES=13|NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Hunter ~ Gathlain BONUS:VAR|GathlainHunterCompanionDR|1 SOURCEPAGE:p.10 +Companion Damage Bonus KEY:Favored Class Bonus ~ Ranger ~ Gathlain CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassRanger VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Ranger PRECLASS:1,Ranger=1 PRERACE:1,Gathlain DESC:[Ranger] Add 1/4 to the damage dealt by the ranger's animal companion's natural attacks. STACK:YES MULT:YES CHOOSE:NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Ranger ~ Gathlain BONUS:VAR|GathlainRangerCompanionDamage|1 SOURCEPAGE:p.10 +Rogue Skill Bonuses KEY:Favored Class Bonus ~ Rogue ~ Gathlain CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassRogue VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Rogue PRECLASS:1,Rogue=1 PRERACE:1,Gathlain DESC:[Rogue] Add a +1/2 bonus to Bluff checks to pass secret messages or create a distraction to hide and on Sleight of Hands checks to pickpocket. STACK:YES MULT:YES CHOOSE:NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker BONUS:VAR|GathlainRogueSkillBonus|1 SOURCEPAGE:p.10 +Bonus Druid Spell KEY:Favored Class Bonus ~ Shaman ~ Gathlain/Ghoran CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassShaman VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Shaman PRECLASS:1,Shaman=1 PRERACE:1,Gathlain,Ghoran DESC:[Shaman] Add one spell from the druid spell list to the shaman's spell list and known spells. This spell must be at least 1 level lower than the highest-level spell the shaman can cast. STACK:YES MULT:YES CHOOSE:NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Shaman ~ Gathlain/Ghoran BONUS:VAR|GathlainGhoranShamanBonusDruidSpellCount|1 SOURCEPAGE:p.10 +Skald Skill Bonuses KEY:Favored Class Bonus ~ Skald ~ Gathlain CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassSkald VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Skald PRECLASS:1,Skald=1 PRERACE:1,Gathlain DESC:[Skald] Add a +1/2 bonus to Acrobatics checks to avoid attacks of opportunity and to Perform checks while performing a raging song. STACK:YES MULT:YES CHOOSE:NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Skald ~ Gathlain BONUS:VAR|GathlainSkaldSkillBonus|1 SOURCEPAGE:p.10 +Bonus Eidolon Evolution KEY:Favored Class Bonus ~ Summoner ~ Gathlain CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassSummoner VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Summoner PRECLASS:1,Summoner=1 PRERACE:1,Gathlain DESC:[Summoner] Add 1/4 evolution point to the eidolon's evolution pool. These bonus evolution points must be spent on evolutions that grant spell-like abilities or protect the eidolon from spells. STACK:YES MULT:YES CHOOSE:NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker BONUS:VAR|GathlainSummonerEPBonus|1 SOURCEPAGE:p.10 +Bonus Druid Spell KEY:Favored Class Bonus ~ Witch ~ Gathlain CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassWitch VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Witch PRECLASS:1,Witch=1 PRERACE:1,Gathlain DESC:[Witch] Add one spell from the druid spell list to the witch's familiar. This spell must be at least one level below the highest spell level the witch can cast. If the familiar is ever replaced, the new familiar knows these bonus spells. STACK:YES MULT:YES CHOOSE:NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Witch ~ Gathlain BONUS:VAR|GathlainWitchBonusDruidSpellCount|1 SOURCEPAGE:p.10 + +#Ghoran +Spell Duration Bonus KEY:Favored Class Bonus ~ Druid ~ Ghoran CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassDruid VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Druid PRECLASS:1,Druid=1 PRERACE:1,Ghoran DESC:[Druid] When casting spells that target plants or plant creatures, add 1/3 to the effective caster level, but only for the purpose of determining duration. STACK:YES MULT:YES CHOOSE:NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Druid ~ Ghoran BONUS:VAR|GhoranDruidDurationBonus|1 SOURCEPAGE:p.16 +Bonus Companion Skill Points KEY:Favored Class Bonus ~ Hunter ~ Ghoran CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassHunter VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Hunter PRECLASS:1,Hunter=1 PRERACE:1,Ghoran DESC:[Hunter] Add 1 skill rank to the hunter's plant companion. If the hunter replaces her plant companion, the new plant companion gains these bonus skill ranks. STACK:YES MULT:YES CHOOSE:NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Hunter ~ Ghoran BONUS:VAR|GhoranHunterCompanionSkillRanks|1 SOURCEPAGE:p.16 +Mesmerist Plant Trick KEY:Favored Class Bonus ~ Mesmerist ~ Ghoran CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassMesmerist VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Mesmerist PRECLASS:1,Mesmerist=1 PRERACE:1,Ghoran DESC:[Mesmerist] Choose one mind-affecting mesmerist trick that the mesmerist knows. The mesmerist can affect intelligent plant creatures with that trick or spell as if they weren't immune to mind-affecting effects. STACK:YES MULT:YES CHOOSE:NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Mesmerist ~ Ghoran BONUS:VAR|GhoranMesmeristPlantTrick|1 SOURCEPAGE:p.17 +Favored Terrain Skill Bonus KEY:Favored Class Bonus ~ Ranger ~ Ghoran CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassRanger VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Ranger PRECLASS:1,Ranger=1 PRERACE:1,Ghoran DESC:[Ranger] Add a +1/4 bonus on initiative checks and Survival checks when the ranger is in a favored terrain. STACK:YES MULT:YES CHOOSE:NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker BONUS:VAR|GhoranRangerSkillBonus|1 SOURCEPAGE:p.17 ASPECT:CombatBonus|+%1 on initiative checks in favored terrain|GhoranRangerSkillBonus/4 +Rogue Enemy ~ Aberration KEY:Favored Class Bonus ~ Ghoran Rogue (Aberration) CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassRogue VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Rogue PRECLASS:1,Rogue=1 PRERACE:1,Ghoran DESC:[Rogue] The rogue adds 1/2 to her sneak attack damage when using sneak attack against creatures of the Aberration type (maximum +3). STACK:YES MULT:YES CHOOSE:NUMCHOICES=6|NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Ghoran Rogue (Aberration) BONUS:VAR|GhoranRogueEnemyAberration|1 SOURCEPAGE:p.17 +Rogue Enemy ~ Animal KEY:Favored Class Bonus ~ Ghoran Rogue (Animal) CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassRogue VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Rogue PRECLASS:1,Rogue=1 PRERACE:1,Ghoran DESC:[Rogue] The rogue adds 1/2 to her sneak attack damage when using sneak attack against creatures of the Animal type (maximum +3). STACK:YES MULT:YES CHOOSE:NUMCHOICES=6|NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Ghoran Rogue (Animal) BONUS:VAR|GhoranRogueEnemyAnimal|1 SOURCEPAGE:p.17 +Rogue Enemy ~ Construct KEY:Favored Class Bonus ~ Ghoran Rogue (Construct) CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassRogue VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Rogue PRECLASS:1,Rogue=1 PRERACE:1,Ghoran DESC:[Rogue] The rogue adds 1/2 to her sneak attack damage when using sneak attack against creatures of the Construct type (maximum +3). STACK:YES MULT:YES CHOOSE:NUMCHOICES=6|NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Ghoran Rogue (Construct) BONUS:VAR|GhoranRogueEnemyConstruct|1 SOURCEPAGE:p.17 +Rogue Enemy ~ Dragon KEY:Favored Class Bonus ~ Ghoran Rogue (Dragon) CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassRogue VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Rogue PRECLASS:1,Rogue=1 PRERACE:1,Ghoran DESC:[Rogue] The rogue adds 1/2 to her sneak attack damage when using sneak attack against creatures of the Dragon type (maximum +3). STACK:YES MULT:YES CHOOSE:NUMCHOICES=6|NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Ghoran Rogue (Dragon) BONUS:VAR|GhoranRogueEnemyDragon|1 SOURCEPAGE:p.17 +Rogue Enemy ~ Fey KEY:Favored Class Bonus ~ Ghoran Rogue (Fey) CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassRogue VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Rogue PRECLASS:1,Rogue=1 PRERACE:1,Ghoran DESC:[Rogue] The rogue adds 1/2 to her sneak attack damage when using sneak attack against creatures of the Fey type (maximum +3). STACK:YES MULT:YES CHOOSE:NUMCHOICES=6|NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Ghoran Rogue (Fey) BONUS:VAR|GhoranRogueEnemyFey|1 SOURCEPAGE:p.17 +Rogue Enemy ~ Humanoid (Aquatic) KEY:Favored Class Bonus ~ Ghoran Rogue (Humanoid/Aquatic) CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassRogue VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Rogue PRECLASS:1,Rogue=1 PRERACE:1,Ghoran DESC:[Rogue] The rogue adds 1/2 to her sneak attack damage when using sneak attack against creatures of the Humanoid (Aquatic) type (maximum +3). STACK:YES MULT:YES CHOOSE:NUMCHOICES=6|NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Ghoran Rogue (Humanoid/Aquatic) BONUS:VAR|GhoranRogueEnemyHumanoidAquatic|1 SOURCEPAGE:p.17 +Rogue Enemy ~ Humanoid (Dwarf) KEY:Favored Class Bonus ~ Ghoran Rogue (Humanoid/Dwarf) CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassRogue VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Rogue PRECLASS:1,Rogue=1 PRERACE:1,Ghoran DESC:[Rogue] The rogue adds 1/2 to her sneak attack damage when using sneak attack against creatures of the Humanoid (Dwarf) type (maximum +3). STACK:YES MULT:YES CHOOSE:NUMCHOICES=6|NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Ghoran Rogue (Humanoid/Dwarf) BONUS:VAR|GhoranRogueEnemyHumanoidDwarf|1 SOURCEPAGE:p.17 +Rogue Enemy ~ Humanoid (Elf) KEY:Favored Class Bonus ~ Ghoran Rogue (Humanoid/Elf) CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassRogue VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Rogue PRECLASS:1,Rogue=1 PRERACE:1,Ghoran DESC:[Rogue] The rogue adds 1/2 to her sneak attack damage when using sneak attack against creatures of the Humanoid (Elf) type (maximum +3). STACK:YES MULT:YES CHOOSE:NUMCHOICES=6|NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Ghoran Rogue (Humanoid/Elf) BONUS:VAR|GhoranRogueEnemyHumanoidElf|1 SOURCEPAGE:p.17 +Rogue Enemy ~ Humanoid (Giant) KEY:Favored Class Bonus ~ Ghoran Rogue (Humanoid/Giant) CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassRogue VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Rogue PRECLASS:1,Rogue=1 PRERACE:1,Ghoran DESC:[Rogue] The rogue adds 1/2 to her sneak attack damage when using sneak attack against creatures of the Humanoid (Giant) type (maximum +3). STACK:YES MULT:YES CHOOSE:NUMCHOICES=6|NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Ghoran Rogue (Humanoid/Giant) BONUS:VAR|GhoranRogueEnemyHumanoidGiant|1 SOURCEPAGE:p.17 +Rogue Enemy ~ Humanoid (Goblinoid) KEY:Favored Class Bonus ~ Ghoran Rogue (Humanoid/Goblinoid) CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassRogue VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Rogue PRECLASS:1,Rogue=1 PRERACE:1,Ghoran DESC:[Rogue] The rogue adds 1/2 to her sneak attack damage when using sneak attack against creatures of the Humanoid (Goblinoid) type (maximum +3). STACK:YES MULT:YES CHOOSE:NUMCHOICES=6|NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Ghoran Rogue (Humanoid/Goblinoid) BONUS:VAR|GhoranRogueEnemyHumanoidGoblinoid|1 SOURCEPAGE:p.17 +Rogue Enemy ~ Humanoid (Gnoll) KEY:Favored Class Bonus ~ Ghoran Rogue (Humanoid/Gnoll) CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassRogue VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Rogue PRECLASS:1,Rogue=1 PRERACE:1,Ghoran DESC:[Rogue] The rogue adds 1/2 to her sneak attack damage when using sneak attack against creatures of the Humanoid (Gnoll) type (maximum +3). STACK:YES MULT:YES CHOOSE:NUMCHOICES=6|NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Ghoran Rogue (Humanoid/Gnoll) BONUS:VAR|GhoranRogueEnemyHumanoidGnoll|1 SOURCEPAGE:p.17 +Rogue Enemy ~ Humanoid (Gnome) KEY:Favored Class Bonus ~ Ghoran Rogue (Humanoid/Gnome) CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassRogue VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Rogue PRECLASS:1,Rogue=1 PRERACE:1,Ghoran DESC:[Rogue] The rogue adds 1/2 to her sneak attack damage when using sneak attack against creatures of the Humanoid (Gnome) type (maximum +3). STACK:YES MULT:YES CHOOSE:NUMCHOICES=6|NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Ghoran Rogue (Humanoid/Gnome) BONUS:VAR|GhoranRogueEnemyHumanoidGnome|1 SOURCEPAGE:p.17 +Rogue Enemy ~ Humanoid (Halfling) KEY:Favored Class Bonus ~ Ghoran Rogue (Humanoid/Halfling) CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassRogue VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Rogue PRECLASS:1,Rogue=1 PRERACE:1,Ghoran DESC:[Rogue] The rogue adds 1/2 to her sneak attack damage when using sneak attack against creatures of the Humanoid (Halfling) type (maximum +3). STACK:YES MULT:YES CHOOSE:NUMCHOICES=6|NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Ghoran Rogue (Humanoid/Halfling) BONUS:VAR|GhoranRogueEnemyHumanoidHalfling|1 SOURCEPAGE:p.17 +Rogue Enemy ~ Humanoid (Human) KEY:Favored Class Bonus ~ Ghoran Rogue (Humanoid/Human) CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassRogue VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Rogue PRECLASS:1,Rogue=1 PRERACE:1,Ghoran DESC:[Rogue] The rogue adds 1/2 to her sneak attack damage when using sneak attack against creatures of the Humanoid (Human) type (maximum +3). STACK:YES MULT:YES CHOOSE:NUMCHOICES=6|NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Ghoran Rogue (Humanoid/Human) BONUS:VAR|GhoranRogueEnemyHumanoidHuman|1 SOURCEPAGE:p.17 +Rogue Enemy ~ Humanoid (Orc) KEY:Favored Class Bonus ~ Ghoran Rogue (Humanoid/Orc) CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassRogue VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Rogue PRECLASS:1,Rogue=1 PRERACE:1,Ghoran DESC:[Rogue] The rogue adds 1/2 to her sneak attack damage when using sneak attack against creatures of the Humanoid (Orc) type (maximum +3). STACK:YES MULT:YES CHOOSE:NUMCHOICES=6|NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Ghoran Rogue (Humanoid/Orc) BONUS:VAR|GhoranRogueEnemyHumanoidOrc|1 SOURCEPAGE:p.17 +Rogue Enemy ~ Humanoid (Reptilian) KEY:Favored Class Bonus ~ Ghoran Rogue (Humanoid/Reptilian) CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassRogue VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Rogue PRECLASS:1,Rogue=1 PRERACE:1,Ghoran DESC:[Rogue] The rogue adds 1/2 to her sneak attack damage when using sneak attack against creatures of the Humanoid (Reptilian) type (maximum +3). STACK:YES MULT:YES CHOOSE:NUMCHOICES=6|NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Ghoran Rogue (Humanoid/Reptilian) BONUS:VAR|GhoranRogueEnemyHumanoidReptilian|1 SOURCEPAGE:p.17 +Rogue Enemy ~ Magical Beast KEY:Favored Class Bonus ~ Ghoran Rogue (Magical Beast) CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassRogue VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Rogue PRECLASS:1,Rogue=1 PRERACE:1,Ghoran DESC:[Rogue] The rogue adds 1/2 to her sneak attack damage when using sneak attack against creatures of the Magical Beast type (maximum +3). STACK:YES MULT:YES CHOOSE:NUMCHOICES=6|NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Ghoran Rogue (Magical Beast) BONUS:VAR|GhoranRogueEnemyMagicalBeast|1 SOURCEPAGE:p.17 +Rogue Enemy ~ Monstrous Humanoid KEY:Favored Class Bonus ~ Ghoran Rogue (Monstrous Humanoid) CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassRogue VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Rogue PRECLASS:1,Rogue=1 PRERACE:1,Ghoran DESC:[Rogue] The rogue adds 1/2 to her sneak attack damage when using sneak attack against creatures of the Monstrous Humanoid type (maximum +3). STACK:YES MULT:YES CHOOSE:NUMCHOICES=6|NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Ghoran Rogue (Monstrous Humanoid) BONUS:VAR|GhoranRogueEnemyMonstrousHumanoid|1 SOURCEPAGE:p.17 +Rogue Enemy ~ Ooze KEY:Favored Class Bonus ~ Ghoran Rogue (Ooze) CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassRogue VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Rogue PRECLASS:1,Rogue=1 PRERACE:1,Ghoran DESC:[Rogue] The rogue adds 1/2 to her sneak attack damage when using sneak attack against creatures of the Ooze type (maximum +3). STACK:YES MULT:YES CHOOSE:NUMCHOICES=6|NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Ghoran Rogue (Ooze) BONUS:VAR|GhoranRogueEnemyOoze|1 SOURCEPAGE:p.17 +Rogue Enemy ~ Outsider (Air) KEY:Favored Class Bonus ~ Ghoran Rogue (Outsider/Air) CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassRogue VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Rogue PRECLASS:1,Rogue=1 PRERACE:1,Ghoran DESC:[Rogue] The rogue adds 1/2 to her sneak attack damage when using sneak attack against creatures of the Outsider (Air) type (maximum +3). STACK:YES MULT:YES CHOOSE:NUMCHOICES=6|NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Ghoran Rogue (Outsider/Air) BONUS:VAR|GhoranRogueEnemyOutsiderAir|1 SOURCEPAGE:p.17 +Rogue Enemy ~ Outsider (Chaotic) KEY:Favored Class Bonus ~ Ghoran Rogue (Outsider/Chaotic) CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassRogue VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Rogue PRECLASS:1,Rogue=1 PRERACE:1,Ghoran DESC:[Rogue] The rogue adds 1/2 to her sneak attack damage when using sneak attack against creatures of the Outsider (Chaotic) type (maximum +3). STACK:YES MULT:YES CHOOSE:NUMCHOICES=6|NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Ghoran Rogue (Outsider/Chaotic) BONUS:VAR|GhoranRogueEnemyOutsiderChaotic|1 SOURCEPAGE:p.17 +Rogue Enemy ~ Outsider (Earth) KEY:Favored Class Bonus ~ Ghoran Rogue (Outsider/Earth) CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassRogue VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Rogue PRECLASS:1,Rogue=1 PRERACE:1,Ghoran DESC:[Rogue] The rogue adds 1/2 to her sneak attack damage when using sneak attack against creatures of the Outsider (Earth) type (maximum +3). STACK:YES MULT:YES CHOOSE:NUMCHOICES=6|NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Ghoran Rogue (Outsider/Earth) BONUS:VAR|GhoranRogueEnemyOutsiderEarth|1 SOURCEPAGE:p.17 +Rogue Enemy ~ Outsider (Evil) KEY:Favored Class Bonus ~ Ghoran Rogue (Outsider/Evil) CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassRogue VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Rogue PRECLASS:1,Rogue=1 PRERACE:1,Ghoran DESC:[Rogue] The rogue adds 1/2 to her sneak attack damage when using sneak attack against creatures of the Outsider (Evil) type (maximum +3). STACK:YES MULT:YES CHOOSE:NUMCHOICES=6|NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Ghoran Rogue (Outsider/Evil) BONUS:VAR|GhoranRogueEnemyOutsiderEvil|1 SOURCEPAGE:p.17 +Rogue Enemy ~ Outsider (Fire) KEY:Favored Class Bonus ~ Ghoran Rogue (Outsider/Fire) CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassRogue VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Rogue PRECLASS:1,Rogue=1 PRERACE:1,Ghoran DESC:[Rogue] The rogue adds 1/2 to her sneak attack damage when using sneak attack against creatures of the Outsider (Fire) type (maximum +3). STACK:YES MULT:YES CHOOSE:NUMCHOICES=6|NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Ghoran Rogue (Outsider/Fire) BONUS:VAR|GhoranRogueEnemyOutsiderFire|1 SOURCEPAGE:p.17 +Rogue Enemy ~ Outsider (Good) KEY:Favored Class Bonus ~ Ghoran Rogue (Outsider/Good) CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassRogue VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Rogue PRECLASS:1,Rogue=1 PRERACE:1,Ghoran DESC:[Rogue] The rogue adds 1/2 to her sneak attack damage when using sneak attack against creatures of the Outsider (Good) type (maximum +3). STACK:YES MULT:YES CHOOSE:NUMCHOICES=6|NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Ghoran Rogue (Outsider/Good) BONUS:VAR|GhoranRogueEnemyOutsiderGood|1 SOURCEPAGE:p.17 +Rogue Enemy ~ Outsider (Lawful) KEY:Favored Class Bonus ~ Ghoran Rogue (Outsider/Lawful) CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassRogue VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Rogue PRECLASS:1,Rogue=1 PRERACE:1,Ghoran DESC:[Rogue] The rogue adds 1/2 to her sneak attack damage when using sneak attack against creatures of the Outsider (Lawful) type (maximum +3). STACK:YES MULT:YES CHOOSE:NUMCHOICES=6|NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Ghoran Rogue (Outsider/Lawful) BONUS:VAR|GhoranRogueEnemyOutsiderLawful|1 SOURCEPAGE:p.17 +Rogue Enemy ~ Outsider (Native) KEY:Favored Class Bonus ~ Ghoran Rogue (Outsider/Native) CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassRogue VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Rogue PRECLASS:1,Rogue=1 PRERACE:1,Ghoran DESC:[Rogue] The rogue adds 1/2 to her sneak attack damage when using sneak attack against creatures of the Outsider (Native) type (maximum +3). STACK:YES MULT:YES CHOOSE:NUMCHOICES=6|NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Ghoran Rogue (Outsider/Native) BONUS:VAR|GhoranRogueEnemyOutsiderNative|1 SOURCEPAGE:p.17 +Rogue Enemy ~ Outsider (Water) KEY:Favored Class Bonus ~ Ghoran Rogue (Outsider/Water) CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassRogue VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Rogue PRECLASS:1,Rogue=1 PRERACE:1,Ghoran DESC:[Rogue] The rogue adds 1/2 to her sneak attack damage when using sneak attack against creatures of the Outsider (Water) type (maximum +3). STACK:YES MULT:YES CHOOSE:NUMCHOICES=6|NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Ghoran Rogue (Outsider/Water) BONUS:VAR|GhoranRogueEnemyOutsiderWater|1 SOURCEPAGE:p.17 +Rogue Enemy ~ Plant KEY:Favored Class Bonus ~ Ghoran Rogue (Plant) CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassRogue VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Rogue PRECLASS:1,Rogue=1 PRERACE:1,Ghoran DESC:[Rogue] The rogue adds 1/2 to her sneak attack damage when using sneak attack against creatures of the Plant type (maximum +3). STACK:YES MULT:YES CHOOSE:NUMCHOICES=6|NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Ghoran Rogue (Plant) BONUS:VAR|GhoranRogueEnemyPlant|1 SOURCEPAGE:p.17 +Rogue Enemy ~ Undead KEY:Favored Class Bonus ~ Ghoran Rogue (Undead) CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassRogue VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Rogue PRECLASS:1,Rogue=1 PRERACE:1,Ghoran DESC:[Rogue] The rogue adds 1/2 to her sneak attack damage when using sneak attack against creatures of the Undead type (maximum +3). STACK:YES MULT:YES CHOOSE:NUMCHOICES=6|NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Ghoran Rogue (Undead) BONUS:VAR|GhoranRogueEnemyUndead|1 SOURCEPAGE:p.17 +Rogue Enemy ~ Vermin KEY:Favored Class Bonus ~ Ghoran Rogue (Vermin) CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassRogue VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Rogue PRECLASS:1,Rogue=1 PRERACE:1,Ghoran DESC:[Rogue] The rogue adds 1/2 to her sneak attack damage when using sneak attack against creatures of the Vermin type (maximum +3). STACK:YES MULT:YES CHOOSE:NUMCHOICES=6|NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Ghoran Rogue (Vermin) BONUS:VAR|GhoranRogueEnemyVermin|1 SOURCEPAGE:p.17 +Wild Shape Armor Bonus KEY:Favored Class Bonus ~ Shifter ~ Ghoran CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassShifter VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Shifter PRECLASS:1,Shifter=1 PRERACE:1,Ghoran DESC:[Shifter] Add 1/5 to the shifter's natural armor bonus when using wild shape to assume a major form. STACK:YES MULT:YES CHOOSE:NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Shifter ~ Ghoran BONUS:VAR|GhoranShifterACBonus|1 SOURCEPAGE:p.17 +Spell Duration Bonus KEY:Favored Class Bonus ~ Sorcerer ~ Ghoran CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassSorcerer VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Sorcerer PRECLASS:1,Sorcerer=1 PRERACE:1,Ghoran DESC:[Sorcerer] When casting sorcerer/wizard spells that are also on the druid spell list, add 1/3 to the effective class level, but only for the purpose of determining durations. STACK:YES MULT:YES CHOOSE:NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Sorcerer ~ Ghoran BONUS:VAR|GhoranSorcererDurationBonus|1 SOURCEPAGE:p.17 +Dispel Check Bonus KEY:Favored Class Bonus ~ Witch ~ Ghoran CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassWitch VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Witch PRECLASS:1,Witch=1 PRERACE:1,Ghoran DESC:[Witch] Add 1/4 to the witch's caster level when attempting dispel checks using dispel magic, break enchantment, and similar effects. STACK:YES MULT:YES CHOOSE:NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Witch ~ Ghoran BONUS:VAR|GhoranWitchDispelBonus|1 SOURCEPAGE:p.17 + +#Vine Leshy - Found NO instances of Plant Empathy for druids, so added druid bonus to wild empathy +Mutagen Armor Bonus KEY:Favored Class Bonus ~ Alchemist ~ Vine Leshy CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassAlchemist VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Alchemist PRECLASS:1,Alchemist=1 PRERACE:1,Vine Leshy DESC:[Alchemist] Add 1/4 to the alchemist's natural armor bonus when using his mutagen. STACK:YES MULT:YES CHOOSE:NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker BONUS:VAR|LeshyMutagenACBonus|1 SOURCEPAGE:p.21 +Oratory Check Bonus KEY:Favored Class Bonus ~ Bard ~ Vine Leshy CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassBard VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Bard PRECLASS:1,Bard=1 PRERACE:1,Vine Leshy DESC:[Bard] Add a +1/3 bonus to Perform (oratory) checks, including checks using versatile performance, as long as the bard first spends at least 10 minutes telling a story. STACK:YES MULT:YES CHOOSE:NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Bard ~ Vine Leshy BONUS:VAR|LeshyOratoryBonus|1 SOURCEPAGE:p.21 +Wild Empathy Bonus KEY:Favored Class Bonus ~ Druid ~ Vine Leshy CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassDruid VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Druid PRECLASS:1,Druid=1 PRERACE:1,Vine Leshy DESC:[Druid] Add a +1/2 bonus to the druid's wild empathy or plant empathy checks. STACK:YES MULT:YES CHOOSE:NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker BONUS:VAR|GathlainLeshyDruidEmpathyBonus|1 SOURCEPAGE:p.21 +Bonus Wild Talent KEY:Favored Class Bonus ~ Kineticist ~ Vine Leshy CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassKineticist VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Kineticist PRECLASS:1,Kineticist=1 PRERACE:1,Vine Leshy DESC:[Kineticist] Gain 1/5 of the Extra Wild Talent feat. This feat must be spent on a wood-element talent. STACK:YES MULT:YES CHOOSE:NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker BONUS:VAR|LeshyBonusWildTalent|1 SOURCEPAGE:p.21 +Bonus Druid Spell KEY:Favored Class Bonus ~ Oracle ~ Vine Leshy CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassOracle VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Oracle PRECLASS:1,Oracle=1 PRERACE:1,Vine Leshy PREABILITY:1,CATEGORY=Special Ability,Oracle ~ Nature Mystery,Oracle ~ Wood Mystery DESC:[Oracle] An oracle with the nature or wood mystery adds one spell from the druid's spell list that isn't on the cleric spell list to the oracle's spell list; she still must select this spell as one of her spells known in order to cast it. This spell must be at least 1 level lower than the highest spell level the oracle can cast. STACK:YES MULT:YES CHOOSE:NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Oracle ~ Vine Leshy BONUS:VAR|LeshyOracleBonusDruidSpellCount|1 SOURCEPAGE:p.21 +Favored Terrain Skill Bonus KEY:Favored Class Bonus ~ Ranger ~ Vine Leshy CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassRanger VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Ranger PRECLASS:1,Ranger=1 PRERACE:1,Vine Leshy DESC:[Ranger] Add a +1/2 bonus to Knowledge (nature) checks in the ranger's favored terrain. STACK:YES MULT:YES CHOOSE:NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker BONUS:VAR|LeshyRangerSkillBonus|1 SOURCEPAGE:p.22 +Forest Skill Bonus KEY:Favored Class Bonus ~ Rogue ~ Vine Leshy CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassRogue VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Rogue PRECLASS:1,Rogue=1 PRERACE:1,Vine Leshy DESC:[Rogue] Add a +1/2 bonus to Climb checks and on Stealth checks in forests. STACK:YES MULT:YES CHOOSE:NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker BONUS:VAR|LeshyRogueSkillBonus|1 SOURCEPAGE:p.22 +Bonus Druid Spell KEY:Favored Class Bonus ~ Shaman ~ Vine Leshy CATEGORY:Special Ability TYPE:FavoredClassBonus.FavoredClassShaman VISIBLE:DISPLAY PREABILITY:1,CATEGORY=Special Ability,Shaman PRECLASS:1,Shaman=1 PRERACE:1,Vine Leshy PREABILITY:1,CATEGORY=Special Ability,Shaman Spirit ~ Nature,Shaman Spirit ~ Wood DESC:[Shaman] Shamans with the nature or wood spirit add one spell from the druid's spell list that isn't on the shaman spell list to the shaman's spell list; she still must select this spell as one of her spells known in order to cast it. This spell must be at least 1 level lower than the highest spell level the shaman can cast. STACK:YES MULT:YES CHOOSE:NOCHOICE ABILITY:Internal|AUTOMATIC|Ultimate Wilderness Favored Bonus Tracker ABILITY:Special Ability|AUTOMATIC|Favored Class Bonus Output ~ Shaman ~ Vine Leshy BONUS:VAR|LeshyShamanBonusDruidSpellCount|1 SOURCEPAGE:p.22 + +##Output for unimplemented Favored Class Bonuses +Wild Empathy Bonus KEY:Favored Class Bonus Output ~ Shifter ~ Dwarf CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Shifter] Add a +%1 bonus on wild empathy checks to influence animals and magical beasts that are normally encountered in underground environments.|DwarfShifterEmpathyBonus/2 SOURCEPAGE:p.31 +Movement Bonus KEY:Favored Class Bonus Output ~ Shifter ~ Elf CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Shifter] Add +%1 ft. to the shifter's base speed.|ElfShifterMoveApplied SOURCEPAGE:p.31 +Critical Confirmation Bonus KEY:Favored Class Bonus Output ~ Shifter ~ Half-Orc CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Shifter] Add a +%1 bonus on critical hit confirmation rolls when using shifter claws. This bonus does not stack with Critical Focus.|HalfOrcShifterCriticalConfirmBonus/3 SOURCEPAGE:p.31 +AC Bonus KEY:Favored Class Bonus Output ~ Shifter ~ Halfling CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Shifter] Increase the AC bonus from defensive instinct by %1 against creatures of size Large or larger.|HalflingShifterACBonus/4 SOURCEPAGE:p.31 + +Bonus Druid Spell KEY:Favored Class Bonus Output ~ Bard ~ Gathlain CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Bard] [NOT IMPLEMENTED] Add %1 spell(s) from the druid spell list to the bard's spell list and known spells. This spell must be at least 1 level lower than the highest-level spell the bard can cast.|GathlainBardBonusDruidSpellCount SOURCEPAGE:p.10 +Companion Damage Reduction KEY:Favored Class Bonus Output ~ Hunter ~ Gathlain CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Hunter] The hunter's animal companion gains DR %1/cold iron. If the hunter replaces this animal companion, the new companion gains this damage reduction.|(GathlainHunterCompanionDR+2)/3 SOURCEPAGE:p.10 +Companion Damage Bonus KEY:Favored Class Bonus Output ~ Ranger ~ Gathlain CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Ranger] Add %1 to the damage dealt by the ranger's animal companion's natural attacks.|GathlainRangerCompanionDamage/4 SOURCEPAGE:p.10 +Bonus Druid Spell KEY:Favored Class Bonus Output ~ Shaman ~ Gathlain/Ghoran CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Shaman] [NOT IMPLEMENTED] Add %1 spell(s) from the druid spell list to the shaman's spell list and known spells. This spell must be at least 1 level lower than the highest-level spell the shaman can cast.|GathlainGhoranShamanBonusDruidSpellCount SOURCEPAGE:p.10 +Skald Skill Bonuses KEY:Favored Class Bonus Output ~ Skald ~ Gathlain CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Skald] Add a +%1 bonus to Acrobatics checks to avoid attacks of opportunity and to Perform checks while performing a raging song.|GathlainSkaldSkillBonus/2 SOURCEPAGE:p.10 +Bonus Druid Spell KEY:Favored Class Bonus Output ~ Witch ~ Gathlain CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Witch] [NOT IMPLEMENTED] Add %1 spell(s) from the druid spell list to the witch's familiar. This spell must be at least one level below the highest spell level the witch can cast. If the familiar is ever replaced, the new familiar knows these bonus spells.|GathlainWitchBonusDruidSpellCount SOURCEPAGE:p.10 + +Spell Duration Bonus KEY:Favored Class Bonus Output ~ Druid ~ Ghoran CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Druid] When casting spells that target plants or plant creatures, add %1 to the effective caster level, but only for the purpose of determining duration.|GhoranDruidDurationBonus/3 SOURCEPAGE:p.16 +Bonus Companion Skill Points KEY:Favored Class Bonus Output ~ Hunter ~ Ghoran CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Hunter] Add %1 skill rank to the hunter's plant companion. If the hunter replaces her plant companion, the new plant companion gains these bonus skill ranks.|GhoranHunterCompanionSkillRanks SOURCEPAGE:p.16 +Mesmerist Plant Trick KEY:Favored Class Bonus Output ~ Mesmerist ~ Ghoran CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Mesmerist] Choose %1 mind-affecting mesmerist tricks that the mesmerist knows. The mesmerist can affect intelligent plant creatures with that trick or spell as if they weren't immune to mind-affecting effects.|GhoranMesmeristPlantTrick SOURCEPAGE:p.17 +Rogue Enemy ~ Aberration KEY:Favored Class Bonus Output ~ Ghoran Rogue (Aberration) CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Rogue] The rogue adds %1 to her sneak attack damage when using sneak attack against creatures of the Aberration type.|GhoranRogueEnemyAberration/2 SOURCEPAGE:p.17 +Rogue Enemy ~ Animal KEY:Favored Class Bonus Output ~ Ghoran Rogue (Animal) CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Rogue] The rogue adds %1 to her sneak attack damage when using sneak attack against creatures of the Animal type.|GhoranRogueEnemyAnimal/2 SOURCEPAGE:p.17 +Rogue Enemy ~ Construct KEY:Favored Class Bonus Output ~ Ghoran Rogue (Construct) CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Rogue] The rogue adds %1 to her sneak attack damage when using sneak attack against creatures of the Construct type.|GhoranRogueEnemyConstruct/2 SOURCEPAGE:p.17 +Rogue Enemy ~ Dragon KEY:Favored Class Bonus Output ~ Ghoran Rogue (Dragon) CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Rogue] The rogue adds %1 to her sneak attack damage when using sneak attack against creatures of the Dragon type.|GhoranRogueEnemyDragon/2 SOURCEPAGE:p.17 +Rogue Enemy ~ Fey KEY:Favored Class Bonus Output ~ Ghoran Rogue (Fey) CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Rogue] The rogue adds %1 to her sneak attack damage when using sneak attack against creatures of the Fey type.|GhoranRogueEnemyFey/2 SOURCEPAGE:p.17 +Rogue Enemy ~ Humanoid (Aquatic) KEY:Favored Class Bonus Output ~ Ghoran Rogue (Humanoid/Aquatic) CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Rogue] The rogue adds %1 to her sneak attack damage when using sneak attack against creatures of the Humanoid (Aquatic) type.|GhoranRogueEnemyHumanoidAquatic/2 SOURCEPAGE:p.17 +Rogue Enemy ~ Humanoid (Dwarf) KEY:Favored Class Bonus Output ~ Ghoran Rogue (Humanoid/Dwarf) CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Rogue] The rogue adds %1 to her sneak attack damage when using sneak attack against creatures of the Humanoid (Dwarf) type.|GhoranRogueEnemyHumanoidDwarf/2 SOURCEPAGE:p.17 +Rogue Enemy ~ Humanoid (Elf) KEY:Favored Class Bonus Output ~ Ghoran Rogue (Humanoid/Elf) CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Rogue] The rogue adds %1 to her sneak attack damage when using sneak attack against creatures of the Humanoid (Elf) type.|GhoranRogueEnemyHumanoidElf/2 SOURCEPAGE:p.17 +Rogue Enemy ~ Humanoid (Giant) KEY:Favored Class Bonus Output ~ Ghoran Rogue (Humanoid/Giant) CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Rogue] The rogue adds %1 to her sneak attack damage when using sneak attack against creatures of the Humanoid (Giant) type.|GhoranRogueEnemyHumanoidGiant/2 SOURCEPAGE:p.17 +Rogue Enemy ~ Humanoid (Goblinoid) KEY:Favored Class Bonus Output ~ Ghoran Rogue (Humanoid/Goblinoid) CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Rogue] The rogue adds %1 to her sneak attack damage when using sneak attack against creatures of the Humanoid (Goblinoid) type.|GhoranRogueEnemyHumanoidGoblinoid/2 SOURCEPAGE:p.17 +Rogue Enemy ~ Humanoid (Gnoll) KEY:Favored Class Bonus Output ~ Ghoran Rogue (Humanoid/Gnoll) CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Rogue] The rogue adds %1 to her sneak attack damage when using sneak attack against creatures of the Humanoid (Gnoll) type.|GhoranRogueEnemyHumanoidGnoll/2 SOURCEPAGE:p.17 +Rogue Enemy ~ Humanoid (Gnome) KEY:Favored Class Bonus Output ~ Ghoran Rogue (Humanoid/Gnome) CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Rogue] The rogue adds %1 to her sneak attack damage when using sneak attack against creatures of the Humanoid (Gnome) type.|GhoranRogueEnemyHumanoidGnome/2 SOURCEPAGE:p.17 +Rogue Enemy ~ Humanoid (Halfling) KEY:Favored Class Bonus Output ~ Ghoran Rogue (Humanoid/Halfling) CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Rogue] The rogue adds %1 to her sneak attack damage when using sneak attack against creatures of the Humanoid (Halfling) type.|GhoranRogueEnemyHumanoidHalfling/2 SOURCEPAGE:p.17 +Rogue Enemy ~ Humanoid (Human) KEY:Favored Class Bonus Output ~ Ghoran Rogue (Humanoid/Human) CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Rogue] The rogue adds %1 to her sneak attack damage when using sneak attack against creatures of the Humanoid (Human) type.|GhoranRogueEnemyHumanoidHuman/2 SOURCEPAGE:p.17 +Rogue Enemy ~ Humanoid (Orc) KEY:Favored Class Bonus Output ~ Ghoran Rogue (Humanoid/Orc) CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Rogue] The rogue adds %1 to her sneak attack damage when using sneak attack against creatures of the Humanoid (Orc) type.|GhoranRogueEnemyHumanoidOrc/2 SOURCEPAGE:p.17 +Rogue Enemy ~ Humanoid (Reptilian) KEY:Favored Class Bonus Output ~ Ghoran Rogue (Humanoid/Reptilian) CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Rogue] The rogue adds %1 to her sneak attack damage when using sneak attack against creatures of the Humanoid (Reptilian) type.|GhoranRogueEnemyHumanoidReptilian/2 SOURCEPAGE:p.17 +Rogue Enemy ~ Magical Beast KEY:Favored Class Bonus Output ~ Ghoran Rogue (Magical Beast) CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Rogue] The rogue adds %1 to her sneak attack damage when using sneak attack against creatures of the Magical Beast type.|GhoranRogueEnemyMagicalBeast/2 SOURCEPAGE:p.17 +Rogue Enemy ~ Monstrous Humanoid KEY:Favored Class Bonus Output ~ Ghoran Rogue (Monstrous Humanoid) CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Rogue] The rogue adds %1 to her sneak attack damage when using sneak attack against creatures of the Monstrous Humanoid type.|GhoranRogueEnemyMonstrousHumanoid/2 SOURCEPAGE:p.17 +Rogue Enemy ~ Ooze KEY:Favored Class Bonus Output ~ Ghoran Rogue (Ooze) CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Rogue] The rogue adds %1 to her sneak attack damage when using sneak attack against creatures of the Ooze type.|GhoranRogueEnemyOoze/2 SOURCEPAGE:p.17 +Rogue Enemy ~ Outsider (Air) KEY:Favored Class Bonus Output ~ Ghoran Rogue (Outsider/Air) CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Rogue] The rogue adds %1 to her sneak attack damage when using sneak attack against creatures of the Outsider (Air) type.|GhoranRogueEnemyOutsiderAir/2 SOURCEPAGE:p.17 +Rogue Enemy ~ Outsider (Chaotic) KEY:Favored Class Bonus Output ~ Ghoran Rogue (Outsider/Chaotic) CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Rogue] The rogue adds %1 to her sneak attack damage when using sneak attack against creatures of the Outsider (Chaotic) type.|GhoranRogueEnemyOutsiderChaotic/2 SOURCEPAGE:p.17 +Rogue Enemy ~ Outsider (Earth) KEY:Favored Class Bonus Output ~ Ghoran Rogue (Outsider/Earth) CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Rogue] The rogue adds %1 to her sneak attack damage when using sneak attack against creatures of the Outsider (Earth) type.|GhoranRogueEnemyOutsiderEarth/2 SOURCEPAGE:p.17 +Rogue Enemy ~ Outsider (Evil) KEY:Favored Class Bonus Output ~ Ghoran Rogue (Outsider/Evil) CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Rogue] The rogue adds %1 to her sneak attack damage when using sneak attack against creatures of the Outsider (Evil) type.|GhoranRogueEnemyOutsiderEvil/2 SOURCEPAGE:p.17 +Rogue Enemy ~ Outsider (Fire) KEY:Favored Class Bonus Output ~ Ghoran Rogue (Outsider/Fire) CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Rogue] The rogue adds %1 to her sneak attack damage when using sneak attack against creatures of the Outsider (Fire) type.|GhoranRogueEnemyOutsiderFire/2 SOURCEPAGE:p.17 +Rogue Enemy ~ Outsider (Good) KEY:Favored Class Bonus Output ~ Ghoran Rogue (Outsider/Good) CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Rogue] The rogue adds %1 to her sneak attack damage when using sneak attack against creatures of the Outsider (Good) type.|GhoranRogueEnemyOutsiderGood/2 SOURCEPAGE:p.17 +Rogue Enemy ~ Outsider (Lawful) KEY:Favored Class Bonus Output ~ Ghoran Rogue (Outsider/Lawful) CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Rogue] The rogue adds %1 to her sneak attack damage when using sneak attack against creatures of the Outsider (Lawful) type.|GhoranRogueEnemyOutsiderLawful/2 SOURCEPAGE:p.17 +Rogue Enemy ~ Outsider (Native) KEY:Favored Class Bonus Output ~ Ghoran Rogue (Outsider/Native) CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Rogue] The rogue adds %1 to her sneak attack damage when using sneak attack against creatures of the Outsider (Native) type.|GhoranRogueEnemyOutsiderNative/2 SOURCEPAGE:p.17 +Rogue Enemy ~ Outsider (Water) KEY:Favored Class Bonus Output ~ Ghoran Rogue (Outsider/Water) CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Rogue] The rogue adds %1 to her sneak attack damage when using sneak attack against creatures of the Outsider (Water) type.|GhoranRogueEnemyOutsiderWater/2 SOURCEPAGE:p.17 +Rogue Enemy ~ Plant KEY:Favored Class Bonus Output ~ Ghoran Rogue (Plant) CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Rogue] The rogue adds %1 to her sneak attack damage when using sneak attack against creatures of the Plant type.|GhoranRogueEnemyPlant/2 SOURCEPAGE:p.17 +Rogue Enemy ~ Undead KEY:Favored Class Bonus Output ~ Ghoran Rogue (Undead) CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Rogue] The rogue adds %1 to her sneak attack damage when using sneak attack against creatures of the Undead type.|GhoranRogueEnemyUndead/2 SOURCEPAGE:p.17 +Rogue Enemy ~ Vermin KEY:Favored Class Bonus Output ~ Ghoran Rogue (Vermin) CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Rogue] The rogue adds %1 to her sneak attack damage when using sneak attack against creatures of the Vermin type.|GhoranRogueEnemyVermin/2 SOURCEPAGE:p.17 +Wild Shape Armor Bonus KEY:Favored Class Bonus Output ~ Shifter ~ Ghoran CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Shifter] Add %1 to the shifter's natural armor bonus when using wild shape to assume a major form.|GhoranShifterACBonus/5 SOURCEPAGE:p.17 +Spell Duration Bonus KEY:Favored Class Bonus Output ~ Sorcerer ~ Ghoran CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Sorcerer] When casting sorcerer/wizard spells that are also on the druid spell list, add %1 to the effective class level, but only for the purpose of determining durations.|GhoranSorcererDurationBonus/3 SOURCEPAGE:p.17 +Dispel Check Bonus KEY:Favored Class Bonus Output ~ Witch ~ Ghoran CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Witch] Add %1 to the witch's caster level when attempting dispel checks using dispel magic, break enchantment, and similar effects.|GhoranWitchDispelBonus/4 SOURCEPAGE:p.17 + +Oratory Check Bonus KEY:Favored Class Bonus Output ~ Bard ~ Vine Leshy CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Bard] Add a +%1 bonus to Perform (oratory) checks, including checks using versatile performance, as long as the bard first spends at least 10 minutes telling a story.|LeshyOratoryBonus/3 SOURCEPAGE:p.21 +Bonus Druid Spell KEY:Favored Class Bonus Output ~ Oracle ~ Vine Leshy CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Oracle] An oracle with the nature or wood mystery adds %1 spells from the druid's spell list that isn't on the cleric spell list to the oracle's spell list; she still must select this spell as one of her spells known in order to cast it. This spell must be at least 1 level lower than the highest spell level the oracle can cast.|LeshyOracleBonusDruidSpellCount SOURCEPAGE:p.21 +Bonus Druid Spell KEY:Favored Class Bonus Output ~ Shaman ~ Vine Leshy CATEGORY:Special Ability TYPE:SpecialQuality VISIBLE:EXPORT DESC:[Shaman] Shamans with the nature or wood spirit add %1 spells from the druid's spell list that isn't on the shaman spell list to the shaman's spell list; she still must select this spell as one of her spells known in order to cast it. This spell must be at least 1 level lower than the highest spell level the shaman can cast.|LeshyShamanBonusDruidSpellCount SOURCEPAGE:p.22 diff --git a/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_abilitycategories.lst b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_abilitycategories.lst new file mode 100644 index 00000000000..330bfe74bfb --- /dev/null +++ b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_abilitycategories.lst @@ -0,0 +1,53 @@ +# CVS $Revision: $ $Author: $ -- Mon Nov 20 15:13:47 2017 -- reformated by PCGen PrettyLST v6.06.00 +# SOURCELONG:Ultimate Wilderness SOURCESHORT:UW SOURCEWEB:http://paizo.com/products/btpy9ujo SOURCEDATE:2017-11 + +###Block: Racial Traits +ABILITYCATEGORY:Gathlain Racial Trait VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:NO CATEGORY:Special Ability TYPE:Gathlain Racial Trait PLURAL:Gathlain Racial Traits DISPLAYLOCATION:Racial Abilities +ABILITYCATEGORY:Ghoran Racial Trait VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:NO CATEGORY:Special Ability TYPE:Ghoran Racial Trait PLURAL:Ghoran Racial Traits DISPLAYLOCATION:Racial Abilities +ABILITYCATEGORY:Vine Leshy Racial Trait VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:NO CATEGORY:Special Ability TYPE:Vine Leshy Racial Trait PLURAL:Vine Leshy Racial Traits DISPLAYLOCATION:Racial Abilities + +###Block: Class Abilities +# Ability Category Visible Editable? Change Pool? Fractional values? Category of Object Type of Object Plural description for UI Display Location +ABILITYCATEGORY:Shifter Class Feature VISIBLE:QUALIFY EDITABLE:NO EDITPOOL:NO FRACTIONALPOOL:NO CATEGORY:Special Ability TYPE:Shifter Class Feature PLURAL:Shifter Class Features.ShifterClassFeatures DISPLAYLOCATION:Class Features +ABILITYCATEGORY:Shifter Archetype VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:YES CATEGORY:Archetype TYPE:Shifter Archetype.Shifter Archetype PLURAL:Shifter Archetypes DISPLAYLOCATION:Archetype +ABILITYCATEGORY:Shifter Aspect Choice VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:YES FRACTIONALPOOL:NO CATEGORY:Special Ability TYPE:Shifter Aspect PLURAL:Shifter Aspect Choices DISPLAYLOCATION:Class Features + +###Block:Feat Support +ABILITYCATEGORY:Enhanced Gnome Magic Choice VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:YES FRACTIONALPOOL:NO CATEGORY:Special Ability TYPE:Enhanced Gnome Magic PLURAL:Enhanced Gnome Magic Choices DISPLAYLOCATION:Racial Abilities +ABILITYCATEGORY:Boon Companion Selection VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:YES FRACTIONALPOOL:NO CATEGORY:Internal TYPE:BoonCompanionSelection DISPLAYLOCATION:Feats + +###Block:Companion Support +ABILITYCATEGORY:Companion Archetype VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:NO FRACTIONALPOOL:NO CATEGORY:Archetype TYPE:CompanionArchetype PLURAL:Companion Archetypes DISPLAYLOCATION:Archetype +ABILITYCATEGORY:Familiar Archetype VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:NO FRACTIONALPOOL:NO CATEGORY:Archetype TYPE:FamiliarArchetype PLURAL:Familiar Archetypes DISPLAYLOCATION:Archetype +ABILITYCATEGORY:Draconic Companion Resistance Choice VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:NO FRACTIONALPOOL:NO CATEGORY:Special Ability TYPE:DraconicCompanionResistance DISPLAYLOCATION:Class Features +ABILITYCATEGORY:Draconic Companion Breath Weapon Shape VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:NO FRACTIONALPOOL:NO CATEGORY:Special Ability TYPE:DraconicCompanionBreathWeaponShape DISPLAYLOCATION:Class Features + +###Block:Archetype Support +ABILITYCATEGORY:Wildborn Rage Power Choice VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:YES FRACTIONALPOOL:NO CATEGORY:Special Ability TYPE:RagePower.Rage Power.Wildborn Bonus Feat PLURAL:Wildborn Rage Power Choices DISPLAYLOCATION:Class Features +ABILITYCATEGORY:Feral Aspect Choice VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:YES FRACTIONALPOOL:NO CATEGORY:Special Ability TYPE:Feral Aspect PLURAL:Feral Aspect Choices DISPLAYLOCATION:Class Features +ABILITYCATEGORY:Favored Turf VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:YES FRACTIONALPOOL:NO CATEGORY:Special Ability TYPE:FavoredTurf PLURAL:Favored Turf DISPLAYLOCATION:Class Features +ABILITYCATEGORY:Favored Turf Bonus VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:YES FRACTIONALPOOL:NO CATEGORY:Special Ability TYPE:FavoredTurfBonus PLURAL:Favored Turf Bonuses DISPLAYLOCATION:Class Features +ABILITYCATEGORY:Green Faith Marshal Domain VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:YES FRACTIONALPOOL:NO CATEGORY:Special Ability TYPE:GreenFaithMarshalDomainSelection PLURAL:Green Faith Marshal Domains DISPLAYLOCATION:Class Features +ABILITYCATEGORY:Debilitating Aroma Choice VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:YES CATEGORY:Special Ability TYPE:BoldStare PLURAL:Debilitating Aroma Choices DISPLAYLOCATION:Class Features +ABILITYCATEGORY:Leafshifter Aspect Choice VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:YES FRACTIONALPOOL:NO CATEGORY:Special Ability TYPE:Leafshifter Aspect PLURAL:Leafshifter Aspect Choices DISPLAYLOCATION:Class Features + +###Block:Class Option Support Support +ABILITYCATEGORY:Shaman Wood Wandering Hex VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:YES FRACTIONALPOOL:NO CATEGORY:Special Ability TYPE:ShamanSpiritHex.ShamanWoodHex DISPLAYLOCATION:Class Features +ABILITYCATEGORY:Verdant Bloodrager Bloodline Feat VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:YES FRACTIONALPOOL:NO CATEGORY:FEAT TYPE:VerdantBloodRagerBloodline ABILITYLIST:Special Bloodline Feat PLURAL:Verdant Bloodrager Bloodline Feats DISPLAYLOCATION:Feats +ABILITYCATEGORY:Kineticist Infusion or Wild Talent Wood VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:NO CATEGORY:Special Ability TYPE:Infusion Wild Talent Wood.Utility Wild Talent Wood DISPLAYLOCATION:Class Features +ABILITYCATEGORY:Leshy Warden Domain Choice VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:YES FRACTIONALPOOL:NO CATEGORY:Special Ability TYPE:DruidDomainSelection DISPLAYLOCATION:Class Features +ABILITYCATEGORY:Leshy Tender Choice 1 VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:YES FRACTIONALPOOL:NO CATEGORY:Internal TYPE:LeshyTenderChoice1 DISPLAYLOCATION:Class Features +ABILITYCATEGORY:Leshy Tender Choice 2 VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:YES FRACTIONALPOOL:NO CATEGORY:Internal TYPE:LeshyTenderChoice2 DISPLAYLOCATION:Class Features +ABILITYCATEGORY:Leshy Tender Choice 3 VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:YES FRACTIONALPOOL:NO CATEGORY:Internal TYPE:LeshyTenderChoice3 DISPLAYLOCATION:Class Features +ABILITYCATEGORY:Skirmisher Conditioning Specialty VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:YES FRACTIONALPOOL:NO CATEGORY:Internal TYPE:SkirmisherConditioningSpecialty DISPLAYLOCATION:Class Features +ABILITYCATEGORY:Viking Bonus Feat VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:YES FRACTIONALPOOL:NO CATEGORY:FEAT TYPE:VikingBonusFeatChoice PLURAL:Viking Bonus Feats DISPLAYLOCATION:Feats +ABILITYCATEGORY:Commando Gun Training Choice VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:YES FRACTIONALPOOL:NO CATEGORY:Internal TYPE:CommandoGunTrainingChoice PLURAL:Commando Gun Training Choices DISPLAYLOCATION:Class Features +ABILITYCATEGORY:Plant Master Plant Focus VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:YES FRACTIONALPOOL:NO CATEGORY:Special Ability TYPE:PlantMasterPlantFocusAbility PLURAL:Plant Master Plant Foci DISPLAYLOCATION:Class Features +ABILITYCATEGORY:Elementalist Oracle Subtype VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:YES FRACTIONALPOOL:NO CATEGORY:Special Ability TYPE:ElementalistOracleSubtype DISPLAYLOCATION:Class Features +ABILITYCATEGORY:Elementalist Shifter Aspect Choice VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:YES FRACTIONALPOOL:NO CATEGORY:Special Ability TYPE:ElementalistShifterAspect PLURAL:Elementalist Shifter Aspect Choices DISPLAYLOCATION:Class Features +ABILITYCATEGORY:Season Witch Type VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:YES FRACTIONALPOOL:NO CATEGORY:Special Ability TYPE:SeasonWitchType DISPLAYLOCATION:Class Features +ABILITYCATEGORY:Spring Witch Hex Choice VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:YES FRACTIONALPOOL:NO CATEGORY:Special Ability TYPE:SpringWitchHex DISPLAYLOCATION:Class Features +ABILITYCATEGORY:Summer Witch Hex Choice VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:YES FRACTIONALPOOL:NO CATEGORY:Special Ability TYPE:SummerWitchHex DISPLAYLOCATION:Class Features +ABILITYCATEGORY:Autumn Witch Hex Choice VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:YES FRACTIONALPOOL:NO CATEGORY:Special Ability TYPE:AutumnWitchHex DISPLAYLOCATION:Class Features +ABILITYCATEGORY:Winter Witch Hex Choice VISIBLE:QUALIFY EDITABLE:YES EDITPOOL:YES FRACTIONALPOOL:NO CATEGORY:Special Ability TYPE:WinterWitchHex DISPLAYLOCATION:Class Features + diff --git a/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_classes.lst b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_classes.lst new file mode 100644 index 00000000000..510c2f33e4f --- /dev/null +++ b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_classes.lst @@ -0,0 +1,31 @@ +# CVS $Revision: $ $Author: $ -- Fri Jun 30 20:50:52 2017 -- reformated by PCGen PrettyLST v6.06.00 +SOURCELONG:Ultimate Wilderness SOURCESHORT:UW SOURCEWEB:http://paizo.com/products/btpy9ujo SOURCEDATE:2017-11 + +#Shifter + +# Class Name Hit Dice Type Abbreviation Max Level Source Page Define Combat bonus Save bonus Modify VAR FACT:ClassType +CLASS:Shifter HD:10 TYPE:Base.PC FACT:Abb|Shf MAXLEVEL:20 SOURCEPAGE:p.26 DEFINE:ShifterLVL|0 BONUS:COMBAT|BASEAB|ShifterLVL|TYPE=Base.REPLACE|PREVAREQ:UseAlternateBABProgression,0 BONUS:SAVE|BASE.Fortitude|ShifterLVL/2+2 BONUS:SAVE|BASE.Reflex|ShifterLVL/2+2 BONUS:SAVE|BASE.Will|ShifterLVL/3 BONUS:VAR|ShifterLVL|CL BONUS:VAR|ClassBABFull|ShifterLVL|PREVAREQ:UseFractionalBAB,1 BONUS:VAR|ClassSaveGood_Fortitude|ShifterLVL|PREVAREQ:UseFractionalSave,1 BONUS:VAR|ClassSaveGood_Reflex|ShifterLVL|PREVAREQ:UseFractionalSave,1 BONUS:VAR|ClassSavePoor_Will|ShifterLVL|PREVAREQ:UseFractionalSave,1 FACT:ClassType|PC +# Class Name Multiple Requirements +CLASS:Shifter PREMULT:1,[PREALIGN:NG,LN,TN,CN,NE],[PREVAREQ:BypassClassAlignment_Shifter,1] +# Class Name Skill Pts/Lvl +CLASS:Shifter STARTSKILLPTS:4 +###Block +1 ABILITY:Class|AUTOMATIC|Shifter +###Block +1 ABILITY:Shifter Class Feature|AUTOMATIC|Shifter ~ Class Skills|PREVAREQ:Shifter_CF_ClassSkills,0|PREVARGTEQ:Shifter_CFP_Level,1 +1 ABILITY:Shifter Class Feature|AUTOMATIC|Shifter ~ Weapon and Armor Proficiencies|PREVARGTEQ:Shifter_CFP_Level,1 +1 ABILITY:Shifter Class Feature|AUTOMATIC|Shifter ~ Bonus Languages|PREVAREQ:Shifter_CF_BonusLanguages,0|PREVARGTEQ:Shifter_CFP_Level,1 +1 ABILITY:Shifter Class Feature|AUTOMATIC|Shifter ~ Shifter Aspect|PREVAREQ:Shifter_CF_ShifterAspect,0|PREVARGTEQ:Shifter_CFP_Level,1 +1 ABILITY:Shifter Class Feature|AUTOMATIC|Shifter ~ Shifter Claws|PREVAREQ:Shifter_CF_ShifterClaws,0|PREVARGTEQ:Shifter_CFP_Level,1 +1 ABILITY:Shifter Class Feature|AUTOMATIC|Shifter ~ Wild Empathy|PREVAREQ:Shifter_CF_WildEmpathy,0|PREVARGTEQ:Shifter_CFP_Level,1 +2 ABILITY:Shifter Class Feature|AUTOMATIC|Shifter ~ Defensive Instinct|PREVAREQ:Shifter_CF_DefensiveInstinct,0|PREVARGTEQ:Shifter_CFP_Level,2 +2 ABILITY:Shifter Class Feature|AUTOMATIC|Shifter ~ Track|PREVAREQ:Shifter_CF_Track,0|PREVARGTEQ:Shifter_CFP_Level,2 +3 ABILITY:Shifter Class Feature|AUTOMATIC|Shifter ~ Woodland Stride|PREVAREQ:Shifter_CF_WoodlandStride,0|PREVARGTEQ:Shifter_CFP_Level,3 +4 ABILITY:Shifter Class Feature|AUTOMATIC|Shifter ~ Wild Shape|PREVAREQ:Shifter_CF_WildShape,0|PREVARGTEQ:Shifter_CFP_Level,4 +5 ABILITY:Shifter Class Feature|AUTOMATIC|Shifter ~ Trackless Step|PREVAREQ:Shifter_CF_TracklessStep,0|PREVARGTEQ:Shifter_CFP_Level,5 +6 ABILITY:Shifter Class Feature|AUTOMATIC|Shifter ~ Shifter's Fury|PREVAREQ:Shifter_CF_ShiftersFury,0|PREVARGTEQ:Shifter_CFP_Level,6 +9 ABILITY:Shifter Class Feature|AUTOMATIC|Shifter ~ Chimeric Aspect|PREVAREQ:Shifter_CF_ChimericAspect,0|PREVARGTEQ:Shifter_CFP_Level,9 +14 ABILITY:Shifter Class Feature|AUTOMATIC|Shifter ~ Greater Chimeric Aspect|PREVAREQ:Shifter_CF_GreaterChimericAspect,0|PREVARGTEQ:Shifter_CFP_Level,14 +18 ABILITY:Shifter Class Feature|AUTOMATIC|Shifter ~ A Thousand Faces|PREVAREQ:Shifter_CF_ThousandFaces,0|PREVARGTEQ:Shifter_CFP_Level,18 +18 ABILITY:Shifter Class Feature|AUTOMATIC|Shifter ~ Timeless Body|PREVAREQ:Shifter_CF_TimelessBody,0|PREVARGTEQ:Shifter_CFP_Level,18 +20 ABILITY:Shifter Class Feature|AUTOMATIC|Shifter ~ Final Aspect|PREVAREQ:Shifter_CF_FinalAspect,0|PREVARGTEQ:Shifter_CFP_Level,20 diff --git a/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_companionmods.lst b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_companionmods.lst new file mode 100644 index 00000000000..06098807684 --- /dev/null +++ b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_companionmods.lst @@ -0,0 +1,76 @@ +# CVS $Revision: $ $Author: $ -- Fri Jun 30 20:50:52 2017 -- reformated by PCGen PrettyLST v6.06.00 +SOURCELONG:Ultimate Wilderness SOURCESHORT:UW SOURCEWEB:http://paizo.com/products/btpy9ujo SOURCEDATE:2017-11 + +# ============================== +# Companion Archetype Support +# ============================== +# Class of the Master Type Ability Bonus to Situation +FOLLOWER:FamiliarLVL=1 TYPE:Familiar ABILITY:Familiar Archetype|AUTOMATIC|Archetype Familiar + +# ============================== +# Familiar Bonuses to Master +# ============================== +MASTERBONUSRACE:Familiar (Arctic Fox) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Arctic Fox) +MASTERBONUSRACE:Familiar (Arctic Hare) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Arctic Hare) +MASTERBONUSRACE:Familiar (Arctic Tern) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Arctic Tern) +MASTERBONUSRACE:Familiar (Armadillo) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Armadillo) +MASTERBONUSRACE:Familiar (Butterfly) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Butterfly) +MASTERBONUSRACE:Familiar (Chicken) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Chicken) +MASTERBONUSRACE:Familiar (Cockroach) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Cockroach) +MASTERBONUSRACE:Familiar (Creeper Ivy) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Creeper Ivy) +MASTERBONUSRACE:Familiar (Dodo) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Dodo) +MASTERBONUSRACE:Familiar (Dwarf Caiman) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Dwarf Caiman) +MASTERBONUSRACE:Familiar (Dweomer Cap) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Dweomer Cap) +MASTERBONUSRACE:Familiar (Ermine) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Ermine) +MASTERBONUSRACE:Familiar (Fire Salamander) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Fire Salamander) +MASTERBONUSRACE:Familiar (Flowering Lattice) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Flowering Lattice) +MASTERBONUSRACE:Familiar (Horned Lizard) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Horned Lizard) +MASTERBONUSRACE:Familiar (Ioun Wyrd) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Ioun Wyrd) +MASTERBONUSRACE:Familiar (Isopod (Giant)) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Isopod (Giant)) +MASTERBONUSRACE:Familiar (Jerboa) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Jerboa) +MASTERBONUSRACE:Familiar (Kakapo) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Kakapo) +MASTERBONUSRACE:Familiar (Koala) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Koala) +MASTERBONUSRACE:Familiar (Lamprey) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Lamprey) +MASTERBONUSRACE:Familiar (Lemming) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Lemming) +MASTERBONUSRACE:Familiar (Leopard Slug) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Leopard Slug) +MASTERBONUSRACE:Familiar (Margay) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Margay) +MASTERBONUSRACE:Familiar (Marine Iguana) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Marine Iguana) +MASTERBONUSRACE:Familiar (Meerkat) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Meerkat) +MASTERBONUSRACE:Familiar (Mole) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Mole) +MASTERBONUSRACE:Familiar (Mongoose) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Mongoose) +MASTERBONUSRACE:Familiar (Moth) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Moth) +MASTERBONUSRACE:Familiar (Osprey) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Osprey) +MASTERBONUSRACE:Familiar (Parrot) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Parrot) +MASTERBONUSRACE:Familiar (Peafowl) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Peafowl) +MASTERBONUSRACE:Familiar (Penguin) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Penguin) +MASTERBONUSRACE:Familiar (Petrifern) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Petrifern) +MASTERBONUSRACE:Familiar (Platypus) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Platypus) +MASTERBONUSRACE:Familiar (Popoto Dolphin) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Popoto Dolphin) +MASTERBONUSRACE:Familiar (Ptarmigan) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Ptarmigan) +MASTERBONUSRACE:Familiar (Pufferfish) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Pufferfish) +MASTERBONUSRACE:Familiar (Puffin) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Puffin) +MASTERBONUSRACE:Familiar (Rabbit) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Rabbit) +MASTERBONUSRACE:Familiar (Ravenous Tumbleweed) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Ravenous Tumbleweed) +MASTERBONUSRACE:Familiar (Razor Fern) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Razor Fern) +MASTERBONUSRACE:Familiar (Rhamphorhynchus) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Rhamphorhynchus) +MASTERBONUSRACE:Familiar (Sawleg Locust) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Sawleg Locust) +MASTERBONUSRACE:Familiar (Sea Krait) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Sea Krait) +MASTERBONUSRACE:Familiar (Seal) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Seal) +MASTERBONUSRACE:Familiar (Shimmerwing Dragonfly) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Shimmerwing Dragonfly) +MASTERBONUSRACE:Familiar (Skunk) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Skunk) +MASTERBONUSRACE:Familiar (Snail Kite) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Snail Kite) +MASTERBONUSRACE:Familiar (Spiny Starfish) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Spiny Starfish) +MASTERBONUSRACE:Familiar (Squirrel) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Squirrel) +MASTERBONUSRACE:Familiar (Suture Vine) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Suture Vine) +MASTERBONUSRACE:Familiar (Tardigrade (Giant)) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Tardigrade (Giant)) +MASTERBONUSRACE:Familiar (Tarsier) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Tarsier) +MASTERBONUSRACE:Familiar (Toucan) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Toucan) +MASTERBONUSRACE:Familiar (Vampire Squid) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Vampire Squid) +MASTERBONUSRACE:Familiar (Wallaby) TYPE:Familiar ABILITY:Internal|AUTOMATIC|Familiar (Wallaby) + + + +FOLLOWER:SaurianChampionMountBonuses=1 TYPE:Animal Companion ABILITY:Internal|AUTOMATIC|Saurian Champion ~ Mount Bonuses + +FOLLOWER:LeshyStatBonus=1 TYPE:Familiar ABILITY:Internal|AUTOMATIC|Leshy Familiar ~ Stat Bonus + diff --git a/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_deities.lst b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_deities.lst new file mode 100644 index 00000000000..93755d58ab2 --- /dev/null +++ b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_deities.lst @@ -0,0 +1,11 @@ +SOURCELONG:Ultimate Wilderness SOURCESHORT:UW SOURCEWEB:http://paizo.com/products/btpy9ujo SOURCEDATE:2017-11 + +Count Ranalc NAMEISPI:YES DOMAINS:Chaos,Darkness,Nobility,Travel,Exploration Subdomain,Loss Subdomain,Martyr Subdomain,Night Subdomain|PREALIGN:CG,TN,CN,CE DESC:Eldest of betrayal, exiles, shadows FACT:Title|The Traitor FACT:Symbol|Eye with crescent moon pupil FACTSET:Pantheon|Eldest DEITYWEAP:Rapier ALIGN:CN SOURCEPAGE:p.131 BONUS:VAR|InquisitorDomainChaos,InquisitorDomainDarkness,InquisitorDomainNobility,InquisitorDomainTravel,InquisitorDomainExplorationSubdomain,InquisitorDomainLossSubdomain,InquisitorDomainMartyrSubdomain,InquisitorDomainNightSubdomain|1 +The Green Mother NAMEISPI:YES DOMAINS:Charm,Earth,Evil,Plant,Caves Subdomain,Decay Subdomain,Growth Subdomain,Lust Subdomain|PREALIGN:TN,LE,NE,CE DESC:Eldest of carnivorous plants, intrigue, seduction FACT:Title|The Feasting Flower FACT:Symbol|Briar-wrapped lips FACTSET:Pantheon|Eldest DEITYWEAP:Sickle ALIGN:NE SOURCEPAGE:p.131 BONUS:VAR|InquisitorDomainCharm,InquisitorDomainEarth,InquisitorDomainEvil,InquisitorDomainPlant,InquisitorDomainCavesSubdomain,InquisitorDomainDecaySubdomain,InquisitorDomainGrowthSubdomain,InquisitorDomainLustSubdomain|1 +Imbrex NAMEISPI:YES DOMAINS:Community,Earth,Law,Strength,Family Subdomain,Home Subdomain,Metal Subdomain,Resolve Subdomain|PREALIGN:LN,LG,LE,TN DESC:Eldest of endings, statues, twins FACT:Title|The Twins FACT:Symbol|Clasped hands FACTSET:Pantheon|Eldest DEITYWEAP:Flail (Dire) ALIGN:LN SOURCEPAGE:p.131 BONUS:VAR|InquisitorDomainCommunity,InquisitorDomainEarth,InquisitorDomainLaw,InquisitorDomainStrength,InquisitorDomainFamilySubdomain,InquisitorDomainHomeSubdomain,InquisitorDomainMetalSubdomain,InquisitorDomainResolveSubdomain|1 +The Lantern King NAMEISPI:YES DOMAINS:Charm,Chaos,Madness,Trickery,Deception Subdomain,Love Subdomain,Lust Subdomain,Thievery Subdomain|PREALIGN:CG,TN,CN,CE DESC:Eldest of laughter, mischief, transformation FACT:Title|The Laughing Lie FACT:Symbol|Golden lantern FACTSET:Pantheon|Eldest DEITYWEAP:Dagger ALIGN:CN SOURCEPAGE:p.131 BONUS:VAR|InquisitorDomainCharm,InquisitorDomainChaos,InquisitorDomainMadness,InquisitorDomainTrickery,InquisitorDomainDeceptionSubdomain,InquisitorDomainLoveSubdomain,InquisitorDomainLustSubdomain,InquisitorDomainThieverySubdomain|1 +The Lost Prince NAMEISPI:YES DOMAINS:Knowledge,Madness,Nobility,Repose,Ancestors Subdomain,Insanity Subdomain,Martyr Subdomain,Memory Subdomain|PREALIGN:LN,NG,TN,NE,CN DESC:Eldest of forgotten things, sadness, solitude FACT:Title|The Melancholy Lord FACT:Symbol|Crumbling black tower FACTSET:Pantheon|Eldest DEITYWEAP:Quarterstaff ALIGN:TN SOURCEPAGE:p.131 BONUS:VAR|InquisitorDomainKnowledge,InquisitorDomainMadness,InquisitorDomainNobility,InquisitorDomainRepose,InquisitorDomainAncestorsSubdomain,InquisitorDomainInsanitySubdomain,InquisitorDomainMartyrSubdomain,InquisitorDomainMemorySubdomain|1 +Magdh NAMEISPI:YES DOMAINS:Knowledge,Law,Luck,Rune,Curse Subdomain,Fate Subdomain,Thought Subdomain,Wards Subdomain|PREALIGN:LN,LG,LE,TN DESC:Eldest of complexity, fate, triplets FACT:Title|The Three FACT:Symbol|Green three-pointed knot FACTSET:Pantheon|Eldest DEITYWEAP:Scythe ALIGN:LN SOURCEPAGE:p.131 BONUS:VAR|InquisitorDomainKnowledge,InquisitorDomainLaw,InquisitorDomainLuck,InquisitorDomainRune,InquisitorDomainCurseSubdomain,InquisitorDomainFateSubdomain,InquisitorDomainThoughtSubdomain,InquisitorDomainWardsSubdomain|1 +Ng NAMEISPI:YES DOMAINS:Knowledge,Magic,Travel,Weather,Exploration Subdomain,Seasons Subdomain,Thought Subdomain,Trade Subdomain|PREALIGN:LN,NG,TN,NE,CN DESC:Eldest of seasons, secrets, wanderers FACT:Title|The Hooded FACT:Symbol|Silver hood containing stars FACTSET:Pantheon|Eldest DEITYWEAP:Gauntlet ALIGN:TN SOURCEPAGE:p.131 BONUS:VAR|InquisitorDomainKnowledge,InquisitorDomainMagic,InquisitorDomainTravel,InquisitorDomainWeather,InquisitorDomainExplorationSubdomain,InquisitorDomainSeasonsSubdomain,InquisitorDomainThoughtSubdomain,InquisitorDomainTradeSubdomain|1 +Ragadahn NAMEISPI:YES DOMAINS:Chaos,Evil,Scalykind,Water,Ancestors Subdomain,Dragon Subdomain,Oceans Subdomain,Venom Subdomain|PREALIGN:NE,CN,CE DESC:Eldest of linnorms, oceans, spirals FACT:Title|The Water Lord FACT:Symbol|Blue ouroboros FACTSET:Pantheon|Eldest DEITYWEAP:Whip ALIGN:CE SOURCEPAGE:p.131 BONUS:VAR|InquisitorDomainChaos,InquisitorDomainEvil,InquisitorDomainScalykind,InquisitorDomainWater,InquisitorDomainAncestorsSubdomain,InquisitorDomainDragonSubdomain,InquisitorDomainOceansSubdomain,InquisitorDomainVenomSubdomain|1 +Shyka NAMEISPI:YES DOMAINS:Death,Destruction,Madness,Magic,Arcane Subdomain,Catastrophe Subdomain,Divine Subdomain,Insanity Subdomain|PREALIGN:LN,NG,TN,NE,CN DESC:Eldest of entropy, reincarnation, time FACT:Title|The Many FACT:Symbol|Broken hourglass FACTSET:Pantheon|Eldest DEITYWEAP:Mace (Light) ALIGN:TN SOURCEPAGE:p.131 BONUS:VAR|InquisitorDomainDeath,InquisitorDomainDestruction,InquisitorDomainMadness,InquisitorDomainMagic,InquisitorDomainArcaneSubdomain,InquisitorDomainCatastropheSubdomain,InquisitorDomainDivineSubdomain,InquisitorDomainInsanitySubdomain|1 diff --git a/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_domains.lst b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_domains.lst new file mode 100644 index 00000000000..672161a2cee --- /dev/null +++ b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_domains.lst @@ -0,0 +1,16 @@ +SOURCELONG:Ultimate Wilderness SOURCESHORT:UW SOURCEWEB:http://paizo.com/products/btpy9ujo SOURCEDATE:2017-11 + +#Druid Domains +Erosion PRECLASS:1,Druid=1 ABILITY:Special Ability|AUTOMATIC|Domain Power ~ Rusting Touch|PREVARGTEQ:DomainErosionAbilityTriggerLVL,1 ABILITY:Special Ability|AUTOMATIC|Domain Power ~ Erosion Aura|PREVARGTEQ:DomainErosionAbilityTriggerLVL,8 DEFINE:DomainErosionLVL|0 DEFINE:DomainErosionDC|0 DEFINE:DomainErosionTimes|0 DEFINE:DomainErosionAbilityTriggerLVL|0 BONUS:VAR|DomainErosionLVL|DomainLVL|TYPE=Domain BONUS:VAR|DomainErosionDC|10+(DomainErosionLVL/2)+WIS|TYPE=Domain BONUS:VAR|DomainErosionTimes|DomainPowerTimes|TYPE=Domain BONUS:VAR|DomainErosionAbilityTriggerLVL|DomainAbilityTriggerLVL|TYPE=Domain SOURCEPAGE:p.46 SPELLLEVEL:DOMAIN|Erosion=1|Expeditious Excavation|Erosion=2|Soften Earth and Stone|Erosion=3|Disable Construct|Erosion=4|Rusting Grasp|Erosion=5|Transmute Rock to Mud|Erosion=6|Sympathetic Vibration|Erosion=7|Disintegrate|Erosion=8|Earthquake|Erosion=9|Implosion +Vermin PRECLASS:1,Druid=1 ABILITY:Special Ability|AUTOMATIC|Domain Power ~ Vermin Whisperer|PREVARGTEQ:DomainVerminAbilityTriggerLVL,1 ABILITY:Special Ability|AUTOMATIC|Domain Power ~ Sudden Sting|PREVARGTEQ:DomainVerminAbilityTriggerLVL,8 DEFINE:DomainVerminLVL|0 DEFINE:DomainVerminDC|0 DEFINE:DomainVerminTimes|0 DEFINE:DomainVerminAbilityTriggerLVL|0 BONUS:VAR|DomainVerminLVL|DomainLVL|TYPE=Domain BONUS:VAR|DomainVerminDC|10+(DomainVerminLVL/2)+WIS|TYPE=Domain BONUS:VAR|DomainVerminTimes|DomainPowerTimes|TYPE=Domain BONUS:VAR|DomainVerminAbilityTriggerLVL|DomainAbilityTriggerLVL|TYPE=Domain SOURCEPAGE:p.46 SPELLLEVEL:DOMAIN|Vermin=1|Ant Haul|Vermin=2|Summon Swarm|Vermin=3|Vermin Shape I|Vermin=4|Vermin Shape II|Vermin=5|Insect Plague|Vermin=6|Swarm Skin|Vermin=7|Creeping Doom|Vermin=8|Verminous Transformation|Vermin=9|Summon Nature's Ally IX (1d3 purple worms only) + +Leshy Subdomain PREMULT:1,[PREDOMAIN:1,Leshy Subdomain],[PREVARLT:PlantDomain,1] ABILITY:Special Ability|AUTOMATIC|Domain Power ~ Leshy Caller|!PREABILITY:1,CATEGORY=Internal,DisableDomainLVL1 (Plant)|PREVARGTEQ:DomainPlantAbilityTriggerLVL,1 ABILITY:Special Ability|AUTOMATIC|Domain Power ~ Bramble Armor|PREVARGTEQ:DomainPlantAbilityTriggerLVL,6 ABILITY:Internal|AUTOMATIC|Domain Base ~ Plant SOURCEPAGE:p.23 DESC:You have a strong connection to these little manifestations of nature spirits. SPELLLEVEL:DOMAIN|Leshy Subdomain=1|Tree Shape|Leshy Subdomain=2|Barkskin|Leshy Subdomain=3|Plant Growth|Leshy Subdomain=4|Command Plants|Leshy Subdomain=5|Commune with Nature|Leshy Subdomain=6|Repel Wood|Leshy Subdomain=7|Animate Plants|Leshy Subdomain=8|Control Plants|Leshy Subdomain=9|Shambler FACT:Domain|Plant + +#From B6/ISWG to support Eldest +Scalykind PREMULT:1,[PREVARLT:DomainNotAllowed,1],[PREVAREQ:AllowDomainScalykind,1] PREMULT:1,[PREDOMAIN:1,Scalykind],[PREVARLT:ScalykindDomain,1] ABILITY:Internal|AUTOMATIC|Core Domain ~ Scalykind Domain|!PREABILITY:1,CATEGORY=Special Ability,TYPE.ScalykindDomainReplacement DEFINE:ScalykindDomain|0 DEFINE:DomainScalykindLVL|0 DEFINE:DomainScalykindDC|0 DEFINE:DomainScalykindTimes|0 SOURCEPAGE:p.216 SPELLLEVEL:DOMAIN|Scalykind=1|Magic Fang|Scalykind=2|Animal Trance|Scalykind=3|Magic Fang (Greater)|Scalykind=4|Poison|Scalykind=5|Animal Growth (Reptiles Only)|Scalykind=6|Eyebite|Scalykind=7|Creeping Doom|Scalykind=8|Animal Shapes (Reptiles Only)|Scalykind=9|Shapechange +#From B6/ISG to support Eldest +Dragon Subdomain PREMULT:1,[PREDOMAIN:1,Dragon Subdomain],[PREVARLT:ScalykindDomain,1] ABILITY:Special Ability|AUTOMATIC|Domain Power ~ Venomous Stare|!PREABILITY:1,CATEGORY=Internal,DisableDomainLVL1 (Scalykind)|PREVARGTEQ:DomainScalykindAbilityTriggerLVL,1 ABILITY:Special Ability|AUTOMATIC|Domain Power ~ Dragonbreath|PREVARGTEQ:DomainScalykindAbilityTriggerLVL,8 ABILITY:Internal|AUTOMATIC|Domain Base ~ Scalykind DESC:You have innate connection to dragons and their kin. SPELLLEVEL:DOMAIN|Dragon Subdomain=1|Magic Fang SPELLLEVEL:DOMAIN|Dragon Subdomain=2|Animal Trance SPELLLEVEL:DOMAIN|Dragon Subdomain=3|Draconic Reservoir SPELLLEVEL:DOMAIN|Dragon Subdomain=4|Dragon's Breath SPELLLEVEL:DOMAIN|Dragon Subdomain=5|Animal Growth (Reptiles Only) SPELLLEVEL:DOMAIN|Dragon Subdomain=6|Form of the Dragon I SPELLLEVEL:DOMAIN|Dragon Subdomain=7|Creeping Doom SPELLLEVEL:DOMAIN|Dragon Subdomain=8|Animal Shapes (Reptiles Only) SPELLLEVEL:DOMAIN|Dragon Subdomain=9|Shapechange FACT:Domain|Scalykind +Venom Subdomain PREMULT:1,[PREDOMAIN:1,Venom Subdomain],[PREVARLT:ScalykindDomain,1] ABILITY:Special Ability|AUTOMATIC|Domain Power ~ Venomous Saliva|!PREABILITY:1,CATEGORY=Internal,DisableDomainLVL1 (Scalykind)|PREVARGTEQ:DomainScalykindAbilityTriggerLVL,1 ABILITY:Special Ability|AUTOMATIC|Domain Power ~ Serpent Companion|PREVARGTEQ:DomainCommunityAbilityTriggerLVL,8 ABILITY:Internal|AUTOMATIC|Domain Base ~ Scalykind DESC:Poison may not course through your veins, but it's ever on your mind and plays a vital part in your faith and your daily worship. SPELLLEVEL:DOMAIN|Venom Subdomain=1|Magic Fang SPELLLEVEL:DOMAIN|Venom Subdomain=2|Pernicious Poison SPELLLEVEL:DOMAIN|Venom Subdomain=3|Magic Fang (Greater) SPELLLEVEL:DOMAIN|Venom Subdomain=4|Poison SPELLLEVEL:DOMAIN|Venom Subdomain=5|Animal Growth (Reptiles Only) SPELLLEVEL:DOMAIN|Venom Subdomain=6|Cloudkill SPELLLEVEL:DOMAIN|Venom Subdomain=7|Creeping Doom SPELLLEVEL:DOMAIN|Venom Subdomain=8|Animal Shapes (Reptiles Only) SPELLLEVEL:DOMAIN|Venom Subdomain=9|Shapechange FACT:Domain|Scalykind + + + diff --git a/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_equip_arms_armor.lst b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_equip_arms_armor.lst new file mode 100644 index 00000000000..b1d7cf99a2d --- /dev/null +++ b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_equip_arms_armor.lst @@ -0,0 +1,13 @@ +SOURCELONG:Ultimate Wilderness SOURCESHORT:UW SOURCEWEB:http://paizo.com/products/btpy9ujo SOURCEDATE:2017-11 + +Seedpod PROFICIENCY:WEAPON|Seedpod TYPE:Weapon.Exotic.Ranged.Standard.Thrown.Splash.Bludgeoning.NoAttackPenalty CRITMULT:x2 CRITRANGE:1 DAMAGE:1d6 RANGE:20 SPROP:%d6 bonus damage|HerbalistSeedpodDamage + +Axe (Throwing).MOD TYPE:Tribal Weapon Group +Club.MOD TYPE:Tribal Weapon Group +Dagger.MOD TYPE:Tribal Weapon Group +Greatclub.MOD TYPE:Tribal Weapon Group +Handaxe.MOD TYPE:Tribal Weapon Group +#Shieldbash.MOD TYPE:Tribal Weapon Group +Shortspear.MOD TYPE:Tribal Weapon Group +Spear.MOD TYPE:Tribal Weapon Group +Unarmed Strike.MOD TYPE:Tribal Weapon Group diff --git a/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_equip_general.lst b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_equip_general.lst new file mode 100644 index 00000000000..da4e3db3a15 --- /dev/null +++ b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_equip_general.lst @@ -0,0 +1,105 @@ +SOURCELONG:Ultimate Wilderness SOURCESHORT:UW SOURCEWEB:http://paizo.com/products/btpy9ujo SOURCEDATE:2017-11 + +# ============================== +# Adventuring Gear +# ============================== + +Animal-Repellant Sack TYPE:Goods.General.Container CONTAINS:UNLIM|Any COST:1 WT:0.5 SOURCEPAGE:p.242 +Backpack (Carrier) OUTPUTNAME:Backpack, Carrier TYPE:Goods.General.Container CONTAINS:UNLIM|Any COST:25 WT:5 SOURCEPAGE:p.242 +Backpack (Hydration) OUTPUTNAME:Backpack, Hydration TYPE:Goods.General.Container CONTAINS:UNLIM|Any COST:40 WT:4 SOURCEPAGE:p.242 +Backpack (Weaponrack) OUTPUTNAME:Backpack, Weaponrack TYPE:Goods.General.Container CONTAINS:UNLIM|Any COST:25 WT:5 SOURCEPAGE:p.242 +Camouflaged Canvas TYPE:Goods.General COST:1 WT:1 SOURCEPAGE:p.242 +Companion Cold-Weather Outfit TYPE:Goods.Clothing.Resizable COST:15 WT:6 SOURCEPAGE:p.242 +Cooler Chest TYPE:Goods.General.Container CONTAINS:UNLIM|Any COST:25 WT:60 SOURCEPAGE:p.243 +Cushioned Inserts TYPE:Goods.General COST:0.5 SOURCEPAGE:p.243 +Duo Saw TYPE:Goods.Tools COST:100 WT:20 SOURCEPAGE:p.243 +Efficient Tent TYPE:TYPE:Goods.General.Resizable COST:150 WT:15 SOURCEPAGE:p.243 +Field Survival Guide TYPE:Goods.Tools.Book COST:20 WT:1 SOURCEPAGE:p.243 +Filter Scarf TYPE:Goods.Clothing.Resizable COST:5 SOURCEPAGE:p.243 +Flame-Retardant Outfit TYPE:Goods.Clothing.Resizable COST:50 WT:10 SOURCEPAGE:p.243 +Goblin Fishing Lure TYPE:Goods.Tools COST:5 SOURCEPAGE:p.243 +Hunter's Stand TYPE:Goods.General COST:25 WT:15 SOURCEPAGE:p.243 +Inside Pocket TYPE:Goods.General COST:4 SOURCEPAGE:p.243 +Insulated Flask TYPE:Goods.General.Container CONTAINS:1|Liquid` COST:0.2 WT:1 SOURCEPAGE:p.243 +Nature Climbing Harness TYPE:Goods.Tools COST:60 WT:4 SOURCEPAGE:p.244 +Privacy Shelter TYPE:Goods.General COST:5 WT:10 SOURCEPAGE:p.244 +Silent Piton TYPE:Goods.Tools COST:0.5 WT:0.5 SOURCEPAGE:p.244 +Snakebite Kit TYPE:Goods.General COST:20 WT:0.5 SOURCEPAGE:p.244 +Speed Sheath TYPE:Goods.General COST:10 WT:1 SOURCEPAGE:p.244 +Stretch Cords TYPE:Goods.General COST:0.5 WT:0.5 SOURCEPAGE:p.244 +Tanner's Kit TYPE:Goods.Tools COST:10 WT:5 SOURCEPAGE:p.244 +Tent Cover TYPE:Goods.General COST:15 WT:15 SOURCEPAGE:p.244 +Trekking Pole TYPE:Goods.General COST:15 WT:2 SOURCEPAGE:p.244 +Wading Boots TYPE:Goods.General COST:50 WT:2 SOURCEPAGE:p.245 +Waist Pouch TYPE:Goods.General COST:0.5 WT:0.5 SOURCEPAGE:p.245 +Windup Music Box TYPE:Goods.General COST:25 WT:0.5 SOURCEPAGE:p.245 +Wing Hooks TYPE:Goods.General.Racial.Gathlain COST:150 WT:2 SOURCEPAGE:p.13 + +Hunter's Stand.COPY=Hunter's Stand (Camouflage Blind) OUTPUTNAME:Hunter's Stand, Camouflage Blind COST:30 +Hunter's Stand.COPY=Hunter's Stand (All-Weather Cover) OUTPUTNAME:Hunter's Stand, All-Weather Cover COST:35 + +# ============================== +# Alchemical Tools +# ============================== + +Adhesive Strip TYPE:Goods.Alchemical.Consumable COST:5 WT:0.5 SOURCEPAGE:p.245 +Alchemical Pheromones (Aggression) TYPE:Goods.Alchemical.Consumable COST:150 SOURCEPAGE:p.245 +Alchemical Pheromones (Arousal) TYPE:Goods.Alchemical.Consumable COST:300 SOURCEPAGE:p.245 +Alchemical Pheromones (Simple) TYPE:Goods.Alchemical.Consumable COST:1 SOURCEPAGE:p.245 +Alchemical Pheromones (Susceptibility) TYPE:Goods.Alchemical.Consumable COST:300 SOURCEPAGE:p.245 +Alchemical Resin TYPE:Goods.Alchemical.Consumable COST:100 SOURCEPAGE:p.246 +Animal Repellent TYPE:Goods.Alchemical.Consumable.Racial.Leshy COST:15 SOURCEPAGE:p.24 +Fortifying Fertilizer TYPE:Goods.Alchemical.Consumable.Racial.Leshy COST:120 WT:2 SOURCEPAGE:p.24 +Liniment TYPE:Goods.Alchemical.Consumable COST:15 SOURCEPAGE:p.246 +Red Flame Torch TYPE:Goods.Alchemical.Consumable COST:20 WT:1 SOURCEPAGE:p.246 + +# ============================== +# Herbalism Ingredients +# ============================== + +Angelstep TYPE:Goods.Herbalism.Consumable COST:25 WT:0.1 SOURCEPAGE:p.152 SPROP:Profession (Herbalist) DC 18; Yield 1 dose; Terrain - temperate or warm deserts +Black Amaranth TYPE:Goods.Herbalism.Consumable COST:100 WT:0.1 SOURCEPAGE:p.152 SPROP:Profession (Herbalist) DC 18; Yield 1 dose; Terrain - temperate or warm forests or plains +Bloody Mandrake TYPE:Goods.Herbalism.Consumable COST:15 WT:0.1 SOURCEPAGE:p.153 SPROP:Profession (Herbalist) DC 20; Yield 1d4 dose; Terrain - any plains or swamps +Bone Reed TYPE:Goods.Herbalism.Consumable COST:75 WT:0.1 SOURCEPAGE:p.153 SPROP:Profession (Herbalist) DC 24; Yield 1 dose; Terrain - any swamps +Cloud Puff TYPE:Goods.Herbalism.Consumable COST:100 WT:0.1 SOURCEPAGE:p.153 SPROP:Profession (Herbalist) DC 18; Yield 1 dose; Terrain - any mountains +Dragon Rose TYPE:Goods.Herbalism.Consumable COST:25 WT:0.1 SOURCEPAGE:p.153 SPROP:Profession (Herbalist) DC 18; Yield 1 dose; Terrain - any forests or mountains +Dream Lichen TYPE:Goods.Herbalism.Consumable COST:2000 WT:0.1 SOURCEPAGE:p.153 SPROP:Profession (Herbalist) DC 30; Yield 1 dose; Terrain - anywhere the boundaries between the Material Plane and the Dimension of Dreams grow thin +Fairy Cap TYPE:Goods.Herbalism.Consumable COST:250 WT:0.1 SOURCEPAGE:p.153 SPROP:Profession (Herbalist) DC 20; Yield 1 dose; Terrain - any near ley lines +Goblinvine TYPE:Goods.Herbalism.Consumable COST:30 WT:1 SOURCEPAGE:p.154 SPROP:Profession (Herbalist) DC 16; Yield 1 dose; Terrain - any forests, mountains, plains, or swamps +Leechwort TYPE:Goods.Herbalism.Consumable COST:3 WT:0.1 SOURCEPAGE:p.154 SPROP:Profession (Herbalist) DC 16; Yield 1d4 dose; Terrain - warm forests or swamps +Love-in-Idleness TYPE:Goods.Herbalism.Consumable COST:150 WT:0.1 SOURCEPAGE:p.154 SPROP:Profession (Herbalist) DC 20; Yield 1 dose; Terrain - any forests +Merfolk's Comb TYPE:Goods.Herbalism.Consumable COST:750 WT:0.1 SOURCEPAGE:p.154 SPROP:Profession (Herbalist) DC 25; Yield 1 dose; Terrain - any underwater +Mimameith TYPE:Goods.Herbalism.Consumable COST:600 WT:5 SOURCEPAGE:p.154 SPROP:Profession (Herbalist) DC 25; Yield 1d4 dose; Terrain - any forests or mountains +Moly TYPE:Goods.Herbalism.Consumable COST:1200 WT:0.1 SOURCEPAGE:p.155 SPROP:Profession (Herbalist) DC 25; Yield 1 dose; Terrain - any forests or plains +Nepenthe TYPE:Goods.Herbalism.Consumable COST:400 WT:0.1 SOURCEPAGE:p.155 SPROP:Profession (Herbalist) DC 20; Yield 1 dose; Terrain - warm forests or swamps +Nightsage TYPE:Goods.Herbalism.Consumable COST:100 WT:0.1 SOURCEPAGE:p.155 SPROP:Profession (Herbalist) DC 14; Yield 1 dose; Terrain - any jungles +Seeing Slime TYPE:Goods.Herbalism.Consumable COST:160 WT:0.1 SOURCEPAGE:p.155 SPROP:Profession (Herbalist) DC 19; Yield 1 dose; Terrain - any underground +Winterbite TYPE:Goods.Herbalism.Consumable COST:20 WT:0.1 SOURCEPAGE:p.155 SPROP:Profession (Herbalist) DC 11; Yield 1d4 dose; Terrain - any cold + +# ============================== +# Mounts +# ============================== + +Riding Bee (Queen) TYPE:Mount.Goods.Transportation.Container CONTAINS:*1050|Any COST:300 WT:60 SOURCEPAGE:12 +Riding Bee (Queen/Combat-Trained) TYPE:Mount.Goods.Transportation.Container CONTAINS:*1050|Any COST:450 WT:60 SOURCEPAGE:12 +Riding Bee (Worker) TYPE:Mount.Goods.Transportation.Container CONTAINS:*172|Any COST:8000 WT:140 SOURCEPAGE:12 +Riding Bee (Worker/Combat-Trained) TYPE:Mount.Goods.Transportation.Container CONTAINS:*172|Any COST:12000 WT:140 SOURCEPAGE:12 + +# ============================== +# Poisons +# ============================== + +Poison (Blistercap Spore) OUTPUTNAME:[NAME] TYPE:Goods.Poison.Consumable COST:1125 WT:0 SOURCEPAGE:p.143 SPROP:Contact; Fort DC 20; Freq 1 rnd (6); Effect 1d2 Dex drain and 1 Con drain/Sickened 1 min; Cure 2 saves +Poison (Blue Star) OUTPUTNAME:[NAME] TYPE:Goods.Poison.Consumable COST:500 WT:0 SOURCEPAGE:p.143 SPROP:Ingested; Fort DC 15; Onset 10 min; Freq 1 min (6); Effect 1d2 Con dmg, –2 penalty on saves vs. poison for 1 week; Cure 2 saves +Poison (Cloudthorn Venom) OUTPUTNAME:[NAME] TYPE:Goods.Poison.Consumable COST:400 WT:0 SOURCEPAGE:p.144 SPROP:Injury; Fort DC 14; Onset 1d4 rnds; Freq 1 hr (3); Effect 1d3 Str and Dex dmg, unable to feel pain for 1 hour (see text); Cure 1 save +Poison (Crone's Curse) OUTPUTNAME:[NAME] TYPE:Goods.Poison.Consumable COST:600 WT:0 SOURCEPAGE:p.144 SPROP:Inhaled; Fort DC 16; Onset 1d4 hrs; Frequency 1 day (6); Effect 1 Dex and Wis dmg, –4 on saves to resist effects of extreme temps; vulnerable to cold and fire dmg; Cure 2 saves +Poison (Draughtcap Fungus) OUTPUTNAME:[NAME] TYPE:Goods.Poison.Consumable COST:150 WT:0 SOURCEPAGE:p.144 SPROP:Ingested; Fort DC 16; Onset 4d6 hrs; Freq 1 hr (8); Effect 1d2 Str dmg, dehydration (see text); Cure 2 saves +Poison (Goblin's Eye) OUTPUTNAME:[NAME] TYPE:Goods.Poison.Consumable COST:75 WT:0 SOURCEPAGE:p.144 SPROP:Ingested; Fort DC 13; Onset 1 min; Freq 1 min (6); Effect 1 Con dmg, nauseated 1 min; Cure 1 save +Poison (Jackalroot Essence) OUTPUTNAME:[NAME] TYPE:Goods.Poison.Consumable COST:600 WT:0 SOURCEPAGE:p.144 SPROP:Injury; Fort DC 18; Freq 1 rnd (1d6); Effect uncontrollable laughter (as per hideous laughter); Cure 2 saves +Poison (Nymph's Lure) OUTPUTNAME:[NAME] TYPE:Goods.Poison.Consumable COST:250 WT:0 SOURCEPAGE:p.144 SPROP:Ingested; Fort DC 15; Onset 1d4 hrs; Freq 1 hr (8); Effect 1d2 Str and Wis dmg, pheremone release (see text); Cure 1 save +Poison (Red Bedlam) OUTPUTNAME:[NAME] TYPE:Goods.Poison.Consumable COST:1200 WT:0 SOURCEPAGE:p.145 SPROP:Ingested; Fort DC 15; Onset 10 min; Freq 1 min (10); Effect confusion; Cure 2 saves +Poison (Starving Nettle) OUTPUTNAME:[NAME] TYPE:Goods.Poison.Consumable COST:300 WT:0 SOURCEPAGE:p.145 SPROP:Injury; Fort DC 15; Freq 1 day (8); Effect 1d3 Dex and Con dmg, unable to eat (see text); Cure 2 saves +Poison (Styx Sap) OUTPUTNAME:[NAME] TYPE:Goods.Poison.Consumable COST:2600 WT:0 SOURCEPAGE:p.145 SPROP:Contact; Fort DC 18; Onset 1d4 min; Freq 10 min (6); Effect 1d4 Wis dmg, loses memories from past 10 minutes; Cure 1 save +Poison (Third Eye) OUTPUTNAME:[NAME] TYPE:Goods.Poison.Consumable COST:900 WT:0 SOURCEPAGE:p.145 SPROP:Contact; Fort DC 17; Onset 1 min; Freq 1 rnd (6); Effect 1d3 Wis dmg, possible confusion; Cure 2 saves +Poison (Violet Venom) OUTPUTNAME:[NAME] TYPE:Goods.Poison.Consumable COST:800 WT:0 SOURCEPAGE:p.145 SPROP:Contact; Fort DC 13; Freq 1 min (6); Effect 1d2 Str and Con dmg; Cure 1 save +Poison (Witch-Hunter's Sword) OUTPUTNAME:[NAME] TYPE:Goods.Poison.Consumable COST:850 WT:0 SOURCEPAGE:p.145 SPROP:Ingested; Fort DC 19; Onset 10 min; Freq 1 hr (8); Effect 1 Int, Wis, and Cha dmg, –5 on concentration, concentration to cast spells or use spell-like abilities (see text); Cure 2 saves diff --git a/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_equip_magic_items.lst b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_equip_magic_items.lst new file mode 100644 index 00000000000..43d70cc6b89 --- /dev/null +++ b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_equip_magic_items.lst @@ -0,0 +1,56 @@ +SOURCELONG:Ultimate Wilderness SOURCESHORT:UW SOURCEWEB:http://paizo.com/products/btpy9ujo SOURCEDATE:2017-11 + +# ============================== +# Magical Plants +# ============================== + +Acidic Lemon Tree TYPE:Magic.MagicalPlant COST:12000 WT:500 SOURCEPAGE:p.248 SPROP:One fruit/day, maximum 7 fruits available, 13 week season, spring. +Altitude Fern TYPE:Magic.MagicalPlant COST:12000 WT:50 SOURCEPAGE:p.248 SPROP:Six berries/day, maximum 50 berries available, 13 week season, fall. +Breezeblown Dandelion TYPE:Magic.MagicalPlant.Racial.Leshy COST:10000 WT:5 SOURCEPAGE:p.25 SPROP:One dandelion/day, maximum 20 available, 13 week season, spring. +Fireapple Tree TYPE:Magic.MagicalPlant COST:5000 WT:500 SOURCEPAGE:p.248 SPROP:Three fruit/week, maximum 3 fruits available, 13 week season, summer. +Fishweed TYPE:Magic.MagicalPlant COST:30000 WT:50 SOURCEPAGE:p.248 SPROP:Four leaves/day, maximum 28 leaves available, 13 week season, summer. +Goodberry Bush TYPE:Magic.MagicalPlant COST:8000 WT:50 SOURCEPAGE:p.248 SPROP:Six berries/day, maximum 50 berries available, grows year round. +Grabbing Vines TYPE:Magic.MagicalPlant COST:2000 WT:50 SOURCEPAGE:p.248 SPROP:One 13 week season determined by date of cultivation. +Helping Hands Vines TYPE:Magic.MagicalPlant COST:12000 WT:50 SOURCEPAGE:p.249 SPROP:Two 13-week seasons, summer and fall. +Palm of Decadent Feasts TYPE:Magic.MagicalPlant COST:9600 WT:500 SOURCEPAGE:p.249 SPROP:One fruit/year, ripens on the summer solstice. +Poison Siphon Tree TYPE:Magic.MagicalPlant COST:56000 WT:500 SOURCEPAGE:p.249 SPROP:One leaf/day, maximum 6 leaves available, two 13 week seasons, spring and fall. +Portal Oak TYPE:Magic.MagicalPlant COST:45000 WT:500 SOURCEPAGE:p.249 SPROP:Must grow in pairs, constantly active. +Restful Birch TYPE:Magic.MagicalPlant COST:4000 WT:500 SOURCEPAGE:p.249 SPROP:Four pieces of bark/day safely, grows year round. +Salvation Cactus TYPE:Magic.MagicalPlant COST:8000 WT:50 SOURCEPAGE:p.249 SPROP:One flower/week, one dose of fluid/day, maximum 4 of each available (cactus dies if all fluid is taken), 13 week season, summer. +Sheltershrub TYPE:Magic.MagicalPlant COST:12000 WT:50 SOURCEPAGE:p.250 SPROP:Six berries/day, maximum 50 berries available, two 13 week seasons, summer and winter. +Tree of Knowledge TYPE:Magic.MagicalPlant COST:3000 WT:500 SOURCEPAGE:p.250 SPROP:One red apple/day, one yellow apple/week, maximum 7 red and 1 yellow available, 13 week season, spring. +Tree of Woe TYPE:Magic.MagicalPlant COST:20000 WT:500 SOURCEPAGE:p.250 SPROP:One victim/month, otherwise potent year round. +Waterwalk Reeds TYPE:Magic.MagicalPlant COST:30000 WT:50 SOURCEPAGE:p.250 SPROP:One pod/day, maximum 12 pods available, two 13-week seasons, summer and fall, pods potent for 2 weeks. + +# ============================== +# Wondrous Items +# ============================== + +Belt of Spirit Vines TYPE:Magic.Wondrous.Belt COST:15000 WT:2 SOURCEPAGE:p.250 +Bestial Rags (Bat) TYPE:Magic.Wondrous.Robe COST:8000 WT:2 SOURCEPAGE:p.251 BONUS:VAR|ShifterAspectMinutes|5 BONUS:VAR|ShifterBatAspectLVL|2 +Bestial Rags (Bear) TYPE:Magic.Wondrous.Robe COST:8000 WT:2 SOURCEPAGE:p.251 BONUS:VAR|ShifterAspectMinutes|5 BONUS:VAR|ShifterBearAspectLVL|2 +Bestial Rags (Bull) TYPE:Magic.Wondrous.Robe COST:8000 WT:2 SOURCEPAGE:p.251 BONUS:VAR|ShifterAspectMinutes|5 BONUS:VAR|ShifterBullAspectLVL|2 +Bestial Rags (Deinonychus) TYPE:Magic.Wondrous.Robe COST:8000 WT:2 SOURCEPAGE:p.251 BONUS:VAR|ShifterAspectMinutes|5 BONUS:VAR|ShifterDeinonychusAspectLVL|2 +Bestial Rags (Falcon) TYPE:Magic.Wondrous.Robe COST:8000 WT:2 SOURCEPAGE:p.251 BONUS:VAR|ShifterAspectMinutes|5 BONUS:VAR|ShifterFalconAspectLVL|2 +Bestial Rags (Frog) TYPE:Magic.Wondrous.Robe COST:8000 WT:2 SOURCEPAGE:p.251 BONUS:VAR|ShifterAspectMinutes|5 BONUS:VAR|ShifterFrogAspectLVL|2 +Bestial Rags (Lizard) TYPE:Magic.Wondrous.Robe COST:8000 WT:2 SOURCEPAGE:p.251 BONUS:VAR|ShifterAspectMinutes|5 BONUS:VAR|ShifterLizardAspectLVL|2 +Bestial Rags (Monkey) TYPE:Magic.Wondrous.Robe COST:8000 WT:2 SOURCEPAGE:p.251 BONUS:VAR|ShifterAspectMinutes|5 BONUS:VAR|ShifterMonkeyAspectLVL|2 +Bestial Rags (Mouse) TYPE:Magic.Wondrous.Robe COST:8000 WT:2 SOURCEPAGE:p.251 BONUS:VAR|ShifterAspectMinutes|5 BONUS:VAR|ShifterMouseAspectLVL|2 +Bestial Rags (Owl) TYPE:Magic.Wondrous.Robe COST:8000 WT:2 SOURCEPAGE:p.251 BONUS:VAR|ShifterAspectMinutes|5 BONUS:VAR|ShifterOwlAspectLVL|2 +Bestial Rags (Snake) TYPE:Magic.Wondrous.Robe COST:8000 WT:2 SOURCEPAGE:p.251 BONUS:VAR|ShifterAspectMinutes|5 BONUS:VAR|ShifterSnakeAspectLVL|2 +Bestial Rags (Stag) TYPE:Magic.Wondrous.Robe COST:8000 WT:2 SOURCEPAGE:p.251 BONUS:VAR|ShifterAspectMinutes|5 BONUS:VAR|ShifterStagAspectLVL|2 +Bestial Rags (Tiger) TYPE:Magic.Wondrous.Robe COST:8000 WT:2 SOURCEPAGE:p.251 BONUS:VAR|ShifterAspectMinutes|5 BONUS:VAR|ShifterTigerAspectLVL|2 +Bestial Rags (Wolf) TYPE:Magic.Wondrous.Robe COST:8000 WT:2 SOURCEPAGE:p.251 BONUS:VAR|ShifterAspectMinutes|5 BONUS:VAR|ShifterWolfAspectLVL|2 +Bestial Rags (Wolverine) TYPE:Magic.Wondrous.Robe COST:8000 WT:2 SOURCEPAGE:p.251 BONUS:VAR|ShifterAspectMinutes|5 BONUS:VAR|ShifterWolverineAspectLVL|2 +Bottled Sunlight TYPE:Magic.Wondrous.Consumable.Racial.Leshy COST:200 SOURCEPAGE:p.25 +Breezeblown Dandelion Flower TYPE:Magic.Wondrous.Consumable.Racial.Leshy SOURCEPAGE:p.25 +Coat of Mist TYPE:Magic.Wondrous.Shirt COST:8400 WT:3 SOURCEPAGE:p.251 BONUS:SITUATION|Stealth=In areas of fog/mist/smoke/heavy spray|+5 SPROP:Total concealment up to 5 rnds/day, gaseous form 1/day up to 5 rnds. +Greensurge Bomb TYPE:Magic.Wondrous COST:750 WT:1 SOURCEPAGE:p.251 +Guiding Scarab TYPE:Magic.Wondrous.Amulet COST:13000 SOURCEPAGE:p.251 BONUS:SKILL|Knowledge (geography)|5|TYPE=Competence BONUS:SITUATION|Survival=Avoid Getting Lost|5|TYPE=Competence SPROP:Divination effect 1/week, sacrifice scarab to find location. +Harness of Grabbing Vines TYPE:Magic.Wondrous.Robe.Racial.Gathlain COST:40000 WT:0.5 SOURCEPAGE:p.13 +Harness of Hovering TYPE:Magic.Wondrous.Robe.Racial.Gathlain COST:12000 WT:0.5 SOURCEPAGE:p.13 +Herald Seed TYPE:Magic.Wondrous.Racial.Gathlain COST:8000 SOURCEPAGE:p.14 +Propagation Pod TYPE:Magic.Wondrous.Racial.Ghoran COST:48000 WT:250 SOURCEPAGE:p.19 +Rootsense Boots TYPE:Magic.Wondrous.Boot COST:9000 WT:1 SOURCEPAGE:p.251 SPROP:Tremorsense 30 ft when still, +4 to resist bull rush or trip attempts, +4 to escape a grapple or slip bonds. +Shrinking Berries TYPE:Magic.Wondrous.Consumable.Racial.Leshy COST:300 SOURCEPAGE:p.25 +Slippers of the Primordial Wilds TYPE:Magic.Wondrous.Boot.Racial.Gathlain COST:24000 WT:0.5 SOURCEPAGE:p.14 SPROP:The wearer cannot be tracked or otherwise detected by scent. diff --git a/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_equipmods.lst b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_equipmods.lst new file mode 100644 index 00000000000..3e821991db4 --- /dev/null +++ b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_equipmods.lst @@ -0,0 +1,8 @@ +SOURCELONG:Ultimate Wilderness SOURCESHORT:UW SOURCEWEB:http://paizo.com/products/btpy9ujo SOURCEDATE:2017-11 + +#Shield +Jawbreaker KEY:Special Ability ~ Jawbreaker ~ Shield TYPE:Shield PLUS:2 VISIBLE:QUALIFY SOURCEPAGE:p.246 PRETYPE:3,Enhancement,Shield,Light,Heavy SPROP:Bite attacks agains the wielder provoke an attack of opportunity from the wielder (shield bash only; see text) + +#Weapon +Ambushing KEY:Special Ability ~ Ambushing ~ Ranged TYPE:Weapon.Ranged PLUS:1 VISIBLE:QUALIFY SOURCEPAGE:p.246 PRETYPE:3,Enhancement,Weapon,Ranged SPROP:Adds to wielder's slealth checks when sniping, +1d6 precision damage in surprise rounds or when target is unaware of the wielder's presence. +Plummeting KEY:Special Ability ~ Plummeting ~ Ranged TYPE:Weapon.Ranged PLUS:1 VISIBLE:QUALIFY SOURCEPAGE:p.247 PRETYPE:3,Enhancement,Weapon,Ranged SPROP:Flying creatures hit must make a fly check or lose altitude. diff --git a/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_feats.lst b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_feats.lst new file mode 100644 index 00000000000..f655260f0b0 --- /dev/null +++ b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_feats.lst @@ -0,0 +1,172 @@ +# CVS $Revision: $ $Author: $ -- Fri Jun 30 20:50:52 2017 -- reformated by PCGen PrettyLST v6.06.00 +SOURCELONG:Ultimate Wilderness SOURCESHORT:UW SOURCEWEB:http://paizo.com/products/btpy9ujo SOURCEDATE:2017-11 + +# ============================== +# New Feats +# ============================== + +# Ability Name Output Name Category of Ability Type Required Ability Restricted Ability Required Lvl Required AL Required Class PREDEITYALIGN Required Domain Multiple Requirements Required Race Required Skill Required Stat Required Text PRETOTALAB Var. Min. Value Define Description Stackable? Multiple? Choose Selections Auto Armor Prof Auto Shield Prof Auto Weapon Prof Ability Add Spell Lvl Bonus Ability Pool Combat bonus Bonus DC Bonus to HP Add to base move Save bonus Bonus to skill Modify VAR Weapon prof. bonus Source Page Benefits Bonus FACT +Ambush Awareness CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=FEAT,Alertness DESC:You are always on your toes and are rarely caught off-guard for long, even when an enemy gets the jump on you. SOURCEPAGE:p.106 BENEFIT:If you are unable to act in the surprise round because you failed a Perception check, you can still act on your initiative count in the surprise round, but only to take the total defense action. &nl;[Normal] If you are unable to act in the surprise round because you failed a Perception check, you can't take any actions during the surprise round. +Animal Call CATEGORY:FEAT TYPE:General PRESKILL:2,Bluff=1,Knowledge (Nature)=1 DESC:You've learn how to replicate a number of animal calls native to wilderness environments. SOURCEPAGE:p.106 BENEFIT:Pick one of the ranger's favored terrains. You can use your Bluff skill to mimic the calls of animals native to that terrain. Creatures with ranks in Knowledge (Nature) can use that skill in place of Sense Motive to detect your mimicry and realize that the sound is false. &nl;[Special] You can take this feat multiple times. Each time you do, select an additional favored terrain to which this feat applies. +Animal Disguise CATEGORY:FEAT TYPE:General PRESKILL:2,Disguise=6,Knowledge (Nature)=6 DESC:With a little work, you can convincingly disguise yourself as an animal. SOURCEPAGE:p.106 BENEFIT:You can use Disguise to disguise yourself as an animal of your size category. You must have an appropriate pelt and any other animal parts needed to complete the disguise. You also gain a +2 bonus on Disguise checks when you disguise yourself as an animal. Creatures with ranks in Knowledge (nature) can use that skill in place of Sense Motive to detect this type of disguise. +Animal Ferocity CATEGORY:FEAT TYPE:Combat PREABILITY:1,CATEGORY=Special Ability,Half-Orc ~ Orc Ferocity,Orc ~ Ferocity,Ferocity,Builder Racial Trait ~ Ferocity,Builder Racial Trait ~ Orc Ferocity PRETOTALAB:3 DESC:When cornered and wounded, you fight like a feral beast. SOURCEPAGE:p.106 BENEFIT:When your hit points are reduced below 0, you can make attacks, but you take a -5 penalty on each attack roll. +Aquatic Combatant CATEGORY:FEAT TYPE:Combat PRESKILL:1,Swim=1 DESC:You have trained to fight while submerged in water. BONUS:SKILL|Swim|2 SOURCEPAGE:p.106 BENEFIT:You gain a +2 bonus on Swim checks and don't take the usual penalties on melee attack rolls made underwater. Your slashing melee attacks and unarmed bludgeoning attacks deal full damage underwater. &nl;[Normal] When you're underwater, most of your melee attacks take a -2 penalty and deal only half damage. +Aquatic Spell CATEGORY:FEAT TYPE:Metamagic DESC:You can cast your spells underwater or into water with little difficulty. ADDSPELLLEVEL:1 SOURCEPAGE:p.106 BENEFIT:An aquatic spell functions normally underwater and requires no caster level check to cast, even if it has the fire descriptor. In addition, the spell can be cast from the surface into water and still be effective. An aquatic spell uses up a spell slot 1 level higher than the spell's actual level. +Arctic Adaptation CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=Special Ability,Favored Terrain ~ Cold DESC:You are comfortable in the driving snow and glaring ice of frigid climes, and you can survive much longer in such harsh environments than those who are unaccustomed to the cold. SOURCEPAGE:p.106 BENEFIT:You treat cold environments (Core Rulebook 442) as though they were one step less severe than they normally are. Additionally, you gain a +2 bonus on Perception checks against creatures that gain a racial bonus on Stealth checks in snowy conditions, and you gain a +4 bonus on saving throws and checks to avoid becoming blinded or dazzled by ice or snow glare. +Beast Hunter CATEGORY:FEAT TYPE:Combat PRESKILL:1,Knowledge (Nature)=1,Survival=1 PRETOTALAB:1 DESC:Thanks to your experience hunting in the wilds, you are capable of tracking animals in your most often traveled terrains, and you can easily take down animals larger than yourself. STACK:NO MULT:YES CHOOSE:STRING|Cold|Desert|Forest|Jungle|Mountain|Plains|Plane|Swamp|Underground|Urban|Water SOURCEPAGE:p.106 BENEFIT:Pick one of the ranger's favored terrains. You gain a +2 bonus on Survival checks to track animals native to that terrain. Additionally, against animals native to that terrain that are at least one size category larger than you, you gain a +1 dodge bonus to your AC and a +1 insight bonus on attack rolls. &nl;[Special] You can take this feat multiple times. Each time you select this feat, you can choose an additional favored terrain to gain the listed benefits in. +Beastmaster Ire CATEGORY:FEAT TYPE:Combat PREABILITY:3,CATEGORY=FEAT,Alertness,Beastmaster Salvation,Beastmaster Style PRESKILL:2,Handle Animal=9,Sense Motive=5 PREVARGTEQ:PreStatScore_CHA,13 DESC:Seeing your animal companion attacked or hurt causes you to retaliate with a bestial fury of your own. SOURCEPAGE:p.107 BENEFIT:When you activate Beastmaster Style's benefit, you gain a +2 morale bonus on melee weapon attack rolls and +4 morale bonus on weapon damage rolls against the attacking creature. If the enemy attack dealt damage to your animal companion, these bonuses increase to +4 and +8, respectively. These bonuses last until the end of your next turn. +Beastmaster Salvation CATEGORY:FEAT TYPE:Combat PREABILITY:2,CATEGORY=FEAT,Alertness,Beastmaster Style PRESKILL:2,Handle Animal=5,Sense Motive=5 PREVARGTEQ:PreStatScore_CHA,13 DESC:Your presence grants your companion the toughness and will to resist all manner of threats. SOURCEPAGE:p.107 BENEFIT:If you are adjacent to your animal companion when it attempts a saving throw, you can attempt a Handle Animal check as an immediate action. Your animal companion does not attempt the saving throw, but instead uses your Handle Animal result as its result for the save. +Beastmaster Style CATEGORY:FEAT TYPE:Combat.Style PREABILITY:1,CATEGORY=Special Ability,TYPE.Animal Companion PRESKILL:1,Handle Animal=1 PREVARGTEQ:PreStatScore_CHA,13 DESC:Your animal companion is your most treasured friend, and you steadfastly protect it from your foes. SOURCEPAGE:p.107 BENEFIT:When you are adjacent to your animal companion and an attack is made against it, if you are also adjacent to the attacking creature, you can attempt a Handle Animal check as an immediate action to negate the hit. The hit is negated if your Handle Animal check result is greater than the attacker's attack roll. &nl;[Special] You cannot use this style if you are mounted on your animal companion. +Boon Companion CATEGORY:FEAT TYPE:General PREMULT:1,[PREVARGT:AnimalCompanionLVL,0],[PREVARGT:FamiliarLVL,0],[PREVARGT:SpecialMountLVL,0],[PREVARGT:CavalierMountLVL,0],[PREVARGT:HuntmasterCompanionLVL,0],[PREABILITY:1,CATEGORY=Special Ability,TYPE.Animal Companion,TYPE.Familiar,TYPE.Mount,TYPE.Special Mount,TYPE.Huntmaster Companion] DESC:Your bond with your animal companion or familiar is unusually close. STACK:YES MULT:YES CHOOSE:NOCHOICE ABILITY:Internal|AUTOMATIC|Boon Companion Tracker BONUS:ABILITYPOOL|Boon Companion Selection|1 SOURCEPAGE:p.217 BENEFIT:The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you lose or dismiss an animal companion or familiar that has received this benefit, you may apply this feat to the replacement creature. Special: You may select this feat more than once. The effects do not stack. Each time you take the feat, it applies to a different animal companion or familiar. +Branch Pounce CATEGORY:FEAT TYPE:Combat PRESKILL:2,Climb=3,Stealth=3 DESC:You are adept at exploiting higher ground to its greatest advantage in battle, and can leap from above to deal incredible damage to your foes. SOURCEPAGE:p.107 BENEFIT:When charging a target by jumping down from above (such as when jumping out of a tree), you can soften your fall with a melee attack. If the attack at the end of your charge hits, the attack deals damage as normal and you also deal the amount of falling damage appropriate to your fall to the target (1d6 points for a 10-foot fall, 2d6 points for a 20-foot fall, and so on). This falling damage is not multiplied on a critical hit. You land in an unoccupied square of your choosing adjacent to the target, and you take falling damage as if your fall had been 10 feet shorter. You can attempt an Acrobatics check as normal to treat the fall as an additional 10 feet shorter for the purpose of determining the damage you take from the fall. If your attack misses, you land prone in a random square adjacent to the target and automatically take the full amount of falling damage. +Bristling Bull Rush CATEGORY:FEAT TYPE:Combat PREABILITY:2,CATEGORY=FEAT,Improved Bull Rush,Power Attack PREVARGTEQ:PreStatScore_STR,13 PRETOTALAB:3 DESC:You deal damage to opponents when bull rushing them through difficult terrain, using the environment itself to harm your targets. SOURCEPAGE:p.108 BENEFIT:When you successfully bull rush a creature, it takes 1d4 points of damage for every 5 feet it is pushed through naturally occurring difficult terrain. This damage is in addition to any damage the creature might normally take from moving through the difficult terrain. Creatures with the woodland stride special ability or who are otherwise unaffected by difficult terrain are immune to this extra damage. +Bristling Drag CATEGORY:FEAT TYPE:Combat PREABILITY:2,CATEGORY=FEAT,Improved Drag,Power Attack PREVARGTEQ:PreStatScore_STR,13 PRETOTALAB:3 DESC:You deal damage to opponents when dragging them through difficult terrain. SOURCEPAGE:p.108 BENEFIT:When you successfully drag a creature, it takes 1d4 points of damage for every 5 feet it is dragged through naturally occurring difficult terrain. This damage is in addition to any damage the creature might normally take from moving through the difficult terrain. Creatures with the woodland stride special ability or who are otherwise unaffected by difficult terrain are immune to this extra damage. +Camouflaged Trap CATEGORY:FEAT TYPE:General PRESKILL:2,Craft (Traps)=4,Survival=4 DESC:You excel at hiding your traps in the wilderness, making them more difficult for your enemies to locate and avoid. SOURCEPAGE:p.108 BENEFIT:When you craft and set a trap in a wilderness environment, you increase the DC of the Perception check required to find it by 5. +Clinging Climber CATEGORY:FEAT TYPE:Combat PRESKILL:1,Climb=3 PREVARGTEQ:PreStatScore_STR,13 DESC:Using leverage and pure brawn, you can cling to a cliff face, ladder, or rope with your legs to free both of your hands to take other actions. SOURCEPAGE:p.108 BENEFIT:As a move action while climbing, you can cling to your climbing surface with your legs by succeeding at a Climb check with the same DC as that of climbing the surface as a move action. If successful, you can make attacks with a two-handed ranged weapon and reload ranged weapons until you resume climbing. The GM can rule that this feat doesn't work on certain climbing surfaces. +Command Animals CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=Special Ability,TYPE.Channel Positive Energy,TYPE.Channel Negative Energy PREDOMAIN:1,Animal DESC:You channel energy to get animals to do your bidding. SOURCEPAGE:p.108 BENEFIT:As a standard action, you can use one of your daily uses of channel energy in an attempt to control animals within 30 feet. Animals can attempt a Will save (DC = 10 + half your class level + your Charisma modifier) to negate the effect. Animals that fail their saves fall under your control, obeying your commands to the best of their ability as if under the effects of a charm monster spell with a caster level equal to your class level. An affected animal can attempt a new saving throw each day to escape this effect. You can control any number of animals, so long as their total Hit Dice do not exceed your class level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an affected animal is controlled by or a companion of another creature, you must attempt an opposed Charisma check whenever your orders conflict. +Command Plants CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=Special Ability,TYPE.Channel Positive Energy,TYPE.Channel Negative Energy PREDOMAIN:1,Plant DESC:You channel energy to bring plants under your control. SOURCEPAGE:p.108 BENEFIT:As a standard action, you can use one of your daily uses of channel energy to command plants within 30 feet of you. Plants can attempt a Will save (DC = 10 + half your class level + your Charisma modifier) to negate the effect. This functions as the command plant spell with a caster level equal to your class level. Each affected plant can attempt a new saving throw each day to escape this effect. You can control any number of plants, so long as their total Hit Dice do not exceed your class level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an affected plant creature is controlled by or a companion of another creature, you must attempt an opposed Charisma check whenever your orders conflict. +Cover Tracks CATEGORY:FEAT TYPE:General PRESKILL:1,Survival=3 DESC:You are very difficult to follow in the wild, leaving few tracks in your wake. SOURCEPAGE:p.108 BENEFIT:You increase the DC of Survival checks to track you by 5 when moving at full speed and by 10 when moving at half speed. You can cover the tracks of %1 allies within 30 feet, increasing the DC to track them by 2 if they are moving at full speed or by 5 if they are moving at half speed.&nl;[Special] If you have the favored terrain class feature and you are in that terrain, you also add your favored terrain bonus to the DC to track you or your allies.|WIS+TL +Crashing Wave Buffet CATEGORY:FEAT TYPE:Combat PREABILITY:4,CATEGORY=FEAT,Crashing Wave Style,Improved Drag,Improved Reposition,Improved Unarmed Strike PREVARGTEQ:PreStatScore_WIS,15 PRETOTALAB:6 DESC:You disorient your opponents by pushing and pounding them mercilessly, just like how the sea beats relentlessly against the rocks. SOURCEPAGE:p.108 BENEFIT:When dragging or repositioning an opponent, you use your full body to knock your opponent around like a constant wave. At the end of the drag or reposition maneuver, your opponent must succeed at a Fortitude save (DC %1 + 2 for every 5 feet you drag or reposition your opponent). On a failed save, your opponent becomes disorientated from the movement and takes a -2 penalty on attack rolls, combat maneuver checks, and Dexterity-based skill checks until the end of its next turn.|10+TL/2+WIS +Crashing Wave Fist CATEGORY:FEAT TYPE:Combat PREABILITY:5,CATEGORY=FEAT,Crashing Wave Buffet,Crashing Wave Style,Improved Drag,Improved Reposition,Improved Unarmed Strike PREVARGTEQ:PreStatScore_WIS,15 PRETOTALAB:9 DESC:In addition to simply moving it, you are able to strike your enemy while pushing it around. SOURCEPAGE:p.109 BENEFIT:When dragging or repositioning an opponent, at any point during the movement, you can make one unarmed attack against the opponent using your highest attack bonus. You can make one additional attack for every 5 feet you drag or reposition the opponent beyond the first 5 feet. You take a cumulative -5 penalty on each additional attack made in this way. +Crashing Wave Style CATEGORY:FEAT TYPE:Combat.Style PREABILITY:3,CATEGORY=FEAT,Improved Drag,Improved Reposition,Improved Unarmed Strike PREVARGTEQ:PreStatScore_WIS,13 DESC:You relentlessly push your enemies around, as the sea moves those within and upon it against their will. SOURCEPAGE:p.109 BENEFIT:When you successfully drag or reposition an opponent while using this style, at any point during the dragging or repositioning of the opponent, you can move 5 feet as an immediate action, including moving into a square previously occupied by the opponent, even if you have already taken a move action this round. This movement does not provoke attacks of opportunity. +Cultivate Magic Plants CATEGORY:FEAT TYPE:ItemCreation PREABILITY:2,CATEGORY=FEAT,Brew Potion,Craft Wondrous Item PRESKILL:1,Knowledge (Nature)=1 DESC:You combine a natural green thumb and knowledge of magic in order to grow magic plants. SOURCEPAGE:p.109 BENEFIT:You can cultivate magic plants; see Chapter 7 for several example types of magic plants. Cultivating a magic plant takes 1 week per 1,000 gp in its base price. When you create a magic plant, you make the same choices that you would normally make when casting the spell. Whoever consumes the fruit of the magic plant is the target of the spell. See page 247 for full rules for cultivating magic plants. +Deadly Trap CATEGORY:FEAT TYPE:General PRESKILL:2,Craft (Traps)=8,Survival=8 DESC:Your traps are especially deadly, either through their increased accuracy or the viciousness of their blades and bludgeons. SOURCEPAGE:p.109 BENEFIT:If you craft a trap that requires an attack roll to hit, you can either increase the threat multiplier of the trap by 1 (x2 becomes x3, and so on) or grant the trap's attack a +4 bonus to confirm a critical hit. +Deep Diver CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=FEAT,Endurance DESC:You are accustomed to diving deeper than most would dare swim and can do so with less risk of drowning than even other experienced swimmers. SOURCEPAGE:p.109 BENEFIT:You gain a +4 bonus on Acrobatics checks to reduce falling damage when diving into water and on Perception checks in dim light or darkness underwater. When attempting a Swim check to swim downward (at least 45 degrees down from the horizontal), on a successful check you can swim half your speed as a move action, or your speed as a full-round action. If you have a swim speed, it increases by 10 feet when you spend a move action to swim only downward.&nl;In addition, you can hold your breath for a number of rounds equal to three times your Constitution score, and you gain a +4 bonus on Constitution checks to continue holding your breath after this time and to resist the effects of the cold environment underwater. Pressure damage you take from deep water is halved. +Desert Dweller CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=Special Ability,Favored Terrain ~ Desert DESC:The endless sands and waterless wastes are your home, and neither the heat nor dehydration presents as lethal of a threat to you as it does to other travelers. SOURCEPAGE:p.109 BENEFIT:You treat hot environments (Core Rulebook 444) as though they were one step less severe; if you have a similar ability from another feat, such as Torrid Tolerance*, the benefits stack and you treat hot conditions as if they were two steps less severe. You need to consume only half the normal amount of water for a creature of your size, and you gain a +4 bonus on Constitution checks to resist the effects of thirst. You also gain a +4 bonus on saving throws and checks to avoid becoming blinded or dazzled by glare or being deceived by a desert mirage. +Eagle-Eyed CATEGORY:FEAT TYPE:General PRESKILL:1,Perception=3 DESC:Your distance vision is exceptionally keen, enabling you to see well in both normal and dim lighting conditions and providing you an advantage when making ranged attacks. SOURCEPAGE:p.110 BENEFIT:Your distance modifier to the DC of vision-based Perception checks is decreased to +1 per 50 feet in bright light or normal light, or +1 per 20 feet in dim light. You also gain a +2 circumstance bonus on ranged attacks against targets that are more than 100 feet away. +Earth Magic CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=Special Ability,Basic Favored Terrain PRESPELLTYPE:1,ANY=1 DESC:You can draw raw magical energy from the ground to empower your spells. SOURCEPAGE:p.110 BENEFIT:While you're in your favored terrain, your effective caster level increases by 1 for the purpose of improving spell effects dependent on caster level. This increase in effective caster level doesn't grant you access to more spells. +Eidolon Mount CATEGORY:FEAT TYPE:Combat PRETEXT:Eidolon able to choose quadruped or serpentine as a base form. DESC:Your eidolon is capable of carrying you into combat with great skill. SOURCEPAGE:p.110 BENEFIT:Your eidolon is capable of serving you as a combat-trained mount. If the eidolon's base form is not quadruped or serpentine, it also gains the ability to transmute its physical body into a form suitable for you to ride. This functions as the change shape ability, except the eidolon's base form changes to either quadruped or serpentine and its size changes to be one size category larger than its summoner's base size. Unlike other changes to size, this ability doesn't increase the eidolon's ability scores, reach, or weapon damage beyond that of its true form. (However, if the eidolon's size is reduced by this ability, its reach and weapon damage are adjusted accordingly.) &nl;If the eidolon's base form is not quadruped or serpentine when it gains this feat, it chooses which base form (quadruped or serpentine) to assume when using this ability. The eidolon cannot choose a base form that is not available to its subtype with this ability. If both base forms are available to the eidolon's subtype, it can change which base form it assumes when using this ability whenever it gains a new Hit Die. The eidolon can select evolutions that have either base form as a requirement, but any evolutions that require one of the base forms (but not the other) provide no benefit while the eidolon is assuming the shape of its other base form. +Energized Wild Shape CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=Special Ability,TYPE.DruidWildShape PREVARGTEQ:PreStatScore_WIS,19 PRETOTALAB:6 DESC:Your wild shape form gains the benefits of one energy type for both offensive and defensive purposes. SOURCEPAGE:p.110 BENEFIT:When you assume a wild shape form, choose one of the following energy types: acid, cold, electricity, or fire. You gain resistance 10 to that energy type. Also, one of your natural attacks deals an additional 1d6 points of damage of the chosen energy type. If you choose a wild shape form that already has energy resistance of the same type you choose, it increases by 5 instead. If you choose a wild shape form that deals damage of the same energy type you choose, increase the energy damage you deal by one die size (1d6 becomes 1d8, and so on).&nl;[Special] You can take this feat more than once. Each time you take this feat, choose a different energy type. +Enhanced Gnome Magic CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=Special Ability,Gnome ~ Gnome Magic PRERACE:1,Gnome PRESKILL:1,Knowledge (Nature)=3 PREVARGTEQ:PreStatScore_CHA,13 DESC:Your ties to the First World manifest in the form of magical abilities that tap into a natural element. BONUS:ABILITYPOOL|Enhanced Gnome Magic Choice|1 SOURCEPAGE:p.110 BENEFIT:Add one of the following to your gnome magic spell-like abilities: burning hands, corrosive touch, gentle breeze, icicle dagger, or shocking grasp. You can use this spell-like ability once per day. +Exotic Heritage CATEGORY:FEAT TYPE:General DESC:Your blood carries hints of an extraplanar ancestor, granting you a talent for a certain skill. SOURCEPAGE:p.110 BENEFIT:Choose a skill. You gain a +2 bonus on skill checks with that skill. If you have 10 or more ranks in the chosen skill, this bonus increases to +4. This bonus does not stack with that granted by Skill Focus. This feat counts as Skill Focus with the chosen skill for the purpose of meeting the prerequisites of the Eldritch Heritage feat. When you select Eldritch Heritage, if you use this feat as a prerequisite, you can choose a mutated version of your chosen bloodline as though you were a sorcerer with the wildblooded archetype. All other restrictions and requirements of Eldritch Heritage still apply. +Expert Cartographer CATEGORY:FEAT TYPE:General PRESKILL:1,Craft (Maps)=3 DESC:You are skilled at drawing quality maps, making your cartographic works both more useful and more valuable when sold. SOURCEPAGE:p.110 BENEFIT:You gain a +4 bonus on Craft (maps) checks when creating a map, as well as 1 additional Discovery Point (see page 124 for more information about Discovery Points). If you succeed at the check by 5 or more, the list price of the map increases by 20%%. +Expert Explorer CATEGORY:FEAT TYPE:General PRESKILL:1,Knowledge (Nature)=5,Survival=5 DESC:You are trained to seek out the unknown places of the wild and can explore more efficiently than your untrained rivals. SOURCEPAGE:p.110 BENEFIT:You gain a +2 bonus on skill checks when using the exploration rules presented on pages 124-125 to detect features in a territory. If you succeed at such a skill check by 5 or more, you gain an additional 1d4 Discovery Points. +Expert Salvager CATEGORY:FEAT TYPE:General PRESKILL:2,TYPE.Craft=2,Spellcraft=2 DESC:You are adept at foraging and salvaging raw materials from even the most seemingly sparse of environments. SOURCEPAGE:p.111 BENEFIT:You gain a +4 bonus on Craft checks for Craft skills in which you have at least 2 ranks and Spellcraft checks when crafting items by foraging alchemical supplies and material components, salvaging raw crafting materials, and salvaging raw magical item materials. +Extended Animal Focus CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=Special Ability,Hunter ~ Animal Focus DESC:You can assume the aspects of an animal for longer stretches of time than most of your rivals and allies. SOURCEPAGE:p.111 BENEFIT:Add your Wisdom bonus (minimum 1) to the number of minutes per day that you can use your animal focus ability to assume the aspects of an animal. +Extended Aspects CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=Special Ability,Shifter ~ Shifter Aspect DESC:You can invoke your aspect's minor form longer than most. SOURCEPAGE:p.111 BENEFIT:Add your Wisdom bonus (minimum 1) to the number of minutes per day that you can use your shifter aspect ability to assume a minor form. +False Trail CATEGORY:FEAT TYPE:General PRESKILL:1,Survival=3 DESC:You create a false trail to throw off pursuers, enabling you to increase your lead on those following you or make them lose your trail entirely. SOURCEPAGE:p.111 BENEFIT:You can create a false trail in the wilderness via a combination of misleading footprints, discarded items, torn scraps of clothing, and other signs. When you create a false trail, you determine the direction it leads. A creature tracking you must succeed at a Perception or Survival check (DC %1) to determine the trail is fake when first encountering it. On a success, the creature can continue to track you as normal. The effect of a failure to identify the trail as false depends on the time and effort spent making it. &nl;Quick: A quick false trail takes 10 minutes to complete. A creature that fails to identify the trail as false follows it for 1d4x1,000 feet. &nl;[Normal] A normal false trail takes 1 hour to complete. A creature that fails to identify the trail as false follows it for 1d4 miles. &nl;Elaborate: An elaborate false trail takes 4 hours to complete. A creature that fails to identify the trail as false follows it for 2d6 miles. &nl;After a creature that fails to identify a false trail follows it for the determined distance, it can attempt another Perception or Survival check with a +5 bonus. On a success, the creature realizes it's following a false trail and can continue to track you as normal after backtracking to the start of the false trail (or wherever you diverged from the false trail). On a failure, the creature continues to move in the direction of the false trail for an additional mile. After each mile, it can attempt a new check with a cumulative +5 bonus.|10+TL/2+WIS +Fey Insight CATEGORY:FEAT TYPE:General PRESKILL:1,Knowledge (Nature)=2,Knowledge (Planes)=2 PREVARGTEQ:PreStatScore_WIS,13 DESC:You have insight into the weird, alien minds of fey and can use this knowledge to more handily negotiate with or manipulate the capricious creatures. SOURCEPAGE:p.111 BENEFIT:You gain a +2 bonus on Bluff, Diplomacy, and Sense Motive skill checks when interacting with creatures of the fey type. If you have 10 or more ranks in one of these skills, the bonus gained when interacting with creatures of the fey type increases to +4 for that skill. +Fey Performance CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=Special Ability,TYPE.Bardic Performance DESC:The wind, trees, earth, and local wildlife join in on your bardic performances. SOURCEPAGE:p.111 BENEFIT:You can enhance your performance with nature's sights and sounds by expending an extra round of bardic performance at the start of the performance. The range of the performance increases by 30 feet. Furthermore, for the purposes of affecting blind and deaf creatures, this performance counts as having both audible and visible components. This feat doesn't function in environments devoid of animal and plant life. +Fey-Guarded CATEGORY:FEAT TYPE:General PRESKILL:1,Knowledge (Nature)=3,Knowledge (Planes)=3 DESC:You have trained your mind to resist fey magic-both that cast by fey creatures and that cast by other denizens of the First World. SOURCEPAGE:p.111 BENEFIT:You gain a +2 morale bonus on saving throws against enchantment and illusion spells and spell-like abilities cast by creatures of the fey type. +Flinging Charge CATEGORY:FEAT TYPE:Combat PREABILITY:1,CATEGORY=FEAT,Quick Draw PRETOTALAB:6 DESC:You hurl a weapon during your charge before drawing a new one to strike, enabling you to make another attack at the expense of the latter attack's accuracy. SOURCEPAGE:p.111 BENEFIT:If you have a thrown weapon in hand when you begin charging, you can make a ranged attack with that weapon against the target of your charge at any point during your charge. You gain the +2 bonus for charging on the attack roll for this ranged attack. You can then immediately draw a melee weapon during your charge. You take a -5 penalty on the melee attack made at the end of the charge. When charging this way, you cannot use any effect that would grant you more than one attack at the end of your charge (such as pounce), nor can you use abilities that grant you other ranged attacks on a charge, such as the hurling charge rage power. +Foebane Magic CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=Special Ability,Basic Favored Enemy PRESPELLTYPE:1,ANY=1 DESC:The spells you cast are particularly effective against your favored enemies. SOURCEPAGE:p.112 BENEFIT:Your favored enemies take a -1 penalty on saving throws against spells you cast. Furthermore, you gain your favored enemy bonus on Spellcraft checks to identify spells cast by favored enemies. +Forester CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=Special Ability,Favored Terrain ~ Forest DESC:You are a master of woodcraft and forest lore and can move through even the densest of trees with ease and grace. SOURCEPAGE:p.112 BENEFIT:You ignore difficult terrain created by light or heavy undergrowth, and you ignore increased DCs for Acrobatics and Stealth checks in light or heavy undergrowth. In addition, you can use trees to shield yourself from attacks, gaining a +1 cover bonus to your AC whenever you are adjacent to a tree (including while climbing). If you are adjacent to two or more trees simultaneously, you gain a +2 cover bonus to your AC and a +1 bonus on Reflex saving throws. +Frightful Shape CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=Special Ability,TYPE.DruidWildShape PREVARGTEQ:PreStatScore_WIS,19 PRETOTALAB:9 DESC:Your wild shape form strikes fear into your opponents. SOURCEPAGE:p.112 BENEFIT:When you use wild shape, it is supernaturally ferocious and disquieting in appearance, such that when you attack a creature, you can use this ferocity to frighten observers. Opponents within 30 feet of you when you attack must succeed at a Will save (DC %1) to resist being affected by your frightful shape. On a failed save, creatures with fewer Hit Dice than you become shaken, or panicked if they have 4 Hit Dice or fewer; in either case, the effect lasts for a number of rounds equal to your character level. An opponent that succeeds at its saving throw is immune to your frightful shape for 24 hours. This is a mind-affecting fear effect.|10+TL/2+CHA +Greater Beast Hunter CATEGORY:FEAT TYPE:Combat PREABILITY:2,CATEGORY=FEAT,Beast Hunter,Improved Beast Hunter PRESKILL:1,Knowledge (Nature)=6,Survival=6 PRETOTALAB:6 DESC:You are an apex hunter. SOURCEPAGE:p.112 BENEFIT:If you are surprised by an animal native to the terrain you have chosen for Beast Hunter, you can act normally in the surprise round, though you are still considered flat-footed until it is your turn to act. You also gain a +4 bonus to confirm critical threats against animals native to the terrain you have chosen. &nl;[Special] If you have selected Beast Hunter multiple times, you gain the benefits of this feat for all of the terrains you have chosen for those feats. +Greater Hunter's Bond CATEGORY:FEAT TYPE:Combat PRECLASS:1,Ranger=12 PREMULT:2,[PREABILITY:1,CATEGORY=Special Ability,Hunter's Bond ~ Companion],[PREABILITY:1,CATEGORY=FEAT,Improved Hunter's Bond] DESC:Your allies can target additional foes. SOURCEPAGE:p.113 BENEFIT:When you activate hunter's bond, you can select a number of targets equal to your Wisdom modifier as long as they all count as your favored enemy. &nl;[Normal] You select one target against which your allies receive your favored enemy bonus. +Greater Spring Attack CATEGORY:FEAT TYPE:Combat PREABILITY:6,CATEGORY=FEAT,Acrobatic Steps,Dodge,Improved Spring Attack,Mobility,Nimble Moves,Spring Attack PREVARGTEQ:PreStatScore_DEX,17 PRETOTALAB:16 DESC:You are a scything wind cutting through the battlefield as you topple your foes. SOURCEPAGE:p.113 BENEFIT:When you use Spring Attack, you can select three targets to attack during your movement instead of one. The second attack made this way is made at your full base attack bonus - 5, and the third attack made this way is made at your full base attack bonus - 10. All restrictions of Spring Attack apply to each target, and your movement does not provoke attacks of opportunity from any of your targets. You can't target the same creature more than once. &nl;[Special] A monk of at least 18th level can select this feat as a monk bonus feat, but only if he has Improved Spring attack and Spring Attack. +Greater Wilding Strike CATEGORY:FEAT TYPE:Combat PREABILITY:4,CATEGORY=FEAT,Improved Unarmed Strike,Improved Wilding Strike,Wilding,Wilding Strike PREVARGTEQ:PreStatScore_STR,18 PRETOTALAB:16 DESC:You reach the pinnacle of your wilding strike abilities. SOURCEPAGE:p.113 BENEFIT:The damage die of your unarmed strikes increases to 1d10 (or 1d8 if you are Small). This does not stack with any other effects that increase the damage die of your unarmed strikes, including levels in classes such as monk. Increases to your actual size category (such as enlarge person) still increase your damage die as normal. +Group Shared Spells CATEGORY:FEAT TYPE:Teamwork PRETEXT:Familiar with the share spells ability. DESC:You and your allies can cast spells through each other's familiars as if they were your own. SOURCEPAGE:p.113 BENEFIT:You and any of your allies with this feat can cast spells with a target of "you" on each other's familiars as touch spells. Both the target familiar and that familiar's master must be willing for the spell to take effect. You can cast spells on each other's familiars even if the spells would not normally affect creatures of the targeted familiar's type. +Harder They Fall CATEGORY:FEAT TYPE:Combat.Teamwork PREABILITY:2,CATEGORY=FEAT,Combat Expertise,Power Attack PREVARGTEQ:PreStatScore_STR,13 PREVARGTEQ:PreStatScore_INT,13 DESC:You can work with an ally to move or knock over a foe that's too large for either of you to overcome alone. SOURCEPAGE:p.113 BENEFIT:When you use the aid another action to grant an ally who also has this feat a +2 bonus on a bull rush or trip combat maneuver check, the ally can attempt that maneuver even against foes two or more size categories larger than herself. +Hide Worker CATEGORY:FEAT TYPE:General PRESKILL:2,Craft (Armor)=3,Knowledge (Nature)=3 DESC:You excel at crafting armor made from the hides of animals or monsters. SOURCEPAGE:p.113 BENEFIT:You gain a +4 bonus on Craft (armor) checks to create armor or shields from the hides of living creatures (such as dragonhide). If you succeed at a Craft (armor) check to create armor or shields from the hides of living creatures by 5 or more, you also decrease the cost to make the item by 10%%. +Ice Climber CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=FEAT,Arctic Adaptation,Mountaineer PRESKILL:1,Climb=2 DESC:You can move or clamber across slippery surfaces with great skill. SOURCEPAGE:p.113 BENEFIT:When moving across a slippery surface (including but not limited to icy surfaces), you gain a +5 bonus on Climb checks and on Acrobatics checks to maintain your balance. If you fail a Climb check, you fall only if you fail the check by 10 or more. You also gain a +5 bonus on Perception checks to notice an avalanche and a +2 circumstance bonus on Reflex saves to avoid an avalanche. +Improved Beast Hunter CATEGORY:FEAT TYPE:Combat PREABILITY:1,CATEGORY=FEAT,Beast Hunter PRESKILL:1,Knowledge (Nature)=3,Survival=3 PRETOTALAB:3 DESC:You are well trained in stalking and hunting the animals of the wild. SOURCEPAGE:p.113 BENEFIT:When fighting animals that are at least one size category larger than you and that are native to the terrain you have chosen with Beast Hunter, you gain a +4 bonus on combat maneuver checks and a +4 to your CMD against such animals' attempts to use combat maneuvers against you. Additionally, you gain a +2 bonus on Reflex saves against attacks by the animal that allow a Reflex save (such as attempting to avoid a trample attack). &nl;[Special] If you have selected Beast Hunter multiple times, you gain this benefit for all of the terrains you have chosen for those feats. +Improved Hunter's Bond CATEGORY:FEAT TYPE:Combat PREABILITY:1,CATEGORY=Special Ability,Hunter's Bond ~ Companion PRECLASS:1,Ranger=9 DESC:You deepen your connection to your allies, granting them higher bonuses. SOURCEPAGE:p.113 BENEFIT:When you activate hunter's bond, you can grant your allies your full favored enemy bonus against a single target. &nl;[Normal] Your allies receive half your favored enemy bonus against a single target. +Improved Natural Poison Harvester CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=FEAT,Natural Poison Harvester PRESKILL:2,Craft (Alchemy)=9,Survival=9 DESC:You excel at harvesting poison from the many toxic creatures of the natural world. SOURCEPAGE:p.114 BENEFIT:When you successfully harvest poison from a hazard or dead creature, you gain an additional 1d4 doses of poison. +Improved Spring Attack CATEGORY:FEAT TYPE:Combat PREABILITY:4,CATEGORY=FEAT,Dodge,Mobility,Nimble Moves,Spring Attack PREVARGTEQ:PreStatScore_DEX,15 PRETOTALAB:9 DESC:You dart through the press of battle like a breeze, assaulting foes as you pass. SOURCEPAGE:p.114 BENEFIT:When you use Spring Attack, you can select two targets to attack during your movement instead of one. The second attack made this way is made at your full base attack bonus - 5. All restrictions of Spring Attack apply to both targets, and your movement does not provoke attacks of opportunity from either target. You can't target the same creature twice. &nl;[Special] A monk of at least 14th level can select this feat as a monk bonus feat, but only if he has Spring Attack. +Improved Wilding Strike CATEGORY:FEAT TYPE:Combat PREABILITY:3,CATEGORY=FEAT,Improved Unarmed Strike,Wilding,Wilding Strike PREVARGTEQ:PreStatScore_STR,16 PRETOTALAB:11 DESC:You gain greater skill with the natural power of your blows. SOURCEPAGE:p.114 BENEFIT:The damage die of your unarmed strikes increases to 1d8 (or 1d6 if you are Small). This does not stack with any other effects that increase the damage die of your unarmed strikes, including levels in classes such as monk. Increases to your actual size category (such as enlarge person) still increase your damage die as normal. +Indomitable Mountain Avalanche CATEGORY:FEAT TYPE:Combat PREABILITY:4,CATEGORY=FEAT,Combat Reflexes,Improved Unarmed Strike,Indomitable Mountain Peak,Indomitable Mountain Style PREVARGTEQ:PreStatScore_WIS,15 PRETOTALAB:9 DESC:You are an impassable mountain, hurling your enemies back. SOURCEPAGE:p.114 BENEFIT:If an opponent fails at a combat maneuver against you, you can use an attack of opportunity to make a melee attack against the opponent using your highest attack bonus. If the attack hits, instead of dealing damage, you can push the opponent back 5 feet for every 5 by which it failed its combat maneuver check (minimum 5 feet). Additionally, when you hit with an unarmed melee attack against an opponent who provoked an attack of opportunity by failing its Acrobatics check to move through a space you threaten, you can push the opponent back 5 feet instead of dealing damage. The opponent moves back in a straight line, but stops before hitting any obstacle or hazard. +Indomitable Mountain Peak CATEGORY:FEAT TYPE:Combat PREABILITY:3,CATEGORY=FEAT,Combat Reflexes,Improved Unarmed Strike,Indomitable Mountain Style PREVARGTEQ:PreStatScore_WIS,15 PRETOTALAB:6 DESC:You become more difficult to move or pass, an elusive peak your enemies cannot surmount. SOURCEPAGE:p.114 BENEFIT:Whenever an opponent succeeds at a combat maneuver against you or at an Acrobatics check to avoid provoking an attack of opportunity when moving through a square you threaten, you immediately gain a +2 morale bonus to your CMD against the next combat maneuver against you or to the DC of the next Acrobatics check to avoid an attack of opportunity when moving through a square you threaten. &nl;This bonus stacks until either attempt fails against you. +Indomitable Mountain Style CATEGORY:FEAT TYPE:Combat.Style PREABILITY:2,CATEGORY=FEAT,Combat Reflexes,Improved Unarmed Strike PREVARGTEQ:PreStatScore_WIS,13 PRETOTALAB:4 DESC:Like a rugged mountain, you are impassable and unmovable. SOURCEPAGE:p.115 BENEFIT:As long as you do not take a move action, you gain a +4 morale bonus to your CMD and to the DC of Bluff checks used for feint attempts against you. Additionally, you are considered to be one size category larger for the purpose of calculating your CMD when creatures attempt Acrobatics checks to move through spaces you threaten without provoking attacks of opportunity. +Intimidate Animals CATEGORY:FEAT TYPE:Combat PREMULT:2,[PREABILITY:1,CATEGORY=Special Ability,Wild Empathy,TYPE.WildEmpathy],[PREABILITY:1,CATEGORY=FEAT,Greater Wild Empathy] PRESKILL:2,Intimidate=5,Knowledge (Nature)=5 DESC:You are skilled at intimidating animals with your bluster and fury. SOURCEPAGE:p.115 BENEFIT:You add your Wisdom modifier on Intimidate checks against animals in addition to your Charisma modifier. An animal with 4 or fewer Hit Dice is frightened instead of shaken on a successful Intimidate check to demoralize it. +Jaguar Pounce CATEGORY:FEAT TYPE:Combat PRETOTALAB:4 DESC:Your ambushes are especially lethal. SOURCEPAGE:p.115 BENEFIT:When making a charge or using Spring Attack against an opponent who is flat-footed or helpless, you treat your first melee attack against that target as if you had the Improved Critical feat. +Jungle Survivalist CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=Special Ability,Favored Terrain ~ Jungle DESC:Normally pestilential rain forests are a safe haven and home to you. SOURCEPAGE:p.115 BENEFIT:You gain a +2 bonus on saving throws against diseases, poisons, and the distraction ability of creatures with the swarm subtype. You also gain a +2 bonus on Acrobatics and Climb checks when climbing trees and a +2 bonus on Perception checks against creatures that gain a racial bonus on Stealth checks in vegetation. +Live Off the Land CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=Special Ability,Basic Favored Terrain DESC:You can easily pluck what you need from nature's bounty as you travel. SOURCEPAGE:p.115 BENEFIT:You (and any allies whom you assist with the Survival skill) can move at full speed while using Survival to gather food and water, and you gain a +4 bonus on Survival checks to do so. If you cast create food and drink, create water, or any similar spell that creates edible and potable provisions while you are in your favored terrain, your caster level increases by an amount equal to half your favored terrain bonus. +Moontouched CATEGORY:FEAT TYPE:General DESC:Moonlight has a strange effect on you, making your body stronger but your mind weaker. SOURCEPAGE:p.115 BENEFIT:At night when at least part of the moon is showing and you can see it, you gain a +2 bonus on Fortitude and Reflex saves but take a -2 penalty on Will saves. +Mountaineer CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=Special Ability,Favored Terrain ~ Mountains DESC:You are thoroughly at home in the high peaks and precipices of alpine territory. SOURCEPAGE:p.115 BENEFIT:You gain a +2 bonus on Climb checks on natural stone surfaces and a +4 bonus on Fortitude saves to avoid high-altitude fatigue and altitude sickness. If you spend 24 hours at a dangerous altitude, you treat that altitude as if it were one category lower. If you spend at least 1 week at that altitude, you are immune to altitude fatigue or sickness. If you go to a lower altitude for more than 1 week, you lose this acclimation. +#Added damage for Small and Medium characters to the DESC for ease of reference. +Mutated Shape CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=Special Ability,TYPE.DruidWildShape PREVARGTEQ:PreStatScore_WIS,19 PRETOTALAB:6 DESC:Your wild shape form gains an additional appendage you can use to attack your foes. SOURCEPAGE:p.115 BENEFIT:When you use wild shape, you grow an additional appendage of your choice that can be used to make one of the following attacks: bite, claw, gore, slam, sting, or talons. The appendage can be used as part of a full attack using your highest base attack bonus, and it deals damage as described in Table 3-2: Mutated Shape Appendage Attacks. This appendage lasts for as long as you stay in the same form with this use of wild shape. &nl;[SMALL-Claw, Slam, Sting, or Talons deal 1d3; Bite or Gore deal 1d4] [MEDIUM-Claw, Slam, Sting, or Talons deal 1d4; Bite or Gore deal 1d6] +Natural Poison Antitoxin CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=FEAT,Natural Poison Harvester PRESKILL:2,Craft (Alchemy)=8,Survival=8 DESC:You have learned how to create antitoxin that can resist natural poisons. SOURCEPAGE:p.115 BENEFIT:When you succeed at a Craft (alchemy) check to create an antitoxin (Ultimate Equipment 100) using a dose of a natural poison you harvested, you increase the duration of the antitoxin to an amount equal to 4 hours plus an additional hour for every 5 by which your result exceeds the DC. +Natural Poison Harvester CATEGORY:FEAT TYPE:General PRESKILL:2,Craft (Alchemy)=6,Survival=6 DESC:You are exceedingly proficient at harvesting and distilling poison from venomous monsters. SOURCEPAGE:p.116 BENEFIT:You gain a +2 bonus on Craft (alchemy) checks when creating poison harvested from poisonous monsters. When you successfully craft such poisons, the DC of the poison increases by 2. +Nature's Freedom CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=FEAT,Catch Off-Guard PRESKILL:1,Knowledge (Nature)=2,Survival=2 PRETOTALAB:2 DESC:Creatures affected by your channel energy are not affected by difficult terrain. SOURCEPAGE:p.116 BENEFIT:When you expend one additional use when you channel energy, you enable affected creatures to move freely through undergrowth as per the druid's woodland stride class feature. This effect lasts a for number of minutes equal to your Charisma modifier (minimum 1). Multiple uses of this feat extend the duration of the woodland stride effect. +Nature's Weapons CATEGORY:FEAT TYPE:Combat PREABILITY:1,CATEGORY=FEAT,Catch Off-Guard PRESKILL:1,Knowledge (Nature)=2,Survival=2 PRETOTALAB:2 DESC:You can make a weapon out of nearly anything that can be found in the wild. SOURCEPAGE:p.116 BENEFIT:You can turn nearly anything you might find in the wilderness into an improvised melee weapon. This improvised melee weapon is one-handed and deals 1d6 points of damage for Medium creatures and 1d4 for Small creatures. Depending on the weapon, it deals bludgeoning, piercing, or slashing damage (at the GM's discretion). Grabbing an object to use as a weapon is the same action as drawing a weapon. The weapon must be of a material that is naturally occurring in that terrain. +Night Sky Hex CATEGORY:FEAT TYPE:General PREMULT:2,[PREABILITY:1,CATEGORY=Special Ability,Witch ~ Hex],[PREABILITY:1,CATEGORY=Special Ability,Witch Patron ~ Moon,Witch Patron ~ Stars,Witch Patron ~ Winter] DESC:You use the mystical network of power that blazes in the night sky to empower your hexes. SOURCEPAGE:p.116 BENEFIT:When you gain this feat, choose one hex that you can use to affect no more than one opponent. When you are in view of the night sky and use that hex, increase the save DC of that hex by 2. +One Eye Open CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=FEAT,Alertness PREVARGTEQ:PreStatScore_WIS,13 DESC:Your senses seek out threats even while you sleep. SOURCEPAGE:p.116 BENEFIT:The DCs of your Perception checks don't increase when you are asleep. If you succeed at a Perception check to notice something dangerous while asleep, you can wake up to confront the danger. &nl;[Normal] The DC for a Perception check attempted by a sleeping creature increases by 10. +One with the Land CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=Special Ability,Basic Favored Terrain DESC:Your connection your favored terrain is so intense that you draw strength from the power of nature itself. SOURCEPAGE:p.117 BENEFIT:In your favored terrain, you require only half the normal amount of food, water, and sleep, and your rate of natural healing is doubled. You add half your favored terrain bonus as a bonus on saving throws and Constitution checks to stave off the effects of cold exposure, heat exposure, starvation, and thirst in your favored terrain. +Out of the Sun CATEGORY:FEAT TYPE:Teamwork PRESKILL:2,Bluff=3,Stealth=3 DESC:You and your allies use the sun's glare to your advantage. SOURCEPAGE:p.117 BENEFIT:When you hit with a melee attack, you can attempt a Bluff check as a move action to feint. You do not gain the benefits of this feint; instead, if you succeed at your Bluff check, an ally with this feat who is adjacent to you or your opponent gains the benefits, such that the opponent is denied its Dexterity bonus to AC (if any) against your ally's next melee attack against that opponent. This attack must be made before the end of your ally's next turn. You gain a +2 circumstance bonus on your Bluff check in bright light. This bonus increases to +4 in natural sunlight. You cannot use this feat in dim light or darkness. &nl;[Special] If you have the Improved Feint feat, you can feint with Out of the Sun as a swift action after you hit with a melee attack. +Plains Nomad CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=Special Ability,Favored Terrain ~ Plains DESC:You are a native of the wide and endless prairie, savanna, or steppe. SOURCEPAGE:p.117 BENEFIT:You and a mount you are riding gain a +2 bonus on Constitution checks to avoid damage and fatigue from hustling or a forced march. In plains terrain, this bonus is doubled and also applies on Survival checks to avoid getting lost, to find food and water, to protect yourself from severe weather, and to predict the weather. +River Raider CATEGORY:FEAT TYPE:Combat DESC:You're skilled at creeping up on watercraft without being noticed and getting the jump on their occupants. SOURCEPAGE:p.117 BENEFIT:You gain a +2 bonus on Swim and Stealth checks while swimming in calm or rough water (but not while swimming in stormy water). In addition, if you're able to act in a surprise round and you start the surprise round in water, you can take both a move and a standard action. You still cannot take a full-round action during the surprise round. &nl;[Normal] You can take only a move or a standard action if you can act in the surprise round. +Rubble Skirmisher CATEGORY:FEAT TYPE:Combat PREABILITY:1,CATEGORY=FEAT,Nimble Moves PREVARGTEQ:PreStatScore_DEX,13 PRETOTALAB:2 DESC:You use difficult terrain to your advantage when performing combat maneuvers. SOURCEPAGE:p.117 BENEFIT:When you are in a square that has naturally occurring difficult terrain (bushes, rubble, undergrowth, and so forth), you gain a +2 circumstance bonus on combat maneuver checks and to your CMD. +Scion of the Land CATEGORY:FEAT TYPE:Teamwork PRESKILL:1,Survival=1 DESC:You are strongly linked to natural terrain and to others who share your link. SOURCEPAGE:p.117 BENEFIT:When traveling through terrain in which you can leave no trail and be impossible to track (as a result of favored terrain, trackless step, or a similar class feature), you grant that ability to allies within 60 feet who also have this feat. &nl;If an ally within 60 feet who has this feat is also able to move normally through the current terrain without leaving tracks, you gain a +1 bonus on Knowledge (nature), Perception, and Survival checks while in that terrain. +#Fixed as per official FAQ (Nov 28, 2017) +Shifter's Edge CATEGORY:FEAT TYPE:General PREMULT:2,[PREABILITY:1,CATEGORY=FEAT,Weapon Finesse],[PREABILITY:1,CATEGORY=Special Ability,Shifter ~ Shifter Claws] PREVARGTEQ:PreStatScore_DEX,13 DESC:You use your shapechanging powers to make your natural attacks especially lethal. SOURCEPAGE:p.117 BENEFIT:Whenever you use Weapon Finesse to make a melee attack with your claws or a natural attack augmented by your claws, and you use your Dexterity bonus on attack rolls and your Strength modifier on damage rolls, you also add half your shifter level to the damage. +Shifter's Rush CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=Special Ability,TYPE.DruidWildShape PRECLASS:1,Shifter=4 DESC:You can use you wild shape ability as you are moving toward your enemy. SOURCEPAGE:p.117 BENEFIT:When you use a move action to move 10 feet or more or when you charge, you can use wild shape as a free action during that movement. +Storm Survivor CATEGORY:FEAT TYPE:General PRESKILL:2,Knowledge (Nature)=2,Survival=2 DESC:You know how to survive and thrive in even the stormiest of weathers. SOURCEPAGE:p.117 BENEFIT:When you are in a storm of any type, you gain a +2 circumstance bonus on Perception checks, Survival checks, and saving throws regarding adverse effects from the storm itself. If you have 10 or more ranks in one of these skills, this bonus increases to +4. +Swamper CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=Special Ability,Favored Terrain ~ Swamp DESC:The soft ground and flowing reeds of fetid bogs and misty marshes are as comfortable to you as any sunny meadow would be for others. SOURCEPAGE:p.117 BENEFIT:You gain a +2 bonus on Climb checks, Swim checks, and Acrobatics checks to maintain your balance when moving across a slippery surface, and you can move at full speed through shallow and deep bog terrain. You can see twice as far as normal in fog, mist, murky water, vegetation, and similarly obscuring conditions, and creatures adjacent to you never gain concealment from fog, mist, murky water, or vegetation. +Thrill of the Hunt CATEGORY:FEAT TYPE:Combat PREMULT:1,[PRETOTALAB:4],[PREABILITY:1,CATEGORY=Special Quality,Shifter ~ Track,Ranger ~ Track] PRESKILL:1,Survival=1 DESC:The pursuit of prey invigorates you. You revel in tracking down and slaying your quarry. SOURCEPAGE:p.118 BENEFIT:Once per day, when you succeed at a Survival check to find or follow a creature's tracks, you can designate that creature to be your prize for a number of hours equal to 4 + your ranks in Survival. You gain a +2 morale bonus on Survival checks to follow your prize's tracks and on weapon damage rolls against your prize. If you find and subsequently render your prize dead or helpless, you gain a +2 morale bonus on attack rolls, saves, and skill checks for a number of hours equal to your ranks in Survival. &nl;[Special] An animal companion can choose this feat as if it were an animal feat (Core Rulebook 53). +Torrid Tolerance CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=FEAT,Desert Dweller,Jungle Survivalist DESC:You relish hot climates, as the equatorial heat does not sap your strength. SOURCEPAGE:p.118 BENEFIT:You treat hot environments (Core Rulebook 444) as though they were one step less severe; if you have a similar ability from another feat (like Desert Dweller), the benefits stack and you treat hot conditions as if they were two steps less severe. You do not take a penalty on Constitution checks for wearing armor in hot climates. +### The Totemic feats need to restrict Barbarian Totem Rage powers to the ones taken via the feats - at the moment just a PRETEXT tag. +Totemic Disciple CATEGORY:FEAT TYPE:General PREABILITY:2,CATEGORY=FEAT,Athletic,Totemic Initiate !PREALIGN:LG,LN,LE PREVARGTEQ:PreStatScore_STR,15 PREVARGTEQ:PreStatScore_DEX,13 PRETEXT:No barbarian totem rage powers except those chosen with this feat or Totemic Initiate PRETOTALAB:9 DESC:Your understanding of your barbaric totem flourishes as your combat prowess grows. SOURCEPAGE:p.118 BENEFIT:Choose one barbarian totem rage power that requires that you have the totem rage power you selected with Totemic Initiate. While gaining the benefits of Totemic Initiate, you also gain the benefits of this new rage power. +Totemic Initiate CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=FEAT,Athletic !PREALIGN:LG,LN,LE PREVARGTEQ:PreStatScore_STR,13 PREVARGTEQ:PreStatScore_DEX,13 PRETEXT:No barbarian totem rage powers except the one you choose with this feat PRETOTALAB:5 DESC:You were born to or have lived among the barbarian tribes of the wild and passed the trials of their sacred totems. SOURCEPAGE:p.118 BENEFIT:Choose one barbarian lesser totem rage power (such as lesser beast totem). As a swift action, you can gain the benefits of that rage power as though you were raging. For the purpose of determining that rage power's effects, your barbarian level is equal to your base attack bonus. You do not gain any other benefits or penalties of rage. You can gain these benefits for a number of rounds per day equal to your base attack bonus plus your Constitution modifier; these rounds do not need to be consecutive. +Totemic Master CATEGORY:FEAT TYPE:General PREABILITY:3,CATEGORY=FEAT,Athletic,Totemic Disciple,Totemic Initiate !PREALIGN:LG,LN,LE PREVARGTEQ:PreStatScore_STR,17 PREVARGTEQ:PreStatScore_DEX,13 PREVARGTEQ:PreStatScore_WIS,13 PRETEXT:No barbarian totem rage powers except those chosen with this feat, Totemic Disciple, or Totemic Initiate PRETOTALAB:13 DESC:Through both might of arms and spiritual wisdom, you have attained full understanding of your barbaric totem. SOURCEPAGE:p.119 BENEFIT:Choose one greater totem rage power that requires the totem rage power you chose with Totemic Disciple. While gaining the benefits of Totemic Initiate, you also gain the benefits of this new rage power as well as the one you chose with Totemic Disciple. If you gain the pounce ability this way, you can make only natural attacks using your pounce ability. +Tree Leaper CATEGORY:FEAT TYPE:General DESC:You use the flexibility of tree branches to aid in making arboreal leaps. SOURCEPAGE:p.119 BENEFIT:When you are in a tree, you count as having a running start when you jump. &nl;[Normal] You must have at least 10 feet of space for a running start. +Tribal Hunter CATEGORY:FEAT TYPE:Combat.Teamwork PREABILITY:1,CATEGORY=FEAT,Animal Affinity DESC:From watching pack animals hunt, you learned to take down large prey as part of a group. SOURCEPAGE:p.119 BENEFIT:When either you or an ally with this feat is adjacent to and flanking an opponent that is larger than either of you, you both are considered to be flanking the opponent as long as you remain adjacent to it. &nl;[Normal] You must be positioned opposite an ally to flank an opponent. +Verdant Spell CATEGORY:FEAT TYPE:Metamagic PREABILITY:1,CATEGORY=FEAT,Spell Focus (Enchantment) PRESKILL:1,Knowledge (Nature)=6 DESC:Your magical connection to nature allows you to entice, fool, and misdirect plants and fungi as though they were people. ADDSPELLLEVEL:2 SOURCEPAGE:p.119 BENEFIT:A verdant spell affects plant creatures (even mindless plant creatures) as if they weren't immune to mind-affecting effects, but it has no effect on other types of creatures. A verdant spell uses up a spell slot 2 levels higher than the spell's actual level. This feat works only on mind-affecting spells. &nl;[Normal] Creatures of the plant type are immune to mind-affecting effects. +Vigilant Charger CATEGORY:FEAT TYPE:Combat PREABILITY:1,CATEGORY=FEAT,Combat Reflexes PREVARGTEQ:PreStatScore_STR,13 PREVARGTEQ:PreStatScore_DEX,13 DESC:You can ready yourself to spring an attack against your enemies at a moment's notice. SOURCEPAGE:p.119 BENEFIT:You can ready an action to charge when an enemy enters a specific space you designate. You must be able to charge the square both when you ready the charge and when the readied action triggers, or you cannot attempt the readied action. When you make a readied charge, you can move only up to your speed. &nl;[Normal] You can't ready an action to charge. Charging allows you to move up to twice your speed. +Voice of Beasts CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=Special Ability,TYPE.DruidWildShape DESC:Your deep connection with nature allows you to speak with all manner of living creatures. SOURCEPAGE:p.119 BENEFIT:While you are using wild shape, you gain the ability to communicate with all animals. This acts as speak with animals, though the effect is supernatural in nature and can't be dispelled. +Waterway Caster CATEGORY:FEAT TYPE:General DESC:You've learned to cast spells while on a watercraft or even while swimming in turbulent waters. SOURCEPAGE:p.119 BENEFIT:You automatically succeed at concentration checks required to cast a spell while being subjected to vigorous or violent motion while either swimming or on a ship. You gain a +4 bonus on concentration checks to cast spells underwater. +Wild Growth Channel CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=Special Ability,Channel Positive Energy PREDOMAIN:1,Plant DESC:When you channel positive energy, you cause vines to grow and ensnare enemies. SOURCEPAGE:p.119 BENEFIT:By expending two additional uses when you channel energy, you cause the ground in the area of effect to erupt in a growth of vines. You create a number of vine growths (AC 10, 5 hp) equal to your Charisma modifier (minimum 1). Each growth of vines occupies 1 5-foot square of your choosing. As an immediate action when you use this ability, and again as a free action at the start of your turn, you can command the vines to wrap around the legs of a creature occupying the square. The creature must succeed at a Reflex save (DC = 10 + half your class level + your Charisma modifier) or become rooted to the spot. The vines last a number of rounds equal to your Charisma modifier (minimum 1). The ground must be composed of a material able to support plant life (such as soil). +Wild Growth Hex CATEGORY:FEAT TYPE:General PREMULT:2,[PREABILITY:1,CATEGORY=Special Ability,Witch ~ Hex],[PREABILITY:1,CATEGORY=Special Ability,Witch Patron ~ Summer,Witch Patron ~ Thorns,Witch Patron ~ Woodlands] DESC:Hexing your enemies causes them to be ensnared in tangling vines. SOURCEPAGE:p.119 BENEFIT:When you gain this feat, choose one hex that you can use to affect no more than one opponent. If the target of your hex fails its saving throw to resist your hex, the square it occupies becomes overgrown with thorny plants that count as difficult terrain. A creature moving in or out of the square must succeed at a Reflex save or Acrobatics check (DC %1) or take 1d6 points of piercing damage and immediately end its movement. For every 5 by which the target fails its save against your hex, you can create 1 additional square of difficult terrain adjacent to any square the target occupies. The difficult terrain lasts a number of rounds equal to your Charisma modifier (minimum 1). The ground must be composed of a material able to support plant life (such as soil).|10+TL/2+CHA +Wild Vigor CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=Special Ability,TYPE.DruidWildShape DESC:The forces of nature bolster your vitality when you use wild shape. SOURCEPAGE:p.120 BENEFIT:A number of times per day equal to your Wisdom bonus (minimum 1), when you use wild shape, you can gain a number of temporary hit points equal to your base attack bonus. These temporary hit points last for the duration of the wild shape or until they are lost. +Wilding CATEGORY:FEAT TYPE:General PRELEVEL:MAX=1 PREALIGN:NG,NE,TN,CN,LN DESC:You were touched by nature at an early age and share a kinship with wild creatures. Your body might bear animalistic features, such as bestial ears or a tail, or your presence may be subtly unlike that of others. SOURCEPAGE:p.120 BENEFIT:You gain the druid's wild empathy ability, using your character level as your druid level. If you have one or more levels in a class that grants wild empathy, you gain an additional +3 bonus on wild empathy checks. You are treated as an animal for the purpose of harmful mind-affecting effects that target animals (such as charm animal). &nl;[Special] A character who has this feat can select the Animal Soul or Aspect of the Beast feats without meeting the prerequisites. +Wilding Mind CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=FEAT,Wilding PREVARGTEQ:PreStatScore_WIS,13 DESC:You can repress your conscious mind in favor of a primal state that helps you resist mental influence. SOURCEPAGE:p.120 BENEFIT:Whenever you fail a saving throw against a fear or mind-affecting effect, you can take 1d3 points of Intelligence damage as an immediate action and reroll the saving throw. This damage cannot be reduced or avoided in any way. You must take the new result, even if it is worse. +Wilding Senses CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=FEAT,Wilding PREVARGTEQ:PreStatScore_WIS,13 DESC:The wilderness speaks to you, giving you a preternatural sense of approaching danger. SOURCEPAGE:p.120 BENEFIT:You gain a +2 bonus on Perception checks; this bonus increases to +4 when determining if you can act during a surprise round. If you have 10 or more ranks in Perception, this bonus increases to +4 (or +8 when determining whether you can act during a surprise round). This bonus does not stack with that granted by the Alertness feat, though Wilding Senses counts as the Alertness feat for the purpose of fulfilling feat prerequisites and prestige class requirements. +Wilding Stride CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=FEAT,Wilding PREVARGTEQ:PreStatScore_WIS,13 DESC:Your wild-hearted drive and honed physique allow you to move with great swiftness. SOURCEPAGE:p.120 BENEFIT:Your base speed increases by 10 feet. This does not stack with the fast movement class feature or similar effects, unless that class feature or effect provides an enhancement bonus. +Wilding Strike CATEGORY:FEAT TYPE:Combat PREABILITY:2,CATEGORY=FEAT,Improved Unarmed Strike,Wilding PREVARGTEQ:PreStatScore_STR,13 DESC:Filled with the might of nature, you need no weapons of steel or wood. Your fists and feet are as potent as any creation of the forge. SOURCEPAGE:p.120 BENEFIT:The damage die of your unarmed strikes increases to 1d6 (or 1d4 if you are Small). This does not stack with any other effects that increase the damage die of your unarmed strikes, including levels in classes such as monk. Increases to your actual size category (such as enlarge person) still increase your damage die as normal. +Witchbreaker CATEGORY:FEAT TYPE:Combat PREABILITY:1,CATEGORY=FEAT,Iron Will DESC:You are trained to be resilient to and disrupt the magic of hags and witches. SOURCEPAGE:p.120 BENEFIT:You gain a +2 bonus on saving throws against the hexes, spells, spell-like abilities, and supernatural abilities of hags and witches. In addition, whenever you confirm a critical hit against a hag or a witch, any of your allies affected by a mind-affecting effect from that creature can attempt a new saving throw against the effect as an immediate action. +Wolf Rider CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=Special Ability,TYPE.Special Mount,TYPE.Mount PREMULT:1,[PREABILITY:1,CATEGORY=FEAT,Undersized Mount],[PREMULT:1,[PREVARGTEQ:SpecialMountLVL,7],[PREVARGTEQ:CavalierMountLVL,7],[PREVARGTEQ:SamuraiMountLVL,7]] PRESKILL:1,Knowledge (Nature)=1 DESC:Others can keep their horses. You know that wolves are better mounts. COMPANIONLIST:Special Mount|Companion (Wolf) CSKILL:Knowledge (nature) SOURCEPAGE:p.120 BENEFIT:You can select a wolf in place of the normal mount available via your mount or divine bond (mount) class feature. In addition, Knowledge (nature) is always a class skill for you. +Wolf Savage CATEGORY:FEAT TYPE:Combat PREABILITY:3,CATEGORY=FEAT,Improved Unarmed Strike,Wolf Style,Wolf Trip PRESKILL:1,Knowledge (Nature)=9 PREVARGTEQ:PreStatScore_WIS,17 DESC:You savage your foes so badly that they can become supernaturally disfigured. SOURCEPAGE:p.120 BENEFIT:While using Wolf Style, when you deal at least 10 points of damage to a prone opponent with a natural weapon or an unarmed strike, as a swift action you can savage that creature. When you do, your opponent must succeed at a Fortitude save (DC = 10 + half your character level + your Wisdom modifier). If the target fails the saving throw, it takes either 1d4 Charisma damage or 1d4 Constitution damage, or it becomes fatigued (your choice). Ability score damage dealt with this ability cannot equal or exceed the victim's actual ability score total. +Wolf Style CATEGORY:FEAT TYPE:Combat.Style PREABILITY:1,CATEGORY=FEAT,Improved Unarmed Strike PRESKILL:1,Knowledge (Nature)=3 PREVARGTEQ:PreStatScore_WIS,13 DESC:While in this style, you hamper foes that turn their backs on you. SOURCEPAGE:p.121 BENEFIT:While using this style, whenever you deal at least 10 points of damage to a foe with an attack of opportunity, that foe's base speed decreases by 5 feet until the end of its next turn. For every 10 points of damage your attack deals beyond 10, the foe's base speed decreases by an additional 5 feet. If the penalty meets or exceeds the total base speed of the foe, you can attempt to trip the foe as a free action after the attack of opportunity is resolved. +Wolf Trip CATEGORY:FEAT TYPE:Combat PREABILITY:2,CATEGORY=FEAT,Improved Unarmed Strike,Wolf Style PRESKILL:1,Knowledge (Nature)=6 PREVARGTEQ:PreStatScore_WIS,15 DESC:You have studied the manner in which wolves bring down their prey. SOURCEPAGE:p.121 BENEFIT:While using Wolf Style, you gain a +2 bonus when you attempt a trip combat maneuver as part of an attack of opportunity. Whenever you successfully trip a creature, as a free action you can choose an available space that is both adjacent to you and the creature's original space for the tripped creature to land prone in. +Wood Crafter CATEGORY:FEAT TYPE:General PRESKILL:2,Craft (Armor)=3,Knowledge (Nature)=3 DESC:Eschewing the use of metals in your craft, you excel at crafting armor from wood. SOURCEPAGE:p.121 BENEFIT:You gain a +4 bonus on Craft (armor) checks to create armor and shields from wood or special materials containing wood (such as darkwood). If you succeed at the check by 5 or more, you decrease the cost to make the item by 10%%. +Woodland Wraith CATEGORY:FEAT TYPE:Combat PREABILITY:1,CATEGORY=FEAT,Dodge PREVARGTEQ:PreStatScore_DEX,15 PRETOTALAB:6 DESC:You put the terrain between yourself and your opponents to avoid attacks. SOURCEPAGE:p.121 BENEFIT:If you take two actions to move or a withdrawal action in a turn while starting or ending your movement in either naturally occurring difficult terrain (bushes, brambles, etc.) or a space with a natural object providing at least partial cover (a tree, rock, etc.), you gain concealment until you attack, until you move out of that space, or until the end of your next turn, whichever occurs first. + +# ============================== +# Racial Feats +# ============================== +#Gathlain Feats +Advanced Gathlain Magic CATEGORY:FEAT TYPE:General PRELEVEL:MIN=3 PRERACE:1,Gathlain PREVARGTEQ:PreStatScore_CHA,13 DESC:You have developed your innate magical abilities. SPELLS:Innate|CASTERLEVEL=TL|Wood Meld (as Meld into Stone but only with wood)|Wood Shape SOURCEPAGE:p.13 BENEFIT:You gain the following spells as spell-like abilities, each of which are usable 1/day: wood meld (as meld with stone, but only with wood), wood shape. +Greater Gathlain Magic CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=FEAT,Advanced Gathlain Magic PRELEVEL:MIN=9 PRERACE:1,Gathlain PREVARGTEQ:PreStatScore_CHA,15 DESC:You have greatly developed your innate magical abilities. SPELLS:Innate|CASTERLEVEL=TL|Command Plants,13+CHA|Thorny Entanglement,13+CHA SOURCEPAGE:p.13 BENEFIT:You gain the following spells as spell-like abilities, each of which are usable 1/day: command plants, thorny entanglement. +Green Tongue CATEGORY:FEAT TYPE:General PRELEVEL:MIN=5 PRERACE:1,Gathlain PREVARGTEQ:PreStatScore_CHA,13 DEFINE:GathlainGreenTongueCount|0 DESC:You know the language of the plants. SPELLS:Innate|TIMES=GathlainGreenTongueCount|CASTERLEVEL=TL|Speak with Plants BONUS:VAR|GathlainGreenTongueCount|TL/5 SOURCEPAGE:p.13 BENEFIT:You can cast speak with plants once per day, as a spell-like ability. At 10th level and every 5 levels thereafter, you can cast speak with plants an additional time per day. +Seasoned Flier CATEGORY:FEAT TYPE:General PRERACE:1,Gathlain PRESKILL:1,Fly=5 PREVARGTEQ:PreStatScore_DEX,15 PREMOVE:1,Fly=1 DESC:You have trained long and hard at flight. BONUS:VAR|Maneuverability|3|TYPE=Base SOURCEPAGE:p.13 BENEFIT:Your maneuverability while flying improves to average. +Superior Gathlain Magic CATEGORY:FEAT TYPE:General PREABILITY:2,CATEGORY=FEAT,Advanced Gathlain Magic,Greater Gathlain Magic PRELEVEL:MIN=15 PRERACE:1,Gathlain PREVARGTEQ:PreStatScore_CHA,15 DESC:Your experience has enabled you to dramatically develop your innate magical abilities. SPELLS:Innate|CASTERLEVEL=TL|Liveoak|Tree Stride SOURCEPAGE:p.13 BENEFIT:You gain the following spells as spell-like abilities, each usable 1/day: liveoak, tree stride. +Symbiotic Resilience CATEGORY:FEAT TYPE:General PRERACE:1,Gathlain PREVARGTEQ:PreStatScore_CON,13 DESC:Your symbiotic vines have spread all throughout your body, granting you a lesser form of the immunities enjoyed by plant creatures. SOURCEPAGE:p.13 BENEFIT:When you are paralyzed, magically put to sleep, or stunned, you ignore the effects of that condition, but you are instead staggered for the same duration as the ignored condition. Removing the ignored condition also removes this staggered condition, but you can't otherwise remove the staggered condition, nor can immunity to being staggered protect against it. +Wandering Mind CATEGORY:FEAT TYPE:General PRELEVEL:MIN=9 PRERACE:1,Gathlain DESC:Your mind drifts swiftly from one thing to the next and is all but impossible to pin down. SOURCEPAGE:p.13 BENEFIT:When you fail a Will save against a mind-affecting effect that lasts more than 1 round, you can attempt another Will save on the round after your failed save. If you succeed, you gain the normal benefits of succeeding at a Will save against the effect. This feat offers only one additional saving throw against each effect. + +#Ghoran Feats +Delectable Feint CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=Special Ability,Ghoran ~ Delicious PRERACE:1,Ghoran PREVARGTEQ:PreStatScore_CON,15 DESC:You can distract opponents with your delectable rinds. SOURCEPAGE:p.19 BENEFIT:Other creatures find you so tasty that they become distracted in combat, allowing you to exploit their momentary lapses in concentration. You gain a +2 bonus on Bluff checks to feint living herbivorous or omnivorous creatures. In addition, whenever you successfully feint such an opponent, in addition to the normal effects of being feinted in combat, that opponent takes a –2 penalty on Perception checks and concentration checks until the start of your next turn. +Inner Light CATEGORY:FEAT TYPE:General PRERACE:1,Ghoran PREVARGTEQ:PreStatScore_WIS,13 DESC:Some ghorans glow with a nurturing inner light. SPELLS:Innate|CASTERLEVEL=TL|Daylight SOURCEPAGE:p.19 BENEFIT:Once per day, you can cast daylight as a spell-like ability with a caster level equal to your character level. If you have the light dependent racial trait, you can instead cast this spell without the usual effect, but you are considered to be exposed to sunlight for that day. +Sproutling CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=Special Ability,Ghoran ~ Seed,Ghoran ~ Ghorus Seed PRERACE:1,Ghoran PREVARGTEQ:PreStatScore_CHA,15 DESC:You are able to sprout more quickly than most, though your body is underdeveloped. SOURCEPAGE:p.19 BENEFIT:Whenever you use your seed ability to grow a new body, you can choose to sprout in half the normal amount of time (1d6 days instead of 2d6 days). If you do, your new body is Small instead of Medium, your natural armor bonus from racial traits (if any) is reduced by half, and you take a –2 penalty to Strength, Dexterity, and Constitution. These modifications last 1d3 weeks, after which your body matures to its proper size and loses all penalties associated with sprouting early. + +#Vine Leshy Feats +Climbing Vine CATEGORY:FEAT TYPE:General PRERACE:1,Vine Leshy PREVARGTEQ:PreStatScore_STR,13 DESC:You can climb like a vine. STACK:YES MULT:YES CHOOSE:NOCHOICE MOVE:Climb,0 BONUS:MOVEADD|TYPE.Climb|10 SOURCEPAGE:p.24 BENEFIT:You gain a climb speed of 10 feet. If you already have a natural climb speed, your climb speed increases by 10 feet. You can take this feat multiple times, but your climb speed can never exceed your base speed. +Kudzu Grappler CATEGORY:FEAT TYPE:General PREABILITY:3,CATEGORY=FEAT,Improved Grapple,Improved Unarmed Strike,Greater Grapple PRERACE:1,Vine Leshy PREVARGTEQ:PreStatScore_DEX,13 PRETOTALAB:6 DESC:You climb all over creatures you're grappling like kudzu, blocking their vision. SOURCEPAGE:p.24 BENEFIT:You add an option to blind the grappled creature for 1 round to the list of actions you can take when you succeed at a check to maintain a grapple. +Photosynthetic Healing CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=Special Ability,Vine Leshy ~ Change Shape,Leshy ~ Change Shape PRERACE:1,RACESUBTYPE=Leshy PREVARGTEQ:PreStatScore_CON,15 DESC:You can heal yourself using sunlight. SOURCEPAGE:p.24 BENEFIT:You can temporarily draw energy from the sun to heal your wounds. Once per day while you are using change shape to assume a plant form, you can activate this ability as a free action to gain fast healing 1 for %1 rounds, as long as you are in an area of bright, natural sunlight. When you rest in plant form in bright, natural sunlight, you are healed of twice the normal amount of hit point damage and ability score damage.|TL +Reactive Reversion CATEGORY:FEAT TYPE:General PREABILITY:1,CATEGORY=Special Ability,Vine Leshy ~ Change Shape,Leshy ~ Change Shape PRERACE:1,RACESUBTYPE=Leshy PREVARGTEQ:PreStatScore_DEX,13 DESC:You can reactively change back to your natural form. SOURCEPAGE:p.24 BENEFIT:You can shift from your alternate form to your natural form as an immediate action using change shape. [Normal] Leshys can shift between forms as a swift action using change shape. + +# ============================== +# Companion Feats +# ============================== +Devotion against the Unnatural CATEGORY:FEAT TYPE:Animal PREABILITY:1,CATEGORY=Special Ability,Companion ~ Devotion PRECLASS:1,Companion=1 DESC:The animal's devotion to its master allows it to stand against unnatural forces. SOURCEPAGE:p.217 BENEFIT:The animal companion gains a +2 morale bonus on saving throws against spells, spell-like abilities, and supernatural abilities of aberrations, outsiders, and undead. The animal companion is immune to the unnatural aura ability that some undead creatures (such as wraiths) have. +Disruptive Companion CATEGORY:FEAT TYPE:Animal.Combat PRECLASS:1,Companion=1 DESC:The animal's presence harries nearby enemies, making concentration difficult. BONUS:VAR|DisruptiveQualify|1|PREHD:MIN=6 BONUS:VAR|SpellBreakerQualify|1|PREHD:MIN=10 SOURCEPAGE:p.217 BENEFIT:The animal companion is trained to interfere with its opponent's concentration, making even rote tasks difficult. Increase the concentration check DC of spells and spell-like abilities that opponents cast while within the animal companion's reach by +2. Additionally, opponents can't take 10 on d20 rolls or checks while within the animal companion's reach. If an opponent has an ability that allows it to always take 10 on certain skill checks while distracted (such as the skill mastery advanced talent), it gains the benefit of such abilities only if its number of skill ranks is at least 4 higher than the animal companion's Hit Dice. In addition, the animal companion counts as a fighter with a number of class levels equal to its Hit Dice for the purposes of qualifying for the Disruptive feat, as well as for any feat that lists the Disruptive feat as a prerequisite. The animal companion also adds those feats to the list of animal feats that it can choose from when gaining a new feat. +Feral Grace CATEGORY:FEAT TYPE:Animal.Combat PREABILITY:1,CATEGORY=FEAT,Weapon Finesse PRECLASS:1,Companion=1 PRETOTALAB:6 DESC:The animal's grace and agility are honed for battle, making it a deadly combatant. SOURCEPAGE:p.218 BENEFIT:[NOT IMPLEMENTED] Choose one of the animal companion's natural attacks. When the animal companion makes a melee attack with the chosen natural attack using its Dexterity bonus on attack rolls and its Strength bonus on damage rolls, it adds 1/4 of its Hit Dice as a bonus on damage rolls. This bonus damage doesn't increase or decrease based upon whether the natural attack is a primary or secondary natural attack. [Special] You can select this feat multiple times. Its effects don't stack. Each time you select this feat, choose a different natural attack to apply its benefit to. +Ferocious Beast CATEGORY:FEAT TYPE:Animal.Combat !PREABILITY:1,CATEGORY=FEAT,Intimidating Prowess PRECLASS:1,Companion=1 PRESKILL:1,Intimidate=1 DESC:Through training or natural ability, the animal is skilled at unnerving its enemies. BONUS:SITUATION|Intimidate=To demoralize|(max(1,MasterLevel/2))-CHA SOURCEPAGE:p.218 BENEFIT:The animal companion uses half its master's class level in place of its Charisma bonus on Intimidate checks to demoralize an opponent, as well as on Intimidate checks to use the Antagonize feat. In addition, the animal companion can use Intimidate to demoralize an opponent as a move action. [Special] An animal companion can't take both Ferocious Beast and Intimidating Prowess.|max(1,MasterLevel/2) +Ferocious Feint CATEGORY:FEAT TYPE:Animal.Combat PRECLASS:1,Companion=1 PRESKILL:1,Bluff=1 DESC:Through training or inborn ability, the animal is naturally skilled at feinting against its foes. BONUS:SITUATION|Bluff=Feint|(max(1,MasterLevel/2))-CHA SOURCEPAGE:p.218 BENEFIT:The animal companion uses half its master's class level in place of its Charisma bonus on Bluff checks to feint an opponent. In addition, the animal companion can use Bluff to feint an opponent as a move action.|max(1,MasterLevel/2) +Greater Tenacious Hunter CATEGORY:FEAT TYPE:Animal PREABILITY:2,CATEGORY=FEAT,Combat Reflexes,Tenacious Hunter PRECLASS:1,Companion=1 PRESKILL:2,Perception=3,Stealth=3 DESC:The animal is capable of savaging hidden foes when they least expect it. SOURCEPAGE:p.218 BENEFIT:The animal companion can attempt a Perception check as a swift action to intentionally search for a stimulus. When using Perception to attempt to pinpoint an invisible foe, the animal companion's bonus from the Tenacious Hunter feat increases to +20. In addition, whenever the animal companion successfully uses Perception to oppose a Stealth check or to pinpoint an invisible creature's location, that foe is denied its Dexterity bonus to AC against all attacks that the animal companion makes before the start of the animal companion's next turn. [Normal] Using Perception to intentionally search for a stimulus is a move action. +Improved Intercept Blow CATEGORY:FEAT TYPE:Animal.Combat PREABILITY:1,CATEGORY=FEAT,Intercept Blow PRECLASS:1,Companion=1 PRETOTALAB:6 DESC:The animal's intervention completely protects its master from harm. SOURCEPAGE:p.218 BENEFIT:When the animal companion uses Intercept Blow to intercept an opponent's melee attack and succeeds, it can take all the damage from the intercepted attack, in which case its master takes no damage from the intercepted attack and doesn't suffer effects that trigger on a hit. +Intercept Blow CATEGORY:FEAT TYPE:Animal.Combat PRECLASS:1,Companion=1 PRETOTALAB:1 DESC:The animal willingly throws itself in harm's way to defend its master. SOURCEPAGE:p.219 BENEFIT:Whenever the animal companion is adjacent to its master and its master is the target of a melee attack, the animal companion can expend an attack of opportunity as a free action, even if it isn't its turn, to attempt to intercept the attack. The animal companion makes an attack roll at its highest attack bonus with one of its natural attacks, as if it were making an attack of opportunity, with a –2 penalty for each size category the attacking creature is larger than the animal companion. If the result of this attack roll is greater than the attacking creature's attack roll result, the animal companion's master takes only half damage from the attack, and the other half of the damage is dealt to the animal companion. Effects that trigger on every successful hit (such as bleed or the trip special ability) affect both the animal companion and the master, as if both were hit by the attack; however, if it matters (such as for a touch spell that expires after a single hit), treat the animal companion as if it had been hit first. If the animal companion knows the defend trick, the animal companion can use Intercept Blow and any feat that lists it as a prerequisite to protect any ally that it is adjacent to and defending (as per the defend trick). +Reflexive Interception CATEGORY:FEAT TYPE:Animal.Combat PREABILITY:1,CATEGORY=FEAT,Intercept Blow PREABILITY:1,CATEGORY=Special Ability,Evasion PRECLASS:1,Companion=1 PRETOTALAB:3 DESC:The animal can defend its master with lightning speed. SOURCEPAGE:p.219 BENEFIT:Whenever the animal companion is adjacent to its master and its master is attempts a Reflex save, the animal companion can expend an attack of opportunity as a free action, even if it isn't its turn, to attempt a Reflex save to intervene. When using this ability, the animal companion loses the benefits of evasion (and improved evasion if it has it), but if the animal companion succeeds at its saving throw, its master gains the benefit of the animal companion's evasion (or improved evasion if it has it). +Share Feature CATEGORY:FEAT TYPE:Animal PRECLASS:1,Companion=1 PRETEXT:Master must have the chosen class feature. DESC:The animal expands its capabilities and learns one of its master's class features. SOURCEPAGE:p.219 BENEFIT:[NOT IMPLEMENTED] Choose one of the following class features: bravery, camouflage, favored terrain, hide in plain sight, resist nature's lure, track, trackless step, venom immunity, and woodland stride. The animal companion gains the benefits of the selected class feature, using its Hit Dice as its level in its master's class for the purpose of this ability; the animal companion gains the benefits of the base class feature, even if the master alters the class feature via an archetype or other means, though the animal companion doesn't count as having the class feature for the purpose of fulfilling prerequisites. +Tenacious Hunter CATEGORY:FEAT TYPE:Animal PRECLASS:1,Companion=1 PRESKILL:2,Perception=3,Stealth=3 DESC:The animal is capable of quickly pinpointing hidden prey. SOURCEPAGE:p.219 BENEFIT:The animal companion gains a +2 bonus on Perception checks to oppose Stealth checks. When using Perception to pinpoint an invisible creature's location, this bonus increases to +10. In addition, whenever the animal companion successfully uses Perception to notice a creature using Stealth or to pinpoint an invisible creature's location, that foe is denied its Dexterity bonus to AC against the next attack the animal companion makes on or before the animal companion's next turn. + +##Support +CATEGORY=Special Ability|Samurai ~ Mount.MOD TYPE:Mount +CATEGORY=FEAT|Intimidating Prowess.MOD !PREABILITY:1,CATEGORY=FEAT,Ferocious Beast + +CATEGORY=FEAT|Bolstered Resilience.MOD TYPE:VerdantBloodRagerBloodline +CATEGORY=FEAT|Diehard.MOD TYPE:VerdantBloodRagerBloodline +CATEGORY=FEAT|Endurance.MOD TYPE:VerdantBloodRagerBloodline +CATEGORY=FEAT|Great Fortitude.MOD TYPE:VerdantBloodRagerBloodline +CATEGORY=FEAT|Power Attack.MOD TYPE:VerdantBloodRagerBloodline +CATEGORY=FEAT|Raging Vitality.MOD TYPE:VerdantBloodRagerBloodline +CATEGORY=FEAT|Toughness.MOD TYPE:VerdantBloodRagerBloodline diff --git a/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_kits.lst b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_kits.lst new file mode 100644 index 00000000000..5009ad8dd2d --- /dev/null +++ b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_kits.lst @@ -0,0 +1,37 @@ +# CVS $Revision: $ $Author: $ -- Fri Jun 30 20:50:52 2017 -- reformated by PCGen PrettyLST v6.06.00 +SOURCELONG:Ultimate Wilderness SOURCESHORT:UW SOURCEWEB:http://paizo.com/products/btpy9ujo SOURCEDATE:2017-11 + +### Starting Gold +STARTPACK:Classes Starting Gold ~ UW TYPE:Starting.Gold VISIBLE:QUALIFY APPLY:INSTANT PREMULT:2,[PREPCLEVEL:MIN=1,MAX=1],[PRECLASS:1,Shifter=1] +TEMPLATE:Starting Gold ~ UW + +STARTPACK:Starting Gold UW ~ Random VISIBLE:NO APPLY:INSTANT +FUNDS:gp QTY:10*roll("3d6") PRECLASS:1,Shifter=1 + +STARTPACK:Starting Gold UW ~ Maximum VISIBLE:NO APPLY:INSTANT +FUNDS:gp QTY:180 PRECLASS:1,Shifter=1 + +STARTPACK:Starting Gold UW ~ Average VISIBLE:NO APPLY:INSTANT +FUNDS:gp QTY:105 PRECLASS:1,Shifter=1 + +STARTPACK:Shifter's Kit TYPE:Adventuring Kit APPLY:INSTANT TOTALCOST:9 +GEAR:Backpack QTY:1 SIZE:PC LOCATION:Carried +GEAR:Blanket QTY:1 SIZE:PC LOCATION:Backpack +GEAR:Flint and Steel QTY:1 SIZE:PC LOCATION:Backpack +GEAR:Pot (Iron) QTY:1 SIZE:PC LOCATION:Backpack +GEAR:Mess Kit QTY:1 SIZE:PC LOCATION:Backpack +GEAR:Rope (Hemp/50 ft) QTY:1 SIZE:PC LOCATION:Backpack +GEAR:Torch QTY:10 SIZE:PC LOCATION:Backpack +GEAR:Rations (Trail/Per Day) QTY:5 SIZE:PC LOCATION:Backpack +GEAR:Waterskin QTY:1 SIZE:PC LOCATION:Backpack + +STARTPACK:Noble's Excursion Kit TYPE:Adventuring Kit APPLY:INSTANT TOTALCOST:371 +GEAR:Banner (Complex) QTY:1 SIZE:PC LOCATION:Carried +GEAR:Bedroll QTY:4 SIZE:PC LOCATION:Carried +GEAR:Blanket QTY:4 SIZE:PC LOCATION:Carried +GEAR:Cot QTY:2 SIZE:PC LOCATION:Carried +GEAR:Blanket (Winter) QTY:2 SIZE:PC LOCATION:Carried +GEAR:Coffee (Cup) QTY:10 SIZE:PC LOCATION:Carried +GEAR:Outfit (Royal) QTY:1 SIZE:PC LOCATION:Carried +GEAR:Tent (Large) QTY:2 SIZE:PC LOCATION:Carried +GEAR:Tent (Pavilion) QTY:1 SIZE:PC LOCATION:Carried diff --git a/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_kits_companion.lst b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_kits_companion.lst new file mode 100644 index 00000000000..cb80d82fb4b --- /dev/null +++ b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_kits_companion.lst @@ -0,0 +1,661 @@ +SOURCELONG:Ultimate Wilderness SOURCESHORT:UW SOURCEWEB:http://paizo.com/products/btpy9ujo SOURCEDATE:2017-11 + +#Animal Companions +STARTPACK:Companion ~ Anglerfish TYPE:Companion VISIBLE:NO SOURCEPAGE:p.178 +ALIGN:TN +STAT:STR=11|DEX=11|CON=10|INT=11|WIS=10|CHA=10 + + +STARTPACK:Companion ~ Archaeopteryx TYPE:Companion VISIBLE:NO SOURCEPAGE:p.178 +ALIGN:TN +STAT:STR=10|DEX=11|CON=10|INT=10|WIS=11|CHA=11 + + +STARTPACK:Companion ~ Armorfish TYPE:Companion VISIBLE:NO SOURCEPAGE:p.178 +ALIGN:TN +STAT:STR=11|DEX=11|CON=11|INT=11|WIS=10|CHA=10 + + +STARTPACK:Companion ~ Bustard TYPE:Companion VISIBLE:NO SOURCEPAGE:p.178 +ALIGN:TN +STAT:STR=11|DEX=10|CON=11|INT=10|WIS=11|CHA=11 + + +STARTPACK:Companion ~ Capybara TYPE:Companion VISIBLE:NO SOURCEPAGE:p.179 +ALIGN:TN +STAT:STR=10|DEX=11|CON=10|INT=10|WIS=11|CHA=11 + + +STARTPACK:Companion ~ Cattle TYPE:Companion VISIBLE:NO SOURCEPAGE:p.179 +ALIGN:TN +STAT:STR=10|DEX=10|CON=10|INT=10|WIS=11|CHA=10 + + +STARTPACK:Companion ~ Chimpanzee TYPE:Companion VISIBLE:NO SOURCEPAGE:p.179 +ALIGN:TN +STAT:STR=11|DEX=11|CON=10|INT=10|WIS=10|CHA=11 + + +STARTPACK:Companion ~ Eohippus TYPE:Companion VISIBLE:NO SOURCEPAGE:p.179 +ALIGN:TN +STAT:STR=11|DEX=11|CON=10|INT=10|WIS=11|CHA=10 + + +STARTPACK:Companion ~ Falcon TYPE:Companion VISIBLE:NO SOURCEPAGE:p.179 +ALIGN:TN +STAT:STR=10|DEX=11|CON=11|INT=10|WIS=11|CHA=10 + + +STARTPACK:Companion ~ Frilled Lizard (Giant) TYPE:Companion VISIBLE:NO SOURCEPAGE:p.179 +ALIGN:TN +STAT:STR=11|DEX=11|CON=11|INT=10|WIS=10|CHA=10 + + +STARTPACK:Companion ~ Grizzly Bear TYPE:Companion VISIBLE:NO SOURCEPAGE:p.179 +ALIGN:TN +STAT:STR=11|DEX=11|CON=11|INT=10|WIS=11|CHA=10 + + +STARTPACK:Companion ~ Hammerhead Shark TYPE:Companion VISIBLE:NO SOURCEPAGE:p.179 +ALIGN:TN +STAT:STR=11|DEX=10|CON=10|INT=11|WIS=11|CHA=10 + + +STARTPACK:Companion ~ Llama TYPE:Companion VISIBLE:NO SOURCEPAGE:p.180 +ALIGN:TN +STAT:STR=11|DEX=10|CON=10|INT=10|WIS=11|CHA=11 + + +STARTPACK:Companion ~ Marsupial Devil TYPE:Companion VISIBLE:NO SOURCEPAGE:p.180 +ALIGN:TN +STAT:STR=11|DEX=11|CON=10|INT=10|WIS=10|CHA=11 + + +STARTPACK:Companion ~ Marsupial Lion TYPE:Companion VISIBLE:NO SOURCEPAGE:p.180 +ALIGN:TN +STAT:STR=10|DEX=10|CON=11|INT=10|WIS=11|CHA=11 + + +STARTPACK:Companion ~ Mole (Giant) TYPE:Companion VISIBLE:NO SOURCEPAGE:p.180 +ALIGN:TN +STAT:STR=10|DEX=11|CON=11|INT=10|WIS=10|CHA=11 + + +STARTPACK:Companion ~ Moose TYPE:Companion VISIBLE:NO SOURCEPAGE:p.180 +ALIGN:TN +STAT:STR=10|DEX=11|CON=10|INT=10|WIS=11|CHA=11 + + +STARTPACK:Companion ~ Ornithomimosaur TYPE:Companion VISIBLE:NO SOURCEPAGE:p.180 +ALIGN:TN +STAT:STR=11|DEX=11|CON=10|INT=10|WIS=11|CHA=10 + + +STARTPACK:Companion ~ Owl (Giant) TYPE:Companion VISIBLE:NO SOURCEPAGE:p.181 +ALIGN:TN +STAT:STR=10|DEX=11|CON=11|INT=10|WIS=11|CHA=10 + + +STARTPACK:Companion ~ Panda TYPE:Companion VISIBLE:NO SOURCEPAGE:p.181 +ALIGN:TN +STAT:STR=11|DEX=10|CON=10|INT=10|WIS=11|CHA=11 + + +STARTPACK:Companion ~ Porcupine (Giant) TYPE:Companion VISIBLE:NO SOURCEPAGE:p.181 +ALIGN:TN +STAT:STR=10|DEX=10|CON=11|INT=10|WIS=11|CHA=11 + + +STARTPACK:Companion ~ Prionosuchus TYPE:Companion VISIBLE:NO SOURCEPAGE:p.181 +ALIGN:TN +STAT:STR=11|DEX=10|CON=11|INT=11|WIS=10|CHA=10 + + +STARTPACK:Companion ~ Reef Snake TYPE:Companion VISIBLE:NO SOURCEPAGE:p.181 +ALIGN:TN +STAT:STR=10|DEX=11|CON=10|INT=11|WIS=11|CHA=10 + + +STARTPACK:Companion ~ Reindeer TYPE:Companion VISIBLE:NO SOURCEPAGE:p.181 +ALIGN:TN +STAT:STR=11|DEX=10|CON=11|INT=10|WIS=10|CHA=11 + + +STARTPACK:Companion ~ Saber-Toothed Cat TYPE:Companion VISIBLE:NO SOURCEPAGE:p.181 +ALIGN:TN +STAT:STR=11|DEX=11|CON=11|INT=10|WIS=11|CHA=10 + + +STARTPACK:Companion ~ Salamander (Giant) TYPE:Companion VISIBLE:NO SOURCEPAGE:p.181 +ALIGN:TN +STAT:STR=11|DEX=10|CON=11|INT=11|WIS=10|CHA=10 + + +STARTPACK:Companion ~ Skunk (Giant) TYPE:Companion VISIBLE:NO SOURCEPAGE:p.181 +ALIGN:TN +STAT:STR=11|DEX=10|CON=11|INT=10|WIS=10|CHA=11 + + +STARTPACK:Companion ~ Spitting Cobra TYPE:Companion VISIBLE:NO SOURCEPAGE:p.182 +ALIGN:TN +STAT:STR=10|DEX=11|CON=11|INT=11|WIS=10|CHA=10 + + +STARTPACK:Companion ~ Squid (Giant) TYPE:Companion VISIBLE:NO SOURCEPAGE:p.182 +ALIGN:TN +STAT:STR=10|DEX=11|CON=13|INT=10|WIS=10|CHA=11 + + +STARTPACK:Companion ~ Wolfdog TYPE:Companion VISIBLE:NO SOURCEPAGE:p.182 +ALIGN:TN +STAT:STR=11|DEX=11|CON=11|INT=10|WIS=10|CHA=10 + + +STARTPACK:Companion ~ Yak TYPE:Companion VISIBLE:NO SOURCEPAGE:p.182 +ALIGN:TN +STAT:STR=10|DEX=10|CON=10|INT=10|WIS=10|CHA=11 + + +STARTPACK:Companion ~ Zebra TYPE:Companion VISIBLE:NO SOURCEPAGE:p.182 +ALIGN:TN +STAT:STR=10|DEX=11|CON=11|INT=10|WIS=10|CHA=10 + + +#Plant Companions +STARTPACK:Companion ~ Corpse-Eater Fungus TYPE:Companion VISIBLE:NO SOURCEPAGE:p.182 +ALIGN:TN +STAT:STR=10|DEX=11|CON=10|INT=11|WIS=11|CHA=10 + + +STARTPACK:Companion ~ Creeping Puffball TYPE:Companion VISIBLE:NO SOURCEPAGE:p.182 +ALIGN:TN +STAT:STR=10|DEX=11|CON=10|INT=11|WIS=10|CHA=11 + + +STARTPACK:Companion ~ Gulper Plant TYPE:Companion VISIBLE:NO SOURCEPAGE:p.183 +ALIGN:TN +STAT:STR=10|DEX=11|CON=10|INT=11|WIS=10|CHA=11 + + +STARTPACK:Companion ~ Hunting Cactus TYPE:Companion VISIBLE:NO SOURCEPAGE:p.183 +ALIGN:TN +STAT:STR=10|DEX=11|CON=11|INT=10|WIS=11|CHA=10 + + +STARTPACK:Companion ~ Rash Creeper TYPE:Companion VISIBLE:NO SOURCEPAGE:p.183 +ALIGN:TN +STAT:STR=10|DEX=11|CON=11|INT=11|WIS=11|CHA=10 + + +STARTPACK:Companion ~ Slithering Sundew TYPE:Companion VISIBLE:NO SOURCEPAGE:p.183 +ALIGN:TN +STAT:STR=10|DEX=11|CON=11|INT=11|WIS=10|CHA=10 + + +STARTPACK:Companion ~ Snapping Flytrap TYPE:Companion VISIBLE:NO SOURCEPAGE:p.183 +ALIGN:TN +STAT:STR=10|DEX=11|CON=10|INT=11|WIS=10|CHA=11 + + +STARTPACK:Companion ~ Sniper Cactus TYPE:Companion VISIBLE:NO SOURCEPAGE:p.184 +ALIGN:TN +STAT:STR=10|DEX=11|CON=10|INT=11|WIS=11|CHA=10 + + +#Vermin Companions +STARTPACK:Companion ~ Assassin Bug (Giant) TYPE:Companion VISIBLE:NO SOURCEPAGE:p.184 +ALIGN:TN +STAT:STR=11|DEX=11|CON=11|INT=10|WIS=10|CHA=10 + + +STARTPACK:Companion ~ Caterpillar (Giant) TYPE:Companion VISIBLE:NO SOURCEPAGE:p.184 +ALIGN:TN +STAT:STR=10|DEX=11|CON=11|INT=10|WIS=11|CHA=10 + + +STARTPACK:Companion ~ Cockroach (Giant) TYPE:Companion VISIBLE:NO SOURCEPAGE:p.184 +ALIGN:TN +STAT:STR=11|DEX=10|CON=11|INT=10|WIS=11|CHA=10 + + +STARTPACK:Companion ~ Dragonfly (Giant) TYPE:Companion VISIBLE:NO SOURCEPAGE:p.184 +ALIGN:TN +STAT:STR=11|DEX=11|CON=10|INT=10|WIS=10|CHA=11 + + +STARTPACK:Companion ~ Eurypterid TYPE:Companion VISIBLE:NO SOURCEPAGE:p.184 +ALIGN:TN +STAT:STR=10|DEX=11|CON=10|INT=10|WIS=11|CHA=10 + + +STARTPACK:Companion ~ Locust (Giant) TYPE:Companion VISIBLE:NO SOURCEPAGE:p.185 +ALIGN:TN +STAT:STR=10|DEX=11|CON=11|INT=10|WIS=10|CHA=11 + + +STARTPACK:Companion ~ Mantis Shrimp (Giant) TYPE:Companion VISIBLE:NO SOURCEPAGE:p.185 +ALIGN:TN +STAT:STR=10|DEX=11|CON=10|INT=10|WIS=11|CHA=10 + + +STARTPACK:Companion ~ Mosquito (Giant) TYPE:Companion VISIBLE:NO SOURCEPAGE:p.185 +ALIGN:TN +STAT:STR=10|DEX=11|CON=11|INT=10|WIS=11|CHA=10 + + +STARTPACK:Companion ~ Solifugid (Giant) TYPE:Companion VISIBLE:NO SOURCEPAGE:p.185 +ALIGN:TN +STAT:STR=10|DEX=11|CON=11|INT=10|WIS=11|CHA=10 + + +STARTPACK:Companion ~ Spider (Web Tyrant) TYPE:Companion VISIBLE:NO SOURCEPAGE:p.185 +ALIGN:TN +STAT:STR=10|DEX=11|CON=10|INT=10|WIS=10|CHA=10 + + +STARTPACK:Companion ~ Termite (Giant) TYPE:Companion VISIBLE:NO SOURCEPAGE:p.185 +ALIGN:TN +STAT:STR=10|DEX=11|CON=10|INT=10|WIS=10|CHA=11 + + +STARTPACK:Companion ~ Whiptail Centipede (Giant) TYPE:Companion VISIBLE:NO SOURCEPAGE:p.185 +ALIGN:TN +STAT:STR=11|DEX=11|CON=11|INT=10|WIS=10|CHA=10 + + +#Familiars +STARTPACK:Familiar ~ Arctic Fox TYPE:Familiar VISIBLE:NO SOURCEPAGE:190 +ALIGN:TN +STAT:DEX=11|STR=11|CON=11|INT=10|WIS=10|CHA=10 +SKILL:Perception RANK:1 +ABILITY:CATEGORY=FEAT|Skill Focus (Perception) + + +STARTPACK:Familiar ~ Arctic Hare TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.191 +ALIGN:TN +STAT:STR=11|DEX=10|CON=11|INT=10|WIS=10|CHA=11 +SKILL:Stealth RANK:1 +ABILITY:CATEGORY=FEAT|Run + + +STARTPACK:Familiar ~ Arctic Tern TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.192 +ALIGN:TN +STAT:STR=10|DEX=11|CON=11|INT=10|WIS=10|CHA=11 +SKILL:Perception RANK:1 +ABILITY:CATEGORY=FEAT|Skill Focus (Fly) + + +STARTPACK:Familiar ~ Armadillo TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.192 +ALIGN:TN +STAT:STR=10|DEX=11|CON=11|INT=10|WIS=10|CHA=11 +SKILL:Perception RANK:1 +ABILITY:CATEGORY=FEAT|Skill Focus (Perception) + + +STARTPACK:Familiar ~ Butterfly TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.192 +ALIGN:TN +STAT:STR=11|DEX=11|CON=10|INT=10|WIS=10|CHA=11 + + +STARTPACK:Familiar ~ Chicken TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.192 +ALIGN:TN +STAT:STR=11|DEX=11|CON=10|INT=10|WIS=10|CHA=11 +SKILL:Perception RANK:1 +ABILITY:CATEGORY=FEAT|Improved Initiative + + +STARTPACK:Familiar ~ Cockroach TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.193 +ALIGN:TN +STAT:STR=11|DEX=11|CON=10|INT=10|WIS=11|CHA=10 + + +STARTPACK:Familiar ~ Creeper Ivy TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.194 +ALIGN:TN +STAT:STR=11|DEX=10|CON=10|INT=10|WIS=10|CHA=11 + + +STARTPACK:Familiar ~ Dodo TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.194 +ALIGN:TN +STAT:STR=11|DEX=11|CON=10|INT=10|WIS=11|CHA=10 +SKILL:Perception RANK:1 +ABILITY:CATEGORY=FEAT|Weapon Focus (bite) + + +STARTPACK:Familiar ~ Dolphin (Popoto) TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.194 +ALIGN:TN +STAT:STR=10|DEX=11|CON=11|INT=10|WIS=11|CHA=10 +SKILL:Perception RANK:1 +ABILITY:CATEGORY=FEAT|Weapon Finesse + + +STARTPACK:Familiar ~ Dwarf Caiman TYPE:Familiar VISIBLE:NO SOURCEPAGE:190 +ALIGN:TN +STAT:STR=10|DEX=11|CON=11|INT=11|WIS=11|CHA=10 +SKILL:Stealth RANK:1 +ABILITY:CATEGORY=FEAT|Skill Focus (Stealth) + + +STARTPACK:Familiar ~ Dweomer Cap TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.195 +ALIGN:TN +STAT:STR=11|DEX=10|CON=10|INT=11|WIS=10|CHA=10 + + +STARTPACK:Familiar ~ Ermine TYPE:Companion VISIBLE:NO SOURCEPAGE:190 +ALIGN:TN +STAT:STR=11|DEX=11|CON=10|INT=10|WIS=10|CHA=11 +SKILL:Escape Artist RANK:1 +ABILITY:CATEGORY=FEAT|Weapon Finesse + + +STARTPACK:Familiar ~ Fire Salamander TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.196 +ALIGN:TN +STAT:STR=10|DEX=10|CON=10|INT=11|WIS=10|CHA=10 +SKILL:Stealth RANK:1 +ABILITY:CATEGORY=FEAT|Weapon Finesse + + +STARTPACK:Familiar ~ Flowering Lattice TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.196 +ALIGN:TN +STAT:STR=11|DEX=11|CON=11|INT=10|WIS=10|CHA=10 + + +STARTPACK:Familiar ~ Horned Lizard TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.197 +ALIGN:TN +STAT:STR=11|DEX=10|CON=10|INT=11|WIS=10|CHA=11 +SKILL:Stealth RANK:1 +ABILITY:CATEGORY=FEAT|Run + + +STARTPACK:Familiar ~ Ioun Wyrd TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.197 +ALIGN:TN +STAT:STR=10|DEX=11|CON=10|INT=11|WIS=10|CHA=11 +SKILL:Fly RANK:1 +ABILITY:CATEGORY=FEAT|Dodge + + +STARTPACK:Familiar ~ Isopod (Giant) TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.198 +ALIGN:TN +STAT:STR=11|DEX=11|CON=10|INT=10|WIS=10|CHA=10 + + +STARTPACK:Familiar ~ Jerboa TYPE:Familiar VISIBLE:NO SOURCEPAGE:198 +ALIGN:TN +STAT:STR=11|DEX=10|CON=10|INT=11|WIS=11|CHA=11 +SKILL:Acrobatics RANK:1 +ABILITY:CATEGORY=FEAT|Improved Initiative + + +STARTPACK:Familiar ~ Kakapo TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.198 +ALIGN:TN +STAT:STR=11|DEX=11|CON=10|INT=11|WIS=10|CHA=10 +SKILL:Perception RANK:1 +ABILITY:CATEGORY=FEAT|Lightning Reflexes + + +STARTPACK:Familiar ~ Koala TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.199 +ALIGN:TN +STAT:STR=10|DEX=11|CON=10|INT=11|WIS=11|CHA=10 +SKILL:Perception RANK:1 +ABILITY:CATEGORY=FEAT|Great Fortitude + + +STARTPACK:Familiar ~ Lamprey TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.199 +ALIGN:TN +STAT:STR=10|DEX=10|CON=10|INT=11|WIS=10|CHA=10 +SKILL:Stealth RANK:1 +ABILITY:CATEGORY=FEAT|Weapon Finesse + + +STARTPACK:Familiar ~ Lemming TYPE:Familiar VISIBLE:NO SOURCEPAGE:200 +STAT:STR=11|DEX=10|CON=10|INT=10|WIS=11|CHA=10 +ALIGN:TN +SKILL:Stealth RANK:1 +ABILITY:CATEGORY=FEAT|Great Fortitude + + +STARTPACK:Familiar ~ Leopard Slug TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.200 +ALIGN:TN +STAT:STR=11|DEX=10|CON=10|INT=10|WIS=11|CHA=11 + + +STARTPACK:Familiar ~ Margay TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.193 +ALIGN:TN +STAT:STR=10|DEX=10|CON=10|INT=10|WIS=11|CHA=11 +SKILL:Climb RANK:1 +ABILITY:CATEGORY=FEAT|Skill Focus (Climb) + + +STARTPACK:Familiar ~ Marine Iguana TYPE:Familiar VISIBLE:NO SOURCEPAGE:190 +ALIGN:TN +STAT:STR=10|DEX=11|CON=11|INT=11|WIS=11|CHA=10 +SKILL:Stealth RANK:1 +ABILITY:CATEGORY=FEAT|Skill Focus (Stealth) + + +STARTPACK:Familiar ~ Meerkat TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.200 +ALIGN:TN +STAT:STR=11|DEX=10|CON=11|INT=10|WIS=11|CHA=11 +SKILL:Stealth RANK:1 +ABILITY:CATEGORY=FEAT|Weapon Finesse + + +STARTPACK:Familiar ~ Mole TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.201 +ALIGN:TN +STAT:STR=10|DEX=11|CON=10|INT=10|WIS=10|CHA=11 +SKILL:Stealth RANK:1 +ABILITY:CATEGORY=FEAT|Skill Focus (Stealth) + + +STARTPACK:Familiar ~ Mongoose TYPE:Companion VISIBLE:NO SOURCEPAGE:190 +ALIGN:TN +STAT:STR=11|DEX=11|CON=10|WIS=10|INT=10|CHA=11 +SKILL:Escape Artist RANK:1 +ABILITY:CATEGORY=FEAT|Weapon Finesse + + +STARTPACK:Familiar ~ Moth TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.192 +ALIGN:TN +STAT:STR=11|DEX=11|CON=10|INT=10|WIS=10|CHA=11 + + +STARTPACK:Familiar ~ Osprey TYPE:Companion VISIBLE:NO SOURCEPAGE:190 +ALIGN:TN +STAT:DEX=11|STR=10|CON=11|INT=10|WIS=10|CHA=11 +SKILL:Perception RANK:1 +ABILITY:CATEGORY=FEAT|Weapon Finesse + + +STARTPACK:Familiar ~ Parrot TYPE:Familiar VISIBLE:NO SOURCEPAGE:190 +ALIGN:TN +STAT:DEX=11|STR=10|CON=10|INT=10|WIS=11|CHA=11 +SKILL:Perception RANK:1 +ABILITY:CATEGORY=FEAT|Weapon Finesse + + +STARTPACK:Familiar ~ Peafowl TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.201 +ALIGN:TN +STAT:STR=11|DEX=10|CON=10|INT=10|WIS=10|CHA=11 +SKILL:Fly RANK:1 +ABILITY:CATEGORY=FEAT|Weapon Finesse + + +STARTPACK:Familiar ~ Penguin TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.201 +ALIGN:TN +STAT:STR=11|DEX=10|CON=11|INT=10|WIS=10|CHA=11 +SKILL:Perception RANK:1 +ABILITY:CATEGORY=FEAT|Skill Focus (Perception) + + +STARTPACK:Familiar ~ Petrifern TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.202 +ALIGN:TN +STAT:STR=10|DEX=11|CON=11|INT=10|WIS=10|CHA=11 + + +STARTPACK:Familiar ~ Platypus TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.203 +ALIGN:TN +STAT:STR=10|DEX=10|CON=10|INT=10|WIS=11|CHA=11 +SKILL:Swim RANK:1 +ABILITY:CATEGORY=FEAT|Weapon Finesse + + +STARTPACK:Familiar ~ Ptarmigan TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.203 +ALIGN:TN +STAT:STR=10|DEX=10|CON=11|INT=10|WIS=10|CHA=11 +SKILL:Stealth RANK:1 +ABILITY:CATEGORY=FEAT|Weapon Finesse + + +STARTPACK:Familiar ~ Pufferfish TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.203 +ALIGN:TN +STAT:STR=10|DEX=10|CON=11|INT=11|WIS=10|CHA=11 +SKILL:Perception RANK:1 +ABILITY:CATEGORY=FEAT|Improved Initiative + + +STARTPACK:Familiar ~ Puffin TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.204 +ALIGN:TN +STAT:STR=11|DEX=11|CON=10|INT=10|WIS=11|CHA=10 +SKILL:Swim RANK:1 +ABILITY:CATEGORY=FEAT|Skill Focus (Swim) + + +STARTPACK:Familiar ~ Rabbit TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.204 +ALIGN:TN +STAT:STR=11|DEX=10|CON=11|INT=10|WIS=10|CHA=11 +SKILL:Stealth RANK:1 +ABILITY:CATEGORY=FEAT|Run + + +STARTPACK:Familiar ~ Ravenous Tumbleweed TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.205 +ALIGN:TN +STAT:STR=10|DEX=11|CON=10|INT=10|WIS=11|CHA=10 + + +STARTPACK:Familiar ~ Razor Fern TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.205 +ALIGN:TN +STAT:STR=11|DEX=11|CON=11|INT=10|WIS=10|CHA=10 + + +STARTPACK:Familiar ~ Rhamphorhynchus TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.204 +ALIGN:TN +STAT:STR=10|DEX=11|CON=11|INT=10|WIS=10|CHA=11 +SKILL:Perception RANK:1 +ABILITY:CATEGORY=FEAT|Lightning Reflexes + + +STARTPACK:Familiar ~ Sawleg Locust TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.205 +ALIGN:TN +STAT:STR=10|DEX=11|CON=11|INT=10|WIS=10|CHA=11 + + +STARTPACK:Familiar ~ Sea Krait TYPE:Familiar VISIBLE:NO SOURCEPAGE:190 +ALIGN:TN +STAT:STR=10|DEX=11|CON=10|INT=10|WIS=11|CHA=10 +SKILL:Perception RANK:1 +ABILITY:CATEGORY=FEAT|Weapon Finesse + + +STARTPACK:Familiar ~ Seal TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.206 +ALIGN:TN +STAT:STR=10|DEX=11|CON=11|INT=10|WIS=11|CHA=10 +SKILL:Swim RANK:1 +ABILITY:CATEGORY=FEAT|Skill Focus (Swim) + + +STARTPACK:Familiar ~ Shimmerwing Dragonfly TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.206 +ALIGN:TN +STAT:STR=10|DEX=10|CON=10|INT=10|WIS=10|CHA=11 + + +STARTPACK:Familiar ~ Skunk TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.191 +ALIGN:TN +STAT:STR=11|DEX=11|CON=11|INT=10|WIS=10|CHA=10 +SKILL:Perception RANK:1 +ABILITY:CATEGORY=FEAT|Weapon Finesse + + +STARTPACK:Familiar ~ Snail Kite TYPE:Companion VISIBLE:NO SOURCEPAGE:190 +ALIGN:TN +STAT:DEX=11|STR=10|CON=11|INT=10|WIS=10|CHA=11 +SKILL:Perception RANK:1 +ABILITY:CATEGORY=FEAT|Weapon Finesse + + +STARTPACK:Familiar ~ Spiny Starfish TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.206 +ALIGN:TN +STAT:STR=10|DEX=11|CON=10|INT=10|WIS=11|CHA=11 + + +STARTPACK:Familiar ~ Squirrel TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.207 +ALIGN:TN +STAT:STR=10|DEX=11|CON=11|INT=10|WIS=10|CHA=11 +SKILL:Acrobatics RANK:1 +ABILITY:CATEGORY=FEAT|Weapon Finesse + + +STARTPACK:Familiar ~ Suture Vine TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.207 +ALIGN:TN +STAT:STR=11|DEX=10|CON=10|INT=10|WIS=11|CHA=11 + + +STARTPACK:Familiar ~ Tardigrade (Giant) TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.208 +ALIGN:TN +STAT:STR=10|DEX=10|CON=11|INT=10|WIS=10|CHA=10 + + +STARTPACK:Familiar ~ Tarsier TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.208 +ALIGN:TN +STAT:STR=11|DEX=10|CON=10|INT=10|WIS=11|CHA=11 +SKILL:Stealth RANK:1 +ABILITY:CATEGORY=FEAT|Weapon Finesse + + +STARTPACK:Familiar ~ Toucan TYPE:Familiar VISIBLE:NO SOURCEPAGE:190 +ALIGN:TN +STAT:DEX=11|STR=10|CON=10|INT=10|WIS=11|CHA=11 +SKILL:Perception RANK:1 +ABILITY:CATEGORY=FEAT|Weapon Finesse + + +STARTPACK:Familiar ~ Vampire Squid TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.208 +ALIGN:TN +STAT:STR=10|DEX=11|CON=10|INT=10|WIS=11|CHA=11 +SKILL:Stealth RANK:1 +ABILITY:CATEGORY=FEAT|Lightning Reflexes + + +STARTPACK:Familiar ~ Wallaby TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.209 +ALIGN:TN +STAT:STR=10|DEX=10|CON=11|INT=10|WIS=10|CHA=10 +SKILL:Perception RANK:1 +ABILITY:CATEGORY=FEAT|Skill Focus (Acrobatics) + +##Leshy Companions +STARTPACK:Familiar ~ Fungus Leshy TYPE:Familiar VISIBLE:NO SOURCEPAGE:B3 p.177 +ALIGN:TN +STAT:STR=10|DEX=11|CON=10|INT=11|WIS=10|CHA=11 +SKILL:Stealth RANK:1 +SKILL:Survival RANK:1 +ABILITY:CATEGORY=FEAT|Blind-Fight + + +STARTPACK:Familiar ~ Gourd Leshy TYPE:Familiar VISIBLE:NO SOURCEPAGE:B3 p.178 +ALIGN:TN +STAT:STR=10|DEX=11|CON=10|INT=10|WIS=11|CHA=11 +SKILL:Perception RANK:1 +ABILITY:CATEGORY=FEAT|Toughness + +STARTPACK:Familiar ~ Leaf Leshy TYPE:Familiar VISIBLE:NO SOURCEPAGE:B3 p.179 +ALIGN:TN +STAT:STR=10|DEX=11|CON=10|INT=11|WIS=10|CHA=11 +SKILL:Fly RANK:1 +ABILITY:CATEGORY=FEAT|Weapon Finesse + +STARTPACK:Familiar ~ Seaweed Leshy TYPE:Familiar VISIBLE:NO SOURCEPAGE:B3 p.180 +ALIGN:TN +STAT:STR=10|DEX=11|CON=10|INT=11|WIS=11|CHA=10 +SKILL:Perception RANK:2 +SKILL:Stealth RANK:1 +SKILL:Survival RANK:1 +ABILITY:CATEGORY=FEAT|Ability Focus (Water Jet) +ABILITY:CATEGORY=FEAT|Toughness diff --git a/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_kits_race.lst b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_kits_race.lst new file mode 100644 index 00000000000..c6a50f38886 --- /dev/null +++ b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_kits_race.lst @@ -0,0 +1,472 @@ +SOURCELONG:Ultimate Wilderness SOURCESHORT:UW SOURCEWEB:http://paizo.com/products/btpy9ujo SOURCEDATE:2017-11 + +STARTPACK:Arctic Fox Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Arctic Fox],[!PRERACE:1,%] SOURCEPAGE:p.190 +ALIGN:TN +RACE:Arctic Fox !PRERACE:1,% +NAME:Arctic Fox +STAT:DEX=11|STR=11|CON=11|INT=10|WIS=10|CHA=10 +SKILL:Perception RANK:1 +ABILITY:CATEGORY=FEAT|Skill Focus (Perception) + + +STARTPACK:Arctic Hare Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Arctic Hare],[!PRERACE:1,%] SOURCEPAGE:p.191 +ALIGN:TN +RACE:Arctic Hare !PRERACE:1,% +NAME:Arctic Hare +STAT:STR=11|DEX=10|CON=11|INT=10|WIS=10|CHA=11 +SKILL:Stealth RANK:1 +ABILITY:CATEGORY=FEAT|Run + + +STARTPACK:Arctic Tern Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Arctic Tern],[!PRERACE:1,%] SOURCEPAGE:p.192 +ALIGN:TN +RACE:Arctic Tern !PRERACE:1,% +NAME:Arctic Tern +STAT:STR=10|DEX=11|CON=11|INT=10|WIS=10|CHA=11 +SKILL:Perception RANK:1 +ABILITY:CATEGORY=FEAT|Skill Focus (Fly) + + +STARTPACK:Armadillo Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Armadillo],[!PRERACE:1,%] SOURCEPAGE:p.192 +ALIGN:TN +RACE:Armadillo !PRERACE:1,% +NAME:Armadillo +STAT:STR=10|DEX=11|CON=11|INT=10|WIS=10|CHA=11 +SKILL:Perception RANK:1 +ABILITY:CATEGORY=FEAT|Skill Focus (Perception) + + +STARTPACK:Butterfly Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Butterfly],[!PRERACE:1,%] SOURCEPAGE:p.192 +ALIGN:TN +RACE:Butterfly !PRERACE:1,% +NAME:Butterfly +STAT:STR=11|DEX=11|CON=10|INT=10|WIS=10|CHA=11 + + +STARTPACK:Cat (Margay) Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Cat (Margay)],[!PRERACE:1,%] SOURCEPAGE:p.193 +ALIGN:TN +RACE:Cat (Margay) !PRERACE:1,% +NAME:Margay +STAT:STR=10|DEX=10|CON=10|INT=10|WIS=11|CHA=11 +SKILL:Climb RANK:1 +ABILITY:CATEGORY=FEAT|Skill Focus (Climb) + + +STARTPACK:Chicken Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Chicken],[!PRERACE:1,%] SOURCEPAGE:p.192 +ALIGN:TN +RACE:Chicken !PRERACE:1,% +NAME:Chicken +STAT:STR=11|DEX=11|CON=10|INT=10|WIS=10|CHA=11 +SKILL:Perception RANK:1 +ABILITY:CATEGORY=FEAT|Improved Initiative + + +STARTPACK:Cockroach Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Cockroach],[!PRERACE:1,%] SOURCEPAGE:p.193 +ALIGN:TN +RACE:Cockroach !PRERACE:1,% +NAME:Cockroach +STAT:STR=11|DEX=11|CON=10|INT=10|WIS=11|CHA=10 + + +STARTPACK:Creeper Ivy Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Creeper Ivy],[!PRERACE:1,%] SOURCEPAGE:p.194 +ALIGN:TN +RACE:Creeper Ivy !PRERACE:1,% +NAME:Creeper Ivy +STAT:STR=11|DEX=10|CON=10|INT=10|WIS=10|CHA=11 + + +STARTPACK:Dodo Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Dodo],[!PRERACE:1,%] SOURCEPAGE:p.194 +ALIGN:TN +RACE:Dodo !PRERACE:1,% +NAME:Dodo +STAT:STR=11|DEX=11|CON=10|INT=10|WIS=11|CHA=10 +SKILL:Perception RANK:1 +ABILITY:CATEGORY=FEAT|Weapon Focus (bite) + + +STARTPACK:Dolphin (Popoto) Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Dolphin (Popoto)],[!PRERACE:1,%] SOURCEPAGE:p.194 +ALIGN:TN +RACE:Dolphin (Popoto) !PRERACE:1,% +NAME:Popoto Dolphin +STAT:STR=10|DEX=11|CON=11|INT=10|WIS=11|CHA=10 +SKILL:Perception RANK:1 +ABILITY:CATEGORY=FEAT|Weapon Finesse + + +STARTPACK:Dragonfly (Shimmerwing) Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Dragonfly (Shimmerwing)],[!PRERACE:1,%] SOURCEPAGE:p.206 +ALIGN:TN +RACE:Dragonfly (Shimmerwing) !PRERACE:1,% +NAME:Shimmerwing Dragonfly +STAT:STR=10|DEX=10|CON=10|INT=10|WIS=10|CHA=11 + + +STARTPACK:Dwarf Caiman Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Dwarf Caiman],[!PRERACE:1,%] SOURCEPAGE:p.195 +ALIGN:TN +RACE:Dwarf Caiman !PRERACE:1,% +NAME:Dwarf Caiman +STAT:STR=10|DEX=11|CON=11|INT=11|WIS=11|CHA=10 +SKILL:Stealth RANK:1 +ABILITY:CATEGORY=FEAT|Skill Focus (Stealth) + + +STARTPACK:Dweomer Cap Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Dweomer Cap],[!PRERACE:1,%] SOURCEPAGE:p.195 +ALIGN:TN +RACE:Dweomer Cap !PRERACE:1,% +NAME:Dweomer Cap +STAT:STR=11|DEX=10|CON=10|INT=11|WIS=10|CHA=10 + + +STARTPACK:Ermine Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Ermine],[!PRERACE:1,%] SOURCEPAGE:p.190 +ALIGN:TN +RACE:Ermine !PRERACE:1,% +NAME:Ermine:STR=11|DEX=11|CON=10|INT=10|WIS=10|CHA=11 +SKILL:Escape Artist RANK:1 +ABILITY:CATEGORY=FEAT|Weapon Finesse + + +STARTPACK:Fire Salamander Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Fire Salamander],[!PRERACE:1,%] SOURCEPAGE:p.196 +ALIGN:TN +RACE:Fire Salamander !PRERACE:1,% +NAME:Fire Salamander +STAT:STR=10|DEX=10|CON=10|INT=11|WIS=10|CHA=10 +SKILL:Stealth RANK:1 +ABILITY:CATEGORY=FEAT|Weapon Finesse + + +STARTPACK:Flowering Lattice Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Flowering Lattice],[!PRERACE:1,%] SOURCEPAGE:p.196 +ALIGN:TN +RACE:Flowering Lattice !PRERACE:1,% +NAME:Flowering Lattice +STAT:STR=11|DEX=11|CON=11|INT=10|WIS=10|CHA=10 + + +STARTPACK:Ioun Wyrd Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Ioun Wyrd],[!PRERACE:1,%] SOURCEPAGE:p.197 +ALIGN:TN +RACE:Ioun Wyrd !PRERACE:1,% +NAME:Ioun Wyrd +STAT:STR=10|DEX=11|CON=10|INT=11|WIS=10|CHA=11 +SKILL:Fly RANK:1 +ABILITY:CATEGORY=FEAT|Dodge + + +STARTPACK:Isopod (Giant) Default TYPE:Default Monster.Vermin VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[!PRERACE:1,%],[PRERACE:1,Isopod (Giant)] SOURCEPAGE:p.198 +RACE:Isopod (Giant) !PRERACE:1,% +NAME:Giant Isopod +ALIGN:TN +STAT:STR=11|DEX=11|CON=10|INT=10|WIS=10|CHA=10 + + +STARTPACK:Jerboa Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Jerboa],[!PRERACE:1,%] SOURCEPAGE:p.198 +ALIGN:TN +RACE:Jerboa !PRERACE:1,% +NAME:Jerboa +STAT:STR=11|DEX=10|CON=10|INT=11|WIS=11|CHA=11 +SKILL:Acrobatics RANK:1 +ABILITY:CATEGORY=FEAT|Improved Initiative + + +STARTPACK:Kakapo Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Kakapo],[!PRERACE:1,%] SOURCEPAGE:p.198 +ALIGN:TN +RACE:Kakapo !PRERACE:1,% +NAME:Kakapo +STAT:STR=11|DEX=11|CON=10|INT=11|WIS=10|CHA=10 +SKILL:Perception RANK:1 +ABILITY:CATEGORY=FEAT|Lightning Reflexes + + +STARTPACK:Koala Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Koala],[!PRERACE:1,%] SOURCEPAGE:p.199 +ALIGN:TN +RACE:Koala !PRERACE:1,% +NAME:Koala +STAT:STR=10|DEX=11|CON=10|INT=11|WIS=11|CHA=10 +SKILL:Perception RANK:1 +ABILITY:CATEGORY=FEAT|Great Fortitude + + +STARTPACK:Lamprey Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Lamprey],[!PRERACE:1,%] SOURCEPAGE:p.199 +ALIGN:TN +RACE:Lamprey !PRERACE:1,% +NAME:Lamprey +STAT:STR=10|DEX=10|CON=10|INT=11|WIS=10|CHA=10 +SKILL:Stealth RANK:1 +ABILITY:CATEGORY=FEAT|Weapon Finesse + + +STARTPACK:Lemming Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Lemming],[!PRERACE:1,%] SOURCEPAGE:p.200 +ALIGN:TN +RACE:Lemming !PRERACE:1,% +NAME:Lemming +STAT:STR=11|DEX=10|CON=10|INT=10|WIS=11|CHA=10 +SKILL:Stealth RANK:1 +ABILITY:CATEGORY=FEAT|Great Fortitude + + +STARTPACK:Lizard (Horned) Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Lizard (Horned)],[!PRERACE:1,%] SOURCEPAGE:p.197 +ALIGN:TN +RACE:Lizard (Horned) !PRERACE:1,% +NAME:Horned Lizard +STAT:STR=11|DEX=10|CON=10|INT=11|WIS=10|CHA=11 +SKILL:Stealth RANK:1 +ABILITY:CATEGORY=FEAT|Run + + +STARTPACK:Locust (Sawleg) Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Locust (Sawleg)],[!PRERACE:1,%] SOURCEPAGE:p.205 +ALIGN:TN +RACE:Locust (Sawleg) !PRERACE:1,% +NAME:Sawleg Locust +STAT:STR=10|DEX=11|CON=11|INT=10|WIS=10|CHA=11 + + +STARTPACK:Marine Iguana Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Marine Iguana],[!PRERACE:1,%] SOURCEPAGE:p.190 +ALIGN:TN +RACE:Marine Iguana !PRERACE:1,% +NAME:Marine Iguana +STAT:STR=10|DEX=11|CON=11|INT=11|WIS=11|CHA=10 +SKILL:Stealth RANK:1 +ABILITY:CATEGORY=FEAT|Skill Focus (Stealth) + + +STARTPACK:Meerkat Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Meerkat],[!PRERACE:1,%] SOURCEPAGE:p.200 +ALIGN:TN +RACE:Meerkat !PRERACE:1,% +NAME:Meerkat +STAT:STR=11|DEX=10|CON=11|INT=10|WIS=11|CHA=11 +SKILL:Stealth RANK:1 +ABILITY:CATEGORY=FEAT|Weapon Finesse + + +STARTPACK:Mole Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Mole],[!PRERACE:1,%] SOURCEPAGE:p.201 +ALIGN:TN +RACE:Mole !PRERACE:1,% +NAME:Mole +STAT:STR=10|DEX=11|CON=10|INT=10|WIS=10|CHA=11 +SKILL:Stealth RANK:1 +ABILITY:CATEGORY=FEAT|Skill Focus (Stealth) + + +STARTPACK:Mongoose Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Mongoose],[!PRERACE:1,%] SOURCEPAGE:p.190 +ALIGN:TN +RACE:Mongoose !PRERACE:1,% +NAME:Mongoose +STAT:STR=11|DEX=11|CON=10|INT=10|WIS=10|CHA=11 +SKILL:Escape Artist RANK:1 +ABILITY:CATEGORY=FEAT|Weapon Finesse + + +STARTPACK:Moth Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Moth],[!PRERACE:1,%] SOURCEPAGE:p.192 +ALIGN:TN +RACE:Moth !PRERACE:1,% +NAME:Moth +STAT:STR=11|DEX=11|CON=10|INT=10|WIS=10|CHA=11 + + +STARTPACK:Osprey Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Osprey],[!PRERACE:1,%] SOURCEPAGE:p.190 +ALIGN:TN +RACE:Osprey !PRERACE:1,% +NAME:Osprey +STAT:DEX=11|STR=10|CON=11|INT=10|WIS=10|CHA=11 +SKILL:Perception RANK:1 +ABILITY:CATEGORY=FEAT|Weapon Finesse + + +STARTPACK:Parrot Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Parrot],[!PRERACE:1,%] SOURCEPAGE:p.190 +ALIGN:TN +RACE:Parrot !PRERACE:1,% +NAME:Parrot +STAT:DEX=11|STR=10|CON=10|INT=10|WIS=11|CHA=11 +SKILL:Perception RANK:1 +ABILITY:CATEGORY=FEAT|Weapon Finesse + + +STARTPACK:Peafowl Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Peafowl],[!PRERACE:1,%] SOURCEPAGE:p.201 +ALIGN:TN +RACE:Peafowl !PRERACE:1,% +NAME:Peafowl +STAT:STR=11|DEX=10|CON=10|INT=10|WIS=10|CHA=11 +SKILL:Fly RANK:1 +ABILITY:CATEGORY=FEAT|Weapon Finesse + + +STARTPACK:Penguin Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Penguin],[!PRERACE:1,%] SOURCEPAGE:p.201 +ALIGN:TN +RACE:Penguin !PRERACE:1,% +NAME:Penguin +STAT:STR=11|DEX=10|CON=11|INT=10|WIS=10|CHA=11 +SKILL:Perception RANK:1 +ABILITY:CATEGORY=FEAT|Skill Focus (Perception) + + +STARTPACK:Petrifern Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Petrifern],[!PRERACE:1,%] SOURCEPAGE:p.202 +ALIGN:TN +RACE:Petrifern !PRERACE:1,% +NAME:Petrifern +STAT:STR=10|DEX=11|CON=11|INT=10|WIS=10|CHA=11 + + +STARTPACK:Platypus Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Platypus],[!PRERACE:1,%] SOURCEPAGE:p.203 +ALIGN:TN +RACE:Platypus !PRERACE:1,% +NAME:Platypus +STAT:STR=10|DEX=10|CON=10|INT=10|WIS=11|CHA=11 +SKILL:Swim RANK:1 +ABILITY:CATEGORY=FEAT|Weapon Finesse + + +STARTPACK:Ptarmigan Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Ptarmigan],[!PRERACE:1,%] SOURCEPAGE:p.203 +ALIGN:TN +RACE:Ptarmigan !PRERACE:1,% +NAME:Ptarmigan +STAT:STR=10|DEX=10|CON=11|INT=10|WIS=10|CHA=11 +SKILL:Stealth RANK:1 +ABILITY:CATEGORY=FEAT|Weapon Finesse + + +STARTPACK:Pufferfish Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Pufferfish],[!PRERACE:1,%] SOURCEPAGE:p.203 +ALIGN:TN +RACE:Pufferfish !PRERACE:1,% +NAME:Pufferfish +STAT:STR=10|DEX=10|CON=11|INT=11|WIS=10|CHA=11 +SKILL:Perception RANK:1 +ABILITY:CATEGORY=FEAT|Improved Initiative + + +STARTPACK:Puffin Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Puffin],[!PRERACE:1,%] SOURCEPAGE:p.204 +ALIGN:TN +RACE:Puffin !PRERACE:1,% +NAME:Puffin +STAT:STR=11|DEX=11|CON=10|INT=10|WIS=11|CHA=10 +SKILL:Swim RANK:1 +ABILITY:CATEGORY=FEAT|Skill Focus (Swim) + + +STARTPACK:Rabbit Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Rabbit],[!PRERACE:1,%] SOURCEPAGE:p.204 +ALIGN:TN +RACE:Rabbit !PRERACE:1,% +NAME:Rabbit +STAT:STR=11|DEX=10|CON=11|INT=10|WIS=10|CHA=11 +SKILL:Stealth RANK:1 +ABILITY:CATEGORY=FEAT|Run + + +STARTPACK:Ravenous Tumbleweed Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Ravenous Tumbleweed],[!PRERACE:1,%] SOURCEPAGE:p.205 +ALIGN:TN +RACE:Ravenous Tumbleweed !PRERACE:1,% +NAME:Ravenous Tumbleweed +STAT:STR=10|DEX=11|CON=10|INT=10|WIS=11|CHA=10 + + +STARTPACK:Razor Fern Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Razor Fern],[!PRERACE:1,%] SOURCEPAGE:p.205 +ALIGN:TN +RACE:Razor Fern !PRERACE:1,% +NAME:Razor Fern +STAT:STR=11|DEX=11|CON=11|INT=10|WIS=10|CHA=10 + + +STARTPACK:Rhamphorhynchus Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Rhamphorhynchus],[!PRERACE:1,%] SOURCEPAGE:p.204 +ALIGN:TN +RACE:Rhamphorhynchus !PRERACE:1,% +NAME:Rhamphorhynchus +STAT:STR=10|DEX=11|CON=11|INT=10|WIS=10|CHA=11 +SKILL:Perception RANK:1 +ABILITY:CATEGORY=FEAT|Lightning Reflexes + + +STARTPACK:Sea Krait Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Sea Krait],[!PRERACE:1,%] SOURCEPAGE:p.190 +ALIGN:TN +RACE:Sea Krait !PRERACE:1,% +NAME:Sea Krait +STAT:STR=10|DEX=11|CON=10|INT=10|WIS=11|CHA=10 +SKILL:Perception RANK:1 +ABILITY:CATEGORY=FEAT|Weapon Finesse + + +STARTPACK:Seal Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Seal],[!PRERACE:1,%] SOURCEPAGE:p.206 +ALIGN:TN +RACE:Seal !PRERACE:1,% +NAME:Seal +STAT:STR=10|DEX=11|CON=11|INT=10|WIS=11|CHA=10 +SKILL:Swim RANK:1 +ABILITY:CATEGORY=FEAT|Skill Focus (Swim) + + +STARTPACK:Slug (Leopard) Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Slug (Leopard)],[!PRERACE:1,%] SOURCEPAGE:p.200 +ALIGN:TN +RACE:Slug (Leopard) !PRERACE:1,% +NAME:Leopard Slug +STAT:STR=11|DEX=10|CON=10|INT=10|WIS=11|CHA=11 + + +STARTPACK:Snail Kite Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Snail Kite],[!PRERACE:1,%] SOURCEPAGE:p.190 +ALIGN:TN +RACE:Snail Kite !PRERACE:1,% +NAME:Snail Kite +STAT:DEX=11|STR=10|CON=11|INT=10|WIS=10|CHA=11 +SKILL:Perception RANK:1 +ABILITY:CATEGORY=FEAT|Weapon Finesse + + +STARTPACK:Spiny Starfish Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Spiny Starfish],[!PRERACE:1,%] SOURCEPAGE:p.206 +ALIGN:TN +RACE:Spiny Starfish !PRERACE:1,% +NAME:Spiny Starfish +STAT:STR=10|DEX=11|CON=10|INT=10|WIS=11|CHA=11 + + +STARTPACK:Squirrel Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Squirrel],[!PRERACE:1,%] SOURCEPAGE:p.207 +ALIGN:TN +RACE:Squirrel !PRERACE:1,% +NAME:Squirrel +STAT:STR=10|DEX=11|CON=11|INT=10|WIS=10|CHA=11 +SKILL:Acrobatics RANK:1 +ABILITY:CATEGORY=FEAT|Weapon Finesse + + +STARTPACK:Suture Vine Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Suture Vine],[!PRERACE:1,%] SOURCEPAGE:p.207 +ALIGN:TN +RACE:Suture Vine !PRERACE:1,% +NAME:Suture Vine +STAT:STR=11|DEX=10|CON=10|INT=10|WIS=11|CHA=11 + + +STARTPACK:Tardigrade (Giant) Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Tardigrade (Giant)],[!PRERACE:1,%] SOURCEPAGE:p.208 +ALIGN:TN +RACE:Tardigrade (Giant) !PRERACE:1,% +NAME:Giant Tardigrade +STAT:STR=10|DEX=10|CON=11|INT=10|WIS=10|CHA=10 + + +STARTPACK:Tarsier Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Tarsier],[!PRERACE:1,%] SOURCEPAGE:p.208 +ALIGN:TN +RACE:Tarsier !PRERACE:1,% +NAME:Tarsier +STAT:STR=11|DEX=10|CON=10|INT=10|WIS=11|CHA=11 +SKILL:Stealth RANK:1 +ABILITY:CATEGORY=FEAT|Weapon Finesse + + +STARTPACK:Toucan Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Toucan],[!PRERACE:1,%] SOURCEPAGE:p.190 +ALIGN:TN +RACE:Toucan !PRERACE:1,% +NAME:Toucan +STAT:DEX=11|STR=10|CON=10|INT=10|WIS=11|CHA=11 +SKILL:Perception RANK:1 +ABILITY:CATEGORY=FEAT|Weapon Finesse + + +STARTPACK:Familiar ~ Vampire Squid TYPE:Familiar VISIBLE:NO SOURCEPAGE:p.208 +STARTPACK:Squid (Vampire) Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Squid (Vampire)],[!PRERACE:1,%] SOURCEPAGE:p.208 +ALIGN:TN +RACE:Squid (Vampire) !PRERACE:1,% +NAME:Vampire Squid +STAT:STR=10|DEX=11|CON=10|INT=10|WIS=11|CHA=11 +SKILL:Stealth RANK:1 +ABILITY:CATEGORY=FEAT|Lightning Reflexes + + +STARTPACK:Wallaby Default TYPE:Default Monster.Animal VISIBLE:QUALIFY EQUIPBUY:0 PREMULT:1,[PRERACE:1,Wallaby],[!PRERACE:1,%] SOURCEPAGE:p.209 +ALIGN:TN +RACE:Wallaby !PRERACE:1,% +NAME:Wallaby +STAT:STR=10|DEX=10|CON=11|INT=10|WIS=10|CHA=10 +SKILL:Perception RANK:1 +ABILITY:CATEGORY=FEAT|Skill Focus (Acrobatics) diff --git a/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_languages.lst b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_languages.lst new file mode 100644 index 00000000000..9cf19bd3ade --- /dev/null +++ b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_languages.lst @@ -0,0 +1,7 @@ +SOURCELONG:Ultimate Wilderness SOURCESHORT:UW SOURCEWEB:http://paizo.com/products/btpy9ujo SOURCEDATE:2017-11 + +Common (cannot speak) TYPE:Understand +Plantspeech (fungi) TYPE:Spoken.Written.Read +Plantspeech (gourds) TYPE:Spoken.Written.Read +Plantspeech (seaweed) TYPE:Spoken.Written.Read +Plantspeech (trees) TYPE:Spoken.Written.Read diff --git a/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_profs_weapon.lst b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_profs_weapon.lst new file mode 100644 index 00000000000..3e687fd7dcb --- /dev/null +++ b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_profs_weapon.lst @@ -0,0 +1,13 @@ +SOURCELONG:Ultimate Wilderness SOURCESHORT:UW SOURCEWEB:http://paizo.com/products/btpy9ujo SOURCEDATE:2017-11 + +Seedpod TYPE:Exotic.Ranged.Splash.Weapon Group Thrown + +Axe (Throwing).MOD TYPE:Tribal Weapon Group +Club.MOD TYPE:Tribal Weapon Group +Dagger.MOD TYPE:Tribal Weapon Group +Greatclub.MOD TYPE:Tribal Weapon Group +Handaxe.MOD TYPE:Tribal Weapon Group +Shieldbash.MOD TYPE:Tribal Weapon Group +Shortspear.MOD TYPE:Tribal Weapon Group +Spear.MOD TYPE:Tribal Weapon Group +Unarmed Strike.MOD TYPE:Tribal Weapon Group diff --git a/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_races.lst b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_races.lst new file mode 100644 index 00000000000..720b61b7b18 --- /dev/null +++ b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_races.lst @@ -0,0 +1,7 @@ +SOURCELONG:Ultimate Wilderness SOURCESHORT:UW SOURCEWEB:http://paizo.com/products/btpy9ujo SOURCEDATE:2017-11 + +Gathlain STARTFEATS:1 FACT:BaseSize|S MOVE:Walk,30,Fly,40 REACH:5 ABILITY:Internal|AUTOMATIC|Race Traits ~ Gathlain LEGS:2 HANDS:2 RACETYPE:Fey TYPE:Fey.PC SOURCEPAGE:p.9 FACT:Hands|2 FACT:Legs|2 +Ghoran STARTFEATS:1 FACT:BaseSize|M MOVE:Walk,30 REACH:5 ABILITY:Internal|AUTOMATIC|Race Traits ~ Ghoran LEGS:2 HANDS:2 RACETYPE:Plant TYPE:Plant.PC SOURCEPAGE:p.15 FACT:Hands|2 FACT:Legs|2 +Vine Leshy STARTFEATS:1 FACT:BaseSize|S MOVE:Walk,20 REACH:5 ABILITY:Internal|AUTOMATIC|Race Traits ~ Vine Leshy LEGS:2 HANDS:2 RACETYPE:Plant TYPE:Plant.PC RACESUBTYPE:Leshy SOURCEPAGE:p.20 FACT:Hands|2 FACT:Legs|2 +# As per the Gathlain entry in Bestiary 4 122, Gathlains do not have a subtype. +# As per the Ghoran entry in Bestiary 5 119, Ghorans do not have a subtype and their base speed is 30 ft. \ No newline at end of file diff --git a/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_races_companion.lst b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_races_companion.lst new file mode 100644 index 00000000000..8bd4ea8ea84 --- /dev/null +++ b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_races_companion.lst @@ -0,0 +1,306 @@ +SOURCELONG:Ultimate Wilderness SOURCESHORT:UW SOURCEWEB:http://paizo.com/products/btpy9ujo SOURCEDATE:2017-11 + +# ============================== +# Animal Companions +# ============================== + +Companion (Anglerfish) FACT:BaseSize|S MOVE:Swim,40 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4 BONUS:STAT|STR|2 BONUS:STAT|DEX|4 BONUS:STAT|CON|2 BONUS:STAT|INT|-10 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-8 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) RACETYPE:Companion RACESUBTYPE:Aquatic MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 BONUS:VAR|BiteSize|2 ABILITY:Internal|AUTOMATIC|Bite ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Piscine|TYPE=AnglerfishRaceTrait|Grab ~ One Size Larger|Scent ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Anglerfish|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.178 KIT:1|Companion ~ Anglerfish +Companion (Archaeopteryx) FACT:BaseSize|S MOVE:Walk,30,Fly,40 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4 BONUS:STAT|STR|-2 BONUS:STAT|DEX|4 BONUS:STAT|CON|2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-4 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) BONUS:VAR|Maneuverability|2 RACETYPE:Companion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 ABILITY:Internal|AUTOMATIC|Bite ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Avian ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Archaeopteryx|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.178 KIT:1|Companion ~ Archaeopteryx +Companion (Armorfish) FACT:BaseSize|S MOVE:Swim,30 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4 BONUS:STAT|STR|2 BONUS:STAT|DEX|2 BONUS:STAT|CON|4 BONUS:STAT|INT|-10 BONUS:STAT|WIS|-2 BONUS:STAT|CHA|-8 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|6|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) RACETYPE:Companion RACESUBTYPE:Aquatic MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 ABILITY:Internal|AUTOMATIC|Bite ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Piscine|Scent ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Armorfish|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.178 KIT:1|Companion ~ Armorfish +Companion (Bustard) FACT:BaseSize|M MOVE:Walk,20,Fly,50 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4 BONUS:STAT|STR|2 BONUS:STAT|DEX|4 BONUS:STAT|CON|2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-6 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|2|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|Maneuverability|2 RACETYPE:Companion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 ABILITY:Internal|AUTOMATIC|Bite|Talons ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Avian ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Bustard|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.178 KIT:1|Companion ~ Bustard +Companion (Capybara) FACT:BaseSize|M MOVE:Walk,30,Swim,20 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4 BONUS:STAT|STR|2 BONUS:STAT|DEX|4 BONUS:STAT|CON|2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-6 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) RACETYPE:Companion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 ABILITY:Internal|AUTOMATIC|Bite ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws)|Scent ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Capybara|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.179 KIT:1|Companion ~ Capybara +Companion (Cattle) FACT:BaseSize|M MOVE:Walk,40 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,7 BONUS:STAT|STR|4 BONUS:STAT|DEX|2 BONUS:STAT|CON|2 BONUS:STAT|INT|-8 BONUS:STAT|CHA|-6 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|2|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Gore|DAMAGE|max(0,(STR/2)) RACETYPE:Companion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 ABILITY:Internal|AUTOMATIC|Gore ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Hooves)|Scent ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Cattle|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.179 KIT:1|Companion ~ Cattle +Companion (Chimpanzee) FACT:BaseSize|S MOVE:Walk,30,Climb,30 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4 BONUS:STAT|STR|2 BONUS:STAT|DEX|6 BONUS:STAT|CON|2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-4 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base RACETYPE:Companion RACESUBTYPE:AnimalCompanionPrimate MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 ABILITY:Internal|AUTOMATIC|Bite|Slam ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Biped (Hands)|Grab|Scent ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Chimpanzee|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.179 KIT:1|Companion ~ Chimpanzee +Companion (Eohippus) FACT:BaseSize|S MOVE:Walk,40 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4 BONUS:STAT|DEX|4 BONUS:STAT|CON|2 BONUS:STAT|INT|-8 BONUS:STAT|CHA|-6 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|2|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) RACETYPE:Companion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 ABILITY:Internal|AUTOMATIC|Bite ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Other) ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Eohippus|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.179 KIT:1|Companion ~ Eohippus +Companion (Falcon) FACT:BaseSize|S MOVE:Walk,10,Fly,90 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4 BONUS:STAT|DEX|4 BONUS:STAT|INT|-8 BONUS:STAT|WIS|4 BONUS:STAT|CHA|-4 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|Maneuverability|4 RACETYPE:Companion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 ABILITY:Internal|AUTOMATIC|Bite|Talons ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Avian ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Falcon|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.179 KIT:1|Companion ~ Falcon +Companion (Frilled Lizard (Giant)) FACT:BaseSize|M MOVE:Walk,30,Climb,30 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,7 BONUS:STAT|STR|2 BONUS:STAT|DEX|4 BONUS:STAT|CON|2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|4 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|4|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base RACETYPE:Companion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 BONUS:VAR|TailSlapSize|-1 ABILITY:Internal|AUTOMATIC|Bite|Tail Slap ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Short Legs)|Giant Frilled Lizard ~ Intimidating Charge|Scent ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Frilled Lizard (Giant)|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.179 KIT:1|Companion ~ Frilled Lizard (Giant) +Companion (Grizzly Bear) FACT:BaseSize|M MOVE:Walk,40 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,7 BONUS:STAT|STR|6 BONUS:STAT|DEX|2 BONUS:STAT|CON|2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-4 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base RACETYPE:Companion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 ABILITY:Internal|AUTOMATIC|Bite|Claw ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws)|Scent ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Grizzly Bear|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.179 KIT:1|Companion ~ Grizzly Bear +Companion (Hammerhead Shark) FACT:BaseSize|M MOVE:Walk,60 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,7 BONUS:STAT|STR|2 BONUS:STAT|DEX|4 BONUS:STAT|CON|2 BONUS:STAT|INT|-10 BONUS:STAT|WIS|4 BONUS:STAT|CHA|-4 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|3|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) RACETYPE:Companion RACESUBTYPE:Aquatic MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 ABILITY:Internal|AUTOMATIC|Bite ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Piscine|Scent ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Hammerhead Shark|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.179 KIT:1|Companion ~ Hammerhead Shark +Companion (Llama) FACT:BaseSize|S MOVE:Walk,40 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4 BONUS:STAT|DEX|6 BONUS:STAT|CON|2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-2 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) RACETYPE:Companion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 ABILITY:Internal|AUTOMATIC|Bite ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Hooves) ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Llama|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.180 KIT:1|Companion ~ Llama +Companion (Marsupial Devil) FACT:BaseSize|S MOVE:Walk,20 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4 BONUS:STAT|STR|4 BONUS:STAT|DEX|2 BONUS:STAT|CON|2 BONUS:STAT|INT|-8 BONUS:STAT|CHA|-4 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) RACETYPE:Companion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 BONUS:VAR|BiteSize|1 ABILITY:Internal|AUTOMATIC|Bite ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws)|Scent ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Marsupial Devil|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.180 KIT:1|Companion ~ Marsupial Devil +Companion (Marsupial Lion) FACT:BaseSize|M MOVE:Walk,30,Climb,20 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,7 BONUS:STAT|STR|2 BONUS:STAT|DEX|6 BONUS:STAT|CON|2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-4 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base RACETYPE:Companion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 ABILITY:Internal|AUTOMATIC|Bite|Claw ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws)|Scent ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Marsupial Lion|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.180 KIT:1|Companion ~ Marsupial Lion +Companion (Mole (Giant)) FACT:BaseSize|S MOVE:Walk,20,Burrow,10 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4 BONUS:STAT|STR|2 BONUS:STAT|DEX|4 BONUS:STAT|CON|2 BONUS:STAT|INT|-8 BONUS:STAT|CHA|-6 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|TremorsenseRange|30|TYPE=Base RACETYPE:Companion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 ABILITY:Internal|AUTOMATIC|Claw ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws) ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Mole (Giant)|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.180 KIT:1|Companion ~ Mole (Giant) +Companion (Moose) FACT:BaseSize|M MOVE:Walk,40 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,7 BONUS:STAT|STR|2 BONUS:STAT|DEX|4 BONUS:STAT|CON|4 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-4 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|2|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base RACETYPE:Companion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 BONUS:VAR|HoofSize|-1 ABILITY:Internal|AUTOMATIC|Gore|Hoof ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Hooves) ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Moose|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.180 KIT:1|Companion ~ Moose +Companion (Ornithomimosaur) FACT:BaseSize|M MOVE:Walk,40 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,7 BONUS:STAT|DEX|4 BONUS:STAT|CON|2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-2 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base RACETYPE:Companion RACESUBTYPE:AnimalCompanionDinosaur MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 BONUS:VAR|ClawSize|2 ABILITY:Internal|AUTOMATIC|Claw ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Avian|Scent ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Ornithomimosaur|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.180 KIT:1|Companion ~ Ornithomimosaur +Companion (Owl (Giant)) FACT:BaseSize|M MOVE:Walk,10,Fly,60 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,7 BONUS:STAT|DEX|6 BONUS:STAT|CON|2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-4 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|2|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|Maneuverability|3 RACETYPE:Companion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 ABILITY:Internal|AUTOMATIC|Talons ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Avian ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Owl (Giant)|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.181 KIT:1|Companion ~ Owl (Giant) +Companion (Panda) FACT:BaseSize|S MOVE:Walk,30 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,7 BONUS:STAT|STR|2 BONUS:STAT|DEX|2 BONUS:STAT|CON|4 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-8 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|2|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base RACETYPE:Companion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 ABILITY:Internal|AUTOMATIC|Bite|Claw ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws) ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Panda|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.181 KIT:1|Companion ~ Panda +Companion (Porcupine (Giant)) FACT:BaseSize|S MOVE:Walk,30 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4 BONUS:STAT|STR|4 BONUS:STAT|DEX|2 BONUS:STAT|CON|4 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-6 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Tail Slap|DAMAGE|max(0,(STR)) RACETYPE:Companion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 ABILITY:Internal|AUTOMATIC|Tail Slap ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws)|Scent|TYPE=GiantPorcupineRaceTrait ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Porcupine (Giant)|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.181 KIT:1|Companion ~ Porcupine (Giant) +Companion (Prionosuchus) FACT:BaseSize|M MOVE:Walk,20,Swim,30 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,7 BONUS:STAT|STR|2 BONUS:STAT|DEX|4 BONUS:STAT|CON|4 BONUS:STAT|INT|-10 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-6 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|2|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) RACETYPE:Companion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 BONUS:VAR|BiteSize|1 ABILITY:Internal|AUTOMATIC|Bite ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Short Legs)|Grab|Constrict ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Prionosuchus|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.181 KIT:1|Companion ~ Prionosuchus BONUS:VAR|ConstrictDieSize|8|PREVARLT:CompanionAdvancement,1 BONUS:VAR|ConstrictBonusDamage|1.5*STR +Companion (Reef Snake) FACT:BaseSize|M MOVE:Walk,10,Swim,40 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,7 BONUS:STAT|DEX|4 BONUS:STAT|CON|2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-8 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|2|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) RACETYPE:Companion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 BONUS:VAR|BiteSize|-1 ABILITY:Internal|AUTOMATIC|Bite ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Serpentine|Scent|Hold Breath|TYPE=ReefSnakeRaceTrait ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Reef Snake|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.181 KIT:1|Companion ~ Reef Snake +Companion (Reindeer) FACT:BaseSize|M MOVE:Walk,50 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4 BONUS:STAT|STR|2 BONUS:STAT|DEX|4 BONUS:STAT|CON|2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-6 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|2|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Gore|DAMAGE|max(0,(STR/2)) RACETYPE:Companion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 ABILITY:Internal|AUTOMATIC|Gore ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Hooves)|Scent|TYPE=ReindeerRaceTrait ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Reindeer|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.181 KIT:1|Companion ~ Reindeer +Companion (Saber-Toothed Cat) FACT:BaseSize|M MOVE:Walk,40 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,7 BONUS:STAT|STR|4 BONUS:STAT|DEX|4 BONUS:STAT|CON|2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-2 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base RACETYPE:Companion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 ABILITY:Internal|AUTOMATIC|Claw ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws)|Scent|Grab|TYPE=SaberToothedCatRaceTrait ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Saber-Toothed Cat|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.181 KIT:1|Companion ~ Saber-Toothed Cat +Companion (Salamander (Giant)) FACT:BaseSize|M MOVE:Walk,20,Swim,30 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4 BONUS:STAT|STR|2 BONUS:STAT|DEX|4 BONUS:STAT|CON|4 BONUS:STAT|INT|-10 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-6 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|3|TYPE=Base BONUS:VAR|UnderwaterTremorsenseRange|30|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) RACETYPE:Companion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 BONUS:VAR|BiteSize|-1 ABILITY:Internal|AUTOMATIC|Bite ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Short Legs)|Amphibious|Scent|Tremorsense (underwater only) ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Salamander (Giant)|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.181 KIT:1|Companion ~ Salamander (Giant) +Companion (Skunk (Giant)) FACT:BaseSize|M MOVE:Walk,30 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,7 BONUS:STAT|STR|-2 BONUS:STAT|DEX|4 BONUS:STAT|CON|2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-2 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base RACETYPE:Companion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 ABILITY:Internal|AUTOMATIC|Bite|Claw ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws)|Scent|TYPE=GiantSkunkRaceTrait ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Skunk (Giant)|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.181 KIT:1|Companion ~ Skunk (Giant) +Companion (Spitting Cobra) FACT:BaseSize|S MOVE:Walk,20,Climb,20 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,7 BONUS:STAT|STR|-2 BONUS:STAT|DEX|4 BONUS:STAT|INT|-10 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-8 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|2|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) RACETYPE:Companion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 BONUS:VAR|BiteSize|-1 ABILITY:Internal|AUTOMATIC|Bite ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Serpentine|Scent|TYPE=SpittingCobraRaceTrait ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Spitting Cobra|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.182 KIT:1|Companion ~ Spitting Cobra NATURALATTACKS:Spit,Natural.Ranged.Weapon.Touch,*1,0,SPROP=plus poison +Companion (Squid (Giant)) FACT:BaseSize|M MOVE:Swim,40,Jet,50 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,7 BONUS:STAT|STR|2 BONUS:STAT|DEX|4 BONUS:STAT|CON|2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-8 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base RACETYPE:Companion RACESUBTYPE:Aquatic MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 ABILITY:Internal|AUTOMATIC|Bite|Tentacle ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin)|Grab|Squid ~ Jet ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Squid (Giant)|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.182 KIT:1|Companion ~ Squid (Giant) +Companion (Wolfdog) FACT:BaseSize|M MOVE:Walk,40 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4 BONUS:STAT|STR|4 BONUS:STAT|DEX|4 BONUS:STAT|CON|2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-4 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|2|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) RACETYPE:Companion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 ABILITY:Internal|AUTOMATIC|Bite ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws)|Scent ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Wolfdog|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.182 KIT:1|Companion ~ Wolfdog +Companion (Yak) FACT:BaseSize|L MOVE:Walk,30 REACH:10 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4 BONUS:STAT|STR|4 BONUS:STAT|CON|2 BONUS:STAT|INT|-8 BONUS:STAT|CHA|-6 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|4|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Gore|DAMAGE|max(0,(STR/2)) RACETYPE:Companion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 ABILITY:Internal|AUTOMATIC|Gore ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Hooves)|Scent ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Yak|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.182 KIT:1|Companion ~ Yak +Companion (Zebra) FACT:BaseSize|L MOVE:Walk,50 REACH:10 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4 BONUS:STAT|STR|4 BONUS:STAT|DEX|4 BONUS:STAT|CON|2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|4 BONUS:STAT|CHA|-4 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|2|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base RACETYPE:Companion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 BONUS:VAR|BiteSize|-2 ABILITY:Internal|AUTOMATIC|Bite ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Hooves)|Scent ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Zebra|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.182 KIT:1|Companion ~ Zebra NATURALATTACKS:Hoof,Natural.Melee.Finesseable.Weapon.Primary.Bludgeoning,*2,1d4 + +# ============================== +# Plant Companions +# ============================== +Companion (Corpse-Eater Fungus) FACT:BaseSize|S MOVE:Walk,30 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4 BONUS:STAT|STR|4 BONUS:STAT|DEX|2 BONUS:STAT|CON|2 BONUS:STAT|INT|-10 BONUS:STAT|CHA|-6 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|2|TYPE=Base BONUS:VAR|DarkvisionRange|60|TYPE=Base RACETYPE:Companion RACESUBTYPE:PlantCompanion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 BONUS:VAR|CMD_Trip|12|TYPE=Racial ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin)|TYPE=CorpseEaterFungusRacialTrait ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Corpse-Eater Fungus|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.182 KIT:1|Companion ~ Corpse-Eater Fungus +Companion (Creeping Puffball) FACT:BaseSize|S MOVE:Walk,30 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4 BONUS:STAT|STR|2 BONUS:STAT|DEX|4 BONUS:STAT|CON|4 BONUS:STAT|INT|-10 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-2 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base BONUS:VAR|DarkvisionRange|60|TYPE=Base BONUS:WEAPONPROF=Slam|DAMAGE|max(0,(STR/2)) RACETYPE:Companion RACESUBTYPE:PlantCompanion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin)|Can't Be Tripped|TYPE=CreepingPuffballRaceTrait ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Creeping Puffball|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.182 KIT:1|Companion ~ Creeping Puffball NATURALATTACKS:Slam,Natural.Melee.Finesseable.Weapon.Bludgeoning,*1,1d4,SPROP=plus poison +Companion (Gulper Plant) FACT:BaseSize|M MOVE:Walk,20,Climb,10 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,7 BONUS:STAT|STR|2 BONUS:STAT|CON|2 BONUS:STAT|INT|-10 BONUS:STAT|CHA|-8 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base RACETYPE:Companion RACESUBTYPE:PlantCompanion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 BONUS:VAR|BONUS:VAR|SwallowWholeDice|1 ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin)|Can't Be Tripped|Freeze|Swallow Whole|Grab ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Gulper Plant|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.183 KIT:1|Companion ~ Gulper Plant NATURALATTACKS:Vine,Natural.Melee.Finesseable.Weapon.Bludgeoning,*2,1d4,SPROP=plus grab BONUS:VAR|SwallowWholeDamageDie|6|PREVARLT:CompanionAdvancement,1 +Companion (Hunting Cactus) FACT:BaseSize|M MOVE:Walk,30 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,7 BONUS:STAT|STR|4 BONUS:STAT|DEX|2 BONUS:STAT|CON|6 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-4 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|3|TYPE=Base RACETYPE:Companion RACESUBTYPE:PlantCompanion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 BONUS:VAR|CMD_Trip|6|TYPE=Racial ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin)|TYPE=HuntingCactusRaceTrait ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Hunting Cactus|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.183 KIT:1|Companion ~ Hunting Cactus NATURALATTACKS:Slam,Natural.Melee.Finesseable.Weapon.Bludgeoning.Piercing,*2,1d6 +Companion (Rash Creeper) FACT:BaseSize|S MOVE:Walk,20,Climb,20 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4 BONUS:STAT|DEX|4 BONUS:STAT|CON|2 BONUS:STAT|INT|-10 BONUS:STAT|CHA|-8 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Slam|DAMAGE|max(0,(STR/2)) RACETYPE:Companion RACESUBTYPE:PlantCompanion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin)|Can't Be Tripped|TYPE=RashCreeperRaceTrait ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Rash Creeper|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.183 KIT:1|Companion ~ Rash Creeper NATURALATTACKS:Slam,Natural.Melee.Finesseable.Weapon.Bludgeoning,*1,1d4,SPROP=plus poison +Companion (Slithering Sundew) FACT:BaseSize|M MOVE:Walk,20 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,7 BONUS:STAT|STR|4 BONUS:STAT|DEX|6 BONUS:STAT|CON|2 BONUS:STAT|INT|-10 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-4 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base RACETYPE:Companion RACESUBTYPE:PlantCompanion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin)|Can't Be Tripped|Grab|Constrict|TYPE=SlitheringSundewRaceTrait ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Slithering Sundew|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.183 KIT:1|Companion ~ Slithering Sundew +Companion (Snapping Flytrap) FACT:BaseSize|M MOVE:Walk,20 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,7 BONUS:STAT|STR|2 BONUS:STAT|DEX|4 BONUS:STAT|CON|4 BONUS:STAT|INT|-10 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-6 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|2|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base RACETYPE:Companion RACESUBTYPE:PlantCompanion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 BONUS:VAR|BiteAttacks|1 BONUS:VAR|BiteSize|-1 ABILITY:Internal|AUTOMATIC|Bite ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin)|Grab|Can't Be Tripped ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Snapping Flytrap|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.183 KIT:1|Companion ~ Snapping Flytrap +Companion (Sniper Cactus) FACT:BaseSize|S MOVE:Walk,20 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4 BONUS:STAT|DEX|2 BONUS:STAT|CON|4 BONUS:STAT|INT|-10 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-4 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|2|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Thorn|DAMAGE|-STR RACETYPE:Companion RACESUBTYPE:PlantCompanion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 BONUS:VAR|CMD_Trip|2|TYPE=Racial ABILITY:Internal|AUTOMATIC|Gore ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin)|TYPE=SniperCactusRaceTrait ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Sniper Cactus|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.184 KIT:1|Companion ~ Sniper Cactus + +# ============================== +# Vermin Companions +# ============================== +Companion (Assassin Bug (Giant)) FACT:BaseSize|S MOVE:Walk,30,Fly,30 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4 BONUS:STAT|STR|2 BONUS:STAT|DEX|4 BONUS:STAT|CON|2 BONUS:STAT|INT|-10 BONUS:STAT|CHA|-8 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|2|TYPE=Base BONUS:VAR|Mindless|1 BONUS:VAR|DarkvisionRange|60|TYPE=Base BONUS:VAR|Maneuverability|1 RACETYPE:Companion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 BONUS:VAR|CMD_Trip|8|TYPE=Racial ABILITY:Internal|AUTOMATIC|Bite|Claw ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin)|TYPE=GiantAssassinBugRaceTrait ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Assassin Bug (Giant)|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.184 KIT:1|Companion ~ Assassin Bug (Giant) NATURALATTACKS:Bite,Natural.Melee.Finesseable.Weapon,*1,1d4,SPROP=plus poison +Companion (Caterpillar (Giant)) FACT:BaseSize|S MOVE:Walk,30,Climb,30 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4 BONUS:STAT|STR|4 BONUS:STAT|DEX|2 BONUS:STAT|CON|2 BONUS:STAT|INT|-10 BONUS:STAT|CHA|-8 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|2|TYPE=Base BONUS:VAR|Mindless|1 BONUS:VAR|DarkvisionRange|60|TYPE=Base RACETYPE:Companion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin)|TYPE=GiantCaterpillarRaceTrait|Can't Be Tripped|Compression ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Caterpillar (Giant)|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.184 KIT:1|Companion ~ Caterpillar (Giant) NATURALATTACKS:Bite,Natural.Melee.Finesseable.Weapon,*1,1d6|Bristles,Natural.Melee.Finesseable.Weapon.Piercing,*1,1d4,SPROP=plus poison +Companion (Cockroach (Giant)) FACT:BaseSize|S MOVE:Walk,30,Climb,20,Fly,20 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4 BONUS:STAT|STR|-2 BONUS:STAT|CON|6 BONUS:STAT|INT|-10 BONUS:STAT|CHA|-8 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base BONUS:VAR|Mindless|1 BONUS:VAR|DarkvisionRange|60|TYPE=Base BONUS:VAR|TremorsenseRange|60|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) BONUS:VAR|Maneuverability|2 RACETYPE:Companion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 BONUS:VAR|CMD_Trip|8|TYPE=Racial ABILITY:Internal|AUTOMATIC|Bite ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin)|Hold Breath|Light Sensitivity ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Cockroach (Giant)|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement ABILITY:FEAT|VIRTUAL|Endurance SOURCEPAGE:p.184 KIT:1|Companion ~ Cockroach (Giant) +Companion (Dragonfly (Giant)) FACT:BaseSize|S MOVE:Walk,20,Fly,40 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4 BONUS:STAT|STR|2 BONUS:STAT|DEX|6 BONUS:STAT|CON|2 BONUS:STAT|INT|-10 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-2 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|2|TYPE=Base BONUS:VAR|Mindless|1 BONUS:VAR|DarkvisionRange|60|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) BONUS:VAR|Maneuverability|5 RACETYPE:Companion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 BONUS:VAR|BiteSize|2 BONUS:VAR|CMD_Trip|8|TYPE=Racial ABILITY:Internal|AUTOMATIC|Bite ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin) ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Dragonfly (Giant)|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.184 KIT:1|Companion ~ Dragonfly (Giant) +Companion (Eurypterid) FACT:BaseSize|M MOVE:Walk,20,Swim,40 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,7 BONUS:STAT|CON|2 BONUS:STAT|INT|-10 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-8 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|2|TYPE=Base BONUS:VAR|Mindless|1 BONUS:VAR|DarkvisionRange|60|TYPE=Base RACETYPE:Companion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 BONUS:VAR|ClawSize|-1 BONUS:VAR|CMD_Trip|8|TYPE=Racial ABILITY:Internal|AUTOMATIC|Claw ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin)|TYPE=EurypteridRaceTrait ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Eurypterid|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.184 KIT:1|Companion ~ Eurypterid NATURALATTACKS:Sting,Natural.Melee.Finesseable.Weapon.Piercing,*1,1d6,SPROP=plus poison +Companion (Locust (Giant)) FACT:BaseSize|S MOVE:Walk,20,Climb,20,Fly,20 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4 BONUS:SITUATION|18|Jump|TYPE=Racial BONUS:STAT|STR|2 BONUS:STAT|DEX|6 BONUS:STAT|INT|-10 BONUS:STAT|CHA|-4 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|3|TYPE=Base BONUS:VAR|Mindless|1 BONUS:VAR|DarkvisionRange|60|TYPE=Base BONUS:VAR|Maneuverability|2 RACETYPE:Companion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 BONUS:VAR|BiteSize|1 BONUS:VAR|CMD_Trip|8|TYPE=Racial ABILITY:Internal|AUTOMATIC|Bite ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin)|TYPE=GiantLocustRaceTrait ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Locust (Giant)|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.185 KIT:1|Companion ~ Locust (Giant) NATURALATTACKS:Spit Goo,Natural.Ranged.Weapon.Touch,*1,0 +Companion (Mantis Shrimp (Giant)) FACT:BaseSize|S MOVE:Walk,40,Swim,30 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,7 BONUS:STAT|STR|2 BONUS:STAT|DEX|6 BONUS:STAT|CON|4 BONUS:STAT|INT|-10 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-4 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|3|TYPE=Base BONUS:VAR|Mindless|1 BONUS:VAR|DarkvisionRange|60|TYPE=Base BONUS:VAR|BlindsenseRange|10|TYPE=Base RACETYPE:Companion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 BONUS:VAR|PincersSize|1 BONUS:VAR|SonicResistanceBonus|5|TYPE=Resistance BONUS:VAR|CMD_Trip|12|TYPE=Racial ABILITY:Internal|AUTOMATIC|Pincers ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin) ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Mantis Shrimp (Giant)|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.185 KIT:1|Companion ~ Mantis Shrimp (Giant) +Companion (Mosquito (Giant)) FACT:BaseSize|S MOVE:Walk,20,Fly,60 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,7 BONUS:STAT|STR|4 BONUS:STAT|DEX|10 BONUS:STAT|CON|4 BONUS:STAT|INT|-10 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-4 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base BONUS:VAR|Mindless|1 BONUS:VAR|DarkvisionRange|60|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) BONUS:VAR|Maneuverability|4 RACETYPE:Companion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 BONUS:VAR|BiteSize|1 BONUS:VAR|BleedDamageDieSize|4 BONUS:VAR|CMD_Trip|8|TYPE=Racial ABILITY:Internal|AUTOMATIC|Bite ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin)|Bleed|Grab ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Mosquito (Giant)|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.185 KIT:1|Companion ~ Mosquito (Giant) +Companion (Solifugid (Giant)) FACT:BaseSize|S MOVE:Walk,50,Climb,30 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4 BONUS:STAT|STR|2 BONUS:STAT|DEX|4 BONUS:STAT|CON|4 BONUS:STAT|INT|-10 BONUS:STAT|CHA|-8 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base BONUS:VAR|Mindless|1 BONUS:VAR|DarkvisionRange|60|TYPE=Base RACETYPE:Companion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 BONUS:VAR|BiteSize|1 BONUS:VAR|CMD_Trip|12|TYPE=Racial ABILITY:Internal|AUTOMATIC|Bite|Claw ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin) ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Solifugid (Giant)|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.185 KIT:1|Companion ~ Solifugid (Giant) +Companion (Spider (Web Tyrant)) FACT:BaseSize|S MOVE:Walk,30,Climb,30 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4 BONUS:STAT|DEX|6 BONUS:STAT|INT|-10 BONUS:STAT|CHA|-8 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base BONUS:VAR|Mindless|1 BONUS:VAR|DarkvisionRange|60|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) RACETYPE:Companion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 BONUS:VAR|CMD_Trip|12|TYPE=Racial ABILITY:Internal|AUTOMATIC|Bite ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin)|Web ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Spider (Web Tyrant)|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.185 KIT:1|Companion ~ Spider (Web Tyrant) +Companion (Termite (Giant)) FACT:BaseSize|S MOVE:Walk,30,Climb,30 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,4 BONUS:STAT|STR|2 BONUS:STAT|CON|2 BONUS:STAT|INT|-10 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-4 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|2|TYPE=Base BONUS:VAR|Mindless|1 BONUS:VAR|DarkvisionRange|60|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) RACETYPE:Companion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 BONUS:VAR|CMD_Trip|8|TYPE=Racial ABILITY:Internal|AUTOMATIC|Bite ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin)|TYPE=GiantTermiteRaceTrait ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Termite (Giant)|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.185 KIT:1|Companion ~ Termite (Giant) +Companion (Whiptail Centipede (Giant)) FACT:BaseSize|M MOVE:Walk,40,Climb,40 REACH:5 BONUS:ABILITYPOOL|Companion Level Increase Choice|1|PREVARGTEQ:MasterLevel,7 BONUS:STAT|STR|-2 BONUS:STAT|DEX|2 BONUS:STAT|CON|2 BONUS:STAT|INT|-10 BONUS:STAT|CHA|-8 BONUS:VAR|NoTypeTraits|1 BONUS:VAR|AC_Natural_Armor|3|TYPE=Base BONUS:VAR|Mindless|1 BONUS:VAR|DarkvisionRange|60|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2))|PREVARLT:MasterLevel,7 RACETYPE:Companion MONSTERCLASS:Companion:2 DEFINE:NoTypeTraits|0 ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin)|TYPE=GiantWhiptailCentipedeRaceTrait|Can't Be Tripped ABILITY:Special Ability|AUTOMATIC|Companion Advancement ~ Whiptail Centipede (Giant)|PREABILITY:1,CATEGORY=Special Ability,Companion Advancement SOURCEPAGE:p.185 KIT:1|Companion ~ Whiptail Centipede (Giant) NATURALATTACKS:Bite,Natural.Melee.Finesseable.Weapon,*1,1d6,SPROP=plus poison + + +# ============================== +# Familiars +# ============================== +Familiar (Arctic Fox) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,40 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:SITUATION|Acrobatics=Jump|4|TYPE=Racial BONUS:SITUATION|Survival=Track by scent|4|TYPE=Racial BONUS:SITUATION|Stealth=In snow|4|TYPE=Racial BONUS:STAT|STR|-2 BONUS:STAT|DEX|4 BONUS:STAT|CON|2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-4 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws) ABILITY:Internal|AUTOMATIC|Bite LEGS:4 MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Animal CR:1/4 SOURCEPAGE:p.190 KIT:1|Familiar ~ Arctic Fox +Familiar (Arctic Hare) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,50 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:SITUATION|Stealth=In snow|4|TYPE=Racial BONUS:STAT|STR|-8 BONUS:STAT|DEX|6 BONUS:STAT|CON|-2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-6 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws) ABILITY:Internal|AUTOMATIC|Bite LEGS:4 MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Animal CR:1/6 SOURCEPAGE:p.191 KIT:1|Familiar ~ Arctic Hare +Familiar (Arctic Tern) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,10,Fly,40 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-8 BONUS:STAT|DEX|4 BONUS:STAT|CON|-4 BONUS:STAT|INT|-8 BONUS:STAT|WIS|4 BONUS:STAT|CHA|-6 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|Manueverability|3 BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Avian ABILITY:Internal|AUTOMATIC|Bite LEGS:2 MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Animal CR:1/6 SOURCEPAGE:p.192 KIT:1|Familiar ~ Arctic Tern +Familiar (Armadillo) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,30,Burrow,5 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:SKILL|Swim|4|TYPE=Racial BONUS:SITUATION|Perception=sight-based|-8 BONUS:STAT|STR|-6 BONUS:STAT|DEX|4 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-2 BONUS:VAR|AC_Natural_Armor|2|TYPE=Base BONUS:VAR|HasLowLightVision|1|TYPE=Base BONUS:VAR|ClawAttacks|-1 BONUS:WEAPONPROF=Claw|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws)|TYPE=ArmadilloRaceTrait ABILITY:Internal|AUTOMATIC|Claw LEGS:4 MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Animal CR:1/4 SOURCEPAGE:p.192 KIT:1|Familiar ~ Armadillo +Familiar (Butterfly) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|D MOVE:Walk,5,Fly,30 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-10 BONUS:STAT|DEX|2 BONUS:STAT|CON|-6 BONUS:STAT|INT|-10 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-4 BONUS:VAR|DarkvisionRange|60|TYPE=Base BONUS:VAR|Maneuverability|3 ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin)|Scent LEGS:6 MONSTERCLASS:Vermin:1 RACETYPE:Vermin RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Vermin CR:0 SOURCEPAGE:p.192 KIT:1|Familiar ~ Butterfly +Familiar (Chicken) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,30,Fly,20 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-8 BONUS:STAT|CON|2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|2 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|Maneuverability|1 BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Avian|TYPE=ChickenRacialTrait ABILITY:Internal|AUTOMATIC|Bite LEGS:2 MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Animal CR:1/6 SOURCEPAGE:p.193 KIT:1|Familiar ~ Chicken +Familiar (Cockroach) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|D MOVE:Walk,20,Climb,20,Fly,30 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-10 BONUS:STAT|DEX|4 BONUS:STAT|CON|4 BONUS:STAT|INT|-10 BONUS:STAT|CHA|-8 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|DarkvisionRange|60|TYPE=Base BONUS:VAR|Maneuverability|2 BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin)|Hold Breath|Light Sensitivity ABILITY:Internal|AUTOMATIC|Bite LEGS:6 MONSTERCLASS:Vermin:1 RACETYPE:Vermin RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Vermin CR:1/8 SOURCEPAGE:p.193 KIT:1|Familiar ~ Cockroach +Familiar (Creeper Ivy) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,15,Climb,15 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-4 BONUS:STAT|DEX|4 BONUS:STAT|INT|-10 BONUS:STAT|CHA|-6 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|ConstrictDieSize|3 BONUS:VAR|ConstrictBonusDamage|1.5*STR BONUS:WEAPONPROF=Slam|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin)|Can't Be Tripped|Constrict|Grab ~ Medium ABILITY:Internal|AUTOMATIC|Slam MONSTERCLASS:Plant:1 RACETYPE:Plant RACESUBTYPE:Familiar|FamiliarBase TYPE:Companion.Familiar.Plant CR:1/4 SOURCEPAGE:p.194 KIT:1|Familiar ~ Creeper Ivy +Familiar (Dodo) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|S MOVE:Walk,20 REACH:5 BONUS:STAT|STR|-8 BONUS:STAT|CON|4 BONUS:STAT|INT|-8 BONUS:STAT|WIS|-2 BONUS:STAT|CHA|-4 BONUS:VAR|HasLowLightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Avian ABILITY:Internal|AUTOMATIC|Bite LEGS:2 MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Animal CR:1/4 SOURCEPAGE:p.194 KIT:1|Familiar ~ Dodo +Familiar (Dwarf Caiman) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|S MOVE:Walk,10,Swim,30 REACH:5 BONUS:SITUATION|Stealth=In water|8|TYPE=Racial BONUS:STAT|CON|4 BONUS:STAT|INT|-10 BONUS:STAT|CHA|-8 BONUS:VAR|AC_Natural_Armor|3|TYPE=Base BONUS:VAR|HasLowLightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Short Legs)|TYPE=DwarfCaimanRaceTrait ABILITY:Internal|AUTOMATIC|Bite LEGS:4 MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Animal CR:1/3 SOURCEPAGE:p.195 KIT:1|Familiar ~ Dwarf Caiman +Familiar (Dweomer Cap) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,5,Climb,5 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-10 BONUS:STAT|DEX|-2 BONUS:STAT|CON|2 BONUS:STAT|INT|-10 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-8 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|DarkvisionRange|60|TYPE=Base ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin)|TYPE=DweomerCapRaceTrait|Can't Be Tripped MONSTERCLASS:Plant:1 RACETYPE:Plant RACESUBTYPE:Familiar|FamiliarBase TYPE:Companion.Familiar.Plant CR:1/8 SOURCEPAGE:p.195 KIT:1|Familiar ~ Dweomer Cap +Familiar (Ermine) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,20,Climb,20 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:SKILL|Stealth|4|TYPE=Racial BONUS:SKILL|Acrobatics|8|TYPE=Racial BONUS:SITUATION|Stealth=In snow|4|TYPE=Racial BONUS:STAT|STR|-8 BONUS:STAT|DEX|4 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-6 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws)|Attach|Scent ABILITY:Internal|AUTOMATIC|Bite LEGS:4 MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Animal CR:1/4 SOURCEPAGE:p.190 KIT:1|Familiar ~ Ermine +Familiar (Fire Salamander) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|D MOVE:Walk,10,Swim,20 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:SKILL|Escape Artist|4|TYPE=Racial BONUS:STAT|STR|-8 BONUS:STAT|DEX|4 BONUS:STAT|CON|-2 BONUS:STAT|INT|-10 BONUS:STAT|WIS|-2 BONUS:STAT|CHA|-4 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Short Legs)|TYPE=FireSalamanderRaceTrait|Scent ABILITY:Internal|AUTOMATIC|Bite LEGS:4 MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Animal CR:1/3 SOURCEPAGE:p.196 KIT:1|Familiar ~ Fire Salamander +Familiar (Flowering Lattice) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|D MOVE:Walk,5,Climb,5 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-10 BONUS:STAT|DEX|2 BONUS:STAT|CON|-2 BONUS:STAT|INT|-10 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-2 BONUS:VAR|HasLowlightVision|1|TYPE=Base ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin)|TYPE=FloweringLatticeRaceTrait MONSTERCLASS:Plant:1 RACETYPE:Plant RACESUBTYPE:Familiar|FamiliarBase TYPE:Companion.Familiar.Plant CR:1/6 SOURCEPAGE:p.196 KIT:1|Familiar ~ Flowering Lattice +Familiar (Horned Lizard) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|D MOVE:Walk,20 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-10 BONUS:STAT|DEX|2 BONUS:STAT|CON|-2 BONUS:STAT|INT|-10 BONUS:STAT|CHA|-8 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Short Legs)|TYPE=HornedLizardRaceTrait|Scent ABILITY:Internal|AUTOMATIC|Bite LEGS:4 MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Animal CR:1/6 SOURCEPAGE:p.197 KIT:1|Familiar ~ Horned Lizard NATURALATTACKS:Blood Squirt,Natural.Ranged.Weapon.Touch,*1,0,SPROP=Special +Familiar (Ioun Wyrd) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|T MOVE:Fly,30 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-6 BONUS:STAT|DEX|4 BONUS:STAT|INT|-8 BONUS:STAT|WIS|4 BONUS:STAT|CHA|-6 BONUS:VAR|BlindsightRange|30|TYPE=Base BONUS:VAR|Maneuverability|3 BONUS:VAR|SlamSize|2 ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin)|TYPE=IounWyrdRaceTrait ABILITY:Internal|AUTOMATIC|Slam LEGS:0 MONSTERCLASS:Construct:1 RACETYPE:Construct RACESUBTYPE:Familiar|FamiliarBase TYPE:Companion.Familiar.Construct CR:1/3 SOURCEPAGE:p.197 KIT:1|Familiar ~ Ioun Wyrd AUTO:LANG|Common (cannot speak) +Familiar (Isopod (Giant)) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,20,Swim,10 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:SKILL|Perception|4|TYPE=Racial BONUS:STAT|STR|-6 BONUS:STAT|DEX|-2 BONUS:STAT|CON|4 BONUS:STAT|CHA|-8 BONUS:VAR|AC_Natural_Armor|3|TYPE=Base BONUS:VAR|HasLowLightVision|1|TYPE=Base BONUS:VAR|DarkvisionRange|60|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin)|TYPE=GiantIsopodRaceTrait|Can't Be Tripped ABILITY:Internal|AUTOMATIC|Bite MONSTERCLASS:Vermin:1 RACETYPE:Vermin RACESUBTYPE:Aquatic|Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Vermin CR:1/8 SOURCEPAGE:p.197 KIT:1|Familiar ~ Isopod (Giant) +Familiar (Jerboa) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|D MOVE:Walk,20 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:SKILL|Acrobatics,Perception|4|TYPE=Racial BONUS:STAT|STR|-10 BONUS:STAT|DEX|6 BONUS:STAT|CON|-2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|4 BONUS:STAT|CHA|-8 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws)|Scent ABILITY:Internal|AUTOMATIC|Bite LEGS:4 MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Animal CR:1/4 SOURCEPAGE:p.198 KIT:1|Familiar ~ Jerboa +Familiar (Kakapo) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,30,Climb,10 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-8 BONUS:STAT|DEX|2 BONUS:STAT|INT|-10 BONUS:STAT|WIS|-2 BONUS:STAT|CHA|2 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Avian|TYPE=KakapoRaceTrait ABILITY:Internal|AUTOMATIC|Bite LEGS:2 MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Animal CR:1/8 SOURCEPAGE:p.198 KIT:1|Familiar ~ Kakapo +Familiar (Koala) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|S MOVE:Walk,20,Climb,20 REACH:5 BONUS:STAT|STR|-4 BONUS:STAT|CON|2 BONUS:STAT|INT|-10 BONUS:STAT|WIS|-2 BONUS:STAT|CHA|-2 BONUS:VAR|HasLowlightVision|1|TYPE=Base ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws) ABILITY:Internal|AUTOMATIC|Claw LEGS:4 MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Animal CR:1/4 SOURCEPAGE:p.199 KIT:1|Familiar ~ Koala +Familiar (Lamprey) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|T MOVE:Swim,30 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-6 BONUS:STAT|DEX|4 BONUS:STAT|CON|4 BONUS:STAT|INT|-10 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-8 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Piscine|TYPE=LampreyRaceTrait|Attach ABILITY:Internal|AUTOMATIC|Bite MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Aquatic|Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Animal CR:1/3 SOURCEPAGE:p.199 KIT:1|Familiar ~ Lamprey +Familiar (Lemming) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|D MOVE:Walk,15 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-10 BONUS:STAT|DEX|2 BONUS:STAT|CON|-4 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-6 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws) ABILITY:Internal|AUTOMATIC|Bite LEGS:4 MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Animal CR:1/8 SOURCEPAGE:p.200 KIT:1|Familiar ~ Lemming +Familiar (Leopard Slug) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|D MOVE:Walk,10,Climb,10 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-10 BONUS:STAT|DEX|-6 BONUS:STAT|CON|2 BONUS:STAT|INT|-10 BONUS:STAT|WIS|-4 BONUS:STAT|CHA|-2 BONUS:VAR|DarkvisionRange|60|TYPE=Base ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin)|TYPE=LeopardSlugRaceTrait|Can't Be Tripped|Compression MONSTERCLASS:Vermin:1 RACETYPE:Vermin RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Vermin CR:1/8 SOURCEPAGE:p.200 KIT:1|Familiar ~ Leopard Slug +Familiar (Margay) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,20,Climb,20 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:SITUATION|Bluff=Mimic animal sounds|4|TYPE=Racial BONUS:STAT|STR|-6 BONUS:STAT|DEX|4 BONUS:STAT|INT|-8 BONUS:STAT|CHA|-2 BONUS:VAR|HasLowlightVision|1|TYPE=Base ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws)|TYPE=MargayRaceTrait|Scent ABILITY:Internal|AUTOMATIC|Bite|Claw LEGS:4 MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Animal CR:1/4 SOURCEPAGE:p.193 KIT:1|Familiar ~ Margay +Familiar (Marine Iguana) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|S MOVE:Walk,20,Swim,40 REACH:5 BONUS:SITUATION|Stealth=In water|8|TYPE=Racial BONUS:STAT|CON|4 BONUS:STAT|INT|-10 BONUS:STAT|CHA|-8 BONUS:VAR|AC_Natural_Armor|3|TYPE=Base BONUS:VAR|HasLowLightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Short Legs)|TYPE=MarineIguanaRaceTrait ABILITY:Internal|AUTOMATIC|Bite LEGS:4 MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Animal CR:1/3 SOURCEPAGE:p.190 KIT:1|Familiar ~ Marine Iguana +Familiar (Meerkat) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,30,Burrow,5 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-6 BONUS:STAT|DEX|4 BONUS:STAT|CON|2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|2 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws)|TYPE=MeerkatRaceTrait|Scent ABILITY:Internal|AUTOMATIC|Bite LEGS:4 MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Animal CR:1/4 SOURCEPAGE:p.200 KIT:1|Familiar ~ Meerkat +Familiar (Mole) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,20,Burrow,5 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-8 BONUS:STAT|CON|4 BONUS:STAT|INT|-8 BONUS:STAT|CHA|-4 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|ClawAttacks|-1 ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws)|Hold Breath ABILITY:Internal|AUTOMATIC|Claw LEGS:4 MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Animal CR:1/6 SOURCEPAGE:p.201 KIT:1|Familiar ~ Mole +Familiar (Mongoose) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,20,Climb,20 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:SKILL|Stealth|4|TYPE=Racial BONUS:SKILL|Acrobatics|8|TYPE=Racial BONUS:STAT|STR|-8 BONUS:STAT|DEX|4 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-6 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws)|TYPE=MongooseRaceTrait|Attach|Scent ABILITY:Internal|AUTOMATIC|Bite LEGS:4 MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Animal CR:1/4 SOURCEPAGE:p.190 KIT:1|Familiar ~ Mongoose +Familiar (Moth) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|D MOVE:Walk,5,Fly,30 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-10 BONUS:STAT|DEX|2 BONUS:STAT|CON|-6 BONUS:STAT|INT|-10 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-4 BONUS:VAR|DarkvisionRange|60|TYPE=Base BONUS:VAR|Maneuverability|3 ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin)|Scent LEGS:6 MONSTERCLASS:Vermin:1 RACETYPE:Vermin RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Vermin CR:0 SOURCEPAGE:p.192 KIT:1|Familiar ~ Moth +Familiar (Osprey) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,10,Fly,60 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:SKILL|Perception|8|TYPE=Racial BONUS:STAT|STR|-4 BONUS:STAT|DEX|6 BONUS:STAT|INT|-8 BONUS:STAT|WIS|4 BONUS:STAT|CHA|-4 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|Maneuverability|3 ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Avian ABILITY:Internal|AUTOMATIC|Talons LEGS:2 MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Animal CR:1/3 SOURCEPAGE:p.190 KIT:1|Familiar ~ Osprey +Familiar (Parrot) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,10,Fly,40 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-8 BONUS:STAT|DEX|4 BONUS:STAT|CON|-2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|4 BONUS:STAT|CHA|-4 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|Maneuverability|3 BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Avian ABILITY:Internal|AUTOMATIC|Bite LEGS:2 MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Animal CR:1/6 SOURCEPAGE:p.190 KIT:1|Familiar ~ Parrot ABILITY:Familiar Class Feature|AUTOMATIC|Familiar ~ Speak One Language|PREVARGTEQ:MasterLevel,1|!PREABILITY:1,CATEGORY=Archetype,TYPE.CF_FamiliarSpeakOneLanguage +Familiar (Peafowl) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|S MOVE:Walk,20,Fly,40 REACH:5 BONUS:STAT|STR|-4 BONUS:STAT|DEX|2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|-4 BONUS:STAT|CHA|2 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|Maneuverability|1 ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Avian|TYPE=PeafowlRaceTrait ABILITY:Internal|AUTOMATIC|Talons LEGS:2 MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Animal CR:1/4 SOURCEPAGE:p.201 KIT:1|Familiar ~ Peafowl +Familiar (Penguin) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|S MOVE:Walk,10,Swim,40,Toboggan,30 REACH:5 BONUS:STAT|STR|-2 BONUS:STAT|DEX|-2 BONUS:STAT|CON|2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-4 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|BiteSize|-1 BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Avian|TYPE=PenguinRaceTrait|Hold Breath ABILITY:Internal|AUTOMATIC|Bite LEGS:2 MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Animal CR:1/3 SOURCEPAGE:p.201 KIT:1|Familiar ~ Penguin +Familiar (Petrifern) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|D MOVE:Walk,20 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-8 BONUS:STAT|DEX|-2 BONUS:STAT|CON|2 BONUS:STAT|INT|-10 BONUS:STAT|WIS|-4 BONUS:STAT|CHA|-2 BONUS:VAR|AC_Natural_Armor|2|TYPE=Base BONUS:VAR|BlindsightRange|30|TYPE=Base BONUS:VAR|SlamSize|1 BONUS:WEAPONPROF=Slam|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin)|TYPE=PetrifernRaceTrait ABILITY:Internal|AUTOMATIC|Slam LEGS:2 MONSTERCLASS:Plant:1 RACETYPE:Plant RACESUBTYPE:Familiar|FamiliarBase TYPE:Companion.Familiar.Plant CR:1/6 SOURCEPAGE:p.202 KIT:1|Familiar ~ Petrifern +Familiar (Platypus) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,10,Swim,40 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:SITUATION|Perception=Underwater|4 BONUS:STAT|STR|-8 BONUS:STAT|DEX|4 BONUS:STAT|CON|-2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Spur|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws)|TYPE=PlatypusRaceTrait LEGS:4 MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Animal CR:1/6 SOURCEPAGE:p.203 KIT:1|Familiar ~ Platypus NATURALATTACKS:Spur,Natural.Melee.Weapon.Primary.Piercing,*1,1d3,SPROP=Plus Poison +Familiar (Popoto Dolphin) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|S MOVE:Swim,60 REACH:5 BONUS:STAT|STR|-2 BONUS:STAT|DEX|6 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-4 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|DarkvisionRange|60|TYPE=Base BONUS:WEAPONPROF=Slam|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Piscine|TYPE=PopotoDolphinRaceTrait ABILITY:Internal|AUTOMATIC|Slam MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Animal CR:1/3 SOURCEPAGE:p.194 KIT:1|Familiar ~ Dolphin (Popoto) +Familiar (Ptarmigan) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,20,Fly,40 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:SITUATION|Stealth=In snow|4|TYPE=Racial BONUS:STAT|STR|-8 BONUS:STAT|DEX|4 BONUS:STAT|CON|-4 BONUS:STAT|INT|-10 BONUS:STAT|WIS|4 BONUS:STAT|CHA|-6 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|Manueverability|2 BONUS:VAR|BiteSize|-1 BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Avian ABILITY:Internal|AUTOMATIC|Bite LEGS:2 MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Animal CR:1/6 SOURCEPAGE:p.203 KIT:1|Familiar ~ Ptarmigan +Familiar (Pufferfish) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|T MOVE:Swim,20 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-6 BONUS:STAT|DEX|4 BONUS:STAT|CON|4 BONUS:STAT|INT|-10 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-2 BONUS:VAR|HasLowlightVision|1|TYPE=Base ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Piscine|TYPE=PufferfishRaceTrait MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Aquatic|Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Animal CR:1/4 SOURCEPAGE:p.203 KIT:1|Familiar ~ Pufferfish +Familiar (Puffin) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|D MOVE:Walk,10,Fly,30,Swim,30 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-10 BONUS:STAT|DEX|4 BONUS:STAT|CON|-4 BONUS:STAT|INT|-8 BONUS:STAT|WIS|4 BONUS:STAT|CHA|-4 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|Manueverability|3 BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Avian ABILITY:Internal|AUTOMATIC|Bite LEGS:2 MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Animal CR:1/8 SOURCEPAGE:p.204 KIT:1|Familiar ~ Puffin +Familiar (Rabbit) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,50 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-8 BONUS:STAT|DEX|6 BONUS:STAT|CON|-2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-6 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws) ABILITY:Internal|AUTOMATIC|Bite LEGS:4 MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Animal CR:1/6 SOURCEPAGE:p.204 KIT:1|Familiar ~ Rabbit +Familiar (Ravenous Tumbleweed) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,30 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-4 BONUS:STAT|DEX|2 BONUS:STAT|CON|2 BONUS:STAT|INT|-10 BONUS:STAT|CHA|-6 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Slam|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin)|TYPE=RavenousTumbleweedRaceTrait|Can't Be Tripped ABILITY:Internal|AUTOMATIC|Slam MONSTERCLASS:Plant:1 RACETYPE:Plant RACESUBTYPE:Familiar|FamiliarBase TYPE:Companion.Familiar.Plant CR:1/3 SOURCEPAGE:p.205 KIT:1|Familiar ~ Ravenous Tumbleweed +Familiar (Razor Fern) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,15 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-6 BONUS:STAT|DEX|4 BONUS:STAT|INT|-10 BONUS:STAT|CHA|-4 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|TremorsenseRange|15|TYPE=Base ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin)|TYPE=RazorFernRaceTrait LEGS:2 MONSTERCLASS:Plant:1 RACETYPE:Plant RACESUBTYPE:Familiar|FamiliarBase TYPE:Companion.Familiar.Plant CR:1/4 SOURCEPAGE:p.205 KIT:1|Familiar ~ Razor Fern NATURALATTACKS:Frond,Natural.Melee.Finesseable.Weapon.Primary.Slashing,*2,1d4 ABILITY:FEAT|VIRTUAL|Weapon Finesse +Familiar (Rhamphorhynchus) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,10,Fly,40 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-4 BONUS:STAT|DEX|6 BONUS:STAT|INT|-8 BONUS:STAT|WIS|4 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|Maneuverability|4 BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Avian|TYPE=RhamphorhynchusRaceTrait|Evasion|Scent ABILITY:Internal|AUTOMATIC|Bite LEGS:2 MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Animal CR:1/3 SOURCEPAGE:p.204 KIT:1|Familiar ~ Rhamphorhynchus +Familiar (Sawleg Locust) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,15,Climb,15,Fly,40 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:SITUATION|Acrobatics=Jump|8|TYPE=Racial BONUS:STAT|STR|-6 BONUS:STAT|DEX|2 BONUS:STAT|INT|-10 BONUS:STAT|CHA|-4 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base BONUS:VAR|DarkvisionRange|60|TYPE=Base BONUS:VAR|Maneuverability|3 BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin)|TYPE=SawlegLocustRaceTrait ABILITY:Internal|AUTOMATIC|Bite LEGS:6 MONSTERCLASS:Vermin:1 RACETYPE:Vermin RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Vermin CR:1/4 SOURCEPAGE:p.205 KIT:1|Familiar ~ Sawleg Locust +Familiar (Sea Krait) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,20,Climb,20,Swim,30 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:SKILL|Perception,Stealth|4|TYPE=Racial BONUS:STAT|STR|-6 BONUS:STAT|DEX|6 BONUS:STAT|CON|-2 BONUS:STAT|INT|-9 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-8 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|BiteSize|-1 BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Serpentine|TYPE=SeaKraitRaceTrait|Can't Be Tripped|Scent ABILITY:Internal|AUTOMATIC|Bite MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Animal CR:1/2 SOURCEPAGE:p.190 KIT:1|Familiar ~ Sea Krait +Familiar (Seal) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|S MOVE:Walk,10,Swim,60 REACH:5 BONUS:SKILL|Perception|4|TYPE=Racial BONUS:STAT|STR|-2 BONUS:STAT|DEX|2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-4 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Piscine|Can't Be Tripped|Hold Breath ABILITY:Internal|AUTOMATIC|Bite MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Animal CR:1/3 SOURCEPAGE:p.206 KIT:1|Familiar ~ Seal +Familiar (Shimmerwing Dragonfly) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,10,Fly,60 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-4 BONUS:STAT|DEX|4 BONUS:STAT|INT|-10 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-2 BONUS:VAR|DarkvisionRange|60|TYPE=Base BONUS:VAR|Maneuverability|5 BONUS:WEAPONPROF=Claw|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin) ABILITY:Internal|AUTOMATIC|Claw LEGS:6 MONSTERCLASS:Vermin:1 RACETYPE:Vermin RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Vermin CR:1/4 SOURCEPAGE:p.206 KIT:1|Familiar ~ Shimmerwing Dragonfly ABILITY:FEAT|VIRTUAL|Flyby Attack +Familiar (Skunk) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,30 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-8 BONUS:STAT|DEX|4 BONUS:STAT|CON|-2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-4 BONUS:VAR|HasLowlightVision|1|TYPE=Base ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws)|TYPE=SkunkRaceTrait|Scent ABILITY:Internal|AUTOMATIC|Bite|Claw LEGS:4 MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Animal CR:1/4 SOURCEPAGE:p.206 KIT:1|Familiar ~ Skunk NATURALATTACKS:Spray,Natural.Ranged.Weapon.Touch,*1,0,SPROP=Musk +Familiar (Snail Kite) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,10,Fly,60 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:SKILL|Perception|8|TYPE=Racial BONUS:STAT|STR|-4 BONUS:STAT|DEX|6 BONUS:STAT|INT|-8 BONUS:STAT|WIS|4 BONUS:STAT|CHA|-4 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|Maneuverability|3 ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Avian ABILITY:Internal|AUTOMATIC|Talons LEGS:2 MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Animal CR:1/3 SOURCEPAGE:p.190 KIT:1|Familiar ~ Snail Kite +Familiar (Spiny Starfish) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,5,Climb,5,Swim,5 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-6 BONUS:STAT|DEX|2 BONUS:STAT|CON|4 BONUS:STAT|INT|-10 BONUS:STAT|CHA|-8 BONUS:VAR|AC_Natural_Armor|2|TYPE=Base BONUS:VAR|DarkvisionRange|60|TYPE=Base BONUS:VAR|TremorsenseRange|20|TYPE=Base BONUS:WEAPONPROF=Slam|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin)|TYPE=SpinyStarfishRaceTrait|Can't Be Tripped|Grab ~ One Size Larger ABILITY:Internal|AUTOMATIC|Slam MONSTERCLASS:Vermin:1 RACETYPE:Vermin RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Vermin CR:1/6 SOURCEPAGE:p.206 KIT:1|Familiar ~ Spiny Starfish +Familiar (Squirrel) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|D MOVE:Walk,20,Climb,20 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-8 BONUS:STAT|DEX|8 BONUS:STAT|CON|-2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-2 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws) ABILITY:Internal|AUTOMATIC|Bite LEGS:4 MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Animal CR:1/8 SOURCEPAGE:p.207 KIT:1|Familiar ~ Squirrel +Familiar (Suture Vine) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,15,Climb,15 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-8 BONUS:STAT|DEX|2 BONUS:STAT|INT|-10 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-6 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Vine|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin)|TYPE=SutureVineRaceTrait LEGS:2 MONSTERCLASS:Plant:1 RACETYPE:Plant RACESUBTYPE:Familiar|FamiliarBase TYPE:Companion.Familiar.Plant CR:1/3 SOURCEPAGE:p.207 KIT:1|Familiar ~ Suture Vine NATURALATTACKS:Vine,Natural.Melee.Finesseable.Weapon.Primary.Piercing.Slashing,*1,1d2 ABILITY:FEAT|VIRTUAL|Weapon Finesse +Familiar (Tardigrade (Giant)) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|D MOVE:Walk,20,Climb,20,Swim,20 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-8 BONUS:STAT|DEX|2 BONUS:STAT|CON|6 BONUS:STAT|INT|-10 BONUS:STAT|CHA|-8 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base BONUS:VAR|DarkvisionRange|60|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin)|TYPE=GiantTardigradeRaceTrait ABILITY:Internal|AUTOMATIC|Bite LEGS:8 MONSTERCLASS:Vermin:1 RACETYPE:Vermin RACESUBTYPE:Aquatic|Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Vermin CR:1/8 SOURCEPAGE:p.208 KIT:1|Familiar ~ Tardigrade (Giant) BONUS:VAR|AcidResistanceBonus|2|TYPE=Resistance BONUS:VAR|ColdResistanceBonus|2|TYPE=Resistance BONUS:VAR|FireResistanceBonus|2|TYPE=Resistance +Familiar (Tarsier) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|D MOVE:Walk,20,Climb,20 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:SKILL|Acrobatics,Climb,Perception|4|TYPE=Racial BONUS:STAT|STR|-8 BONUS:STAT|DEX|6 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-4 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Biped (Hands)|TYPE=TarsierRaceTrait ABILITY:Internal|AUTOMATIC|Bite LEGS:4 MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Animal CR:1/6 SOURCEPAGE:p.208 KIT:1|Familiar ~ Tarsier +Familiar (Toucan) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,10,Fly,40 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-8 BONUS:STAT|DEX|4 BONUS:STAT|CON|-2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|4 BONUS:STAT|CHA|-4 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|Maneuverability|3 BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Avian ABILITY:Internal|AUTOMATIC|Bite LEGS:2 MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Animal CR:1/6 SOURCEPAGE:p.190 KIT:1|Familiar ~ Toucan +Familiar (Vampire Squid) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,0,Swim,20 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-4 BONUS:STAT|DEX|4 BONUS:STAT|CON|2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-8 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|DarkvisionRange|60|TYPE=Base ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin)|TYPE=VampireSquidRaceTrait ABILITY:Internal|AUTOMATIC|Bite LEGS:0 MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Aquatic|Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Animal CR:1/2 SOURCEPAGE:p.208 KIT:1|Familiar ~ Vampire Squid NATURALATTACKS:Tentacles,Natural.Melee.Finesseable.Weapon.Touch,*1,0,SPROP=plus grab +Familiar (Wallaby) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|S MOVE:Walk,40 REACH:5 BONUS:STAT|STR|-2 BONUS:STAT|DEX|4 BONUS:STAT|INT|-10 BONUS:STAT|CHA|-6 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Slam|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Biped (Claws) ABILITY:Internal|AUTOMATIC|Slam LEGS:2 MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Familiar|Augmented Magical Beast|FamiliarBase TYPE:Companion.Familiar.Animal CR:1/3 SOURCEPAGE:p.209 KIT:1|Familiar ~ Wallaby + +# ============================== +#Non-Familiar Versions +# ============================== +Arctic Fox STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,40 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:SITUATION|Acrobatics=Jump|4|TYPE=Racial BONUS:SITUATION|Survival=Track by scent|4|TYPE=Racial BONUS:SITUATION|Stealth=In snow|4|TYPE=Racial BONUS:STAT|STR|-2 BONUS:STAT|DEX|4 BONUS:STAT|CON|2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-4 BONUS:VAR|HasLowLightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Internal|AUTOMATIC|Bite LEGS:4 MONSTERCLASS:Animal:1 RACETYPE:Animal TYPE:Animal CR:1/4 SOURCEPAGE:p.190 KIT:1|TN +Arctic Hare STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,50 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:SITUATION|Stealth=In snow|4|TYPE=Racial BONUS:STAT|STR|-8 BONUS:STAT|DEX|6 BONUS:STAT|CON|-2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-6 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Internal|AUTOMATIC|Bite LEGS:4 MONSTERCLASS:Animal:1 RACETYPE:Animal TYPE:Animal CR:1/6 SOURCEPAGE:p.191 KIT:1|TN +Arctic Tern STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,10,Fly,40 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-8 BONUS:STAT|DEX|4 BONUS:STAT|CON|-4 BONUS:STAT|INT|-8 BONUS:STAT|WIS|4 BONUS:STAT|CHA|-6 BONUS:VAR|HasLowLightVision|1|TYPE=Base BONUS:VAR|Manueverability|3 BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Internal|AUTOMATIC|Bite LEGS:2 MONSTERCLASS:Animal:1 RACETYPE:Animal TYPE:Animal CR:1/6 SOURCEPAGE:p.192 KIT:1|TN +Armadillo STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,30,Burrow,5 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:SKILL|Swim|4|TYPE=Racial BONUS:SITUATION|Perception=sight-based|-8 BONUS:STAT|STR|-6 BONUS:STAT|DEX|4 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-2 BONUS:VAR|AC_Natural_Armor|2|TYPE=Base BONUS:VAR|HasLowLightVision|1|TYPE=Base BONUS:VAR|ClawAttacks|-1 BONUS:WEAPONPROF=Claw|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|TYPE=ArmadilloRaceTrait ABILITY:Internal|AUTOMATIC|Claw LEGS:4 MONSTERCLASS:Animal:1 RACETYPE:Animal TYPE:Animal CR:1/4 SOURCEPAGE:p.192 KIT:1|TN +Butterfly FACT:BaseSize|D MOVE:Walk,5,Fly,30 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-10 BONUS:STAT|DEX|2 BONUS:STAT|CON|-6 BONUS:STAT|INT|-10 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-4 BONUS:VAR|DarkvisionRange|60|TYPE=Base BONUS:VAR|Maneuverability|3 ABILITY:Special Ability|AUTOMATIC|Scent LEGS:6 MONSTERCLASS:Vermin:1 RACETYPE:Vermin TYPE:Vermin CR:0 SOURCEPAGE:p.192 KIT:1|TN +Cat (Margay) OUTPUTNAME:[NAME] STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,20,Climb,20 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:SITUATION|Bluff=Mimic animal sounds|4|TYPE=Racial BONUS:STAT|STR|-6 BONUS:STAT|DEX|4 BONUS:STAT|INT|-8 BONUS:STAT|CHA|-2 BONUS:VAR|HasLowlightVision|1|TYPE=Base ABILITY:Special Ability|AUTOMATIC|TYPE=MargayRaceTrait|Scent ABILITY:Internal|AUTOMATIC|Bite|Claw LEGS:4 MONSTERCLASS:Animal:1 RACETYPE:Animal TYPE:Animal CR:1/4 SOURCEPAGE:p.193 KIT:1|TN +Chicken STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,30,Fly,20 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-8 BONUS:STAT|CON|2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|2 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|Maneuverability|1 BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|TYPE=ChickenRacialTrait ABILITY:Internal|AUTOMATIC|Bite LEGS:2 MONSTERCLASS:Animal:1 RACETYPE:Animal TYPE:Animal CR:1/6 SOURCEPAGE:p.193 KIT:1|TN +Cockroach FACT:BaseSize|D MOVE:Walk,20,Climb,20,Fly,30 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-10 BONUS:STAT|DEX|4 BONUS:STAT|CON|4 BONUS:STAT|INT|-10 BONUS:STAT|CHA|-8 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|DarkvisionRange|60|TYPE=Base BONUS:VAR|Maneuverability|2 BONUS:VAR|Mindless|1 BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Hold Breath|Light Sensitivity ABILITY:Internal|AUTOMATIC|Bite LEGS:6 MONSTERCLASS:Vermin:1 RACETYPE:Vermin TYPE:Vermin CR:1/8 SOURCEPAGE:p.193 KIT:1|TN +Creeper Ivy FACT:BaseSize|T MOVE:Walk,15,Climb,15 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-4 BONUS:STAT|DEX|4 BONUS:STAT|INT|-10 BONUS:STAT|CHA|-6 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|Mindless|1 BONUS:VAR|ConstrictDieSize|3 BONUS:VAR|ConstrictBonusDamage|1.5*STR BONUS:WEAPONPROF=Slam|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Can't Be Tripped|Constrict|Grab ~ Medium ABILITY:Internal|AUTOMATIC|Slam MONSTERCLASS:Plant:1 RACETYPE:Plant TYPE:Plant CR:1/4 SOURCEPAGE:p.194 KIT:1|TN +Dodo STARTFEATS:1 FACT:BaseSize|S MOVE:Walk,20 REACH:5 BONUS:STAT|STR|-8 BONUS:STAT|CON|4 BONUS:STAT|INT|-8 BONUS:STAT|WIS|-2 BONUS:STAT|CHA|-4 BONUS:VAR|HasLowLightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Internal|AUTOMATIC|Bite LEGS:2 MONSTERCLASS:Animal:1 RACETYPE:Animal TYPE:Animal CR:1/4 SOURCEPAGE:p.194 KIT:1|TN +Dolphin (Popoto) OUTPUTNAME:[NAME] Dolphin STARTFEATS:1 FACT:BaseSize|S MOVE:Swim,60 REACH:5 BONUS:STAT|STR|-2 BONUS:STAT|DEX|6 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-4 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|DarkvisionRange|60|TYPE=Base BONUS:WEAPONPROF=Slam|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|TYPE=PopotoDolphinRaceTrait ABILITY:Internal|AUTOMATIC|Slam MONSTERCLASS:Animal:1 RACETYPE:Animal TYPE:Animal CR:1/3 SOURCEPAGE:p.194 KIT:1|TN +Dragonfly (Shimmerwing) FACT:BaseSize|T MOVE:Walk,10,Fly,60 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-4 BONUS:STAT|DEX|4 BONUS:STAT|INT|-10 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-2 BONUS:VAR|DarkvisionRange|60|TYPE=Base BONUS:VAR|Maneuverability|5 BONUS:VAR|Mindless|1 BONUS:WEAPONPROF=Claw|DAMAGE|max(0,(STR/2)) ABILITY:Internal|AUTOMATIC|Claw LEGS:6 MONSTERCLASS:Vermin:1 RACETYPE:Vermin TYPE:Vermin CR:1/4 SOURCEPAGE:p.206 KIT:1|TN ABILITY:FEAT|VIRTUAL|Flyby Attack +Dwarf Caiman STARTFEATS:1 FACT:BaseSize|S MOVE:Walk,10,Swim,30 REACH:5 BONUS:SITUATION|Stealth=In water|8|TYPE=Racial BONUS:STAT|CON|4 BONUS:STAT|INT|-8 BONUS:STAT|CHA|-8 BONUS:VAR|AC_Natural_Armor|3|TYPE=Base BONUS:VAR|HasLowLightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|TYPE=DwarfCaimanRaceTrait ABILITY:Internal|AUTOMATIC|Bite LEGS:4 MONSTERCLASS:Animal:1 RACETYPE:Animal TYPE:Animal CR:1/3 SOURCEPAGE:p.195 KIT:1|TN +Dweomer Cap FACT:BaseSize|T MOVE:Walk,5,Climb,5 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-10 BONUS:STAT|DEX|-2 BONUS:STAT|CON|2 BONUS:STAT|INT|-10 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-8 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|DarkvisionRange|60|TYPE=Base BONUS:VAR|Mindless|1 ABILITY:Special Ability|AUTOMATIC|TYPE=DweomerCapRaceTrait|Can't Be Tripped MONSTERCLASS:Plant:1 RACETYPE:Plant TYPE:Plant CR:1/8 SOURCEPAGE:p.195 KIT:1|TN +Ermine STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,20,Climb,20 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:SKILL|Stealth|4|TYPE=Racial BONUS:SKILL|Acrobatics|8|TYPE=Racial BONUS:SITUATION|Stealth=In snow|4|TYPE=Racial BONUS:STAT|STR|-8 BONUS:STAT|DEX|4 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-6 BONUS:VAR|HasLowLightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Attach|Scent ABILITY:Internal|AUTOMATIC|Bite LEGS:4 MONSTERCLASS:Animal:1 RACETYPE:Animal TYPE:Animal CR:1/4 SOURCEPAGE:p.190 KIT:1|TN +Fire Salamander STARTFEATS:1 FACT:BaseSize|D MOVE:Walk,10,Swim,20 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:SKILL|Escape Artist|4|TYPE=Racial BONUS:STAT|STR|-8 BONUS:STAT|DEX|4 BONUS:STAT|CON|-2 BONUS:STAT|INT|-10 BONUS:STAT|WIS|-2 BONUS:STAT|CHA|-4 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|TYPE=FireSalamanderRaceTrait|Scent ABILITY:Internal|AUTOMATIC|Bite LEGS:4 MONSTERCLASS:Animal:1 RACETYPE:Animal TYPE:Animal CR:1/3 SOURCEPAGE:p.196 KIT:1|TN +Flowering Lattice FACT:BaseSize|D MOVE:Walk,5,Climb,5 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-10 BONUS:STAT|DEX|2 BONUS:STAT|CON|-2 BONUS:STAT|INT|-10 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-2 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|Mindless|1 ABILITY:Special Ability|AUTOMATIC|TYPE=FloweringLatticeRaceTrait MONSTERCLASS:Plant:1 RACETYPE:Plant TYPE:Plant CR:1/6 SOURCEPAGE:p.196 KIT:1|TN +Ioun Wyrd STARTFEATS:1 FACT:BaseSize|T MOVE:Fly,30 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-6 BONUS:STAT|DEX|4 BONUS:STAT|INT|-8 BONUS:STAT|WIS|4 BONUS:STAT|CHA|-6 BONUS:VAR|BlindsightRange|30|TYPE=Base BONUS:VAR|Maneuverability|3 BONUS:VAR|SlamSize|2 ABILITY:Special Ability|AUTOMATIC|TYPE=IounWyrdRaceTrait ABILITY:Internal|AUTOMATIC|Slam LEGS:0 MONSTERCLASS:Construct:1 RACETYPE:Construct TYPE:Construct CR:1/3 SOURCEPAGE:p.197 KIT:1|TN AUTO:LANG|Common (cannot speak) +Isopod (Giant) FACT:BaseSize|T MOVE:Walk,20,Swim,10 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:SKILL|Perception|4|TYPE=Racial BONUS:STAT|STR|-6 BONUS:STAT|DEX|-2 BONUS:STAT|CON|4 BONUS:STAT|CHA|-8 BONUS:VAR|AC_Natural_Armor|3|TYPE=Base BONUS:VAR|HasLowLightVision|1|TYPE=Base BONUS:VAR|DarkvisionRange|60|TYPE=Base BONUS:VAR|Mindless|1 BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|TYPE=GiantIsopodRaceTrait|Can't Be Tripped ABILITY:Internal|AUTOMATIC|Bite MONSTERCLASS:Vermin:1 RACETYPE:Vermin RACESUBTYPE:Aquatic TYPE:Vermin CR:1/8 SOURCEPAGE:p.197 KIT:1|TN +Jerboa STARTFEATS:1 FACT:BaseSize|D MOVE:Walk,20 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:SKILL|Acrobatics,Perception|4|TYPE=Racial BONUS:STAT|STR|-10 BONUS:STAT|DEX|6 BONUS:STAT|CON|-2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|4 BONUS:STAT|CHA|-8 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Scent ABILITY:Internal|AUTOMATIC|Bite LEGS:4 MONSTERCLASS:Animal:1 RACETYPE:Animal TYPE:Animal CR:1/4 SOURCEPAGE:p.198 KIT:1|TN +Kakapo STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,30,Climb,10 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-8 BONUS:STAT|DEX|2 BONUS:STAT|INT|-10 BONUS:STAT|WIS|-2 BONUS:STAT|CHA|2 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|TYPE=KakapoRaceTrait ABILITY:Internal|AUTOMATIC|Bite LEGS:2 MONSTERCLASS:Animal:1 RACETYPE:Animal TYPE:Animal CR:1/8 SOURCEPAGE:p.198 KIT:1|TN +Koala STARTFEATS:1 FACT:BaseSize|S MOVE:Walk,20,Climb,20 REACH:5 BONUS:STAT|STR|-4 BONUS:STAT|CON|2 BONUS:STAT|INT|-10 BONUS:STAT|WIS|-2 BONUS:STAT|CHA|-2 BONUS:VAR|HasLowlightVision|1|TYPE=Base ABILITY:Internal|AUTOMATIC|Claw LEGS:4 MONSTERCLASS:Animal:1 RACETYPE:Animal TYPE:Animal CR:1/4 SOURCEPAGE:p.199 KIT:1|TN +Lamprey STARTFEATS:1 FACT:BaseSize|T MOVE:Swim,30 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-6 BONUS:STAT|DEX|4 BONUS:STAT|CON|4 BONUS:STAT|INT|-10 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-8 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|TYPE=LampreyRaceTrait|Attach ABILITY:Internal|AUTOMATIC|Bite MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Aquatic TYPE:Animal CR:1/3 SOURCEPAGE:p.199 KIT:1|TN +Lemming STARTFEATS:1 FACT:BaseSize|D MOVE:Walk,15 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-10 BONUS:STAT|DEX|2 BONUS:STAT|CON|-4 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-6 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Internal|AUTOMATIC|Bite LEGS:4 MONSTERCLASS:Animal:1 RACETYPE:Animal TYPE:Animal CR:1/8 SOURCEPAGE:p.200 KIT:1|TN +Lizard (Horned) STARTFEATS:1 FACT:BaseSize|D MOVE:Walk,20 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-10 BONUS:STAT|DEX|2 BONUS:STAT|CON|-2 BONUS:STAT|INT|-10 BONUS:STAT|CHA|-8 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|TYPE=HornedLizardRaceTrait|Scent ABILITY:Internal|AUTOMATIC|Bite LEGS:4 MONSTERCLASS:Animal:1 RACETYPE:Animal TYPE:Animal CR:1/6 SOURCEPAGE:p.197 KIT:1|TN NATURALATTACKS:Blood Squirt,Natural.Ranged.Weapon.Touch,*1,0,SPROP=Special +Locust (Sawleg) FACT:BaseSize|T MOVE:Walk,15,Climb,15,Fly,40 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:SITUATION|Acrobatics=Jump|8|TYPE=Racial BONUS:STAT|STR|-6 BONUS:STAT|DEX|2 BONUS:STAT|INT|-10 BONUS:STAT|CHA|-4 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base BONUS:VAR|DarkvisionRange|60|TYPE=Base BONUS:VAR|Maneuverability|3 BONUS:VAR|Mindless|1 BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|TYPE=SawlegLocustRaceTrait ABILITY:Internal|AUTOMATIC|Bite LEGS:6 MONSTERCLASS:Vermin:1 RACETYPE:Vermin TYPE:Vermin CR:1/4 SOURCEPAGE:p.205 KIT:1|TN +Marine Iguana STARTFEATS:1 FACT:BaseSize|S MOVE:Walk,20,Swim,40 REACH:5 BONUS:SITUATION|Stealth=In water|8|TYPE=Racial BONUS:STAT|CON|4 BONUS:STAT|INT|-8 BONUS:STAT|CHA|-8 BONUS:VAR|AC_Natural_Armor|3|TYPE=Base BONUS:VAR|HasLowLightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|TYPE=MarineIguanaRaceTrait ABILITY:Internal|AUTOMATIC|Bite LEGS:4 MONSTERCLASS:Animal:1 RACETYPE:Animal TYPE:Animal CR:1/3 SOURCEPAGE:p.190 KIT:1|TN +Meerkat STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,30,Burrow,5 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-6 BONUS:STAT|DEX|4 BONUS:STAT|CON|2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|2 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|TYPE=MeerkatRaceTrait|Scent ABILITY:Internal|AUTOMATIC|Bite LEGS:4 MONSTERCLASS:Animal:1 RACETYPE:Animal TYPE:Animal CR:1/4 SOURCEPAGE:p.200 KIT:1|TN +Mole STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,20,Burrow,5 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-8 BONUS:STAT|CON|4 BONUS:STAT|INT|-8 BONUS:STAT|CHA|-4 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|ClawAttacks|-1 ABILITY:Special Ability|AUTOMATIC|Hold Breath ABILITY:Internal|AUTOMATIC|Claw LEGS:4 MONSTERCLASS:Animal:1 RACETYPE:Animal TYPE:Animal CR:1/6 SOURCEPAGE:p.201 KIT:1|TN +Mongoose STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,20,Climb,20 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:SKILL|Stealth|4|TYPE=Racial BONUS:SKILL|Acrobatics|8|TYPE=Racial BONUS:STAT|STR|-8 BONUS:STAT|DEX|4 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-6 BONUS:VAR|HasLowLightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|TYPE=MongooseRaceTrait|Attach|Scent ABILITY:Internal|AUTOMATIC|Bite LEGS:4 MONSTERCLASS:Animal:1 RACETYPE:Animal TYPE:Animal CR:1/4 SOURCEPAGE:p.190 KIT:1|TN +Moth FACT:BaseSize|D MOVE:Walk,5,Fly,30 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-10 BONUS:STAT|DEX|2 BONUS:STAT|CON|-6 BONUS:STAT|INT|-10 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-4 BONUS:VAR|DarkvisionRange|60|TYPE=Base BONUS:VAR|Maneuverability|3 BONUS:VAR|Mindless|1 ABILITY:Special Ability|AUTOMATIC|Scent LEGS:6 MONSTERCLASS:Vermin:1 RACETYPE:Vermin TYPE:Vermin CR:0 SOURCEPAGE:p.192 KIT:1|TN +Osprey STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,10,Fly,60 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:SKILL|Perception|8|TYPE=Racial BONUS:STAT|STR|-4 BONUS:STAT|DEX|6 BONUS:STAT|INT|-8 BONUS:STAT|WIS|4 BONUS:STAT|CHA|-4 BONUS:VAR|Maneuverability|3 ABILITY:Internal|AUTOMATIC|Talons LEGS:2 MONSTERCLASS:Animal:1 RACETYPE:Animal TYPE:Animal CR:1/3 SOURCEPAGE:p.190 KIT:1|TN +Parrot STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,10,Fly,40 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-8 BONUS:STAT|DEX|4 BONUS:STAT|CON|-2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|4 BONUS:STAT|CHA|-4 BONUS:VAR|HasLowLightVision|1|TYPE=Base BONUS:VAR|Maneuverability|3 BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Internal|AUTOMATIC|Bite LEGS:2 MONSTERCLASS:Animal:1 RACETYPE:Animal TYPE:Animal CR:1/6 SOURCEPAGE:p.190 KIT:1|TN +Peafowl STARTFEATS:1 FACT:BaseSize|S MOVE:Walk,20,Fly,40 REACH:5 BONUS:STAT|STR|-4 BONUS:STAT|DEX|2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|-4 BONUS:STAT|CHA|2 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|Maneuverability|1 ABILITY:Special Ability|AUTOMATIC|TYPE=PeafowlRaceTrait ABILITY:Internal|AUTOMATIC|Talons LEGS:2 MONSTERCLASS:Animal:1 RACETYPE:Animal TYPE:Animal CR:1/4 SOURCEPAGE:p.201 KIT:1|TN +Penguin STARTFEATS:1 FACT:BaseSize|S MOVE:Walk,10,Swim,40,Toboggan,30 REACH:5 BONUS:STAT|STR|-2 BONUS:STAT|DEX|-2 BONUS:STAT|CON|2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-4 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|BiteSize|-1 BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|TYPE=PenguinRaceTrait|Hold Breath ABILITY:Internal|AUTOMATIC|Bite LEGS:2 MONSTERCLASS:Animal:1 RACETYPE:Animal TYPE:Animal CR:1/3 SOURCEPAGE:p.201 KIT:1|TN +Petrifern FACT:BaseSize|D MOVE:Walk,20 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-8 BONUS:STAT|DEX|-2 BONUS:STAT|CON|2 BONUS:STAT|INT|-10 BONUS:STAT|WIS|-4 BONUS:STAT|CHA|-2 BONUS:VAR|AC_Natural_Armor|2|TYPE=Base BONUS:VAR|BlindsightRange|30|TYPE=Base BONUS:VAR|SlamSize|1 BONUS:VAR|Mindless|1 BONUS:WEAPONPROF=Slam|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|TYPE=PetrifernRaceTrait ABILITY:Internal|AUTOMATIC|Slam LEGS:2 MONSTERCLASS:Plant:1 RACETYPE:Plant TYPE:Plant CR:1/6 SOURCEPAGE:p.202 KIT:1|TN +Platypus STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,10,Swim,40 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:SITUATION|Perception=Underwater|4 BONUS:STAT|STR|-8 BONUS:STAT|DEX|4 BONUS:STAT|CON|-2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Spur|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|TYPE=PlatypusRaceTrait LEGS:4 MONSTERCLASS:Animal:1 RACETYPE:Animal TYPE:Animal CR:1/6 SOURCEPAGE:p.203 KIT:1|TN NATURALATTACKS:Spur,Natural.Melee.Weapon.Primary.Piercing,*1,1d3,SPROP=Plus Poison +Ptarmigan STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,20,Fly,40 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:SITUATION|Stealth=In snow|4|TYPE=Racial BONUS:STAT|STR|-8 BONUS:STAT|DEX|4 BONUS:STAT|CON|-4 BONUS:STAT|INT|-10 BONUS:STAT|WIS|4 BONUS:STAT|CHA|-6 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|Manueverability|2 BONUS:VAR|BiteSize|-1 BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Internal|AUTOMATIC|Bite LEGS:2 MONSTERCLASS:Animal:1 RACETYPE:Animal TYPE:Animal CR:1/6 SOURCEPAGE:p.203 KIT:1|TN +Pufferfish STARTFEATS:1 FACT:BaseSize|T MOVE:Swim,20 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-6 BONUS:STAT|DEX|4 BONUS:STAT|CON|4 BONUS:STAT|INT|-10 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-2 BONUS:VAR|HasLowlightVision|1|TYPE=Base ABILITY:Special Ability|AUTOMATIC|TYPE=PufferfishRaceTrait MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Aquatic TYPE:Animal CR:1/4 SOURCEPAGE:p.203 KIT:1|TN +Puffin STARTFEATS:1 FACT:BaseSize|D MOVE:Walk,10,Fly,30,Swim,30 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-10 BONUS:STAT|DEX|4 BONUS:STAT|CON|-4 BONUS:STAT|INT|-8 BONUS:STAT|WIS|4 BONUS:STAT|CHA|-4 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|Manueverability|3 BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Internal|AUTOMATIC|Bite LEGS:2 MONSTERCLASS:Animal:1 RACETYPE:Animal TYPE:Animal CR:1/8 SOURCEPAGE:p.204 KIT:1|TN +Rabbit STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,50 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-8 BONUS:STAT|DEX|6 BONUS:STAT|CON|-2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-6 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Internal|AUTOMATIC|Bite LEGS:4 MONSTERCLASS:Animal:1 RACETYPE:Animal TYPE:Animal CR:1/6 SOURCEPAGE:p.204 KIT:1|TN +Ravenous Tumbleweed FACT:BaseSize|T MOVE:Walk,30 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-4 BONUS:STAT|DEX|2 BONUS:STAT|CON|2 BONUS:STAT|INT|-10 BONUS:STAT|CHA|-6 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|Mindless|1 BONUS:WEAPONPROF=Slam|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|TYPE=RavenousTumbleweedRaceTrait|Can't Be Tripped ABILITY:Internal|AUTOMATIC|Slam MONSTERCLASS:Plant:1 RACETYPE:Plant TYPE:Plant CR:1/3 SOURCEPAGE:p.205 KIT:1|TN +Razor Fern FACT:BaseSize|T MOVE:Walk,15 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-6 BONUS:STAT|DEX|4 BONUS:STAT|INT|-10 BONUS:STAT|CHA|-4 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|TremorsenseRange|15|TYPE=Base ABILITY:Special Ability|AUTOMATIC|TYPE=RazorFernRaceTrait LEGS:2 MONSTERCLASS:Plant:1 RACETYPE:Plant TYPE:Plant CR:1/4 SOURCEPAGE:p.205 KIT:1|TN NATURALATTACKS:Frond,Natural.Melee.Finesseable.Weapon.Primary.Slashing,*2,1d4 ABILITY:FEAT|VIRTUAL|Weapon Finesse +Rhamphorhynchus STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,10,Fly,40 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-4 BONUS:STAT|DEX|6 BONUS:STAT|INT|-8 BONUS:STAT|WIS|4 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|Maneuverability|4 BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|TYPE=RhamphorhynchusRaceTrait|Evasion|Scent ABILITY:Internal|AUTOMATIC|Bite LEGS:2 MONSTERCLASS:Animal:1 RACETYPE:Animal TYPE:Animal CR:1/3 SOURCEPAGE:p.204 KIT:1|TN +Sea Krait STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,20,Climb,20,Swim,30 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:SKILL|Perception,Stealth|4|TYPE=Racial BONUS:STAT|STR|-6 BONUS:STAT|DEX|6 BONUS:STAT|CON|-2 BONUS:STAT|INT|-9 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-8 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base BONUS:VAR|HasLowLightVision|1|TYPE=Base BONUS:VAR|BiteSize|-1 BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|TYPE=SeaKraitRaceTrait|Can't Be Tripped|Scent ABILITY:Internal|AUTOMATIC|Bite MONSTERCLASS:Animal:1 RACETYPE:Animal TYPE:Animal CR:1/2 SOURCEPAGE:p.190 KIT:1|TN +Seal STARTFEATS:1 FACT:BaseSize|S MOVE:Walk,10,Swim,60 REACH:5 BONUS:SKILL|Perception|4|TYPE=Racial BONUS:STAT|STR|-2 BONUS:STAT|DEX|2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-4 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|Can't Be Tripped|Hold Breath ABILITY:Internal|AUTOMATIC|Bite MONSTERCLASS:Animal:1 RACETYPE:Animal TYPE:Animal CR:1/3 SOURCEPAGE:p.206 KIT:1|TN +Slug (Leopard) FACT:BaseSize|D MOVE:Walk,10,Climb,10 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-10 BONUS:STAT|DEX|-6 BONUS:STAT|CON|2 BONUS:STAT|WIS|-4 BONUS:STAT|CHA|-2 BONUS:VAR|DarkvisionRange|60|TYPE=Base ABILITY:Special Ability|AUTOMATIC|TYPE=LeopardSlugRaceTrait|Can't Be Tripped|Compression MONSTERCLASS:Vermin:1 RACETYPE:Vermin TYPE:Vermin CR:1/8 SOURCEPAGE:p.200 KIT:1|TN +Snail Kite STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,10,Fly,60 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:SKILL|Perception|8|TYPE=Racial BONUS:STAT|STR|-4 BONUS:STAT|DEX|6 BONUS:STAT|INT|-8 BONUS:STAT|WIS|4 BONUS:STAT|CHA|-4 BONUS:VAR|Maneuverability|3 ABILITY:Internal|AUTOMATIC|Talons LEGS:2 MONSTERCLASS:Animal:1 RACETYPE:Animal TYPE:Animal CR:1/3 SOURCEPAGE:p.190 KIT:1|TN +Spiny Starfish FACT:BaseSize|T MOVE:Walk,5,Climb,5,Swim,5 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-6 BONUS:STAT|DEX|2 BONUS:STAT|CON|4 BONUS:STAT|INT|-10 BONUS:STAT|CHA|-8 BONUS:VAR|AC_Natural_Armor|2|TYPE=Base BONUS:VAR|DarkvisionRange|60|TYPE=Base BONUS:VAR|TremorsenseRange|20|TYPE=Base BONUS:VAR|Mindless|1 BONUS:WEAPONPROF=Slam|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|TYPE=SpinyStarfishRaceTrait|Can't Be Tripped|Grab ~ One Size Larger ABILITY:Internal|AUTOMATIC|Slam MONSTERCLASS:Vermin:1 RACETYPE:Vermin RACESUBTYPE:Aquatic TYPE:Vermin CR:1/6 SOURCEPAGE:p.206 KIT:1|TN +Squirrel STARTFEATS:1 FACT:BaseSize|D MOVE:Walk,20,Climb,20 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-8 BONUS:STAT|DEX|8 BONUS:STAT|CON|-2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-2 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Internal|AUTOMATIC|Bite LEGS:4 MONSTERCLASS:Animal:1 RACETYPE:Animal TYPE:Animal CR:1/8 SOURCEPAGE:p.207 KIT:1|TN +Squid (Vampire) STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,0,Swim,20 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-4 BONUS:STAT|DEX|4 BONUS:STAT|CON|2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-8 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|DarkvisionRange|60|TYPE=Base ABILITY:Special Ability|AUTOMATIC|TYPE=VampireSquidRaceTrait ABILITY:Internal|AUTOMATIC|Bite LEGS:0 MONSTERCLASS:Animal:1 RACETYPE:Animal RACESUBTYPE:Aquatic TYPE:Animal CR:1/2 SOURCEPAGE:p.208 KIT:1|TN NATURALATTACKS:Tentacles,Natural.Melee.Finesseable.Weapon.Touch,*1,0,SPROP=plus grab +Suture Vine FACT:BaseSize|T MOVE:Walk,15,Climb,15 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-8 BONUS:STAT|DEX|2 BONUS:STAT|INT|-10 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-6 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|Mindless|1 BONUS:WEAPONPROF=Vine|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|TYPE=SutureVineRaceTrait LEGS:2 MONSTERCLASS:Plant:1 RACETYPE:Plant TYPE:Plant CR:1/3 SOURCEPAGE:p.207 KIT:1|TN NATURALATTACKS:Vine,Natural.Melee.Finesseable.Weapon.Primary.Piercing.Slashing,*1,1d2 ABILITY:FEAT|VIRTUAL|Weapon Finesse +Tardigrade (Giant) FACT:BaseSize|D MOVE:Walk,20,Climb,20,Swim,20 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-8 BONUS:STAT|DEX|2 BONUS:STAT|CON|6 BONUS:STAT|INT|-10 BONUS:STAT|CHA|-8 BONUS:VAR|AC_Natural_Armor|1|TYPE=Base BONUS:VAR|DarkvisionRange|60|TYPE=Base BONUS:VAR|Mindless|1 BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|TYPE=GiantTardigradeRaceTrait ABILITY:Internal|AUTOMATIC|Bite LEGS:8 MONSTERCLASS:Vermin:1 RACETYPE:Vermin RACESUBTYPE:Aquatic TYPE:Vermin CR:1/8 SOURCEPAGE:p.208 KIT:1|TN BONUS:VAR|AcidResistanceBonus|2|TYPE=Resistance BONUS:VAR|ColdResistanceBonus|2|TYPE=Resistance BONUS:VAR|FireResistanceBonus|2|TYPE=Resistance +Tarsier STARTFEATS:1 FACT:BaseSize|D MOVE:Walk,20,Climb,20 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:SKILL|Acrobatics,Climb,Perception|4|TYPE=Racial BONUS:STAT|STR|-8 BONUS:STAT|DEX|6 BONUS:STAT|INT|-8 BONUS:STAT|WIS|2 BONUS:STAT|CHA|-4 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Special Ability|AUTOMATIC|TYPE=TarsierRaceTrait ABILITY:Internal|AUTOMATIC|Bite LEGS:4 MONSTERCLASS:Animal:1 RACETYPE:Animal TYPE:Animal CR:1/6 SOURCEPAGE:p.208 KIT:1|TN +Toucan STARTFEATS:1 FACT:BaseSize|T MOVE:Walk,10,Fly,40 REACH:0 BONUS:SKILL|Climb,Swim|DEX-STR BONUS:STAT|STR|-8 BONUS:STAT|DEX|4 BONUS:STAT|CON|-2 BONUS:STAT|INT|-8 BONUS:STAT|WIS|4 BONUS:STAT|CHA|-4 BONUS:VAR|HasLowLightVision|1|TYPE=Base BONUS:VAR|Maneuverability|3 BONUS:WEAPONPROF=Bite|DAMAGE|max(0,(STR/2)) ABILITY:Internal|AUTOMATIC|Bite LEGS:2 MONSTERCLASS:Animal:1 RACETYPE:Animal TYPE:Animal CR:1/6 SOURCEPAGE:p.190 KIT:1|TN +Wallaby STARTFEATS:1 FACT:BaseSize|S MOVE:Walk,40 REACH:5 BONUS:STAT|STR|-2 BONUS:STAT|DEX|4 BONUS:STAT|INT|-10 BONUS:STAT|CHA|-6 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:WEAPONPROF=Slam|DAMAGE|max(0,(STR/2)) ABILITY:Internal|AUTOMATIC|Slam LEGS:2 MONSTERCLASS:Animal:1 RACETYPE:Animal TYPE:Animal CR:1/3 SOURCEPAGE:p.209 KIT:1|TN + +# ------------------------------------------------------ +#Companion Support +# ------------------------------------------------------ +Companion (Ant (Giant)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin) +Companion (Ape).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Biped (Hands) +Companion (Badger (Wolverine)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws) +Companion (Bat (Dire)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Avian +Companion (Bear).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws) +Companion (Beetle (Giant)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin) +Companion (Bird (Eagle)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Avian +Companion (Bird (Hawk)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Avian +Companion (Bird (Owl)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Avian +Companion (Boar).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Hooves) +Companion (Camel).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Other) +Companion (Cat (Big (Lion))).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws) +Companion (Cat (Big (Tiger))).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws) +Companion (Cat (Small (Cheetah))).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws) +Companion (Cat (Small (Leopard))).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws) +Companion (Centipede (Giant)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin) +Companion (Crab (Giant)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin) +Companion (Crocodile (Alligator)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Short Legs) +Companion (Dinosaur (Allosaurus)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Biped (Claws) +Companion (Dinosaur (Ankylosaurus)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Other) +Companion (Dinosaur (Brachiosaurus)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Other) +Companion (Dinosaur (Deinonychus)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Biped (Claws) +Companion (Dinosaur (Elasmosaurus)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Short Legs) +Companion (Dinosaur (Parasaurolophus)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Biped (Claws) +Companion (Dinosaur (Pteranodon)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Avian +Companion (Dinosaur (Stegosaurus)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Other) +Companion (Dinosaur (Triceratops)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Other) +Companion (Dinosaur (Tylosaurus)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Piscine +Companion (Dinosaur (Tyrannosaurus)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Biped (Claws) +Companion (Dinosaur (Velociraptor)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Biped (Claws) +Companion (Dire Rat).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws) +Companion (Dog).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws) +Companion (Dolphin).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Piscine +Companion (Dolphin (Orca)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Piscine +Companion (Frog (Giant)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Short Legs) +Companion (Eel (Electric)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Serpentine +Companion (Eel (Giant Moray)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Serpentine +Companion (Elephant (Mastodon)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Other) +Companion (Elephant).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Other) +Companion (Gar).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Piscine +Companion (Goblin Dog).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws) +Companion (Herd Animal (Aurochs)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Hooves) +Companion (Herd Animal (Bison)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Hooves) +Companion (Herd Animal (Ram)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Hooves) +Companion (Hippopotamus).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Other) +Companion (Horse).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Hooves) +Companion (Hyena).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws) +Companion (Leech (Giant)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Serpentine +Companion (Lizard (Monitor)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Short Legs) +Companion (Mantis (Giant)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin) +Companion (Megafauna (Arsinoitherium)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Other) +Companion (Megafauna (Gylptodon)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Short Legs) +Companion (Megafauna (Megaloceros)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Hooves) +Companion (Megafauna (Megatherium)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Other) +Companion (Octopus).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin) +Companion (Pony).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Hooves) +Companion (Primate (Baboon)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Biped (Hands) +Companion (Ray (Manta)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Piscine +Companion (Ray (Stingray)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Piscine +Companion (Rhinoceros).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Other) +Companion (Roc).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Avian +Companion (Scorpion (Giant)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin) +Companion (Shark).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Piscine +Companion (Slug (Giant)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Serpentine +Companion (Snake (Constrictor)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Serpentine +Companion (Snake (Viper)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Serpentine +Companion (Spider (Giant)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin) +Companion (Squid).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin) +Companion (Turtle (Giant Snapping)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Short Legs) +Companion (Wasp (Giant)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin) +Companion (Wolf).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws) + +# ------------------------------------------------------ +#Familiar Support +# ------------------------------------------------------ +Familiar (Bat).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Avian +Familiar (Blue-Ringed Octopus).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin) +Familiar (Cat).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws) +Familiar (Centipede (House)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin) +Familiar (Compsognathus).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Biped (Claws) +Familiar (Crab (Giant King)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin) +Familiar (Donkey Rat).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws) +Familiar (Fox).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws) +Familiar (Goat).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Hooves) +Familiar (Hawk).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Avian +Familiar (Hedgehog).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws) +Familiar (Lizard).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Short Legs) +Familiar (Monkey).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Biped (Hands) +Familiar (Octopus).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin) +Familiar (Owl).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Avian +Familiar (Paracletus).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Avian +Familiar (Parrot).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Avian +Familiar (Pig).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Hooves) +Familiar (Rat).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws) +Familiar (Raven).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Avian +Familiar (Scorpion (Greensting)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin) +Familiar (Spider (Scarlet)).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Unusual (Plant and Vermin) +Familiar (Thrush).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Avian +Familiar (Toad).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Short Legs) +Familiar (Turtle).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Short Legs) +Familiar (Snapping Turtle).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Short Legs) +Familiar (Viper).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Serpentine +Familiar (Weasel).MOD ABILITY:Special Ability|AUTOMATIC|Companion Body Type ~ Quadruped (Claws) + +#Missing - Badger, Crocodile, and Mammoth have not been made as companions. They use similar animals as their base. + +# ------------------------------------------------------ +#Leshy Familiars (reproduced from other sources) +# ------------------------------------------------------ + +Familiar (Fungus Leshy) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|S MOVE:Walk,20 REACH:5 BONUS:SITUATION|Stealth=In swamps,Stealth=Underground,Survival=Swamps,Survival=Underground|4|TYPE=Racial BONUS:STAT|STR|0 BONUS:STAT|DEX|4 BONUS:STAT|CON|6 BONUS:STAT|INT|-4 BONUS:STAT|WIS|4 BONUS:STAT|CHA|4 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|DarkvisionRange|60|TYPE=Base ABILITY:Internal|AUTOMATIC|Race Traits ~ Leshy (Fungus) LEGS:2 HANDS:2 MONSTERCLASS:Plant:2 RACETYPE:Plant RACESUBTYPE:Familiar|Augmented|Leshy|Shapechanger TYPE:Companion.Familiar.Plant CR:2 AUTO:LANG|Druidic|Sylvan|Plantspeech (fungi) NATURALATTACKS:Bite,Natural.Melee.Finesseable.Weapon,*1,1d6 NATURALATTACKS:Claw,Natural.Melee.Finesseable.Weapon,*2,1d3 NATURALATTACKS:Puffball,Natural.Ranged.Weapon,*2,1 BONUS:VAR|SLA_CL|4 SOURCEPAGE:B3 p.176 KIT:1|Familiar ~ Fungus Leshy +Familiar (Gourd Leshy) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|S MOVE:Walk,20 REACH:5 BONUS:SITUATION|Stealth=On plains,Stealth=Undergrowth,Survival=Plains,Survival=Undergrowth|4|TYPE=Racial BONUS:STAT|STR|-4 BONUS:STAT|DEX|4 BONUS:STAT|CON|4 BONUS:STAT|INT|-4 BONUS:STAT|WIS|0 BONUS:STAT|CHA|4 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|DarkvisionRange|60|TYPE=Base ABILITY:Internal|AUTOMATIC|Race Traits ~ Leshy (Gourd) LEGS:2 HANDS:2 MONSTERCLASS:Plant:1 RACETYPE:Plant RACESUBTYPE:Familiar|Augmented|Leshy|Shapechanger TYPE:Companion.Familiar.Plant CR:1 AUTO:LANG|Druidic|Sylvan|Plantspeech (gourds) NATURALATTACKS:Slam,Natural.Melee.Finesseable.Weapon,*1,1d3 NATURALATTACKS:Seed,Natural.Ranged.Weapon,*1,1 BONUS:VAR|SLA_CL|2 SOURCEPAGE:B3 p.177 KIT:1|Familiar ~ Gourd Leshy SOURCELONG:Bestiary 3 SOURCESHORT:B3 +Familiar (Leaf Leshy) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|S MOVE:Walk,20,Climb,10,Fly,10 REACH:5 BONUS:SITUATION|Stealth=In forests,Stealth=In jungles,Survival=In forests,Survival=Jungles|4|TYPE=Racial BONUS:STAT|STR|-4 BONUS:STAT|DEX|2 BONUS:STAT|CON|2 BONUS:STAT|INT|-6 BONUS:STAT|WIS|2 BONUS:STAT|CHA|2 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|DarkvisionRange|60|TYPE=Base BONUS:VAR|Maneuverability|1 ABILITY:Internal|AUTOMATIC|Race Traits ~ Leshy (Leaf) LEGS:2 HANDS:2 MONSTERCLASS:Plant:1 RACETYPE:Plant RACESUBTYPE:Familiar|Augmented|Leshy|Shapechanger TYPE:Companion.Familiar.Plant CR:1/2 AUTO:LANG|Druidic|Sylvan|Plantspeech (trees) NATURALATTACKS:Seedpods,Natural.Ranged.Weapon,*1,1 BONUS:VAR|SLA_CL|2 SOURCEPAGE:B3 p.178 KIT:1|Familiar ~ Leaf Leshy +Familiar (Seaweed Leshy) SORTKEY:z_Companion OUTPUTNAME:Familiar [NAME] STARTFEATS:1 FACT:BaseSize|S MOVE:Walk,20,Swim,20 REACH:5 BONUS:SITUATION|Stealth=In water,Survival=In water|4|TYPE=Racial BONUS:STAT|STR|0 BONUS:STAT|DEX|2 BONUS:STAT|CON|4 BONUS:STAT|INT|-2 BONUS:STAT|WIS|4 BONUS:STAT|CHA|2 BONUS:VAR|HasLowlightVision|1|TYPE=Base BONUS:VAR|DarkvisionRange|60|TYPE=Base BONUS:VAR|AC_Natural_Armor|2|TYPE=Base ABILITY:Internal|AUTOMATIC|Race Traits ~ Leshy (Seaweed) LEGS:2 HANDS:2 MONSTERCLASS:Plant:4 RACETYPE:Plant RACESUBTYPE:Familiar|Augmented|Leshy|Shapechanger TYPE:Companion.Familiar.Plant CR:3 AUTO:LANG|Druidic|Sylvan|Plantspeech (seaweed) NATURALATTACKS:Slam,Natural.Melee.Finesseable.Weapon,*1,1d6 NATURALATTACKS:Water Jet,Natural.Ranged.Weapon,*1,1 BONUS:VAR|SLA_CL|8 SOURCEPAGE:B3 p.179 KIT:1|Familiar ~ Seaweed Leshy diff --git a/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_skills.lst b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_skills.lst new file mode 100644 index 00000000000..56be9f02039 --- /dev/null +++ b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_skills.lst @@ -0,0 +1,33 @@ +# CVS $Revision: $ $Author: $ -- Fri Jun 30 20:50:52 2017 -- reformated by PCGen PrettyLST v6.06.00 +SOURCELONG:Ultimate Wilderness SOURCESHORT:UW SOURCEWEB:http://paizo.com/products/btpy9ujo SOURCEDATE:2017-11 + +# Skill Name Situational Skill +Acrobatics.MOD SITUATION:On or near flowing water +Acrobatics.MOD SITUATION:Move between/through trees +Bluff.MOD SITUATION:Create Distraction +Bluff.MOD SITUATION:Mimic animal sounds +Climb.MOD SITUATION:In forests +Climb.MOD SITUATION:Up trees +Knowledge (geography).MOD SITUATION:In mountains +Knowledge (geography).MOD SITUATION:In swamps +Knowledge (geography).MOD SITUATION:On or near flowing water +Knowledge (nature).MOD SITUATION:Fey Courts and Fey Courtiers +Knowledge (nature).MOD SITUATION:In Favored Terrain +Knowledge (nobility).MOD SITUATION:Fey Courts and Fey Courtiers +Perception.MOD SITUATION:In swamps +Perception.MOD SITUATION:On or near flowing water +Perception.MOD SITUATION:Smell- taste- and touch-based +Perception.MOD SITUATION:Warm deserts, hills, and mountains +Profession (herbalist).MOD SITUATION:Find herbs +Ride.MOD SITUATION:Warm deserts, hills, and mountains +Sleight of Hand.MOD SITUATION:Pick Pockets +Stealth.MOD SITUATION:In areas of fog/mist/smoke/heavy spray +Stealth.MOD SITUATION:On or near flowing water +Stealth.MOD SITUATION:Warm deserts, hills, and mountains +Survival.MOD SITUATION:Avoid Natural Hazards +Survival.MOD SITUATION:Follow or identify tracks/Deserts +Survival.MOD SITUATION:In Favored Terrain +Survival.MOD SITUATION:In mountains +Survival.MOD SITUATION:On or near flowing water +Swim.MOD SITUATION:On or near flowing water + diff --git a/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_spells.lst b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_spells.lst new file mode 100644 index 00000000000..3937aefff1a --- /dev/null +++ b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_spells.lst @@ -0,0 +1,146 @@ +# CVS $Revision: $ $Author: $ -- Fri Jun 30 20:50:52 2017 -- reformated by PCGen PrettyLST v6.06.00 +SOURCELONG:Ultimate Wilderness SOURCESHORT:UW SOURCEWEB:http://paizo.com/products/btpy9ujo SOURCEDATE:2017-11 + +# ============================== +# New Spells +# ============================== + +Alpha Instinct TYPE:Arcane.Divine.Psychic CLASSES:Druid,Medium,Ranger,Shaman=2|Bard,Mesmerist=3 SCHOOL:Enchantment SUBSCHOOL:Charm DESCRIPTOR:Mind-Affecting COMPS:V,S,M CASTTIME:10 minutes RANGE:Personal TARGETAREA:You DURATION:(CASTERLEVEL) hours [D] SOURCEPAGE:p.227 DESC:Animals perceive you as a social superior. The starting attitude of animals you interact with improves by one step, and you gain a +2 morale bonus on Handle Animal checks. Helpful animals provide simple assistance (such as using the aid another action on skill checks they understand) as long as the spell lasts, but they flee from attacks and do not support you in combat. At one point during the spell's duration, you can issue a nonverbal command to helpful animals within 60 feet to forage for you; the animal or animals immediately head out into the wilderness to do just that. After 1 hour, the animals return to the location where you issued the command to make you an offering of edible food sufficient for one meal for you and (CASTERLEVEL) others.|PRERULE:1,DisplayFullSpell +Aquatic Cavalry TYPE:Arcane.Divine CLASSES:Antipaladin,Druid,Paladin,Ranger,Shaman,Summoner=2 SCHOOL:Conjuration SUBSCHOOL:Summoning COMPS:V,S,DF CASTTIME:1 round RANGE:Medium TARGETAREA:(min(6,1+(CASTERLEVEL/3))) hippocampi DURATION:(CASTERLEVEL) hours [D] SAVEINFO:None SPELLRES:No SOURCEPAGE:p.227 DESC:You summon a school of (min(6,1+(CASTERLEVEL/3))) hippocampi (Bestiary 2 p155) to serve as combat-trained mounts. The hippocampi avoid combat if possible but defend themselves if attacked. If any hippocampus attacks, the remaining duration of the spell changes from (CASTERLEVEL) hours to (CASTERLEVEL) rounds (so if a full 4 hours remained, the hippocampi last for only 4 more rounds).|PRERULE:1,DisplayFullSpell +Bleed for Your Master TYPE:Arcane.Divine CLASSES:Antipaladin=2|Druid,Ranger,Sorcerer,Witch,Wizard=3 SCHOOL:Enchantment SUBSCHOOL:Compulsion DESCRIPTOR:Mind-Affecting COMPS:V,S CASTTIME:1 immediate action RANGE:Touch TARGETAREA:Your animal companion, familiar, or fiendish servant DURATION:Instantaneous SAVEINFO:None SPELLRES:No SOURCEPAGE:p.227 DESC:When you would be hit by an attack that requires an attack roll, or when you are within an area of effect that allows you to attempt a Reflex saving throw, with a single touch you compel the target to throw itself in front of the blow or shield you from the effect. If an attack roll triggered this spell's casting, the target takes the damage instead of you, even if the attack roll would not normally hit the target's Armor Class. If an area of effect that allows you to attempt a Reflex save triggered this spell's casting, the target instead grants you cover against the effect (+2 bonus on Reflex saves) if it is your size or smaller, or improved cover (+4 bonus on Reflex saves and improved evasion against the effect) if it is larger than you. The target automatically fails its Reflex save against the effect but can still benefit from improved evasion and similar mitigating effects. After taking damage, the target is shaken for 1 minute. If the target was already shaken, it becomes frightened instead.|PRERULE:1,DisplayFullSpell +Callback TYPE:Arcane.Divine CLASSES:Shaman,Sorcerer,Witch,Wizard=2 SCHOOL:Conjuration SUBSCHOOL:Teleportation COMPS:V,S,M CASTTIME:1 standard action RANGE:Long TARGETAREA:Your familiar or spirit animal DURATION:(CASTERLEVEL*10) minutes or until expended; see text SAVEINFO:Fortitude negates (harmless) SPELLRES:Yes (harmless) SOURCEPAGE:p.228 DESC:If the target takes hit point damage while within range of this spell, it immediately teleports to your space (or adjacent to your space) after the damage is applied. If the target is killed, its corpse teleports instead. Optionally, you can specify a number of points of damage for your familiar to take before the spell takes effect, but you must do so when the spell is cast. Once the familiar has teleported back to you, the spell ends.|PRERULE:1,DisplayFullSpell +Callback (Greater) TYPE:Arcane.Divine CLASSES:Shaman,Sorcerer,Witch,Wizard=5 SCHOOL:Conjuration SUBSCHOOL:Teleportation COMPS:V,S,M CASTTIME:1 standard action RANGE:(CASTERLEVEL) miles TARGETAREA:Your familiar or spirit animal DURATION:(CASTERLEVEL) hours or until expended; see text SAVEINFO:Fortitude negates (harmless) SPELLRES:Yes (harmless) SOURCEPAGE:p.228 DESC:If the target takes hit point damage while within range of this spell, it immediately teleports to your space (or adjacent to your space) after the damage is applied. If the target is killed, its corpse teleports instead. Optionally, you can specify a number of points of damage for your familiar to take before the spell takes effect, but you must do so when the spell is cast. Once the familiar has teleported back to you, the spell ends.|PRERULE:1,DisplayFullSpell +Cave Fangs TYPE:Arcane.Divine CLASSES:Druid,Shaman,Witch=5 SCHOOL:Conjuration SUBSCHOOL:Creation DESCRIPTOR:Earth COMPS:V,S,M CASTTIME:1 standard action RANGE:Close TARGETAREA:(CASTERLEVEL) 5-ft. squares [S]; the area must be a stone surface DURATION:(CASTERLEVEL) days or until triggered [D] SAVEINFO:Reflex half; see text SPELLRES:No SOURCEPAGE:p.228 DESC:You create a magical trap in the area that causes deadly stalactites or stalagmites to lurch out of the floor or ceiling of a stone surface to “bite” an intruder. The magical trap is triggered whenever a Small or larger creature (other than you or your animal companion, familiar, or spirit animal) moves through the affected area. The effect of cave fangs depends on whether you create stalactites or stalagmites (see below). You can place these trapped squares anywhere within the spell's range; they need not be adjacent to each other, and you can create any mix of stalactites and stalagmites you wish. Cave fangs can be detected and disarmed as per a magical trap with successful DC 30 Perception and Disable Device checks. All trapped squares created by a single casting are linked, and they are all disabled if one of them is. If you place the traps in an area that is occupied by a creature, the spell effect is triggered at the completion of the casting. [Stalactites] Shards of rock drop from the ceiling, dealing 3d8 points of bludgeoning and piercing damage (Reflex half) and creating an area of dense rubble that costs 2 squares of movement to enter. Dense rubble adds 5 to the DC of Acrobatics checks and adds 2 to the DCs of Stealth checks. A creature that fails its Reflex save is pinned to the ground under stalactites and rubble, gaining the entangled condition until it can free itself with a successful DC 15 Strength check or DC 20 Escape Artist check. One Small or larger creature can automatically clear the rubble by working for 1 minute. [Stalagmites] Piercing spires of rock erupt up from the ground, dealing 3d8 points of piercing damage and knocking the creature prone (a creature that succeeds at a Reflex saving throw takes half damage and avoids being knocked prone). Once the stalagmites appear, they function thereafter as spike stones for 1 minute per caster level and then crumble to dust. If cave fangs is cast inside of a cave or cavern, each effect of the spell deals 4d8 points of damage instead of 3d8, and creatures that trigger the cave fangs take a –2 penalty on their saving throws against the spell's effect. [Material Component; a sharp gemstone fragment worth 150 gp]|PRERULE:1,DisplayFullSpell +Companion Transposition TYPE:Arcane.Divine CLASSES:Antipaladin,Paladin,Ranger=4|Druid,Shaman,Sorcerer,Witch,Wizard=5 SCHOOL:Conjuration SUBSCHOOL:Teleportation COMPS:V,S,F CASTTIME:1 standard action RANGE:Long TARGETAREA:Yourself and one animal companion, familiar, or spirit animal within range DURATION:Instantaneous SAVEINFO:None (harmless) SPELLRES:No SOURCEPAGE:p.228 DESC:You trade places with the other target, teleporting as if you were both affected by dimension door. Both you and the other target arrive in a square you choose in the other's former space. If the targets are different sizes, they must appear in locations that cover previously occupied squares. As with dimension door, after casting this spell, you can't take any other actions until your next turn, and the other target is staggered until the end of its next turn due to the transposition.|PRERULE:1,DisplayFullSpell +Earth Tremor TYPE:Arcane.Divine CLASSES:Bloodrager,Druid,Magus,Shaman,Sorcerer,Witch,Wizard=3 SCHOOL:Transmutation DESCRIPTOR:Earth COMPS:V,S CASTTIME:1 standard action RANGE:Up to 30 ft.; see text TARGETAREA:30-ft. line, 20-ft. cone-shaped spread, or 10-ft.-radius spread; see text DURATION:Instantaneous SAVEINFO:Throw Reflex half; see text SPELLRES:No SOURCEPAGE:p.228 DESC:You strike the ground and unleash a tremor of seismic force, hurling up earth, rock, and sand. You choose whether the earth tremor affects a 30-foot line, a 20-foot cone-shaped spread, or a 10-foot-radius spread centered on you. The space you occupy is not affected by earth tremor. The area you choose becomes dense rubble that costs 2 squares of movement to enter. Dense rubble adds 5 to the DC of Acrobatics checks and adds 2 to the DC of Stealth checks. Creatures on the ground in the area take (min(10,CASTERLEVEL))d4 points of bludgeoning damage or half damage on a successful save. Medium or smaller creatures that fail their saves are knocked prone. This spell can be cast only on a surface of earth, sand, or stone. It has no effect if you are in a wooden or metal structure or if you are not touching the ground.|PRERULE:1,DisplayFullSpell +Echo TYPE:Arcane.Divine.Psychic CLASSES:Bard,Druid,Medium,Mesmerist,Occultist,Psychic,Ranger,Spiritualist,Witch=1 SCHOOL:Illusion SUBSCHOOL:Figment COMPS:S,F CASTTIME:1 standard action RANGE:Close or Long; see text TARGETAREA:(CASTERLEVEL) 10-ft. cubes [S] DURATION:(CASTERLEVEL) rounds [D] SAVEINFO:Will disbelief (if interacted with) SPELLRES:Yes SOURCEPAGE:p.229 DESC:You cause a sound heard in the target area up to 1 round ago and lasting up to 1 round in duration to repeat at a regular interval. The original sound need not have come from the area, but it echoes from the target area at its original full volume. Any special effects of the sound are not duplicated by this spell. If the area is naturally prone to echoes, such as a space surrounded on at least two sides by cliffs or high river banks, the spell's range is long. Otherwise, the spell's range is close. You can concentrate as a standard action to alter the echo. You can change it to be any sound audible in the area within the last 1 round, move the apparent source of the sound within the area, or attempt a Bluff check to create a distraction to hide with a +(CASTERLEVEL) bonus.|PRERULE:1,DisplayFullSpell +Explosion of Rot TYPE:Divine CLASSES:Druid=4 SCHOOL:Necromancy COMPS:V,S,M CASTTIME:1 standard action RANGE:Close TARGETAREA:10-ft.-radius burst DURATION:Instantaneous SAVEINFO:Reflex half; see text SPELLRES:Yes SOURCEPAGE:p.229 DESC:You call forth a burst of decay that ravages all creatures in the area. Even nonliving creatures such as constructs and undead crumble or wither in this malignant eruption of rotting energy. Creatures in the area of effect take (min(15,CASTERLEVEL))d6 points of damage and are staggered for 1d4 rounds. A target that succeeds at a Reflex saving throw takes half damage and negates the staggered effect. Plant creatures are particularly susceptible to this rotting effect; a plant creature caught in the burst takes a –2 penalty on the saving throw and takes 1 extra point of damage per die.|PRERULE:1,DisplayFullSpell +Fey Form I TYPE:Arcane.Divine CLASSES:Alchemist,Bloodrager,Druid,Shaman=3|Magus,Sorcerer,Witch,Wizard=4 SCHOOL:Transmutation SUBSCHOOL:Polymorph COMPS:V,S,M CASTTIME:1 standard action RANGE:Personal TARGETAREA:You DURATION:(CASTERLEVEL) minutes [D] SOURCEPAGE:p.229 DESC:You assume the form of a Small or Medium creature of the fey type. Your base speed changes to match the new form's base speed, with a maximum speed of 60 feet (even if the chosen fey form has a base speed in excess of that speed). If the form you assume has any of the following abilities, you gain those abilities: climb speed 30 feet, fly speed 30 feet (average maneuverability), swim speed 30 feet, darkvision 60 feet, low-light vision, scent, and boot stomp. If the form you assume has the aquatic subtype, you can breathe air and water. If the creature has any weaknesses, you gain those weaknesses. If a listed ability depends on an item (as is the case with boot stomp), this spell transforms the nearest counterpart among your worn gear into that item. You can more easily cast spells that the creature has as spell-like abilities, although you must still cast them as normal for your class. When you cast a spell that the creature has as a spell-like ability, it requires no verbal or somatic components and can't be countered. [Small Fey] If you assume this form, you gain a +2 size bonus to your Dexterity and Constitution scores. [Medium Fey] If you assume this form, you gain a +2 size bonus to your Strength and Constitution scores.|PRERULE:1,DisplayFullSpell +Fey Form II TYPE:Arcane.Divine CLASSES:Alchemist,Druid,Shaman=5|Magus,Sorcerer,Witch,Wizard=6 SCHOOL:Transmutation SUBSCHOOL:Polymorph COMPS:V,S,M CASTTIME:1 standard action RANGE:Personal TARGETAREA:You DURATION:(CASTERLEVEL) minutes [D] SOURCEPAGE:p.229 DESC:This spell functions as fey form I, except it also allows you to assume the form of a Tiny or Large creature of the fey type. Your base speed can't increase above 90 feet this way. If the form you assume has any of the following abilities, you gain those abilities: burrow speed 30 feet, climb speed 90 feet, fly speed 60 feet (good maneuverability), swim speed 60 feet, all-around vision, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, see in darkness, abduct, animated hair, bleed, blood rage, boot stomp, burn, compression, constrict, crushing leap, DR 2/cold iron, grab, heavy weapons, icewalking, kneecapper, nasal spray, no shadow, oversized weapons, poison, putrid vomit, rock throwing (50 feet, 1d6 damage), sound mimicry, trackless step, trample, tree meld, undersized weapons, and woodland stride. If the creature has immunity to mind-affecting effects or poison, you gain a +4 resistance bonus on saves against those effects. If the creature has any weaknesses, you gain them. [Tiny Fey] If you assume this form, you gain a +6 size bonus to your Dexterity score and take a –2 penalty to your Strength score. [Large Fey] If you assume this form, you gain a +4 size bonus to your Strength and Constitution scores and take a –2 penalty to your Dexterity score.|PRERULE:1,DisplayFullSpell +Fey Form III TYPE:Arcane.Divine CLASSES:Alchemist,Druid,Shaman=6|Sorcerer,Witch,Wizard=7 SCHOOL:Transmutation SUBSCHOOL:Polymorph COMPS:V,S,M CASTTIME:1 standard action RANGE:Personal TARGETAREA:You DURATION:(CASTERLEVEL) minutes [D] SOURCEPAGE:p.230 DESC:This spell functions as fey form II except it allows you to assume the form of a Diminutive or Huge creature of the fey type. If the form you assume has any of the following abilities, you gain those abilities: burrow speed 60 feet, climb speed 90 feet, fly speed 90 feet (good maneuverability), swim speed 90 feet, all-around vision, blindsense 60 feet, blindsight 30 feet, darkvision 90 feet, low-light vision, scent, see in darkness, tremorsense 60 feet, abduct, animated hair, bleed, blood rage, boot stomp, burn, compression, constrict, crushing leap, DR 5/cold iron, fear aura, frightful presence, grab, heavy weapons, icewalking, kneecapper, luminous, nasal spray, no shadow, oversized weapons, poison, putrid vomit, rend, rock throwing (100 feet, 2d6 damage), sound mimicry, supernatural speed, tear shadow, trackless step, trample, tree meld, undersized weapons, and woodland stride. If the creature has immunity or resistance to any energy types, you gain resistance 20 to those energy types. If the creature has immunity to mind-affecting effects or poison, you gain a +8 resistance bonus on saves against those effects. If the creature has any weaknesses, you gain those weaknesses. [Diminutive Fey] If you assume this form, you gain a +8 size bonus to your Dexterity score and take a –4 penalty to your Strength score. [Huge Fey] If you assume this form, you gain a +6 size bonus to your Strength and Constitution scores and take a –4 penalty to your Dexterity score.|PRERULE:1,DisplayFullSpell +Fey Form IV TYPE:Arcane.Divine CLASSES:Druid,Shaman=8|Sorcerer,Witch,Wizard=9 SCHOOL:Transmutation SUBSCHOOL:Polymorph COMPS:V,S,M CASTTIME:1 standard action RANGE:Personal TARGETAREA:You DURATION:(CASTERLEVEL) minutes [D] SOURCEPAGE:p.230 DESC:This spell functions as fey form III except it doesn't limit your base speed and also allows you to use more abilities. If the form you assume has any of the following abilities, you gain those abilities: burrow speed 60 feet, climb speed 90 feet, fly speed 120 feet (good maneuverability), swim speed 120 feet, all-around vision, blindsense 60 feet, blindsight 30 feet, darkvision 90 feet, low-light vision, scent, see in darkness, tremorsense 60 feet, abduct, animated hair, beguiling aura, bleed, blood rage, boot stomp, burn, compression, constrict, crushing leap, DR 5/cold iron, fast healing 5, fear aura, frightful presence, grab, heavy weapons, hide in plain sight, icewalking, kneecapper, luminous, nasal spray, no shadow, oversized weapons, poison, putrid vomit, rend, rock throwing (120 feet, 2d10 damage), sound mimicry, supernatural speed, tear shadow, trackless step, trample, transparency, tree meld, undersized weapons, vault, and woodland stride. If the creature has immunity or resistance to any energy types, you gain resistance 30 to those energy types. If the creature has immunity to mind-affecting effects or poison, you gain a +8 resistance bonus on saves against those effects. If the creature has spell resistance, you gain spell resistance 6 + your caster level. If the creature has any weaknesses, you gain those weaknesses.|PRERULE:1,DisplayFullSpell +Fey Gate TYPE:Arcane.Divine CLASSES:Bard,Summoner=6|Cleric,Druid,Sorcerer,Witch,Wizard=8 SCHOOL:Conjuration SUBSCHOOL:Creation COMPS:V,S CASTTIME:1 standard action RANGE:Close TARGETAREA:See text DURATION:(CASTERLEVEL) rounds; see text SAVEINFO:None SPELLRES:No SOURCEPAGE:p.230 DESC:This spell functions as the planar travel function of gate, except it can be used to travel only between points on the Material Plane and the First World, and it comes with additional dangers. This spell forms a circular portal between 5 and 20 feet in diameter (your choice) oriented in the direction you desire when it comes into being (typically vertical and facing you). The portal is full of gray fog that blocks line of sight. Anyone or anything that moves through the portal to enter the First World is shunted instantly to a random point on that plane (the same point for everything traveling via a particular casting). At the end of the spell's duration, the caster can attempt a DC 30 Spellcraft check. On a success, the portal remains open for 1d4+1 days. Creatures exiting the First World through a fey gate always arrive at the location the spell was cast. While the spell always deposits travelers on solid ground in the First World, it conveys no protections against whatever creatures or environmental hazards may be present there.|PRERULE:1,DisplayFullSpell +Flashfire TYPE:Divine CLASSES:Druid,Shaman=3 SCHOOL:Evocation DESCRIPTOR:Fire COMPS:V,S CASTTIME:1 standard action RANGE:Medium TARGETAREA:(CASTERLEVEL/2) five-foot squares DURATION:(CASTERLEVEL) rounds SAVEINFO:Reflex negates (object) and Fortitude negates SPELLRES:Yes (object) SOURCEPAGE:p.231 DESC:You cause flames to spring up in the area of effect. These flames deal (min(5,CASTERLEVEL/3))d6 points of fire damage to each creature that enters a burning area or begins its turn in the area; these creatures also catch on fire. A creature that succeeds at a Reflex save negates the damage and avoids catching on fire. The area and all adjacent 5-foot squares are smoky, providing concealment within. You can concentrate as a standard action to ignite one 5-foot square adjacent to a currently burning square. Heavy precipitation (including sleet storm) ends the spell. Strong and severe winds spread each square of flashfire downwind by one square each round, but windstorm-force or stronger winds extinguish the fires.|PRERULE:1,DisplayFullSpell +Forest's Sense TYPE:Divine CLASSES:Ranger=3|Druid,Shaman=4 SCHOOL:Divination SUBSCHOOL:Scrying COMPS:V,S CASTTIME:1 standard action RANGE:(CASTERLEVEL) miles TARGETAREA:one creature DURATION:(CASTERLEVEL) minutes [D]; see text SAVEINFO:Will negates SPELLRES:Yes SOURCEPAGE:p.231 DESC:You can sense the location of a target creature within range if it is also within 10 feet of a living plant or fungus. You must be able to target the creature by tangible qualities such as its build, clothing texture, size, or tracks, but you need not have line of effect to your target. The fungus or plants near the target serve as a scrying sensor for this spell. Your senses of hearing, smell, and touch extend to all fungus and plants within 10 feet of the target, allowing you to gauge the size and shape of nearby objects and potentially to overhear conversations in which the target is currently participating. Your scent ability and tremorsense extend through this scrying sensor if you have them, but any other special senses you might have do not. For 1 day after casting this spell, you gain a +5 insight bonus on Survival checks to track creatures you sensed via the spell. You can dismiss this bonus on Survival checks.|PRERULE:1,DisplayFullSpell +Greensight TYPE:Arcane.Divine CLASSES:Druid,Ranger,Shaman,Sorcerer,Wizard=2 SCHOOL:Transmutation COMPS:V,S,M CASTTIME:1 standard action RANGE:Touch TARGETAREA:Creature touched DURATION:(CASTERLEVEL*10) minutes SAVEINFO:Will negates (harmless) SPELLRES:No SOURCEPAGE:p.231 DESC:The target of this spell gains the ability to see up to 60 feet through thick plant matter as though it were transparent. Greenery, leaves, and vines—even lichen, moss, and slime—offer no concealment to the recipient's sight, though her vision still can be blocked by solid wood, such as trees or wooden structures. Undergrowth does not grant concealment to a creature against a target of the effects of greensight.|PRERULE:1,DisplayFullSpell +Hidden Spring TYPE:Arcane.Divine CLASSES:Cleric,Druid,Ranger,Shaman,Witch=1 SCHOOL:Transmutation DESCRIPTOR:Water COMPS:V,S,F CASTTIME:1 hour RANGE:Touch TARGETAREA:A spring of fresh water DURATION:(CASTERLEVEL) hours SAVEINFO:None SPELLRES:No SOURCEPAGE:p.231 DESC:You spend 1 hour in quiet meditation, holding the focus component in both hands and walking around a natural area. You are simultaneously drawn to areas of natural moisture while drawing that moisture closer. As the spell's casting time concludes, you thrust the focus component into the ground. From that point, a fresh, clean water trickles forth at a rate of 1 gallon every 10 minutes. You cannot cast this spell inside a building or in an area of worked stone, but you can cast it underground. You cannot cast this spell within 1 mile of an existing hidden spring.|PRERULE:1,DisplayFullSpell +Iron Stake TYPE:Arcane.Divine CLASSES:Inquisitor,Ranger=2|Cleric,Druid,Sorcerer,Witch,Wizard=3 SCHOOL:Conjuration SUBSCHOOL:Creation COMPS:V,S,M CASTTIME:1 standard action RANGE:Close TARGETAREA:See text DURATION:Instantaneous or (CASTERLEVEL) rounds; see text SAVEINFO:Fortitude partial SPELLRES:No SOURCEPAGE:p.231 DESC:This spell creates a 1-foot-long spike of cold iron that you fling at your target as a ranged touch attack. The stake is treated as a magic and cold iron weapon for the purpose of overcoming damage reduction, and deals (min(10,CASTERLEVEL/2))d6 points of piercing damage. Additionally, if a creature with DR/cold iron takes damage from this spell, it is sickened for 1 round and must attempt a Fortitude save. If it fails, for (CASTERLEVEL) rounds, it must succeed at a concentration check (in addition to any normally required concentration checks) to use any spells or spell-like abilities it has—the DC of this check is equal to 15 + twice the spell's level. If the creature fails this concentration check, its spell is wasted.|PRERULE:1,DisplayFullSpell +Magical Beast Shape TYPE:Arcane CLASSES:Sorcerer,Wizard=7 SCHOOL:Transmutation SUBSCHOOL:Polymorph COMPS:V,S,M CASTTIME:1 standard action RANGE:Personal TARGETAREA:You DURATION:(CASTERLEVEL) minutes [D] SOURCEPAGE:p.232 DESC:This spell functions as beast shape IV except you can assume the form of only a magical beast of a size between Diminutive and Huge. If the form you assume has any of the following abilities, you gain those abilities: burrow speed 60 feet, climb speed 90 feet, fly speed 120 feet (good maneuverability), swim speed 120 feet, blindsense 60 feet, blindsight 30 feet, darkvision 90 feet, low-light vision, scent, see in darkness, tremorsense 60 feet, blood drain, blood frenzy, breath weapon (if damage, up to 12d6 points), constrict, fast healing 5, ferocity, grab, hold breath, jet, no breath, poison, pounce, powerful charge, pull, rake, rend, roar, spikes, trample, trip, and web. If the creature has immunity to poison, you gain a +8 resistance bonus on saves against poison. If the creature has immunity or resistance to any energy types, you gain resistance 20 to those energy types. If the creature has vulnerability to an energy type, you gain that vulnerability. [Diminutive Magical Beast] If you assume this form, you gain a +10 size bonus to your Dexterity score and take a –4 penalty to your Strength score. [Huge Magical Beast] If you assume this form, you gain a +8 size bonus to your Strength score, take a –4 penalty on your Dexterity score, a +2 size bonus to your Constitution score, and gain a +7 natural armor bonus.|PRERULE:1,DisplayFullSpell +Merge with Familiar TYPE:Arcane.Divine CLASSES:Shaman,Sorcerer,Witch,Wizard=2 SCHOOL:Transmutation COMPS:V,S CASTTIME:1 standard action RANGE:Touch TARGETAREA:Your familiar or spirit animal; see text DURATION:(CASTERLEVEL) hours [D] SAVEINFO:Fortitude negates (harmless) SPELLRES:Yes (harmless) SOURCEPAGE:p.232 DESC:As long as the target is at least one size category smaller than you are, it can merge harmlessly into your body while under the effect of this spell. For the duration of this spell, you and the target can separate or merge at will as a move action. While merged, your familiar or spirit animal can't be targeted or affected by most attacks and effects, though it still suffers from ongoing effects and their durations continue. It can be the recipient of effects that originate from you.|PRERULE:1,DisplayFullSpell +Mirage TYPE:Arcane.Divine.Psychic CLASSES:Bard,Druid,Mesmerist,Occultist,Psychic,Ranger=3 SCHOOL:Illusion SUBSCHOOL:Figment COMPS:V,S,M CASTTIME:10 minutes RANGE:Long TARGETAREA:(CASTERLEVEL) 40-ft. cubes [S] DURATION:(CASTERLEVEL*2) hours [D] SAVEINFO:Will disbelief (see below) SPELLRES:Yes SOURCEPAGE:p.232 DESC:You create an image of a pool of water, a group of standing stones, a cove, an island, or another simple land formation over a stretch of flat land or water. The image is purely visual, and structures, equipment, and creatures within the area are not hidden or changed in appearance. Anyone interacting with the illusion can attempt to disbelieve it, and a creature trained in Survival can make a special attempt to disbelieve the illusion. The creature must be within 120 feet of the illusion's area and can attempt a Survival check instead of a Will saving throw. If the result is equal to or greater than the spell's save DC, the creature realizes the mirage is an illusion as if it disbelieved the spell.|PRERULE:1,DisplayFullSpell +Ooze Form I TYPE:Arcane CLASSES:Alchemist,Magus,Sorcerer,Wizard=5 SCHOOL:Transmutation SUBSCHOOL:Polymorph COMPS:V,S,M CASTTIME:1 standard action RANGE:Personal TARGETAREA:You DURATION:(CASTERLEVEL) minutes [D] SOURCEPAGE:p.232 DESC:You assume the form of a Small or Medium ooze. Regardless of the type of ooze you transform into, you gain base speed 10 feet, climb speed 10 feet, swim speed 20 feet, and blindsense 30 feet. You gain a +4 resistance bonus on saving throws against mind-affecting effects and poison. A wood or metal weapon that strikes you takes acid damage as if from your slam unless the wielder succeeds at a Reflex saving throw. [Small Ooze:] If you assume this form, you gain a +4 size bonus to your Constitution score, a slam attack (1d3 plus 1d3 acid), and constrict (1d3), and take , a –4 penalty to your Dexterity score. [Medium Ooze] If you assume this form, you gain a +6 size bonus to your Constitution score, a –6 penalty to your Dexterity score, a slam attack (1d4 plus 1d4 acid), and constrict (1d4).|PRERULE:1,DisplayFullSpell +Ooze Form II TYPE:Arcane CLASSES:Alchemist,Magus,Sorcerer,Wizard=6 SCHOOL:Transmutation SUBSCHOOL:Polymorph COMPS:V,S,M CASTTIME:1 standard action RANGE:Personal TARGETAREA:You DURATION:(CASTERLEVEL) minutes [D] SOURCEPAGE:p.233 DESC:This spell functions as ooze form I except you can also assume the form of a Large ooze. You gain blindsight 30 feet and immunity to critical hits and precision damage as well. [Large Ooze] If you assume this form, you gain a +2 size bonus to your Strength score, a +8 size bonus to your Constitution score, a slam attack (2d4 plus 1d6 acid and grab), and constrict (2d4), and you take a –8 penalty to your Dexterity score.|PRERULE:1,DisplayFullSpell +Ooze Form III TYPE:Arcane CLASSES:Sorcerer,Wizard=7 SCHOOL:Transmutation SUBSCHOOL:Polymorph COMPS:V,S,M CASTTIME:1 standard action RANGE:Personal TARGETAREA:You DURATION:(CASTERLEVEL) minutes [D] SOURCEPAGE:p.233 DESC:This spell functions as ooze form II except you can also assume the form of a Huge ooze. You gain blindsight 60 feet and a +8 resistance bonus on saving throws against mind-affecting effects and poison as well. [Huge Ooze] If you assume this form, you gain a +4 size bonus to your Strength, a +10 size bonus to your Constitution score, a –10 penalty to your Dexterity score, base speed 20 feet, climb speed 20 feet, swim speed 30 feet, a slam attack (2d6 plus 2d6 acid and grab), and constrict (2d6).|PRERULE:1,DisplayFullSpell +Pouncing Fury TYPE:Arcane.Divine CLASSES:Alchemist,Bloodrager,Druid,Magus,Ranger,Sorcerer,Witch,Wizard=2 SCHOOL:Transmutation COMPS:V,S CASTTIME:1 standard action RANGE:Personal TARGETAREA:You DURATION:(CASTERLEVEL) rounds SOURCEPAGE:p.233 DESC:When you charge, you can make a full attack at the end of that charge, but only with claw attacks you have, and you can make only one attack per claw. If you have abilities that grant bonuses on damage rolls or that apply other special effects to charge attacks, only the first claw attack benefits from these bonuses. When you make a claw attack as an attack of opportunity, you can expend one additional use of your attacks of opportunity to make an additional claw attack against the target that provoked the attack.|PRERULE:1,DisplayFullSpell +Replay Tracks TYPE:Divine.Psychic CLASSES:Ranger=2|Medium,Occultist=3|Inquisitor=4|Druid,Psychic=5 SCHOOL:Divination COMPS:V,S,F CASTTIME:3 rounds RANGE:Personal TARGETAREA:You DURATION:Concentration, up to (CASTERLEVEL) hours SOURCEPAGE:p.233 DESC:This spell allows you to reconstruct past events that occurred in your current location based on the tracks and other signs left behind. Replay tracks reveals events that occurred while the tracks that serve as the focus for the spell were being left, revealing events in the order they happened in real time or in reverse, depending on whether you are following the tracks forward or backward, although the image isn't clear enough to make out details (such as a creature's exact identity). You can attempt Survival checks to follow tracks as part of concentrating on the spell, but only events connected to the tracks used as the focus of the spell are revealed by the spell. Elements that left no trace detectable by you, such as creatures benefitting from pass without trace, are absent from the events you visualize.|PRERULE:1,DisplayFullSpell +Ropeweave TYPE:Divine.Psychic CLASSES:Occultist,Ranger=2 SCHOOL:Transmutation COMPS:V,S,F CASTTIME:1 minute RANGE:Touch TARGETAREA:One rope DURATION:(CASTERLEVEL) hours [D] SAVEINFO:None SPELLRES:No SOURCEPAGE:p.233 DESC:You cause the target rope to grow in length and weave itself into one of several forms, each of which can support up to (min(3000,(CASTERLEVEL*200)+1000)) pounds. Only one type of construction can be created with each casting of the spell, and the creation remains stationary unless destroyed. Each 5-foot section of the object created by this spell has a break DC of 23, AC 11, and (min(10,CASTERLEVEL)) hit points, but all sections of the creation are magically supported and need not be anchored to a solid surface or any other portion of the effect. Destroying one part of it does not cause the remainder of the structure to collapse, though each 5-foot section destroyed reduces the maximum weight the creation can support by 200 pounds. During any round in which the rope is overloaded, every remaining section takes 1d4 points of damage. You can use ropeweave to create any of the following structures. [Rope Bridge] The rope forms a 5-foot-wide bridge that spans up to (min(100,CASTERLEVEL*10)) feet horizontally. Creatures can cross the bridge at half speed with a successful DC 5 Acrobatics check or at full speed with a successful DC 10 Acrobatics check. The DC assumes a creature is using both hands to assist in navigating the rope bridge; the DC increases by 5 if a creature uses only one hand to steady itself and by 10 if the creature does not use its hands. A failed Acrobatics check results in failure to progress across the rope bridge; creatures that fail by 5 or more fall. [Rope Hammock] The rope knits itself into a stationary hammock suspended in midair. The hammock can be suspended at a height of (min(30,((CASTERLEVEL*5)+5))) feet, with a rope ladder (see below) leading up to a platform of (CASTERLEVEL) five-foot squares, and at least one such square must be adjacent to the square containing the vertical rope ladder. As a move action, the caster can command the rope ladder to withdraw into the hammock. When the ladder is withdrawn, the rope hammock blends in with its surroundings and muffles sounds and smells from creatures resting on it that are taking no violent actions; noticing the rope hammock requires a successful DC 20 Perception check or Survival check, even for creatures with scent. This does not apply if the creatures in the hammock attack or move more than half speed. The hammock provides a +2 cover bonus to AC against attacks from beneath it. [Rope Ladder] The rope knots itself and hangs suspended in midair, perpendicular to the ground, stretching up to (min(100,CASTERLEVEL*10)) feet vertically. Climbing the rope ladder requires a successful DC 5 Climb check, or DC 0 if there is a wall adjacent to it you can brace it against. [Trip Line] The rope stretches into a tangled mass that fills (min(10,CASTERLEVEL)) five-foot squares, all of which must be contiguous (including diagonally). Any creature entering a square with this trip line must succeed at an Acrobatics check (DC = 10 if moving at half speed, DC = 15 if moving at full speed, and DC = 20 if running or charging). On a failed check, the creature's movement stops when it enters the square; a creature that fails by 5 or more falls prone. A creature larger than Medium gains a +2 bonus on its Acrobatics check for every size category larger than Medium it is.|PRERULE:1,DisplayFullSpell +Scamper TYPE:Divine CLASSES:Druid,Ranger=2 SCHOOL:Transmutation COMPS:V,S CASTTIME:1 swift action RANGE:Close TARGETAREA:Your animal companion DURATION:1 round; see text SAVEINFO:None SPELLRES:No SOURCEPAGE:p.234 DESC:Your animal companion moves with astonishing agility and speed until the end of its turn. It can move at full speed while using Acrobatics, and it gains a +(min(20,CASTERLEVEL*2)) competence bonus on Acrobatics checks to avoid attacks of opportunity or move through a square occupied by an enemy.|PRERULE:1,DisplayFullSpell +Sea of Dust TYPE:Divine CLASSES:Druid=9 SCHOOL:Transmutation DESCRIPTOR:Water COMPS:V,S,DF CASTTIME:1 hour RANGE:0 ft. TARGETAREA:2-mile-radius emanation DURATION:Permanent SAVEINFO:None SPELLRES:No SOURCEPAGE:p.234 DESC:You cause all areas of water to which you have line of effect to recede as if you had cast control water. Exposed water that enters the area ebbs away, evaporating or leaching into the ground at a rate of 1 foot of depth per hour. Living creatures in the area when the spell is cast are parched with thirst and take a –4 penalty on Constitution checks to resist the effects of a hot climate, and their daily water requirement to avoid thirst doubles (Core Rulebook p444). Plant creatures and inanimate plants take 1d6 points of nonlethal damage per hour after the first 24 hours, which bypasses hardness and damage reduction. Living creatures with the aquatic or water subtype, unless completely immersed in water, must attempt a DC 20 Constitution check each hour no matter how much water they drink. A creature that fails takes 1d6 points of nonlethal damage and becomes fatigued until it recovers from the nonlethal damage. After 1 week, the soil in the area of sea of dust begins to break down and blow away. Moderate winds have a 50%% chance each hour to cause sandstorms (Core Rulebook p431). This chance increases to 75%% in strong winds and 100%% in severe or stronger winds. Short-duration wind effects such as gust of wind create sandstorms with the same area and duration as the spell, plus an identical duration after the spell ends. After 1 month, the soil in an area affected by sea of dust has virtually disintegrated. The area is treated as a shallow bog for the purposes of movement (Core Rulebook p427), with a 25%% chance each hour to encounter an area equivalent to a deep bog 2d6×10 feet across, and a 5%% chance to encounter a collapsing dust drift equivalent to quicksand (Core Rulebook p427) 1d6×5 feet across. The affected region remains desertlike in condition until the magic is dispelled, at which point the region recovers and returns to its original terrain over the course of time (this may take only days or weeks, or it could take months or even years, subject to GM discretion). This spell has no effect if cast on an entirely aquatic region. If the spell is cast on an island, the effects of the spell extend to the shore but not beyond.|PRERULE:1,DisplayFullSpell +Sea Stallion TYPE:Divine CLASSES:Druid,Paladin,Ranger=4 SCHOOL:Transmutation SUBSCHOOL:Polymorph COMPS:V,S,DF CASTTIME:1 standard action RANGE:Touch TARGETAREA:A creature you are mounted upon DURATION:(CASTERLEVEL*10) minutes [D] SAVEINFO:Will negates (harmless) SPELLRES:Yes (harmless) SOURCEPAGE:p.234 DESC:The target adapts to life in the water, gaining piscine scales that cover its body and growing fins in place of feet. It gains the aquatic subtype, the amphibious quality, and a swim speed equal to its base speed before it came under the effect of this spell. While under the effects of this spell, the target's base speed is reduced by 10 feet (minimum 10 feet). As long as you stay mounted on the target, you also gain the amphibious quality and your melee attacks function as if you were under the effect of freedom of movement. The benefits you gain from this spell are not polymorph effects. If you dismount from the target, you retain the amphibious quality for up to 1 minute, but not the other benefits. You regain all of the benefits once you mount the target creature again.|PRERULE:1,DisplayFullSpell +Sea Steed TYPE:Divine CLASSES:Druid,Paladin,Ranger=2 SCHOOL:Transmutation SUBSCHOOL:Polymorph COMPS:V,S,DF CASTTIME:1 standard action RANGE:Touch TARGETAREA:A creature you are mounted upon DURATION:(CASTERLEVEL*10) minutes [D] SAVEINFO:Will negates (harmless) SPELLRES:Yes (harmless) SOURCEPAGE:p.234 DESC:The target adapts to life in the water, gaining piscine scales that cover its body and growing fins in place of feet. It gains the aquatic subtype, the amphibious quality, and a swim speed equal to its base speed before it came under the effect of this spell. While under the effects of this spell, the target's base speed is reduced by 10 feet (minimum 10 feet).|PRERULE:1,DisplayFullSpell +Shapechanger's Gift TYPE:Arcane CLASSES:Alchemist,Magus,Sorcerer,Wizard=5 SCHOOL:Transmutation SUBSCHOOL:Polymorph COMPS:V,S,M CASTTIME:1 standard action RANGE:Touch TARGETAREA:Willing living creature touched DURATION:(CASTERLEVEL*10) minutes SAVEINFO:Fortitude negates (harmless) SPELLRES:Yes (harmless) SOURCEPAGE:p.235 DESC:You change the target into an animal (as per beast shape I), humanoid (as per alter self), or monstrous humanoid (as per monstrous physique I). The chosen form can't have a fly speed. The subject's statistics change as per the appropriate spell except the creature's ability scores and natural armor do not change. The creature can change between its natural form and the chosen form at will as a standard action.|PRERULE:1,DisplayFullSpell +Shapechanger's Gift (Greater) TYPE:Arcane CLASSES:Sorcerer,Wizard=7 SCHOOL:Transmutation SUBSCHOOL:Polymorph COMPS:V,S,M CASTTIME:1 standard action RANGE:Touch TARGETAREA:Willing living creature touched DURATION:(CASTERLEVEL) hours SAVEINFO:Fortitude negates (harmless) SPELLRES:Yes (harmless) SOURCEPAGE:p.235 DESC:You change the target into an animal (as per beast shape I), elemental (as per elemental body I), fey (as per fey form I), humanoid (as per alter self), monstrous humanoid (as per monstrous physique I), or vermin (as per vermin shape I) and the chosen form can have a fly speed. The subject's statistics change as per the appropriate spell except the creature's ability scores and natural armor do not change. The creature can change between its natural form and the chosen form at will as a standard action.|PRERULE:1,DisplayFullSpell +Signs of the Land TYPE:Divine CLASSES:Druid,Ranger,Shaman=3 SCHOOL:Divination COMPS:V,S CASTTIME:10 minutes RANGE:Personal TARGETAREA:You DURATION:Instantaneous SOURCEPAGE:p.235 DESC:This spell functions as commune with nature except it reveals up to three details about the territory you currently occupy from the following list - bodies of water, features, minerals, or plants. For each feature you learn about, you automatically know the skills you can use to discover that feature and you gain 1d6 Discovery Points toward finding it (see page 124).|PRERULE:1,DisplayFullSpell +Sky Steed TYPE:Divine CLASSES:Paladin=3 SCHOOL:Transmutation SUBSCHOOL:Polymorph COMPS:V,S,DF CASTTIME:1 standard action RANGE:Touch TARGETAREA:A creature you are mounted upon DURATION:(CASTERLEVEL) minutes [D] SAVEINFO:Will negates (harmless) SPELLRES:Yes (harmless) SOURCEPAGE:p.235 DESC:The target sprouts angelic wings and gains a fly speed equal to its base speed with average maneuverability. It also gains a bonus on Fly checks equal to your caster level.|PRERULE:1,DisplayFullSpell +Snowball TYPE:Arcane.Divine CLASSES:Bloodrager,Druid,Magus,Sorcerer,Summoner,Witch,Wizard=1 SCHOOL:Evocation DESCRIPTOR:Cold|Water COMPS:V,S CASTTIME:1 standard action RANGE:Close TARGETAREA:One ball of ice and snow DURATION:Instantaneous SAVEINFO:None SPELLRES:Yes SOURCEPAGE:p.235 DESC:You throw a ball of elemental ice and snow at a single targetas a ranged touch attack. The snowball deals (min(5,CASTERLEVEL))d6 points of cold damage.|PRERULE:1,DisplayFullSpell +Soothing Mud TYPE:Divine CLASSES:Druid,Ranger,Shaman=3 SCHOOL:Conjuration SUBSCHOOL:Healing DESCRIPTOR:Earth|Water COMPS:V,S,DF CASTTIME:1 standard action RANGE:Medium TARGETAREA:Dust, earth, sand, or water in (CASTERLEVEL) five-ft. squares DURATION:(CASTERLEVEL) rounds [D] SAVEINFO:None SPELLRES:No SOURCEPAGE:p.236 DESC:You create an area of healing mud. Water, earth, sand, and dust thicken into a wet mud. The mud functions as difficult terrain and does not sink if created in water unless weighed down by more than (CASTERLEVEL*100) pounds. Each round a creature begins its turn in or on the mud, the mud restores 1 hit point to it; this healing is unaffected by effects that increase a creature's healing. A creature that rests partially or completely submerged in this mud for 1 full minute is also healed of 1d4 points of ability damage to an ability score of its choice. A creature can be healed of ability damage this way only once per day.|PRERULE:1,DisplayFullSpell +Sturdy Tree Fort TYPE:Divine CLASSES:Ranger=4|Druid=5 SCHOOL:Transmutation COMPS:V,S,F CASTTIME:1 minute RANGE:Touch TARGETAREA:One large tree and a sturdy wooden house DURATION:(CASTERLEVEL) hours [D] SAVEINFO:None SPELLRES:No SOURCEPAGE:p.236 DESC:You cause a large tree to grow in the 5-foot square you touch. The tree has (CASTERLEVEL*4) feet of thickness, and it can grow to any height you designate, up to (CASTERLEVEL*5) feet high. If there is a ceiling or other barrier overhead, the maximum height of the tree cannot exceed the space available. At any point along the tree's height, you can create a sturdy wooden building that fills (CASTERLEVEL/4) ten-foot cube(s). All portions of the structure must be adjacent to the trunk of the tree (or can have the tree trunk extend up through their spaces), but otherwise these cubes need not be contiguous. If you place the cubes so that they are contiguous, the buildings merge together, complete with ladders connecting different vertical levels. The fort is magically supported, but if the tree it is attached to is destroyed, the structure is destroyed as well (the tree has hardness 5 and (CASTERLEVEL*20) hp). Each building you create has shuttered arrow slits on its walls and in the floor, granting those within the structure improved cover against attacks from outside while the arrow slits are open and total cover when they are closed. Each cube within the fort is equivalent to a secure shelter, other than the size and its wooded construction material (hardness 5). When you cast sturdy tree fort, you can designate (CASTERLEVEL) creatures. Designated creatures gain a +10 bonus on Climb checks and are not denied their Dexterity bonuses while climbing on the fort's structure, as they find handholds and stable footholds easily on the tree and its buildings. You cannot cast this spell in an area of worked stone, though you can cast it in natural surroundings that would not normally support the growth of a large tree, such as a cavern, desert, or glacier. If you cast this spell in a forest, jungle, or similar heavily treed terrain, the fort is camouflaged as long as its doors and windows remain closed (or even if they are open, as long as those within remain quiet and take no violent actions), requiring a successful DC 25 Perception check or Survival check to notice its presence.|PRERULE:1,DisplayFullSpell +Tail Current TYPE:Arcane.Divine.Psychic CLASSES:Druid,Occultist,Ranger,Shaman,Spiritualist=3|Bloodrager,Cleric,Magus,Sorcerer,Wizard=4 SCHOOL:Transmutation DESCRIPTOR:Water COMPS:V,S CASTTIME:1 standard action RANGE:120 ft. TARGETAREA:one or more creatures, no two of which can be more than 120 feet apart DURATION:(CASTERLEVEL) hours SAVEINFO:Will negates (harmless) SPELLRES:Yes (harmless) SOURCEPAGE:p.236 DESC:You compel the water to push the targets in a direction of your choice. The subjects can hustle during local and overland movement without risk of fatigue. If the subjects are swimming, the first 20 feet of movement each round in the chosen direction does not count against their movement for the round. Each creature remains affected only while within 120 feet of every other subject. You can change the tail current's direction once per hour by concentrating as a standard action. This spell functions only underwater.|PRERULE:1,DisplayFullSpell +Tailwind TYPE:Arcane.Divine.Psychic CLASSES:Druid,Occultist,Ranger,Shaman,Spiritualist=3|Bloodrager,Cleric,Magus,Sorcerer,Wizard=4 SCHOOL:Transmutation DESCRIPTOR:Air COMPS:V,S CASTTIME:1 standard action RANGE:120 ft. TARGETAREA:one or more creatures, no two of which can be more than 120 feet apart DURATION:(CASTERLEVEL) hours SAVEINFO:Will negates (harmless) SPELLRES:Yes (harmless) SOURCEPAGE:p.236 DESC:You compel the wind to push the targets in a direction of your choice. The subjects can hustle during local and overland movement without risk of fatigue. If the subjects are flying, the first 20 feet of movement each round in the chosen direction does not count against their movement for the round. Each creature remains affected only while within 120 feet of every other subject. You can change the tailwind's direction once per hour by concentrating as a standard action. This spell has no effect underwater.|PRERULE:1,DisplayFullSpell +Tamer's Lash TYPE:Arcane.Divine CLASSES:Bard,Bloodrager,Magus,Ranger=1 SCHOOL:Evocation DESCRIPTOR:Sonic COMPS:V,S CASTTIME:1 standard action RANGE:0 ft. TARGETAREA:A whip of magical sound DURATION:(CASTERLEVEL) rounds [D] SAVEINFO:Will partial (see text) SPELLRES:Yes SOURCEPAGE:p.236 DESC:A 15-foot-long whip of sonic energy springs from your hand, delivering a loud crack when you strike with it. The tamer's lash acts as a whip that deals 1d4 points of sonic damage on a hit, but it has no physical substance and you cannot use it to perform combat maneuvers, nor can it be sundered or disarmed. If you strike an animal with the tamer's lash, the animal must succeed at a Will saving throw or be unable to attack you for 1d3 rounds. Furthermore, if the whipped animal starts its turn unable to attack you as a result of this spell and it is within 30 feet of you, it must spend its first action moving away from you, if it is able. Combat-trained animals, animal companions, and animals with Hit Dice in excess of (CASTERLEVEL+4) gain a +4 circumstance bonus on their saves to avoid being intimidated in this way. This intimidation effect is a mind-affecting fear effect.|PRERULE:1,DisplayFullSpell +Tidal Surge TYPE:Divine CLASSES:Druid,Shaman=5 SCHOOL:Conjuration SUBSCHOOL:Creation DESCRIPTOR:Water COMPS:V,S CASTTIME:1 standard action RANGE:30 ft. or 60 ft.; see text TARGETAREA:Cone-shaped burst or line; see text DURATION:Instantaneous SAVEINFO:Reflex half SPELLRES:No SOURCEPAGE:p.237 DESC:If you cast tidal surge on land, you create an onrushing surge of water 10 feet high in a 30-foot cone that deals (min(10,CASTERLEVEL/2))d6 points of bludgeoning damage and extinguishes all nonmagical fires in the area. Magical fire effects in the area of a tidal surge are affected as if you had cast dispel magic. In addition to taking damage, creatures that fail their Reflex saves are pushed 1d4×5 feet away from you, and Medium or smaller creatures are also knocked prone. If you cast this spell in or on a body of water at least 30 feet across, you can shape the spell either as the cone described above or as a 60-foot line. In either shape, the water deals 1d10 points of bludgeoning damage for every 2 caster levels you have in addition to pushing away creatures that fail their Reflex saves.|PRERULE:1,DisplayFullSpell +Vigilant Rest TYPE:Arcane.Divine.Psychic CLASSES:Antipaladin,Medium,Occultist,Paladin,Ranger=3|Bard,Mesmerist,Psychic,Shaman,Witch=4 SCHOOL:Abjuration COMPS:V,S,M CASTTIME:1 standard action RANGE:Touch TARGETAREA:1 living creature touched DURATION:8 hours [D] SAVEINFO:Will (harmless) SPELLRES:Yes (harmless) SOURCEPAGE:p.237 DESC:While the target of this spell is asleep, she retains some of her normal powers of perception. While she tunes out harmless sounds such as the crackling of the campfire, crickets, or light breezes, she does not take the normal +10 modifier to the DC of Perception checks she attempts while asleep. If the target detects a threat or unexplained noise while sleeping, she can wake immediately and stand up from her sleeping position as a free action. If the target is roused but returns to sleep during the spell's duration, she falls asleep immediately and does not count as having her sleep interrupted, even if she engaged in combat while she was awake.|PRERULE:1,DisplayFullSpell +Vine Strike TYPE:Arcane.Divine CLASSES:Alchemist,Antipaladin,Bloodrager,Druid,Ranger,Shaman,Sorcerer,Wizard=2 SCHOOL:Conjuration SUBSCHOOL:Creation COMPS:V,S CASTTIME:1 standard action RANGE:Personal TARGETAREA:You DURATION:(CASTERLEVEL) minute [D] SAVEINFO:Reflex negates (see text) SPELLRES:Yes SOURCEPAGE:p.237 DESC:Bristles burst from your body, lodging in your opponent and blossoming into entangling vines as you pummel your target. While this spell is in effect, one of your natural attacks or unarmed strikes deals an additional 1d6 points of damage, and each creature hit with that natural weapon or unarmed strike must succeed at a Reflex save or be entangled for the duration of the spell; on a successful Reflex save, the creature is immune to the entangled effect for 1 round. A creature entangled by this spell can spend a standard action to remove the vines, but can be entangled again by further unarmed strikes.|PRERULE:1,DisplayFullSpell +Wandering Weather TYPE:Arcane.Divine CLASSES:Cleric,Druid,Shaman,Sorcerer,Witch,Wizard=8 SCHOOL:Transmutation COMPS:V,S CASTTIME:10 minutes; see text RANGE:2 miles TARGETAREA:2-mile-radius circle, centered on you; see text DURATION:4d12 hours; see text SAVEINFO:None SPELLRES:No SOURCEPAGE:p.237 DESC:This spell functions as control weather except you can opt for the weather to remain centered on you as you move.|PRERULE:1,DisplayFullSpell +Winter Grasp TYPE:Arcane.Divine CLASSES:Druid,Shaman,Witch=2 SCHOOL:Conjuration SUBSCHOOL:Creation DESCRIPTOR:Cold|Water COMPS:V,S,M/DF CASTTIME:1 standard action RANGE:Medium TARGETAREA:20-ft.-radius spread DURATION:(CASTERLEVEL) rounds SAVEINFO:None SPELLRES:No SOURCEPAGE:p.237 DESC:Ice encrusts the ground, radiating supernatural cold and making it hard for creatures to maintain their balance. This icy ground is treated as normal ice, forcing creatures to spend 2 squares of movement to enter an icy square and increasing the DC of Acrobatics checks in the area by 5. A creature that begins its turn in the affected area takes 1d6 points of cold damage and takes a –2 penalty on saving throws against spells with the cold descriptor for 1 round.|PRERULE:1,DisplayFullSpell +With the Wind TYPE:Arcane.Divine.Psychic CLASSES:Bloodrager,Druid,Magus,Occultist,Ranger,Sorcerer,Spiritualist,Wizard=2 SCHOOL:Abjuration DESCRIPTOR:Air COMPS:V,S CASTTIME:1 standard action RANGE:Close TARGETAREA:One creature DURATION:(CASTERLEVEL) minutes SAVEINFO:Will negates (harmless) SPELLRES:Yes(harmless) SOURCEPAGE:p.237 DESC:You create eddies in the air around the subject that protect it from being checked or blown away. The target can't be moved by winds of less than windstorm force unless it wishes to be.|PRERULE:1,DisplayFullSpell + +##Borrowed from Horror Adventures to support Cultivator archetype +Green Caress TYPE:Arcane.Divine CLASSES:Ranger=4|Druid,Shaman,Witch=6 SCHOOL:Transmutation COMPS:V,S,M CASTTIME:1 standard action RANGE:Touch TARGETAREA:One living creature DURATION:7 days (see text) SAVEINFO:Fortitude partial (see text) SPELLRES:Yes DESC:You cause the target to transform into a plant over time. You must succeed at a melee touch attack to infect the target. If the target succeeds at its Fortitude saving throw, it takes 1d4 points of ability damage to each physical ability score (Strength, Dexterity, and Constitution) and the spell ends. If the target fails its saving throw, it takes 1d4 points of ability damage to each physical ability score immediately and continues to take 1d4 points of ability damage to each of its physical ability scores every day, until the spell expires. It can’t recover this ability damage as long as the spell lasts, even with magic. While the spell continues, the target takes on physical plant characteristics as appropriate to the environment. It begins to diminish in height and its skin turns plantlike. For example, the target’s skin might turn green and its hair is slowly replaced with grass or leaves or the target’s skin might become smooth, pale, and flabby as the creature transforms into a large mushroom in an underground environment. &nl;If the damage to any single ability score equals or exceeds that score, the target fully transforms into a normal small tree or shrub. This final transformation is instantaneous, ending green caress. The target remains alive but is considered the same as a regular tree, shrub, or other vegetation. Any ability damage from other sources, like poison or disease, also applies toward transforming the creature. If the target retains at least 1 point in all of its physical ability scores at the end of 7 days, the final transformation doesn’t occur and the spell ends. Any changes in appearance gradually reverse themselves as the ability damage heals. &nl;Break enchantment, dispel magic, and remove curse can end the spell before the duration expires, but the spell is contagious. If a caster level check attempt to remove green caress fails by 5 or more, the creature who attempted to remove the effect must attempt a Fortitude saving throw as if it had just been targeted with the spell. If the spell’s target attempts to remove the effect from itself and fails, it causes the spell to behave as if affected by plant growth (as described below). &nl;Polymorph any object ends the spell and totally restores the target without any risk to the caster, even after the target has been finally transformed, as do limited wish, miracle, and wish (treat polymorph any object as if it had an instantaneous duration if it is used in this way). If the target is in the area of a plant growth spell as it is cast, it must attempt a Fortitude save at green caress’s DC or immediately take another 1d4 points of ability damage to each physical ability score; this stacks with multiple castings of plant growth. If the target is in the area of diminish plants as it is cast, it ignores the next ability damage from green caress to one of its three physical ability scores (chosen randomly); this doesn’t stack with multiple castings of diminish plants. +##Borrowed from Horror Adventures to support Vermin Domain +Verminous Transformation TYPE:Arcane.Divine CLASSES:Alchemist=6|Shaman,Witch=7 SCHOOL:Transmutation SUBSCHOOL:Polymorph COMPS:V,S,M CASTTIME:1 standard action RANGE:Personal TARGETAREA:You DURATION:(CASTERLEVEL) rounds [D] DESC:You partially transform your body into a swarm of bats, insects, rats, and spiders. As a standard action, you can send out a piece of your body to attack up to four Medium or smaller creatures (or one larger creature) within 10 feet of you. The creatures take 4d6 points of damage and must succeed at a Fortitude save or take 1d3 points of Constitution damage and 1d3 points of Strength damage; the ability damage is a poison effect. Abilities that protect against swarm attacks apply to this damage and spell resistance applies. Additionally, since your body is partially a swarm, you take only half damage from piercing and slashing attacks, unless those attacks would deal full damage or greater to a swarm (for instance, an area piercing attack would deal full damage to you). You can still be targeted by single-target spells but you gain a +2 circumstance bonus on any saving throws against them. Casting spells in this form is difficult and any spells with somatic components require a concentration check as if casting defensively; if you are also casting the spell defensively, roll a single concentration check at a –5 penalty. + +Alpha Instinct.MOD DESC:Gain bonuses when you're interacting with animals.|!PRERULE:1,DisplayFullSpell +Aquatic Cavalry.MOD DESC:Summon hippocampi to serve as aquatic mounts.|!PRERULE:1,DisplayFullSpell +Bleed for Your Master.MOD DESC:Compel a companion to take damage for you.|!PRERULE:1,DisplayFullSpell +Callback.MOD DESC:Teleport a familiar or spirit animal to your side when it is injured.|!PRERULE:1,DisplayFullSpell +Callback (Greater).MOD DESC:Teleport a familiar or spirit animal from miles away to your side when it is injured.|!PRERULE:1,DisplayFullSpell +Cave Fangs.MOD DESC:Create a trap from stalactites and stalagmites.|!PRERULE:1,DisplayFullSpell +Companion Transposition.MOD DESC:Swap places with your animal companion, familiar, or spirit animal via teleportation.|!PRERULE:1,DisplayFullSpell +Earth Tremor.MOD DESC:Unleash a tremor that creates difficult terrain and can knock foes down and damage them.|!PRERULE:1,DisplayFullSpell +Echo.MOD DESC:Cause a sound to repeat itself.|!PRERULE:1,DisplayFullSpell +Explosion of Rot.MOD DESC:Call forth a burst of decay that damages and can stagger targets.|!PRERULE:1,DisplayFullSpell +Fey Form I.MOD DESC:Assume the form of a Small or Medium fey creature.|!PRERULE:1,DisplayFullSpell +Fey Form II.MOD DESC:Assume the form of a Tiny or Large fey creature.|!PRERULE:1,DisplayFullSpell +Fey Form III.MOD DESC:Assume the form of a Diminutive or Huge fey creature.|!PRERULE:1,DisplayFullSpell +Fey Form IV.MOD DESC:Assume the form of a powerful fey creature.|!PRERULE:1,DisplayFullSpell +Fey Gate.MOD DESC:Create a portal that allows travel to the First World.|!PRERULE:1,DisplayFullSpell +Flashfire.MOD DESC:Cause smoky fires to spring up to burn foes and set them alight.|!PRERULE:1,DisplayFullSpell +Forest's Sense.MOD DESC:Sense the location of a distant target that is near a plant or fungus.|!PRERULE:1,DisplayFullSpell +Greensight.MOD DESC:Grant a target the ability to see through plant matter as if it were transparent.|!PRERULE:1,DisplayFullSpell +Hidden Spring.MOD DESC:Discover a temporary spring of fresh, flowing water.|!PRERULE:1,DisplayFullSpell +Iron Stake.MOD DESC:Hurl a spike of cold iron at a foe.|!PRERULE:1,DisplayFullSpell +Magical Beast Shape.MOD DESC:Assume the form of a magical beast.|!PRERULE:1,DisplayFullSpell +Merge with Familiar.MOD DESC:Merge the body of your familiar or spirit animal into your own.|!PRERULE:1,DisplayFullSpell +Mirage.MOD DESC:Create illusory terrain.|!PRERULE:1,DisplayFullSpell +Ooze Form I.MOD DESC:Assume the form of a Small or Medium ooze creature.|!PRERULE:1,DisplayFullSpell +Ooze Form II.MOD DESC:Assume the form of a Large ooze creature.|!PRERULE:1,DisplayFullSpell +Ooze Form III.MOD DESC:Assume the form of a Huge ooze creature.|!PRERULE:1,DisplayFullSpell +Pouncing Fury.MOD DESC:Make a full attack with your claws after a charge.|!PRERULE:1,DisplayFullSpell +Replay Tracks.MOD DESC:Reconstruct past events from a set of tracks.|!PRERULE:1,DisplayFullSpell +Ropeweave.MOD DESC:Create useful tools from a coil of rope.|!PRERULE:1,DisplayFullSpell +Scamper.MOD DESC:Grant your animal companion astonishing agility.|!PRERULE:1,DisplayFullSpell +Sea of Dust.MOD DESC:Permanently drive water out of a region to create a desert.|!PRERULE:1,DisplayFullSpell +Sea Stallion.MOD DESC:You and your mount adapt to an aquatic environment.|!PRERULE:1,DisplayFullSpell +Sea Steed.MOD DESC:Your mount adapts to an aquatic environment.|!PRERULE:1,DisplayFullSpell +Shapechanger's Gift.MOD DESC:Temporarily change a target into an animal, humanoid, or monstrous humanoid.|!PRERULE:1,DisplayFullSpell +Shapechanger's Gift (Greater).MOD DESC:Temporarily change a target into an animal, elemental, fey, humanoid, monstrous humanoid, or vermin.|!PRERULE:1,DisplayFullSpell +Signs of the Land.MOD DESC:Learn up to three details about the surrounding territory.|!PRERULE:1,DisplayFullSpell +Sky Steed.MOD DESC:Grant your mount angelic wings.|!PRERULE:1,DisplayFullSpell +Snowball.MOD DESC:Throw a conjured ball of snow at a target.|!PRERULE:1,DisplayFullSpell +Soothing Mud.MOD DESC:Create restorative mud that heals hit point and ability damage.|!PRERULE:1,DisplayFullSpell +Sturdy Tree Fort.MOD DESC:Create a tree with a defensive fort within it.|!PRERULE:1,DisplayFullSpell +Tail Current.MOD DESC:Create a current in water to enhance or impede swimming.|!PRERULE:1,DisplayFullSpell +Tailwind.MOD DESC:Create a current of wind to enhance or impede flight.|!PRERULE:1,DisplayFullSpell +Tamer's Lash.MOD DESC:Create a whip made of sound that damages foes and can frighten animals.|!PRERULE:1,DisplayFullSpell +Tidal Surge.MOD DESC:Create a surge of water to bludgeon foes and extinguish fires.|!PRERULE:1,DisplayFullSpell +Vigilant Rest.MOD DESC:Cause a sleeping creature to retain some perception of its surroundings.|!PRERULE:1,DisplayFullSpell +Vine Strike.MOD DESC:Enhance one of your natural or unarmed attacks with thorny vine growth.|!PRERULE:1,DisplayFullSpell +Wandering Weather.MOD DESC:Control weather in a large area that moves with you.|!PRERULE:1,DisplayFullSpell +Winter Grasp.MOD DESC:Create a slippery sheet of ice on the ground.|!PRERULE:1,DisplayFullSpell +With the Wind.MOD DESC:Protect a target from being blown away by wind of less than windstorm force.|!PRERULE:1,DisplayFullSpell + +Green Caress.MOD DESC:Slowly transform a creature into an inanimate plant.|!PRERULE:1,DisplayFullSpell + +# ============================== +# Racial Spells +# ============================== +#Gathlain +Seed Spies TYPE:Arcane.Divine.Psychic CLASSES:Druid,Occultist,Ranger=2|Shaman,Sorcerer,Witch,Wizard=3 PREMULT:1,[PREVAREQ:BypassAdvancedRaceSpellRestriction,1],[PRERACE:1,Gathlain] SCHOOL:Divination COMPS:V,S,M CASTTIME:1 round RANGE:Close TARGETAREA:Up to (CASTERLEVEL/4) seed spies DURATION:(CASTERLEVEL*10) minutes [D] SAVEINFO:None SPELLRES:No SOURCEPAGE:p.14 DESC:You summon one or more wafting seeds, which have a measure of intelligence and make for excellent spies. When they are in your presence, the seeds obey your mental commands, and you can issue orders to any number of them as a single standard action, provided that you issue the same orders to each one. In order to issue different orders to different seeds, you must spend a separate standard action for each set of orders. A seed in physical contact with you can answer simple questions about what it has observed, at a rate of one question per round. The seeds can hear but not see. It can relate only what it perceived with its senses, and can't repeat speech. It has difficulty making subjective judgments, and questions that demand such reasoning are unlikely to yield a clear answer. For example, a seed is unable to relay someone's emotional state or determine who among several people it heard might be in charge. Each seeds' size is Fine. Each seed has 1 hit point, AC 20, and a fly speed of 10 feet (good maneuverability). They can't crawl or climb, although they can cling to rough, soft, or sticky creatures or surfaces. The seeds use your saving throw bonuses, have a Perception skill bonus of %1, and can't make attacks. They can make Stealth checks to avoid being noticed even if they lack a source of cover or concealment, and they have a Stealth skill bonus of %2. The seeds can even cling onto creatures of Tiny or larger size while using Stealth, possibly riding on those creatures unnoticed. A Tiny creature gains a +16 bonus on Perception checks made to notice one of these seeds currently clinging to it. For each size category larger than Tiny the creature being clung to, this bonus is reduced by 4 (to a minimum of +0 for Huge or larger creatures). You also maintain a faint mystical connection with these seeds, which allows you to sense where they are. As a full-round action, you can concentrate on the spell in order to learn the direction and relative distance of each of the seeds.|(CASTERLEVEL/2)+5|(CASTERLEVEL/2)+18 +Waft TYPE:Arcane.Divine.Psychic CLASSES:Cleric,Druid,Magus,Occultist,Shaman,Sorcerer,Spiritualist,Wizard=5 PREMULT:1,[PREVAREQ:BypassAdvancedRaceSpellRestriction,1],[PRERACE:1,Gathlain] SCHOOL:Transmutation COMPS:V,S,M CASTTIME:1 standard action RANGE:Close TARGETAREA:Up to (CASTERLEVEL/2) creatures, no two of which can be more than 30 ft. apart DURATION:(CASTERLEVEL) hours SAVEINFO:Will negates SPELLRES:Yes SOURCEPAGE:p.14 DESC:You make the targets light enough to be carried by wind. Creatures affected by this spell suffer cumulative penalties for attacking as if under the effects of levitate unless they have a fly speed. Treat each target as two size categories lighter for the purposes of being checked or blown away by wind. If a target has a fly speed, it can fly overland at the wind's speed in the same direction as the wind by succeeding at a DC 20 Fly check. If a creature flying overland this way attempts to change direction, it risks being blown away as usual. By linking hands or creating a connection with rope, creatures affected by this spell can be towed through the air by a flying creature as if each weighed only one-eighth its actual weight. +Wing Bounty TYPE:Divine CLASSES:Druid,Shaman=2 PREMULT:1,[PREVAREQ:BypassAdvancedRaceSpellRestriction,1],[PRERACE:1,Gathlain] SCHOOL:Conjuration SUBSCHOOL:Creation COMPS:V,S,DF CASTTIME:1 standard action RANGE:0 ft. TARGETAREA:2d4+(CASTERLEVEL*2) berries DURATION:(CASTERLEVEL) days SAVEINFO:None SPELLRES:No SOURCEPAGE:p.14 DESC:Your wings sprout a variety of colorful and flavorful berries. Each berry functions as if affected by goodberry. You can choose for one affected berry to also be poisonous (as striped toadstool); only you and druids of 5th level or higher can tell which is which without magic. +Wing Thorns TYPE:Arcane.Divine CLASSES:Alchemist,Antipaladin,Bloodrager,Druid,Shaman,Witch=3|Magus=4 PREMULT:1,[PREVAREQ:BypassAdvancedRaceSpellRestriction,1],[PRERACE:1,Gathlain] SCHOOL:Transmutation DESCRIPTOR:Poison COMPS:V,S CASTTIME:1 standard action RANGE:Personal TARGETAREA:You DURATION:(CASTERLEVEL) rounds SOURCEPAGE:p.14 DESC:Your wings sprout poisonous thorns each the size of a dagger. You can use these thorns like armor spikes. In addition, you can make two wing attacks as primary natural weapons. If you are Small, the wings deal 1d3 points of bludgeoning and piercing damage plus your Strength modifier (unless you also attack with a weapon, in which case they are treated as a secondary natural weapon). A creature damaged by your wing thorns experiences intense itching, gaining the sickened condition while the spell lasts unless it succeeds at a Fortitude saving throw. +Wooden Wing Shield TYPE:Arcane.Divine CLASSES:Bloodrager,Druid,Shaman,Summoner=4|Magus=5 PREMULT:1,[PREVAREQ:BypassAdvancedRaceSpellRestriction,1],[PRERACE:1,Gathlain] SCHOOL:Transmutation COMPS:S CASTTIME:1 immediate action RANGE:Personal TARGETAREA:You DURATION:(CASTERLEVEL) rounds or until you move SOURCEPAGE:p.14 DESC:Your wings transmute into a wooden barrier resembling a tower shield to block attacks, granting you a +4 shield bonus to AC. If you move, the spell ends immediately. + +#Ghoran +Delectable Flesh TYPE:Arcane.Divine CLASSES:Sorcerer,Witch,Wizard=6|Druid,Shaman=7 PREMULT:1,[PREVAREQ:BypassAdvancedRaceSpellRestriction,1],[PRERACE:1,Ghoran] SCHOOL:Transmutation SUBSCHOOL:Polymorph DESCRIPTOR:Mind-Affecting CASTTIME:1 standard action RANGE:Close TARGETAREA:All creatures in a 15-foot-radius burst centered on a single living creature DURATION:(CASTERLEVEL) minutes [D] SAVEINFO:Will negates SPELLRES:Yes SOURCEPAGE:p.19 DESC:Choose a creature within range as the object of hunger. All other creatures within 15 feet of the target that can see or smell the target's delectable flesh must succeed at a Will save or spiral into a depraved state from which they gain a single purpose—to consume as much of the target's delicious flesh as possible. The creature chosen as the target of this spell is not affected by this depravity. A depraved creature gains a bite attack, two claw attacks, and the scent ability if it didn't already have them. It drops any items it was carrying and attacks the target of the spell with these natural weapons, acting as if it were confused and the target had attacked it first. This effect lasts for the spell's duration or until the depraved creature can no longer see or smell the object of its hunger for a full minute. Additionally, a depraved creature can attempt a new saving throw to end this effect at the end of any turn in which the affected creature makes an attack against the object of its hunger. If a creature that eats for nourishment succeeds at a save to end the depraved effect early, it takes a –2 penalty on ability checks, attack rolls, concentration checks, saving throws, and skill checks whenever it is within 15 feet of the target. + +#Vine Leshy +Grasping Vine TYPE:Arcane.Divine.Psychic CLASSES:Alchemist,Druid,Occultist,Ranger,Shaman,Sorcerer,Witch,Wizard=2 PREMULT:1,[PREVAREQ:BypassAdvancedRaceSpellRestriction,1],[PRERACE:1,Vine Leshy] SCHOOL:Transmutation COMPS:V,S CASTTIME:1 standard action RANGE:Personal TARGETAREA:You DURATION:(CASTERLEVEL) minutes [D] SOURCEPAGE:p.25 DESC:You cause a long, thin vine to sprout from your body—typically from the center of your chest or from the palm of an outstretched hand. As a standard action, you can direct the end of the vine to move to any square within 20 feet of you and perform one of the following tasks: deliver a touch spell that you cast after the vine has grown, pick up an unattended object weighing 20 pounds or less, give a held object to another creature, attempt to disable a trap or lock using your Disable Device modifier with a –2 penalty, or perform any other task that the GM deems reasonable. The vine does not threaten squares and cannot make attacks of opportunity, nor can it wield weapons. +Leshy Swarm TYPE:Arcane.Divine CLASSES:Bard,Druid,Sorcerer,Summoner,Wizard=3 PREMULT:1,[PREVAREQ:BypassAdvancedRaceSpellRestriction,1],[PRERACE:1,Vine Leshy] SCHOOL:Conjuration SUBSCHOOL:Summoning COMPS:V,S,M/DF CASTTIME:1 round RANGE:Close TARGETAREA:10-ft.-square swarm of leshys DURATION:(CASTERLEVEL) rounds SAVEINFO:None SPELLRES:No SOURCEPAGE:p.25 DESC:You call out to nearby nature spirits and grant them temporary plant bodies. These creatures are similar to leshys, except they are Tiny and far more simpleminded. The swarm uses the statistics for a rat swarm, except it does not carry a disease or have scent. The leshy swarm has darkvision with a range of 60 feet and is immune to electricity, mind-affecting effects, paralysis, poison, polymorph, sleep effects, sonic, and stunning. You can direct the leshy swarm to move up to its speed along a path for your choice by spending a standard action to communicate your desires through the spell, or by spending a move action if you can speak to creatures that understand only Druidic and Sylvan. The leshys are confused by their sudden possession of new bodies and assume that nearly any creature you direct them toward is a threat. They attack all creatures within their area except for you and other creatures with the plant type. + +# ============================== +# Spell Modifications +# ============================== +Animal Growth (Reptiles Only) TYPE:Arcane.Divine DOMAINS:Scalykind=5 SCHOOL:Transmutation COMPS:V, S CASTTIME:1 standard action RANGE:Medium TARGETAREA:One reptile (Gargantuan or smaller) DURATION:(CASTERLEVEL) minutes SAVEINFO:Fortitude negates SPELLRES:Yes SOURCEPAGE:p.240 DESC:The target reptile grows to twice its normal size and eight times its normal weight. +Animal Shapes (Reptiles Only) TYPE:Divine DOMAINS:Scalykind=8 SCHOOL:Transmutation SUBSCHOOL:Polymorph COMPS:V, S, DF CASTTIME:1 standard action RANGE:Close TARGETAREA:Up to (CASTERLEVEL) willing reptiles, all within 30 ft. of each other. DURATION:(CASTERLEVEL) hours [D] SAVEINFO:None, see text SPELLRES:Yes (harmless) SOURCEPAGE:p.241 DESC:You change the form of up to (CASTERLEVEL) willing reptiles into an animal of your choice. + +Awaken.COPY=Awaken (trees only) +Charm Animal.COPY=Charm Animal (caster's own kind only) +Dominate Animal.COPY=Dominate Animal (caster's own kind only) +Entangle.COPY=Entangle (in water only) +Goodberry.COPY=Goodberry (created berries bud from the ghoran's own body) +Meld into Stone.COPY=Wood Meld (as Meld into Stone but only with wood) +Speak with Plants.COPY=Speak with Plants (trees only) +Summon Nature's Ally IX.COPY=Summon Nature's Ally IX (1d3 purple worms only) +Summon Monster V.COPY=Summon Monster V (elementals only) diff --git a/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_templates.lst b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_templates.lst new file mode 100644 index 00000000000..5abcb3f041b --- /dev/null +++ b/data/pathfinder/paizo/roleplaying_game/ultimate_wilderness/uw_templates.lst @@ -0,0 +1,35 @@ +# CVS $Revision: $ $Author: $ -- Fri Jun 30 20:50:52 2017 -- reformated by PCGen PrettyLST v6.06.00 +SOURCELONG:Ultimate Wilderness SOURCESHORT:UW SOURCEWEB:http://paizo.com/products/btpy9ujo SOURCEDATE:2017-11 + +### Starting Gold +# Template Name Visible Template Required Size Modify VAR Apply Kit Bonus Languages Natural Attacks +Starting Gold ~ UW VISIBLE:NO TEMPLATE:CHOOSE:Starting Gold UW ~ Random|Starting Gold UW ~ Maximum|Starting Gold UW ~ Average +Starting Gold UW ~ Random VISIBLE:NO KIT:1|Starting Gold UW ~ Random +Starting Gold UW ~ Maximum VISIBLE:NO KIT:1|Starting Gold UW ~ Maximum +Starting Gold UW ~ Average VISIBLE:NO KIT:1|Starting Gold UW ~ Average + +Shifter Bonus Languages VISIBLE:NO LANGBONUS:Aklo,Sylvan +Elementalist Shifter Bonus Languages VISIBLE:NO LANGBONUS:Aquan,Auran,Ignan,Terran + +# Shifter Claw - 1 1d2 1d3 1d4 1d6 1d8 1d10 1d12 P/S Primary +# x1 +Shifter Claw 1 (Diminutive) VISIBLE:NO PRESIZEEQ:D BONUS:VAR|PrimaryAttackDamageDice|1|TYPE=Base BONUS:VAR|PrimaryAttackDamageSize|1|TYPE=Base NATURALATTACKS:Shifter Claw,Weapon.Natural.NaturalPrimary.Weapon Group Natural.Melee.Finesseable.Piercing.Slashing,*1,1 +Shifter Claw 1 (Tiny) VISIBLE:NO PRESIZEEQ:T BONUS:VAR|PrimaryAttackDamageDice|1|TYPE=Base BONUS:VAR|PrimaryAttackDamageSize|2|TYPE=Base NATURALATTACKS:Shifter Claw,Weapon.Natural.NaturalPrimary.Weapon Group Natural.Melee.Finesseable.Piercing.Slashing,*1,1d2 +Shifter Claw 1 (Small) VISIBLE:NO PRESIZEEQ:S BONUS:VAR|PrimaryAttackDamageDice|1|TYPE=Base BONUS:VAR|PrimaryAttackDamageSize|3|TYPE=Base NATURALATTACKS:Shifter Claw,Weapon.Natural.NaturalPrimary.Weapon Group Natural.Melee.Finesseable.Piercing.Slashing,*1,1d3 +Shifter Claw 1 (Medium) VISIBLE:NO PRESIZEEQ:M BONUS:VAR|PrimaryAttackDamageDice|1|TYPE=Base BONUS:VAR|PrimaryAttackDamageSize|4|TYPE=Base NATURALATTACKS:Shifter Claw,Weapon.Natural.NaturalPrimary.Weapon Group Natural.Melee.Finesseable.Piercing.Slashing,*1,1d4 +Shifter Claw 1 (Large) VISIBLE:NO PRESIZEEQ:L BONUS:VAR|PrimaryAttackDamageDice|1|TYPE=Base BONUS:VAR|PrimaryAttackDamageSize|6|TYPE=Base NATURALATTACKS:Shifter Claw,Weapon.Natural.NaturalPrimary.Weapon Group Natural.Melee.Finesseable.Piercing.Slashing,*1,1d6 +Shifter Claw 1 (Huge) VISIBLE:NO PRESIZEEQ:H BONUS:VAR|PrimaryAttackDamageDice|1|TYPE=Base BONUS:VAR|PrimaryAttackDamageSize|8|TYPE=Base NATURALATTACKS:Shifter Claw,Weapon.Natural.NaturalPrimary.Weapon Group Natural.Melee.Finesseable.Piercing.Slashing,*1,1d8 +Shifter Claw 1 (Gargantuan) VISIBLE:NO PRESIZEEQ:G BONUS:VAR|PrimaryAttackDamageDice|1|TYPE=Base BONUS:VAR|PrimaryAttackDamageSize|10|TYPE=Base NATURALATTACKS:Shifter Claw,Weapon.Natural.NaturalPrimary.Weapon Group Natural.Melee.Finesseable.Piercing.Slashing,*1,1d10 +Shifter Claw 1 (Colossal) VISIBLE:NO PRESIZEEQ:C BONUS:VAR|PrimaryAttackDamageDice|1|TYPE=Base BONUS:VAR|PrimaryAttackDamageSize|12|TYPE=Base NATURALATTACKS:Shifter Claw,Weapon.Natural.NaturalPrimary.Weapon Group Natural.Melee.Finesseable.Piercing.Slashing,*1,1d12 +# x2 (Default) +Shifter Claw 2 (Diminutive) VISIBLE:NO PRESIZEEQ:D BONUS:VAR|PrimaryAttackDamageDice|1|TYPE=Base BONUS:VAR|PrimaryAttackDamageSize|1|TYPE=Base NATURALATTACKS:Shifter Claw,Weapon.Natural.NaturalPrimary.Weapon Group Natural.Melee.Finesseable.Piercing.Slashing,*2,1 +Shifter Claw 2 (Tiny) VISIBLE:NO PRESIZEEQ:T BONUS:VAR|PrimaryAttackDamageDice|1|TYPE=Base BONUS:VAR|PrimaryAttackDamageSize|2|TYPE=Base NATURALATTACKS:Shifter Claw,Weapon.Natural.NaturalPrimary.Weapon Group Natural.Melee.Finesseable.Piercing.Slashing,*2,1d2 +Shifter Claw 2 (Small) VISIBLE:NO PRESIZEEQ:S BONUS:VAR|PrimaryAttackDamageDice|1|TYPE=Base BONUS:VAR|PrimaryAttackDamageSize|3|TYPE=Base NATURALATTACKS:Shifter Claw,Weapon.Natural.NaturalPrimary.Weapon Group Natural.Melee.Finesseable.Piercing.Slashing,*2,1d3 +Shifter Claw 2 (Medium) VISIBLE:NO PRESIZEEQ:M BONUS:VAR|PrimaryAttackDamageDice|1|TYPE=Base BONUS:VAR|PrimaryAttackDamageSize|4|TYPE=Base NATURALATTACKS:Shifter Claw,Weapon.Natural.NaturalPrimary.Weapon Group Natural.Melee.Finesseable.Piercing.Slashing,*2,1d4 +Shifter Claw 2 (Large) VISIBLE:NO PRESIZEEQ:L BONUS:VAR|PrimaryAttackDamageDice|1|TYPE=Base BONUS:VAR|PrimaryAttackDamageSize|6|TYPE=Base NATURALATTACKS:Shifter Claw,Weapon.Natural.NaturalPrimary.Weapon Group Natural.Melee.Finesseable.Piercing.Slashing,*2,1d6 +Shifter Claw 2 (Huge) VISIBLE:NO PRESIZEEQ:H BONUS:VAR|PrimaryAttackDamageDice|1|TYPE=Base BONUS:VAR|PrimaryAttackDamageSize|8|TYPE=Base NATURALATTACKS:Shifter Claw,Weapon.Natural.NaturalPrimary.Weapon Group Natural.Melee.Finesseable.Piercing.Slashing,*2,1d8 +Shifter Claw 2 (Gargantuan) VISIBLE:NO PRESIZEEQ:G BONUS:VAR|PrimaryAttackDamageDice|1|TYPE=Base BONUS:VAR|PrimaryAttackDamageSize|10|TYPE=Base NATURALATTACKS:Shifter Claw,Weapon.Natural.NaturalPrimary.Weapon Group Natural.Melee.Finesseable.Piercing.Slashing,*2,1d10 +Shifter Claw 2 (Colossal) VISIBLE:NO PRESIZEEQ:C BONUS:VAR|PrimaryAttackDamageDice|1|TYPE=Base BONUS:VAR|PrimaryAttackDamageSize|12|TYPE=Base NATURALATTACKS:Shifter Claw,Weapon.Natural.NaturalPrimary.Weapon Group Natural.Melee.Finesseable.Piercing.Slashing,*2,1d12 + +Add Swim Speed VISIBLE:DISPLAY !PREMOVE:1,Swim=1 MOVECLONE:Walk,Swim,*1 +Increase Swim Speed VISIBLE:DISPLAY PREMOVE:1,Swim=1 BONUS:MOVEADD|TYPE.Swim|10