Type of Feat: Class Specific
Prerequisite: Disciple of Asmodeus level 4.
- Specifics: A 4th-level disciple of Asmodeus can summon 1 hellcat once per day. This functions as a summon monster spell cast by a spellcaster of his effective caster level. A 9th-level disciple of Asmodeus gains the ability to summon 1d4 hellcats once per day. If the Disciple has no effective caster level, the duration will be 2 rounds per Disciple of Asmodeus class level.
+ Specifics: A 4th-level disciple of Asmodeus can summon 1 hellcat once per day. This functions as a summon creature spell cast by a spellcaster of his effective caster level. A 9th-level disciple of Asmodeus gains the ability to summon 1d4 hellcats once per day. If the Disciple has no effective caster level, the duration will be 2 rounds per Disciple of Asmodeus class level.
Use: Selected.
You summon a creature of shadow to serve you, calling it through the barriers between worlds.
- This mystery functions like the spell summon monster I, except as noted here. You can summon one Huge shadow elemental.
+ This mystery functions like the spell summon creature I, except as noted here. You can summon one Huge shadow elemental.
diff --git a/nwn/nwnprc/DocGen/trunk/manual/english/content/class_feats/23656.html b/nwn/nwnprc/DocGen/trunk/manual/english/content/class_feats/23656.html
index 03019a02..bcb088e8 100644
--- a/nwn/nwnprc/DocGen/trunk/manual/english/content/class_feats/23656.html
+++ b/nwn/nwnprc/DocGen/trunk/manual/english/content/class_feats/23656.html
@@ -22,7 +22,7 @@
Reality seems to tear open, revealing a dark rift. From the blackness, a shadow elemental emerges.
- This mystery functions like the spell summon monster I, except as noted here. You can summon one Elder shadow elemental.
+ This mystery functions like the spell summon creature I, except as noted here. You can summon one Elder shadow elemental.
diff --git a/nwn/nwnprc/DocGen/trunk/manual/english/content/class_feats/25130.html b/nwn/nwnprc/DocGen/trunk/manual/english/content/class_feats/25130.html
new file mode 100644
index 00000000..2e4d43c3
--- /dev/null
+++ b/nwn/nwnprc/DocGen/trunk/manual/english/content/class_feats/25130.html
@@ -0,0 +1,36 @@
+
+
+
+
+
+ Player Resource Consortium :: Manual :: Content :: Chaos
+
+
+
+
+
+
+
:: Chaos ::
+
+
+
Type of Feat: Domain
+ Prerequisite: Access to Chaos domain.
+ Specifics:
+ You cast chaos spells at +1 caster level.
+ Bonus Spells:
+ The cleric gains access to the following spells at the specified spell level: Protection From Law (1), Color Spray (2), Magic Circle vs. Law (3), Confusion (4), Sphere of Chaos (5), Animate Objects (6), Word of Chaos (7), Cloak of Chaos (8), Summon Creature IX (9)
+
+ Use: Automatic
Type of Feat: Domain
+ Prerequisite: Access to Law domain.
+ Specifics:
+ You cast law spells at +1 caster level.
+ Bonus Spells:
+ The cleric gains access to the following spells at the specified spell level: Protection from Chaos (1), Calm Emotions (2), Magic Circle against Chaos (3), Divine Hammer (4), Planar Ally (5), Hold Monster (6), Dictum (7), Shield of Law (8), Summon Creature IX (9)
+
+ Use: Automatic
Type of Feat: Domain
+ Prerequisite: Access to Luck domain.
+ Specifics:
+ Lucky: You gain the Luck of Heroes feat as a bonus feat.
+ Bonus Spells:
+ The cleric gains access to the following spells at the specified spell level: Entropic Shield (1), Bestow Curse (2), Protection from Elements (3), Freedom of Movement (4), Break Enchantment (5), Mislead (6), Spell Turning (7), Moment of Prescience (8), Premonition (9)
+
+ Use: Automatic.
Type of Feat: Domain
+ Prerequisite: Access to the Glory domain.
+ Specifics:
+ Powerful Turning: Turn undead with a +2 bonus on the turning check and +1d6 to the turning damage roll.
+ Bonus Spells:
+ The cleric gains access to the following spells at the specified spell level: Disrupt Undead (1), Bless Weapon (2), Searing Light (3), Hammer of the Gods (4), Holy Sword (5), Bolt of Glory (6), Sunbeam (7), Aura of Glory (8), Gate (9)
+
+ Use: Automatic.
Type of Feat: Domain
+ Prerequisite: Access to the Madness domain.
+ Specifics:
+ Aberrant Turning: Able to turn aberrations as if they were undead.
+ Bonus Spells:
+ The cleric gains access to the following spells at the specified spell level: Color Spray (1), Daze Monster (2), Rage (3), Confusion (4), Mind Fog (5), Phantasmal Killer (6), Insanity (7), Symbol of Insanity (8), Weird (9)
+
+ Use: Automatic.
Type of Feat: Domain
+ Prerequisite: Access to the Mind domain.
+ Specifics:
+ Granted Power: Gain a +2 bonus on Bluff, Diplomacy, and Sense Motive checks. Gain a +2 bonus on Will saves against enchantment spells and effects.
+ Bonus Spells:
+ The cleric gains access to the following spells at the specified spell level: Nybor's Gentle Reminder (1), Blindness / Deafness (2), Crushing Despair (3), Lesser Mind Blank (4), Feeblemind (5), Mind Fog (6), Nybor's Stern Reproof (7), Mind Blank (8), Weird (9)
+
+ Use: Automatic.
Type of Feat: Domain
+ Prerequisite: Access to the Moon domain.
+ Specifics:
+ Lycanthrope Turning: Able to turn or destroy lycanthropes as if they were undead.
+ Bonus Spells:
+ The cleric gains access to the following spells at the specified spell level: Faerie Fire (1), Moonbeam* (2), Moonblade* (3), Good Hope* (4), Moon Path* (5), Countermoon* (6), Insanity (7), Animal Shapes* (8), Moonfire* (9)
+
+ Use: Automatic.
+
+ *Not implemented
Type of Feat: Domain
+ Prerequisite: Access to Chaos domain.
+ Specifics:
+ You cast chaos spells at +1 caster level.
+ Bonus Spells:
+ The cleric gains access to the following spells at the specified spell level: Protection From Law (1), Color Spray (2), Magic Circle vs. Law (3), Confusion (4), Sphere of Chaos (5), Animate Objects (6), Word of Chaos (7), Cloak of Chaos (8), Summon Creature IX (9)
+
+ Use: Automatic
Type of Feat: Domain
+ Prerequisite: Access to Law domain.
+ Specifics:
+ You cast law spells at +1 caster level.
+ Bonus Spells:
+ The cleric gains access to the following spells at the specified spell level: Protection from Chaos (1), Calm Emotions (2), Magic Circle against Chaos (3), Divine Hammer (4), Planar Ally (5), Hold Monster (6), Dictum (7), Shield of Law (8), Summon Creature IX (9)
+
+ Use: Automatic
Type of Feat: Domain
+ Prerequisite: Access to Luck domain.
+ Specifics:
+ Lucky: You gain the Luck of Heroes feat as a bonus feat.
+ Bonus Spells:
+ The cleric gains access to the following spells at the specified spell level: Entropic Shield (1), Bestow Curse (2), Protection from Elements (3), Freedom of Movement (4), Break Enchantment (5), Mislead (6), Spell Turning (7), Moment of Prescience (8), Premonition (9)
+
+ Use: Automatic.
Type of Feat: Domain
+ Prerequisite: Access to the Glory domain.
+ Specifics:
+ Powerful Turning: Turn undead with a +2 bonus on the turning check and +1d6 to the turning damage roll.
+ Bonus Spells:
+ The cleric gains access to the following spells at the specified spell level: Disrupt Undead (1), Bless Weapon (2), Searing Light (3), Hammer of the Gods (4), Holy Sword (5), Bolt of Glory (6), Sunbeam (7), Aura of Glory (8), Gate (9)
+
+ Use: Automatic.
Type of Feat: Domain
+ Prerequisite: Access to the Madness domain.
+ Specifics:
+ Aberrant Turning: Able to turn aberrations as if they were undead.
+ Bonus Spells:
+ The cleric gains access to the following spells at the specified spell level: Color Spray (1), Daze Monster (2), Rage (3), Confusion (4), Mind Fog (5), Phantasmal Killer (6), Insanity (7), Symbol of Insanity (8), Weird (9)
+
+ Use: Automatic.
Type of Feat: Domain
+ Prerequisite: Access to the Mind domain.
+ Specifics:
+ Granted Power: Gain a +2 bonus on Bluff, Diplomacy, and Sense Motive checks. Gain a +2 bonus on Will saves against enchantment spells and effects.
+ Bonus Spells:
+ The cleric gains access to the following spells at the specified spell level: Nybor's Gentle Reminder (1), Blindness / Deafness (2), Crushing Despair (3), Lesser Mind Blank (4), Feeblemind (5), Mind Fog (6), Nybor's Stern Reproof (7), Mind Blank (8), Weird (9)
+
+ Use: Automatic.
Type of Feat: Domain
+ Prerequisite: Access to the Moon domain.
+ Specifics:
+ Lycanthrope Turning: Able to turn or destroy lycanthropes as if they were undead.
+ Bonus Spells:
+ The cleric gains access to the following spells at the specified spell level: Faerie Fire (1), Moonbeam* (2), Moonblade* (3), Good Hope* (4), Moon Path* (5), Countermoon* (6), Insanity (7), Animal Shapes* (8), Moonfire* (9)
+
+ Use: Automatic.
+
+ *Not implemented
Type of Feat: Class
Prerequisite: Thrall of Graz'zt
- At 4th level, a Thrall of Graz'zt can summon a demon of 5 HD or less once per day. This spell functions as a summon monster spell.
+ At 4th level, a Thrall of Graz'zt can summon a demon of 5 HD or less once per day. This spell functions as a summon creature spell.
The HD of the demon summoned increases to 10 HD at level 9, 15 HD at level 15, 20 HD at level 20, 25 HD at level 25, and 30 HD at level 30.
Type of Feat: Class Specific
Prerequisite: Disciple of Mephistopheles Level 5
- Specifics: Disciple of Mephistopheles can summon 1 hamatula once per day. This functions as a summon monster spell cast by a 15th-level caster.
+ Specifics: Disciple of Mephistopheles can summon 1 hamatula once per day. This functions as a summon creature spell cast by a 15th-level caster.
Use: Selected.
diff --git a/nwn/nwnprc/DocGen/trunk/manual/english/content/class_feats/4068.html b/nwn/nwnprc/DocGen/trunk/manual/english/content/class_feats/4068.html
index bf98ddd2..9d6d5785 100644
--- a/nwn/nwnprc/DocGen/trunk/manual/english/content/class_feats/4068.html
+++ b/nwn/nwnprc/DocGen/trunk/manual/english/content/class_feats/4068.html
@@ -18,7 +18,7 @@
Prerequisite: Artificer level 5
Specifics: At 5th level, an artificer gains the ability to salvage the XP from a magic item and use those points to create another magic item. The artificer must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and the artificer adds the XP it took to create the item to his craft reserve. These points are lost if the artificer does not use them before gaining his next level.
- For example, an artificer wants to retain the essence of a wand of summon monster IV that has 20 charges. Originally created (like all wands) with 50 charges, it required 840 XP when initially made, or 16.8 XP (840 - 50) per charge. The artificer is able to recover the XP from the remaining charges. He puts 336 XP (16.8 X 20) into his craft reserve.
+ For example, an artificer wants to retain the essence of a wand of summon creature IV that has 20 charges. Originally created (like all wands) with 50 charges, it required 840 XP when initially made, or 16.8 XP (840 - 50) per charge. The artificer is able to recover the XP from the remaining charges. He puts 336 XP (16.8 X 20) into his craft reserve.
Bolts of Madness: You can fire a ray that dazes an opponent for 1d3 rounds. You must succeed on a ranged touch attack with a range of 100 ft. + 10 ft./binder level. A successful Will save negates the effect. Once you have used this ability, you cannot do so again for 5 rounds.
- Summon Alien: You can summon any creature from the summon monster list that a sorcerer of your level could summon. Any creature you summon with this ability gains the pseudonatural template. Thus, at 10th level you could summon any creature from the summon monster I-V list. When you reach 14th level, you can summon any creature from the summon monster I-VII list.Once you have used this ability, you cannot do so again for 5 rounds.
+ Summon Alien: You can summon any creature from the summon creature list that a sorcerer of your level could summon. Any creature you summon with this ability gains the pseudonatural template. Thus, at 10th level you could summon any creature from the summon creature I-V list. When you reach 14th level, you can summon any creature from the summon creature I-VII list.Once you have used this ability, you cannot do so again for 5 rounds.
diff --git a/nwn/nwnprc/DocGen/trunk/manual/english/content/class_feats/9095.html b/nwn/nwnprc/DocGen/trunk/manual/english/content/class_feats/9095.html
index e536e830..220a4402 100644
--- a/nwn/nwnprc/DocGen/trunk/manual/english/content/class_feats/9095.html
+++ b/nwn/nwnprc/DocGen/trunk/manual/english/content/class_feats/9095.html
@@ -33,7 +33,7 @@
Bolts of Madness: You can fire a ray that dazes an opponent for 1d3 rounds. You must succeed on a ranged touch attack with a range of 100 ft. + 10 ft./binder level. A successful Will save negates the effect. Once you have used this ability, you cannot do so again for 5 rounds.
- Summon Alien: You can summon any creature from the summon monster list that a sorcerer of your level could summon. Any creature you summon with this ability gains the pseudonatural template. Thus, at 10th level you could summon any creature from the summon monster I-V list. When you reach 14th level, you can summon any creature from the summon monster I-VII list.Once you have used this ability, you cannot do so again for 5 rounds.
+ Summon Alien: You can summon any creature from the summon creature list that a sorcerer of your level could summon. Any creature you summon with this ability gains the pseudonatural template. Thus, at 10th level you could summon any creature from the summon creature I-V list. When you reach 14th level, you can summon any creature from the summon creature I-VII list.Once you have used this ability, you cannot do so again for 5 rounds.
diff --git a/nwn/nwnprc/DocGen/trunk/manual/english/content/domains/11.html b/nwn/nwnprc/DocGen/trunk/manual/english/content/domains/11.html
new file mode 100644
index 00000000..3ab2dbc2
--- /dev/null
+++ b/nwn/nwnprc/DocGen/trunk/manual/english/content/domains/11.html
@@ -0,0 +1,44 @@
+
+
+
+
+
+ Player Resource Consortium :: Manual :: Content :: Law
+
+
+
+
+
+
+
:: Law ::
+
+
+
Type of Feat: Domain
+ Prerequisite: Access to Law domain.
+ Specifics:
+ You cast law spells at +1 caster level.
+ Bonus Spells:
+ The cleric gains access to the following spells at the specified spell level: Protection from Chaos (1), Calm Emotions (2), Magic Circle against Chaos (3), Divine Hammer (4), Planar Ally (5), Hold Monster (6), Dictum (7), Shield of Law (8), Summon Creature IX (9)
+
+ Use: Automatic
Type of Feat: Domain
+ Prerequisite: Access to Luck domain.
+ Specifics:
+ Lucky: You gain the Luck of Heroes feat as a bonus feat.
+ Bonus Spells:
+ The cleric gains access to the following spells at the specified spell level: Entropic Shield (1), Bestow Curse (2), Protection from Elements (3), Freedom of Movement (4), Break Enchantment (5), Mislead (6), Spell Turning (7), Moment of Prescience (8), Premonition (9)
+
+ Use: Automatic.
Type of Feat: Domain
+ Prerequisite: Access to Chaos domain.
+ Specifics:
+ You cast chaos spells at +1 caster level.
+ Bonus Spells:
+ The cleric gains access to the following spells at the specified spell level: Protection From Law (1), Color Spray (2), Magic Circle vs. Law (3), Confusion (4), Sphere of Chaos (5), Animate Objects (6), Word of Chaos (7), Cloak of Chaos (8), Summon Creature IX (9)
+
+ Use: Automatic
Type of Feat: Domain
+ Prerequisite: Access to the Glory domain.
+ Specifics:
+ Powerful Turning: Turn undead with a +2 bonus on the turning check and +1d6 to the turning damage roll.
+ Bonus Spells:
+ The cleric gains access to the following spells at the specified spell level: Disrupt Undead (1), Bless Weapon (2), Searing Light (3), Hammer of the Gods (4), Holy Sword (5), Bolt of Glory (6), Sunbeam (7), Aura of Glory (8), Gate (9)
+
+ Use: Automatic.
Type of Feat: Domain
+ Prerequisite: Access to the Madness domain.
+ Specifics:
+ Aberrant Turning: Able to turn aberrations as if they were undead.
+ Bonus Spells:
+ The cleric gains access to the following spells at the specified spell level: Color Spray (1), Daze Monster (2), Rage (3), Confusion (4), Mind Fog (5), Phantasmal Killer (6), Insanity (7), Symbol of Insanity (8), Weird (9)
+
+ Use: Automatic.
Type of Feat: Domain
+ Prerequisite: Access to the Mind domain.
+ Specifics:
+ Granted Power: Gain a +2 bonus on Bluff, Diplomacy, and Sense Motive checks. Gain a +2 bonus on Will saves against enchantment spells and effects.
+ Bonus Spells:
+ The cleric gains access to the following spells at the specified spell level: Nybor's Gentle Reminder (1), Blindness / Deafness (2), Crushing Despair (3), Lesser Mind Blank (4), Feeblemind (5), Mind Fog (6), Nybor's Stern Reproof (7), Mind Blank (8), Weird (9)
+
+ Use: Automatic.
Type of Feat: Domain
+ Prerequisite: Access to the Moon domain.
+ Specifics:
+ Lycanthrope Turning: Able to turn or destroy lycanthropes as if they were undead.
+ Bonus Spells:
+ The cleric gains access to the following spells at the specified spell level: Faerie Fire (1), Moonbeam* (2), Moonblade* (3), Good Hope* (4), Moon Path* (5), Countermoon* (6), Insanity (7), Animal Shapes* (8), Moonfire* (9)
+
+ Use: Automatic.
+
+ *Not implemented
Type of Feat: Reserve
Prerequisite: Ability to cast 4th-level spells
- Benefit: As long as you have a summoning spell of 4th level or higher available to cast, you can summon a Small elemental (air, earth, fire, or water; your choice) within a range of 30 feet. The elemental acts as if summoned by a summon monster spell (PH 285). The duration of the summoning is equal to 1 round per level of the highest-level conjuration (summoning) spell you have available to cast. You can have only one summoned elemental from this feat at a time; if you use the ability a second time, the first elemental disappears. Also, you must remain close to the elemental you summon. If at the end of your turn you are more than 30 feet from the elemental, it disappears. If you have a conjuration (summoning) spell of 6th level or higher available to cast, you can summon a Medium elemental instead. If you have a conjuration (summoning) spell of 8th level or higher available to cast, you can summon a Large elemental instead. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (summoning) I spells.
+ Benefit: As long as you have a summoning spell of 4th level or higher available to cast, you can summon a Small elemental (air, earth, fire, or water; your choice) within a range of 30 feet. The elemental acts as if summoned by a summon creature spell (PH 285). The duration of the summoning is equal to 1 round per level of the highest-level conjuration (summoning) spell you have available to cast. You can have only one summoned elemental from this feat at a time; if you use the ability a second time, the first elemental disappears. Also, you must remain close to the elemental you summon. If at the end of your turn you are more than 30 feet from the elemental, it disappears. If you have a conjuration (summoning) spell of 6th level or higher available to cast, you can summon a Medium elemental instead. If you have a conjuration (summoning) spell of 8th level or higher available to cast, you can summon a Large elemental instead. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (summoning) I spells.
Use: Activated
Type of Feat: Exalted
- Prerequisite: Improved Unarmed Strike, CHA 15, Ki strike
+ Prerequisite: Improved Unarmed Strike, CHA 15, Ki strike, Good alignment.
Specifics: A Your unarmed strikes deal 1 extra point of damage to evil creatures, or 1d4 points to evil outsiders and evil undead. In addition, they are considered good-aligned for purposes of overcoming damage reduction.
Type of Feat: Exalted
- Prerequisite: Improved Unarmed Strike, CHA 15, Ki strike, Sanctify Ki Strike
+ Prerequisite: Improved Unarmed Strike, CHA 15, Ki strike, Sanctify Ki Strike, good alignment
Specifics: Your unarmed strike deals 2d6 points of extra holy damage to evil creatures. In addition, it is considered holy, which means that it can bypass the damage reduction of some evil outsiders. This does not stack with the extra damage from the Sanctify Ki Strike feat.
Type of Feat: Exalted
- Prerequisite: Improved Unarmed Strike, WIS 15, Sanctify Ki Strike
+ Prerequisite: Improved Unarmed Strike, WIS 15, Sanctify Ki Strike, good alignment
Specifics: The saving throw DC of your Stunning Fist increases by 2 when you use it against an evil creature. If the stunning attack succeeds, the creature is staggered for 1 round following the round it is stunned.