2026/02/19 Update
Eldritch Disciple should have Verminlord as an epic bonus feat. Only spellcasters can use Craft (Alchemy). Added Great Charisma and removed Great Wisdom as Force Missile Mage epic bonus feats. Frenzied Berserker was missing Great STR 10 as an epic bonus feat. Oozemaster had several epic bonus feats only grantable at 10th lvl. Pyromancer's Great Charisma bonus feats were pointing at wrong or non-existent feats. Corrected Frenzied Berserker's skill list. Corrected Legendary Dreadnought's skill list. Added placeholders for Combat Form feats. Added Combat Forms masterfeats. Fixed ASF issue with Eldritch Sculptor's 2nd blast. Gated debug in CheckIfDeleveled(). Updated AddRacialRestrictions() for latest races. Vow of Poverty & Forsaker work better together at level up. Maybe fixed the mass ability buffs not hitting all targets issue. Needs mulitplayer testing. Updated some creature abilities to use PRC functions.
This commit is contained in:
@@ -119,96 +119,97 @@
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115 FEAT_MASTER_OF_THE_ELEMENTS 4484 1 -1 1
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115 FEAT_MASTER_OF_THE_ELEMENTS 4484 1 -1 1
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116 FEAT_MORPHEME_SAVANT 4471 1 -1 1
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116 FEAT_MORPHEME_SAVANT 4471 1 -1 1
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117 FEAT_PARAGON_VISIONARY 4472 1 -1 0
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117 FEAT_PARAGON_VISIONARY 4472 1 -1 0
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118 FEAT_WARLOCK_SHADOWMASTER 4473 1 -1 1
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118 FEAT_VERMINLORD 5323 1 -1 1
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119 FEAT_WARLOCK_SHADOWMASTER_SHADES 4485 0 99 1
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119 FEAT_WARLOCK_SHADOWMASTER 4473 1 -1 1
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120 FEAT_EPIC_EXTRA_INVOCATION_I 7700 1 -1 0
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120 FEAT_WARLOCK_SHADOWMASTER_SHADES 4485 0 99 1
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121 FEAT_EPIC_EXTRA_INVOCATION_II 7701 1 -1 0
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121 FEAT_EPIC_EXTRA_INVOCATION_I 7700 1 -1 0
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122 FEAT_EPIC_EXTRA_INVOCATION_III 7702 1 -1 0
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122 FEAT_EPIC_EXTRA_INVOCATION_II 7701 1 -1 0
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123 FEAT_EPIC_EXTRA_INVOCATION_IV 7703 1 -1 0
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123 FEAT_EPIC_EXTRA_INVOCATION_III 7702 1 -1 0
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124 FEAT_EPIC_EXTRA_INVOCATION_V 7704 1 -1 0
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124 FEAT_EPIC_EXTRA_INVOCATION_IV 7703 1 -1 0
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125 FEAT_EPIC_EXTRA_INVOCATION_VI 7705 1 -1 0
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125 FEAT_EPIC_EXTRA_INVOCATION_V 7704 1 -1 0
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126 FEAT_EPIC_EXTRA_INVOCATION_VII 7706 1 -1 0
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126 FEAT_EPIC_EXTRA_INVOCATION_VI 7705 1 -1 0
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127 FEAT_EPIC_EXTRA_INVOCATION_VIII 7707 1 -1 0
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127 FEAT_EPIC_EXTRA_INVOCATION_VII 7706 1 -1 0
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128 FEAT_EPIC_EXTRA_INVOCATION_IX 7708 1 -1 0
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128 FEAT_EPIC_EXTRA_INVOCATION_VIII 7707 1 -1 0
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129 FEAT_EPIC_EXTRA_INVOCATION_X 7709 1 -1 0
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129 FEAT_EPIC_EXTRA_INVOCATION_IX 7708 1 -1 0
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130 FEAT_EPIC_ELDRITCH_BLAST_I 7710 1 -1 0
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130 FEAT_EPIC_EXTRA_INVOCATION_X 7709 1 -1 0
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131 FEAT_EPIC_ELDRITCH_BLAST_II 7711 1 -1 0
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131 FEAT_EPIC_ELDRITCH_BLAST_I 7710 1 -1 0
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132 FEAT_EPIC_ELDRITCH_BLAST_III 7712 1 -1 0
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132 FEAT_EPIC_ELDRITCH_BLAST_II 7711 1 -1 0
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133 FEAT_EPIC_ELDRITCH_BLAST_IV 7713 1 -1 0
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133 FEAT_EPIC_ELDRITCH_BLAST_III 7712 1 -1 0
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134 FEAT_EPIC_ELDRITCH_BLAST_V 7714 1 -1 0
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134 FEAT_EPIC_ELDRITCH_BLAST_IV 7713 1 -1 0
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135 FEAT_EPIC_ELDRITCH_BLAST_VI 7715 1 -1 0
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135 FEAT_EPIC_ELDRITCH_BLAST_V 7714 1 -1 0
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136 FEAT_EPIC_ELDRITCH_BLAST_VII 7716 1 -1 0
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136 FEAT_EPIC_ELDRITCH_BLAST_VI 7715 1 -1 0
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137 FEAT_EPIC_ELDRITCH_BLAST_VIII 7717 1 -1 0
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137 FEAT_EPIC_ELDRITCH_BLAST_VII 7716 1 -1 0
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138 FEAT_EPIC_ELDRITCH_BLAST_IX 7718 1 -1 0
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138 FEAT_EPIC_ELDRITCH_BLAST_VIII 7717 1 -1 0
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139 FEAT_EPIC_ELDRITCH_BLAST_X 7719 1 -1 0
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139 FEAT_EPIC_ELDRITCH_BLAST_IX 7718 1 -1 0
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140 FEAT_EPIC_FIENDISH_RESILIENCE_I 7720 1 -1 0
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140 FEAT_EPIC_ELDRITCH_BLAST_X 7719 1 -1 0
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141 FEAT_EPIC_FIENDISH_RESILIENCE_II 7721 1 -1 0
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141 FEAT_EPIC_FIENDISH_RESILIENCE_I 7720 1 -1 0
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142 FEAT_EPIC_FIENDISH_RESILIENCE_III 7722 1 -1 0
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142 FEAT_EPIC_FIENDISH_RESILIENCE_II 7721 1 -1 0
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143 FEAT_EPIC_FIENDISH_RESILIENCE_IV 7723 1 -1 0
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143 FEAT_EPIC_FIENDISH_RESILIENCE_III 7722 1 -1 0
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144 FEAT_EPIC_FIENDISH_RESILIENCE_V 7724 1 -1 0
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144 FEAT_EPIC_FIENDISH_RESILIENCE_IV 7723 1 -1 0
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145 FEAT_EPIC_FIENDISH_RESILIENCE_VI 7725 1 -1 0
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145 FEAT_EPIC_FIENDISH_RESILIENCE_V 7724 1 -1 0
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146 FEAT_EPIC_FIENDISH_RESILIENCE_VII 7726 1 -1 0
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146 FEAT_EPIC_FIENDISH_RESILIENCE_VI 7725 1 -1 0
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147 FEAT_EPIC_FIENDISH_RESILIENCE_VIII 7727 1 -1 0
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147 FEAT_EPIC_FIENDISH_RESILIENCE_VII 7726 1 -1 0
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148 FEAT_EPIC_FIENDISH_RESILIENCE_IX 7728 1 -1 0
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148 FEAT_EPIC_FIENDISH_RESILIENCE_VIII 7727 1 -1 0
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149 FEAT_EPIC_FIENDISH_RESILIENCE_X 7729 1 -1 0
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149 FEAT_EPIC_FIENDISH_RESILIENCE_IX 7728 1 -1 0
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150 FEAT_EPIC_SUPERIOR_INITIATIVE 753 1 -1 0
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150 FEAT_EPIC_FIENDISH_RESILIENCE_X 7729 1 -1 0
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151 FEAT_EPIC_BLINDING_SPEED 491 1 -1 1
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151 FEAT_EPIC_SUPERIOR_INITIATIVE 753 1 -1 0
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152 feat_epic_spellcasting 4073 1 -1 0
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152 FEAT_EPIC_BLINDING_SPEED 491 1 -1 1
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153 FEAT_EPIC_DIVINE_RESISTANCE 3119 1 -1 0
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153 feat_epic_spellcasting 4073 1 -1 0
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154 FEAT_EPIC_DIVINE_MIGHT 3120 1 -1 0
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154 FEAT_EPIC_DIVINE_RESISTANCE 3119 1 -1 0
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155 FEAT_EPIC_DIVINE_VIGOR 3115 1 -1 0
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155 FEAT_EPIC_DIVINE_MIGHT 3120 1 -1 0
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156 FEAT_EPIC_DIVINE_SHIELD 3548 1 -1 0
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156 FEAT_EPIC_DIVINE_VIGOR 3115 1 -1 0
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157 BattleCaster 23589 0 -1 0
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157 FEAT_EPIC_DIVINE_SHIELD 3548 1 -1 0
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158 FEAT_EXTRA_INVOCATION_I 4474 0 -1 0
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158 BattleCaster 23589 0 -1 0
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159 FEAT_EXTRA_INVOCATION_II 4475 0 -1 0
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159 FEAT_EXTRA_INVOCATION_I 4474 0 -1 0
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160 FEAT_EXTRA_INVOCATION_III 4476 0 -1 0
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160 FEAT_EXTRA_INVOCATION_II 4475 0 -1 0
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161 FEAT_EXTRA_INVOCATION_IV 4477 0 -1 0
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161 FEAT_EXTRA_INVOCATION_III 4476 0 -1 0
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162 FEAT_EXTRA_INVOCATION_V 4478 0 -1 0
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162 FEAT_EXTRA_INVOCATION_IV 4477 0 -1 0
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163 FEAT_EXTRA_INVOCATION_VI 4479 0 -1 0
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163 FEAT_EXTRA_INVOCATION_V 4478 0 -1 0
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164 FEAT_EXTRA_INVOCATION_VII 4480 0 -1 0
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164 FEAT_EXTRA_INVOCATION_VI 4479 0 -1 0
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165 FEAT_EXTRA_INVOCATION_VIII 4481 0 -1 0
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165 FEAT_EXTRA_INVOCATION_VII 4480 0 -1 0
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166 FEAT_EXTRA_INVOCATION_IX 4482 0 -1 0
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166 FEAT_EXTRA_INVOCATION_VIII 4481 0 -1 0
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167 FEAT_EXTRA_INVOCATION_X 4483 0 -1 0
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167 FEAT_EXTRA_INVOCATION_IX 4482 0 -1 0
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168 SpellFocusCon 166 0 -1 0
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168 FEAT_EXTRA_INVOCATION_X 4483 0 -1 0
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169 SpellFocusDiv 167 0 -1 0
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169 SpellFocusCon 166 0 -1 0
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170 SpellFocusEnc 168 0 -1 0
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170 SpellFocusDiv 167 0 -1 0
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171 SpellFocusEvo 169 0 -1 0
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171 SpellFocusEnc 168 0 -1 0
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172 SpellFocusIll 170 0 -1 0
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172 SpellFocusEvo 169 0 -1 0
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173 SpellFocusNec 171 0 -1 0
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173 SpellFocusIll 170 0 -1 0
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174 SpellFocusTra 172 0 -1 0
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174 SpellFocusNec 171 0 -1 0
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175 SpellFocusAbj 35 0 -1 0
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175 SpellFocusTra 172 0 -1 0
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176 DefArrow 8 0 -1 0
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176 SpellFocusAbj 35 0 -1 0
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177 Quicken 29 0 -1 0
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177 DefArrow 8 0 -1 0
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178 TwoWeap 41 0 -1 0
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178 Quicken 29 0 -1 0
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179 Ambidex 1 0 -1 0
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179 TwoWeap 41 0 -1 0
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180 FEAT_SCRIBE_SCROLL 945 0 -1 0
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180 Ambidex 1 0 -1 0
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181 FEAT_BREW_POTION 944 0 -1 0
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181 FEAT_SCRIBE_SCROLL 945 0 -1 0
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182 FEAT_CRAFT_WAND 946 0 -1 0
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182 FEAT_BREW_POTION 944 0 -1 0
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183 DivineMight 413 0 -1 1
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183 FEAT_CRAFT_WAND 946 0 -1 0
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184 DivineShield 414 0 -1 1
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184 DivineMight 413 0 -1 1
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185 ExtTurn 13 0 -1 0
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185 DivineShield 414 0 -1 1
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186 FEAT_DISCIPLE_OF_SUN 3127 0 -1 1
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186 ExtTurn 13 0 -1 0
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187 Bane_Magic_Aberration 23556 0 -1 0
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187 FEAT_DISCIPLE_OF_SUN 3127 0 -1 1
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188 Bane_Magic_Animal 23557 0 -1 0
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188 Bane_Magic_Aberration 23556 0 -1 0
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189 Bane_Magic_Beast 23558 0 -1 0
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189 Bane_Magic_Animal 23557 0 -1 0
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190 Bane_Magic_Construct 23559 0 -1 0
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190 Bane_Magic_Beast 23558 0 -1 0
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191 Bane_Magic_Dragon 23560 0 -1 0
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191 Bane_Magic_Construct 23559 0 -1 0
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192 Bane_Magic_Dwarf 23561 0 -1 0
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192 Bane_Magic_Dragon 23560 0 -1 0
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193 Bane_Magic_Elemental 23562 0 -1 0
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193 Bane_Magic_Dwarf 23561 0 -1 0
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194 Bane_Magic_Elf 23563 0 -1 0
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194 Bane_Magic_Elemental 23562 0 -1 0
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195 Bane_Magic_Fey 23564 0 -1 0
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195 Bane_Magic_Elf 23563 0 -1 0
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196 Bane_Magic_Giant 23565 0 -1 0
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196 Bane_Magic_Fey 23564 0 -1 0
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197 Bane_Magic_Gnome 23566 0 -1 0
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197 Bane_Magic_Giant 23565 0 -1 0
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198 Bane_Magic_HalfElf 23567 0 -1 0
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198 Bane_Magic_Gnome 23566 0 -1 0
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199 Bane_Magic_Halfling 23568 0 -1 0
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199 Bane_Magic_HalfElf 23567 0 -1 0
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200 Bane_Magic_HalfOrc 23569 0 -1 0
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200 Bane_Magic_Halfling 23568 0 -1 0
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201 Bane_Magic_Human 23570 0 -1 0
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201 Bane_Magic_HalfOrc 23569 0 -1 0
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202 Bane_Magic_Humanoid_Goblinoid 23571 0 -1 0
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202 Bane_Magic_Human 23570 0 -1 0
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203 Bane_Magic_Humanoid_Monstrous 23572 0 -1 0
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203 Bane_Magic_Humanoid_Goblinoid 23571 0 -1 0
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204 Bane_Magic_Humanoid_Orc 23573 0 -1 0
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204 Bane_Magic_Humanoid_Monstrous 23572 0 -1 0
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205 Bane_Magic_Humanoid_Reptilian 23574 0 -1 0
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205 Bane_Magic_Humanoid_Orc 23573 0 -1 0
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206 Bane_Magic_Magical_Beast 23575 0 -1 0
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206 Bane_Magic_Humanoid_Reptilian 23574 0 -1 0
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207 Bane_Magic_Outsider 23576 0 -1 0
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207 Bane_Magic_Magical_Beast 23575 0 -1 0
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208 Bane_Magic_Shapechanger 23577 0 -1 0
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208 Bane_Magic_Outsider 23576 0 -1 0
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209 Bane_Magic_Undead 23578 0 -1 0
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209 Bane_Magic_Shapechanger 23577 0 -1 0
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210 Bane_Magic_Vermin 23579 0 -1 0
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210 Bane_Magic_Undead 23578 0 -1 0
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211 Bane_Magic_Vermin 23579 0 -1 0
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@@ -41,11 +41,11 @@
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37 FEAT_EPIC_GREAT_INTELLIGENCE_10 803 1 -1 0
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37 FEAT_EPIC_GREAT_INTELLIGENCE_10 803 1 -1 0
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38 FEAT_EPIC_BLINDING_SPEED 491 0 -1 1
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38 FEAT_EPIC_BLINDING_SPEED 491 0 -1 1
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39 FEAT_DISCIPLE_OF_DARKNESS 4012 0 -1 1
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39 FEAT_DISCIPLE_OF_DARKNESS 4012 0 -1 1
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40 FEAT_CRAFT_WONDROUS_ITEM 2925 0 3 1
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40 FEAT_CRAFT_WONDROUS_ITEM 2925 0 -1 1
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41 FEAT_CRAFT_MAGIC_ARMS_AND_ARMOR 2926 0 5 1
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41 FEAT_CRAFT_MAGIC_ARMS_AND_ARMOR 2926 0 -1 1
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42 FEAT_CRAFT_ROD 2927 0 9 1
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42 FEAT_CRAFT_ROD 2927 0 -1 1
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43 FEAT_CRAFT_STAFF 2928 0 12 1
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43 FEAT_CRAFT_STAFF 2928 0 -1 1
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44 FEAT_FORGE_RING 2929 0 12 1
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44 FEAT_FORGE_RING 2929 0 -1 1
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45 DefArrow 8 0 -1 0
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45 DefArrow 8 0 -1 0
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46 TwoWeap 41 0 -1 0
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46 TwoWeap 41 0 -1 0
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47 Ambidex 1 0 -1 0
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47 Ambidex 1 0 -1 0
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@@ -58,16 +58,16 @@
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54 SpellFocusNec 171 0 -1 0
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54 SpellFocusNec 171 0 -1 0
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55 SpellFocusTra 172 0 -1 0
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55 SpellFocusTra 172 0 -1 0
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56 SpellFocusAbj 35 0 -1 0
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56 SpellFocusAbj 35 0 -1 0
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57 FEAT_EPIC_GREAT_WISDOM_1 804 1 -1 0
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57 FEAT_EPIC_GREAT_CHARISMA_1 764 1 -1 0
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58 FEAT_EPIC_GREAT_WISDOM_2 805 1 -1 0
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58 FEAT_EPIC_GREAT_CHARISMA_2 765 1 -1 0
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59 FEAT_EPIC_GREAT_WISDOM_3 806 1 -1 0
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59 FEAT_EPIC_GREAT_CHARISMA_3 766 1 -1 0
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60 FEAT_EPIC_GREAT_WISDOM_4 807 1 -1 0
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60 FEAT_EPIC_GREAT_CHARISMA_4 767 1 -1 0
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61 FEAT_EPIC_GREAT_WISDOM_5 808 1 -1 0
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61 FEAT_EPIC_GREAT_CHARISMA_5 768 1 -1 0
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62 FEAT_EPIC_GREAT_WISDOM_6 809 1 -1 0
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62 FEAT_EPIC_GREAT_CHARISMA_6 769 1 -1 0
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63 FEAT_EPIC_GREAT_WISDOM_7 810 1 -1 0
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63 FEAT_EPIC_GREAT_CHARISMA_7 770 1 -1 0
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64 FEAT_EPIC_GREAT_WISDOM_8 811 1 -1 0
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64 FEAT_EPIC_GREAT_CHARISMA_8 771 1 -1 0
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65 FEAT_EPIC_GREAT_WISDOM_9 812 1 -1 0
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65 FEAT_EPIC_GREAT_CHARISMA_9 772 1 -1 0
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66 FEAT_EPIC_GREAT_WISDOM_10 813 1 -1 0
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66 FEAT_EPIC_GREAT_CHARISMA_10 773 1 -1 0
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67 FEAT_EPIC_PLANAR_TURNING 854 1 -1 0
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67 FEAT_EPIC_PLANAR_TURNING 854 1 -1 0
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68 FEAT_EPIC_ARMOR_SKIN 490 1 -1 0
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68 FEAT_EPIC_ARMOR_SKIN 490 1 -1 0
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69 Bane_Magic_Aberration 23556 0 -1 0
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69 Bane_Magic_Aberration 23556 0 -1 0
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@@ -196,3 +196,4 @@
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192 FEAT_EPIC_GREAT_STRENGTH_7 820 1 -1 1
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192 FEAT_EPIC_GREAT_STRENGTH_7 820 1 -1 1
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193 FEAT_EPIC_GREAT_STRENGTH_8 821 1 -1 1
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193 FEAT_EPIC_GREAT_STRENGTH_8 821 1 -1 1
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194 FEAT_EPIC_GREAT_STRENGTH_9 822 1 -1 1
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194 FEAT_EPIC_GREAT_STRENGTH_9 822 1 -1 1
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195 FEAT_EPIC_GREAT_STRENGTH_10 823 1 -1 1
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@@ -60,137 +60,137 @@
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56 FEAT_OOZEMASTER_SPELLCASTING_SOL 19518 2 1 0
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56 FEAT_OOZEMASTER_SPELLCASTING_SOL 19518 2 1 0
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57 FEAT_OOZEMASTER_SPELLCASTING_UR_PRIEST 19563 2 1 0
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57 FEAT_OOZEMASTER_SPELLCASTING_UR_PRIEST 19563 2 1 0
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58 FEAT_OOZEMASTER_SPELLCASTING_VASSAL 19579 2 1 0
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58 FEAT_OOZEMASTER_SPELLCASTING_VASSAL 19579 2 1 0
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59 SpellFocusCon 166 1 10 0
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59 SpellFocusCon 166 1 -1 0
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60 SpellFocusDiv 167 1 10 0
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60 SpellFocusDiv 167 1 -1 0
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61 SpellFocusEnc 168 1 10 0
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61 SpellFocusEnc 168 1 -1 0
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62 SpellFocusEvo 169 1 10 0
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62 SpellFocusEvo 169 1 -1 0
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63 SpellFocusIll 170 1 10 0
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63 SpellFocusIll 170 1 -1 0
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64 SpellFocusNec 171 1 10 0
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64 SpellFocusNec 171 1 -1 0
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65 SpellFocusTra 172 1 10 0
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65 SpellFocusTra 172 1 -1 0
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66 SpellFocusAbj 35 1 10 0
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66 SpellFocusAbj 35 1 -1 0
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67 FEAT_EPIC_SPELL_PENETRATION 618 1 10 0
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67 FEAT_EPIC_SPELL_PENETRATION 618 1 -1 0
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68 FEAT_EPIC_AUTOMATIC_QUICKEN_1 857 1 10 0
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68 FEAT_EPIC_AUTOMATIC_QUICKEN_1 857 1 -1 0
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69 FEAT_EPIC_AUTOMATIC_QUICKEN_2 858 1 10 0
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69 FEAT_EPIC_AUTOMATIC_QUICKEN_2 858 1 -1 0
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70 FEAT_EPIC_AUTOMATIC_QUICKEN_3 859 1 10 0
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70 FEAT_EPIC_AUTOMATIC_QUICKEN_3 859 1 -1 0
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71 FEAT_EPIC_AUTOMATIC_SILENT_SPELL_1 860 1 10 0
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71 FEAT_EPIC_AUTOMATIC_SILENT_SPELL_1 860 1 -1 0
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72 FEAT_EPIC_AUTOMATIC_SILENT_SPELL_2 861 1 10 0
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72 FEAT_EPIC_AUTOMATIC_SILENT_SPELL_2 861 1 -1 0
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73 FEAT_EPIC_AUTOMATIC_SILENT_SPELL_3 862 1 10 0
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73 FEAT_EPIC_AUTOMATIC_SILENT_SPELL_3 862 1 -1 0
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74 FEAT_EPIC_AUTOMATIC_STILL_SPELL_1 863 1 10 0
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74 FEAT_EPIC_AUTOMATIC_STILL_SPELL_1 863 1 -1 0
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75 FEAT_EPIC_AUTOMATIC_STILL_SPELL_2 864 1 10 0
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75 FEAT_EPIC_AUTOMATIC_STILL_SPELL_2 864 1 -1 0
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76 FEAT_EPIC_AUTOMATIC_STILL_SPELL_3 865 1 10 0
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76 FEAT_EPIC_AUTOMATIC_STILL_SPELL_3 865 1 -1 0
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77 SpellPen 16 1 10 0
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77 SpellPen 16 1 -1 0
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78 ArcaneDefenseAbj 22 1 10 0
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78 ArcaneDefenseAbj 22 1 -1 0
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79 ArcaneDefenseCon 23 1 10 0
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79 ArcaneDefenseCon 23 1 -1 0
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80 ArcaneDefenseDiv 24 1 10 0
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80 ArcaneDefenseDiv 24 1 -1 0
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81 ArcaneDefenseEnch 25 1 10 0
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81 ArcaneDefenseEnch 25 1 -1 0
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82 ArcaneDefenseEvo 26 1 10 0
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82 ArcaneDefenseEvo 26 1 -1 0
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83 ArcaneDefenseIll 27 1 10 0
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83 ArcaneDefenseIll 27 1 -1 0
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84 ArcaneDefenseNec 28 1 10 0
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84 ArcaneDefenseNec 28 1 -1 0
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85 ArcaneDefenseTra 29 1 10 0
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85 ArcaneDefenseTra 29 1 -1 0
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86 GrSpllFcsAbj 393 1 10 0
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86 GrSpllFcsAbj 393 1 -1 0
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87 GrSpllFcsCnj 394 1 10 0
|
87 GrSpllFcsCnj 394 1 -1 0
|
||||||
88 GrSpllFcsDiv 395 1 10 0
|
88 GrSpllFcsDiv 395 1 -1 0
|
||||||
89 GrSpllFcsEnch 396 1 10 0
|
89 GrSpllFcsEnch 396 1 -1 0
|
||||||
90 GrSpllFcsEvc 397 1 10 0
|
90 GrSpllFcsEvc 397 1 -1 0
|
||||||
91 GrSpllFcsIll 398 1 10 0
|
91 GrSpllFcsIll 398 1 -1 0
|
||||||
92 GrSpllFcsNec 399 1 10 0
|
92 GrSpllFcsNec 399 1 -1 0
|
||||||
93 GrSpllFcsTran 400 1 10 0
|
93 GrSpllFcsTran 400 1 -1 0
|
||||||
94 GreatSpellPen 38 1 10 0
|
94 GreatSpellPen 38 1 -1 0
|
||||||
95 FEAT_EPIC_SPELL_FOCUS_ABJURATION 610 1 10 0
|
95 FEAT_EPIC_SPELL_FOCUS_ABJURATION 6-1 1 -1 0
|
||||||
96 FEAT_EPIC_SPELL_FOCUS_CONJURATION 611 1 10 0
|
96 FEAT_EPIC_SPELL_FOCUS_CONJURATION 611 1 -1 0
|
||||||
97 FEAT_EPIC_SPELL_FOCUS_DIVINATION 612 1 10 0
|
97 FEAT_EPIC_SPELL_FOCUS_DIVINATION 612 1 -1 0
|
||||||
98 FEAT_EPIC_SPELL_FOCUS_ENCHANTMENT 613 1 10 0
|
98 FEAT_EPIC_SPELL_FOCUS_ENCHANTMENT 613 1 -1 0
|
||||||
99 FEAT_EPIC_SPELL_FOCUS_EVOCATION 614 1 10 0
|
99 FEAT_EPIC_SPELL_FOCUS_EVOCATION 614 1 -1 0
|
||||||
100 FEAT_EPIC_SPELL_FOCUS_ILLUSION 615 1 10 0
|
100 FEAT_EPIC_SPELL_FOCUS_ILLUSION 615 1 -1 0
|
||||||
101 FEAT_EPIC_SPELL_FOCUS_NECROMANCY 616 1 10 0
|
101 FEAT_EPIC_SPELL_FOCUS_NECROMANCY 616 1 -1 0
|
||||||
102 FEAT_EPIC_SPELL_FOCUS_TRANSMUTATION 617 1 10 0
|
102 FEAT_EPIC_SPELL_FOCUS_TRANSMUTATION 617 1 -1 0
|
||||||
103 FEAT_EPIC_IMPROVED_COMBAT_CASTING 696 1 10 0
|
103 FEAT_EPIC_IMPROVED_COMBAT_CASTING 696 1 -1 0
|
||||||
104 FocusedSpellPenetrAbj 3128 1 10 0
|
104 FocusedSpellPenetrAbj 3128 1 -1 0
|
||||||
105 FocusedSpellPenetrCon 3129 1 10 0
|
105 FocusedSpellPenetrCon 3129 1 -1 0
|
||||||
106 FocusedSpellPenetrDiv 3130 1 10 0
|
106 FocusedSpellPenetrDiv 3130 1 -1 0
|
||||||
107 FocusedSpellPenetrEnch 3131 1 10 0
|
107 FocusedSpellPenetrEnch 3131 1 -1 0
|
||||||
108 FocusedSpellPenetrEvo 3132 1 10 0
|
108 FocusedSpellPenetrEvo 3132 1 -1 0
|
||||||
109 FocusedSpellPenetrIll 3133 1 10 0
|
109 FocusedSpellPenetrIll 3133 1 -1 0
|
||||||
110 FocusedSpellPenetrNec 3134 1 10 0
|
110 FocusedSpellPenetrNec 3134 1 -1 0
|
||||||
111 FocusedSpellPenetrTra 3135 1 10 0
|
111 FocusedSpellPenetrTra 3135 1 -1 0
|
||||||
112 FEAT_TENACIOUSMAGIC 2961 1 10 0
|
112 FEAT_TENACIOUSMAGIC 2961 1 -1 0
|
||||||
113 FEAT_EPIC_GREAT_CONSTITUTION_1 774 1 10 0
|
113 FEAT_EPIC_GREAT_CONSTITUTION_1 774 1 -1 0
|
||||||
114 FEAT_EPIC_GREAT_CONSTITUTION_2 775 1 10 0
|
114 FEAT_EPIC_GREAT_CONSTITUTION_2 775 1 -1 0
|
||||||
115 FEAT_EPIC_GREAT_CONSTITUTION_3 776 1 10 0
|
115 FEAT_EPIC_GREAT_CONSTITUTION_3 776 1 -1 0
|
||||||
116 FEAT_EPIC_GREAT_CONSTITUTION_4 777 1 10 0
|
116 FEAT_EPIC_GREAT_CONSTITUTION_4 777 1 -1 0
|
||||||
117 FEAT_EPIC_GREAT_CONSTITUTION_5 778 1 10 0
|
117 FEAT_EPIC_GREAT_CONSTITUTION_5 778 1 -1 0
|
||||||
118 FEAT_EPIC_GREAT_CONSTITUTION_6 779 1 10 0
|
118 FEAT_EPIC_GREAT_CONSTITUTION_6 779 1 -1 0
|
||||||
119 FEAT_EPIC_GREAT_CONSTITUTION_7 780 1 10 0
|
119 FEAT_EPIC_GREAT_CONSTITUTION_7 780 1 -1 0
|
||||||
120 FEAT_EPIC_GREAT_CONSTITUTION_8 781 1 10 0
|
120 FEAT_EPIC_GREAT_CONSTITUTION_8 781 1 -1 0
|
||||||
121 FEAT_EPIC_GREAT_CONSTITUTION_9 782 1 10 0
|
121 FEAT_EPIC_GREAT_CONSTITUTION_9 782 1 -1 0
|
||||||
122 FEAT_EPIC_GREAT_CONSTITUTION_10 783 1 10 0
|
122 FEAT_EPIC_GREAT_CONSTITUTION_-1 783 1 -1 0
|
||||||
123 feat_epic_spellcasting 4073 1 10 0
|
123 feat_epic_spellcasting 4073 1 -1 0
|
||||||
124 FEAT_EPIC_DAMAGE_REDUCTION_3 492 1 10 0
|
124 FEAT_EPIC_DAMAGE_REDUCTION_3 492 1 -1 0
|
||||||
125 FEAT_EPIC_DAMAGE_REDUCTION_6 493 1 10 0
|
125 FEAT_EPIC_DAMAGE_REDUCTION_6 493 1 -1 0
|
||||||
126 FEAT_EPIC_DAMAGE_REDUCTION_9 494 1 10 0
|
126 FEAT_EPIC_DAMAGE_REDUCTION_9 494 1 -1 0
|
||||||
127 FEAT_EPIC_ENERGY_RESISTANCE_COLD_1 533 1 10 0
|
127 FEAT_EPIC_ENERGY_RESISTANCE_COLD_1 533 1 -1 0
|
||||||
128 FEAT_EPIC_ENERGY_RESISTANCE_COLD_2 534 1 10 0
|
128 FEAT_EPIC_ENERGY_RESISTANCE_COLD_2 534 1 -1 0
|
||||||
129 FEAT_EPIC_ENERGY_RESISTANCE_COLD_3 535 1 10 0
|
129 FEAT_EPIC_ENERGY_RESISTANCE_COLD_3 535 1 -1 0
|
||||||
130 FEAT_EPIC_ENERGY_RESISTANCE_COLD_4 536 1 10 0
|
130 FEAT_EPIC_ENERGY_RESISTANCE_COLD_4 536 1 -1 0
|
||||||
131 FEAT_EPIC_ENERGY_RESISTANCE_COLD_5 537 1 10 0
|
131 FEAT_EPIC_ENERGY_RESISTANCE_COLD_5 537 1 -1 0
|
||||||
132 FEAT_EPIC_ENERGY_RESISTANCE_COLD_6 538 1 10 0
|
132 FEAT_EPIC_ENERGY_RESISTANCE_COLD_6 538 1 -1 0
|
||||||
133 FEAT_EPIC_ENERGY_RESISTANCE_COLD_7 539 1 10 0
|
133 FEAT_EPIC_ENERGY_RESISTANCE_COLD_7 539 1 -1 0
|
||||||
134 FEAT_EPIC_ENERGY_RESISTANCE_COLD_8 540 1 10 0
|
134 FEAT_EPIC_ENERGY_RESISTANCE_COLD_8 540 1 -1 0
|
||||||
135 FEAT_EPIC_ENERGY_RESISTANCE_COLD_9 541 1 10 0
|
135 FEAT_EPIC_ENERGY_RESISTANCE_COLD_9 541 1 -1 0
|
||||||
136 FEAT_EPIC_ENERGY_RESISTANCE_COLD_10 542 1 10 0
|
136 FEAT_EPIC_ENERGY_RESISTANCE_COLD_-1 542 1 -1 0
|
||||||
137 FEAT_EPIC_ENERGY_RESISTANCE_ACID_1 543 1 10 0
|
137 FEAT_EPIC_ENERGY_RESISTANCE_ACID_1 543 1 -1 0
|
||||||
138 FEAT_EPIC_ENERGY_RESISTANCE_ACID_2 544 1 10 0
|
138 FEAT_EPIC_ENERGY_RESISTANCE_ACID_2 544 1 -1 0
|
||||||
139 FEAT_EPIC_ENERGY_RESISTANCE_ACID_3 545 1 10 0
|
139 FEAT_EPIC_ENERGY_RESISTANCE_ACID_3 545 1 -1 0
|
||||||
140 FEAT_EPIC_ENERGY_RESISTANCE_ACID_4 546 1 10 0
|
140 FEAT_EPIC_ENERGY_RESISTANCE_ACID_4 546 1 -1 0
|
||||||
141 FEAT_EPIC_ENERGY_RESISTANCE_ACID_5 547 1 10 0
|
141 FEAT_EPIC_ENERGY_RESISTANCE_ACID_5 547 1 -1 0
|
||||||
142 FEAT_EPIC_ENERGY_RESISTANCE_ACID_6 548 1 10 0
|
142 FEAT_EPIC_ENERGY_RESISTANCE_ACID_6 548 1 -1 0
|
||||||
143 FEAT_EPIC_ENERGY_RESISTANCE_ACID_7 549 1 10 0
|
143 FEAT_EPIC_ENERGY_RESISTANCE_ACID_7 549 1 -1 0
|
||||||
144 FEAT_EPIC_ENERGY_RESISTANCE_ACID_8 550 1 10 0
|
144 FEAT_EPIC_ENERGY_RESISTANCE_ACID_8 550 1 -1 0
|
||||||
145 FEAT_EPIC_ENERGY_RESISTANCE_ACID_9 551 1 10 0
|
145 FEAT_EPIC_ENERGY_RESISTANCE_ACID_9 551 1 -1 0
|
||||||
146 FEAT_EPIC_ENERGY_RESISTANCE_ACID_10 552 1 10 0
|
146 FEAT_EPIC_ENERGY_RESISTANCE_ACID_-1 552 1 -1 0
|
||||||
147 FEAT_EPIC_ENERGY_RESISTANCE_FIRE_1 553 1 10 0
|
147 FEAT_EPIC_ENERGY_RESISTANCE_FIRE_1 553 1 -1 0
|
||||||
148 FEAT_EPIC_ENERGY_RESISTANCE_FIRE_2 554 1 10 0
|
148 FEAT_EPIC_ENERGY_RESISTANCE_FIRE_2 554 1 -1 0
|
||||||
149 FEAT_EPIC_ENERGY_RESISTANCE_FIRE_3 555 1 10 0
|
149 FEAT_EPIC_ENERGY_RESISTANCE_FIRE_3 555 1 -1 0
|
||||||
150 FEAT_EPIC_ENERGY_RESISTANCE_FIRE_4 556 1 10 0
|
150 FEAT_EPIC_ENERGY_RESISTANCE_FIRE_4 556 1 -1 0
|
||||||
151 FEAT_EPIC_ENERGY_RESISTANCE_FIRE_5 557 1 10 0
|
151 FEAT_EPIC_ENERGY_RESISTANCE_FIRE_5 557 1 -1 0
|
||||||
152 FEAT_EPIC_ENERGY_RESISTANCE_FIRE_6 558 1 10 0
|
152 FEAT_EPIC_ENERGY_RESISTANCE_FIRE_6 558 1 -1 0
|
||||||
153 FEAT_EPIC_ENERGY_RESISTANCE_FIRE_7 559 1 10 0
|
153 FEAT_EPIC_ENERGY_RESISTANCE_FIRE_7 559 1 -1 0
|
||||||
154 FEAT_EPIC_ENERGY_RESISTANCE_FIRE_8 560 1 10 0
|
154 FEAT_EPIC_ENERGY_RESISTANCE_FIRE_8 560 1 -1 0
|
||||||
155 FEAT_EPIC_ENERGY_RESISTANCE_FIRE_9 561 1 10 0
|
155 FEAT_EPIC_ENERGY_RESISTANCE_FIRE_9 561 1 -1 0
|
||||||
156 FEAT_EPIC_ENERGY_RESISTANCE_FIRE_10 562 1 10 0
|
156 FEAT_EPIC_ENERGY_RESISTANCE_FIRE_-1 562 1 -1 0
|
||||||
157 FEAT_EPIC_ENERGY_RESISTANCE_ELECTRICAL_1 563 1 10 0
|
157 FEAT_EPIC_ENERGY_RESISTANCE_ELECTRICAL_1 563 1 -1 0
|
||||||
158 FEAT_EPIC_ENERGY_RESISTANCE_ELECTRICAL_2 564 1 10 0
|
158 FEAT_EPIC_ENERGY_RESISTANCE_ELECTRICAL_2 564 1 -1 0
|
||||||
159 FEAT_EPIC_ENERGY_RESISTANCE_ELECTRICAL_3 565 1 10 0
|
159 FEAT_EPIC_ENERGY_RESISTANCE_ELECTRICAL_3 565 1 -1 0
|
||||||
160 FEAT_EPIC_ENERGY_RESISTANCE_ELECTRICAL_4 566 1 10 0
|
160 FEAT_EPIC_ENERGY_RESISTANCE_ELECTRICAL_4 566 1 -1 0
|
||||||
161 FEAT_EPIC_ENERGY_RESISTANCE_ELECTRICAL_5 567 1 10 0
|
161 FEAT_EPIC_ENERGY_RESISTANCE_ELECTRICAL_5 567 1 -1 0
|
||||||
162 FEAT_EPIC_ENERGY_RESISTANCE_ELECTRICAL_6 568 1 10 0
|
162 FEAT_EPIC_ENERGY_RESISTANCE_ELECTRICAL_6 568 1 -1 0
|
||||||
163 FEAT_EPIC_ENERGY_RESISTANCE_ELECTRICAL_7 569 1 10 0
|
163 FEAT_EPIC_ENERGY_RESISTANCE_ELECTRICAL_7 569 1 -1 0
|
||||||
164 FEAT_EPIC_ENERGY_RESISTANCE_ELECTRICAL_8 570 1 10 0
|
164 FEAT_EPIC_ENERGY_RESISTANCE_ELECTRICAL_8 570 1 -1 0
|
||||||
165 FEAT_EPIC_ENERGY_RESISTANCE_ELECTRICAL_9 571 1 10 0
|
165 FEAT_EPIC_ENERGY_RESISTANCE_ELECTRICAL_9 571 1 -1 0
|
||||||
166 FEAT_EPIC_ENERGY_RESISTANCE_ELECTRICAL_10 572 1 10 0
|
166 FEAT_EPIC_ENERGY_RESISTANCE_ELECTRICAL_-1 572 1 -1 0
|
||||||
167 FEAT_EPIC_ENERGY_RESISTANCE_SONIC_1 573 1 10 0
|
167 FEAT_EPIC_ENERGY_RESISTANCE_SONIC_1 573 1 -1 0
|
||||||
168 FEAT_EPIC_ENERGY_RESISTANCE_SONIC_2 574 1 10 0
|
168 FEAT_EPIC_ENERGY_RESISTANCE_SONIC_2 574 1 -1 0
|
||||||
169 FEAT_EPIC_ENERGY_RESISTANCE_SONIC_3 575 1 10 0
|
169 FEAT_EPIC_ENERGY_RESISTANCE_SONIC_3 575 1 -1 0
|
||||||
170 FEAT_EPIC_ENERGY_RESISTANCE_SONIC_4 576 1 10 0
|
170 FEAT_EPIC_ENERGY_RESISTANCE_SONIC_4 576 1 -1 0
|
||||||
171 FEAT_EPIC_ENERGY_RESISTANCE_SONIC_5 577 1 10 0
|
171 FEAT_EPIC_ENERGY_RESISTANCE_SONIC_5 577 1 -1 0
|
||||||
172 FEAT_EPIC_ENERGY_RESISTANCE_SONIC_6 578 1 10 0
|
172 FEAT_EPIC_ENERGY_RESISTANCE_SONIC_6 578 1 -1 0
|
||||||
173 FEAT_EPIC_ENERGY_RESISTANCE_SONIC_7 579 1 10 0
|
173 FEAT_EPIC_ENERGY_RESISTANCE_SONIC_7 579 1 -1 0
|
||||||
174 FEAT_EPIC_ENERGY_RESISTANCE_SONIC_8 580 1 10 0
|
174 FEAT_EPIC_ENERGY_RESISTANCE_SONIC_8 580 1 -1 0
|
||||||
175 FEAT_EPIC_ENERGY_RESISTANCE_SONIC_9 581 1 10 0
|
175 FEAT_EPIC_ENERGY_RESISTANCE_SONIC_9 581 1 -1 0
|
||||||
176 FEAT_EPIC_ENERGY_RESISTANCE_SONIC_10 582 1 10 0
|
176 FEAT_EPIC_ENERGY_RESISTANCE_SONIC_-1 582 1 -1 0
|
||||||
177 FEAT_EPIC_FORTITUDE 583 1 10 0
|
177 FEAT_EPIC_FORTITUDE 583 1 -1 0
|
||||||
178 FEAT_EPIC_TOUGHNESS_1 754 1 10 0
|
178 FEAT_EPIC_TOUGHNESS_1 754 1 -1 0
|
||||||
179 FEAT_EPIC_TOUGHNESS_2 755 1 10 0
|
179 FEAT_EPIC_TOUGHNESS_2 755 1 -1 0
|
||||||
180 FEAT_EPIC_TOUGHNESS_3 756 1 10 0
|
180 FEAT_EPIC_TOUGHNESS_3 756 1 -1 0
|
||||||
181 FEAT_EPIC_TOUGHNESS_4 757 1 10 0
|
181 FEAT_EPIC_TOUGHNESS_4 757 1 -1 0
|
||||||
182 FEAT_EPIC_TOUGHNESS_5 758 1 10 0
|
182 FEAT_EPIC_TOUGHNESS_5 758 1 -1 0
|
||||||
183 FEAT_EPIC_TOUGHNESS_6 759 1 10 0
|
183 FEAT_EPIC_TOUGHNESS_6 759 1 -1 0
|
||||||
184 FEAT_EPIC_TOUGHNESS_7 760 1 10 0
|
184 FEAT_EPIC_TOUGHNESS_7 760 1 -1 0
|
||||||
185 FEAT_EPIC_TOUGHNESS_8 761 1 10 0
|
185 FEAT_EPIC_TOUGHNESS_8 761 1 -1 0
|
||||||
186 FEAT_EPIC_TOUGHNESS_9 762 1 10 0
|
186 FEAT_EPIC_TOUGHNESS_9 762 1 -1 0
|
||||||
187 FEAT_EPIC_TOUGHNESS_10 763 1 10 0
|
187 FEAT_EPIC_TOUGHNESS_-1 763 1 -1 0
|
||||||
188 Feat_Eschew_Materials 2596 1 10 0
|
188 Feat_Eschew_Materials 2596 1 -1 0
|
||||||
189 Feat_Ignore_Material_Components 2597 1 10 0
|
189 Feat_Ignore_Material_Components 2597 1 -1 0
|
||||||
190 Bane_Magic_Aberration 23556 0 -1 0
|
190 Bane_Magic_Aberration 23556 0 -1 0
|
||||||
191 Bane_Magic_Animal 23557 0 -1 0
|
191 Bane_Magic_Animal 23557 0 -1 0
|
||||||
192 Bane_Magic_Beast 23558 0 -1 0
|
192 Bane_Magic_Beast 23558 0 -1 0
|
||||||
|
|||||||
@@ -148,16 +148,16 @@
|
|||||||
144 FAST_HEALING_1 4145 1 2 0
|
144 FAST_HEALING_1 4145 1 2 0
|
||||||
145 FAST_HEALING_2 4146 1 2 0
|
145 FAST_HEALING_2 4146 1 2 0
|
||||||
146 FAST_HEALING_3 4147 1 2 0
|
146 FAST_HEALING_3 4147 1 2 0
|
||||||
147 FEAT_EPIC_GREAT_CHARISMA_1 123 1 2 0
|
147 FEAT_EPIC_GREAT_CHARISMA_1 764 1 2 0
|
||||||
148 FEAT_EPIC_GREAT_CHARISMA_2 124 1 2 0
|
148 FEAT_EPIC_GREAT_CHARISMA_2 765 1 2 0
|
||||||
149 FEAT_EPIC_GREAT_CHARISMA_3 125 1 2 0
|
149 FEAT_EPIC_GREAT_CHARISMA_3 766 1 2 0
|
||||||
150 FEAT_EPIC_GREAT_CHARISMA_4 126 1 2 0
|
150 FEAT_EPIC_GREAT_CHARISMA_4 767 1 2 0
|
||||||
151 FEAT_EPIC_GREAT_CHARISMA_5 127 1 2 0
|
151 FEAT_EPIC_GREAT_CHARISMA_5 768 1 2 0
|
||||||
152 FEAT_EPIC_GREAT_CHARISMA_6 128 1 2 0
|
152 FEAT_EPIC_GREAT_CHARISMA_6 769 1 2 0
|
||||||
153 FEAT_EPIC_GREAT_CHARISMA_7 129 1 2 0
|
153 FEAT_EPIC_GREAT_CHARISMA_7 770 1 2 0
|
||||||
154 FEAT_EPIC_GREAT_CHARISMA_8 130 1 2 0
|
154 FEAT_EPIC_GREAT_CHARISMA_8 771 1 2 0
|
||||||
155 FEAT_EPIC_GREAT_CHARISMA_9 131 1 2 0
|
155 FEAT_EPIC_GREAT_CHARISMA_9 772 1 2 0
|
||||||
156 FEAT_EPIC_GREAT_CHARISMA_10 132 1 2 0
|
156 FEAT_EPIC_GREAT_CHARISMA_10 773 1 2 0
|
||||||
157 FEAT_EPIC_SUPERIOR_INITIATIVE 753 1 2 0
|
157 FEAT_EPIC_SUPERIOR_INITIATIVE 753 1 2 0
|
||||||
158 Psionic_Endowment 4802 0 -1 1
|
158 Psionic_Endowment 4802 0 -1 1
|
||||||
159 Greater_Psionic_Endowment 4801 0 -1 1
|
159 Greater_Psionic_Endowment 4801 0 -1 1
|
||||||
|
|||||||
@@ -23,6 +23,12 @@
|
|||||||
19 WP_Scimitar FEATOR 7925 ****
|
19 WP_Scimitar FEATOR 7925 ****
|
||||||
20 WP_Throwing_Axe FEATOR 7931 ****
|
20 WP_Throwing_Axe FEATOR 7931 ****
|
||||||
21 WP_Trident FEATOR 7932 ****
|
21 WP_Trident FEATOR 7932 ****
|
||||||
22 ScriptVar VAR PRC_ArcSpell1 0
|
22 WP_Maul FEATOR 7947 ****
|
||||||
23 ScriptVar VAR PRC_AllowAbjCha 0
|
23 WP_Falchion FEATOR 7943 ****
|
||||||
24 ScriptVar VAR PRC_PrereqAbjCha 0
|
24 WP_Light_Lance FEATOR 7938 ****
|
||||||
|
25 WP_Heavy_Pick FEATOR 7939 ****
|
||||||
|
26 WP_Light_Pick FEATOR 7940 ****
|
||||||
|
27 WP_Scythe FEATOR 7926 ****
|
||||||
|
28 ScriptVar VAR PRC_ArcSpell1 0
|
||||||
|
29 ScriptVar VAR PRC_AllowAbjCha 0
|
||||||
|
30 ScriptVar VAR PRC_PrereqAbjCha 0
|
||||||
|
|||||||
@@ -30,5 +30,5 @@
|
|||||||
26 Sense_Motive 30 0
|
26 Sense_Motive 30 0
|
||||||
27 Balance 32 0
|
27 Balance 32 0
|
||||||
28 IaijutsuFocus 33 0
|
28 IaijutsuFocus 33 0
|
||||||
29 CraftAlchemy 34 1
|
29 CraftAlchemy 34 0
|
||||||
30 CraftGeneral 38 1
|
30 CraftGeneral 38 1
|
||||||
|
|||||||
@@ -30,7 +30,7 @@
|
|||||||
26 Sense_Motive 30 0
|
26 Sense_Motive 30 0
|
||||||
27 Balance 32 0
|
27 Balance 32 0
|
||||||
28 IaijutsuFocus 33 1
|
28 IaijutsuFocus 33 1
|
||||||
29 CraftAlchemy 34 1
|
29 CraftAlchemy 34 0
|
||||||
30 CraftPoison 35 1
|
30 CraftPoison 35 1
|
||||||
31 Psicraft 36 0
|
31 Psicraft 36 0
|
||||||
32 Climb 37 1
|
32 Climb 37 1
|
||||||
|
|||||||
@@ -31,7 +31,7 @@
|
|||||||
27 Martial_Lore 31 1
|
27 Martial_Lore 31 1
|
||||||
28 Balance 32 1
|
28 Balance 32 1
|
||||||
29 IaijutsuFocus 33 1
|
29 IaijutsuFocus 33 1
|
||||||
30 CraftAlchemy 34 1
|
30 CraftAlchemy 34 0
|
||||||
31 CraftPoison 35 1
|
31 CraftPoison 35 1
|
||||||
32 Psicraft 36 0
|
32 Psicraft 36 0
|
||||||
33 Climb 37 1
|
33 Climb 37 1
|
||||||
|
|||||||
@@ -30,7 +30,7 @@
|
|||||||
26 Sense_Motive 30 0
|
26 Sense_Motive 30 0
|
||||||
27 Balance 32 0
|
27 Balance 32 0
|
||||||
28 IaijutsuFocus 33 0
|
28 IaijutsuFocus 33 0
|
||||||
29 CraftAlchemy 34 1
|
29 CraftAlchemy 34 0
|
||||||
30 CraftPoison 35 1
|
30 CraftPoison 35 1
|
||||||
31 Psicraft 36 0
|
31 Psicraft 36 0
|
||||||
32 Climb 37 0
|
32 Climb 37 0
|
||||||
|
|||||||
@@ -30,7 +30,7 @@
|
|||||||
26 Sense_Motive 30 1
|
26 Sense_Motive 30 1
|
||||||
27 Balance 32 0
|
27 Balance 32 0
|
||||||
28 IaijutsuFocus 33 0
|
28 IaijutsuFocus 33 0
|
||||||
29 CraftAlchemy 34 1
|
29 CraftAlchemy 34 0
|
||||||
30 CraftPoison 35 1
|
30 CraftPoison 35 1
|
||||||
31 Psicraft 36 0
|
31 Psicraft 36 0
|
||||||
32 Climb 37 1
|
32 Climb 37 1
|
||||||
|
|||||||
@@ -4,10 +4,10 @@
|
|||||||
0 Concentration 1 0
|
0 Concentration 1 0
|
||||||
1 DisableTrap 2 0
|
1 DisableTrap 2 0
|
||||||
2 Discipline 3 1
|
2 Discipline 3 1
|
||||||
3 Heal 4 1
|
3 Heal 4 0
|
||||||
4 Hide 5 0
|
4 Hide 5 0
|
||||||
5 Listen 6 0
|
5 Listen 6 0
|
||||||
6 Lore 7 1
|
6 Lore 7 0
|
||||||
7 MoveSilently 8 0
|
7 MoveSilently 8 0
|
||||||
8 OpenLock 9 0
|
8 OpenLock 9 0
|
||||||
9 Perform 11 0
|
9 Perform 11 0
|
||||||
@@ -19,12 +19,12 @@
|
|||||||
15 Spot 17 0
|
15 Spot 17 0
|
||||||
16 Appraise 20 0
|
16 Appraise 20 0
|
||||||
17 Tumble 21 0
|
17 Tumble 21 0
|
||||||
18 CraftTrap 22 1
|
18 CraftTrap 22 0
|
||||||
19 Bluff 23 0
|
19 Bluff 23 0
|
||||||
20 Intimidate 24 1
|
20 Intimidate 24 1
|
||||||
21 CraftArmor 25 1
|
21 CraftArmor 25 0
|
||||||
22 CraftWeapon 26 1
|
22 CraftWeapon 26 0
|
||||||
23 Ride 27 0
|
23 Ride 27 1
|
||||||
24 Jump 28 1
|
24 Jump 28 1
|
||||||
25 TrueSpeak 29 1
|
25 TrueSpeak 29 1
|
||||||
26 Sense_Motive 30 0
|
26 Sense_Motive 30 0
|
||||||
@@ -34,4 +34,4 @@
|
|||||||
30 CraftPoison 35 0
|
30 CraftPoison 35 0
|
||||||
31 Psicraft 36 0
|
31 Psicraft 36 0
|
||||||
32 Climb 37 1
|
32 Climb 37 1
|
||||||
33 CraftGeneral 38 1
|
33 CraftGeneral 38 0
|
||||||
|
|||||||
@@ -31,7 +31,7 @@
|
|||||||
27 SenseMotive 30 1
|
27 SenseMotive 30 1
|
||||||
28 Balance 32 0
|
28 Balance 32 0
|
||||||
29 IaijutsuFocus 33 0
|
29 IaijutsuFocus 33 0
|
||||||
30 CraftAlchemy 34 1
|
30 CraftAlchemy 34 0
|
||||||
31 CraftPoison 35 1
|
31 CraftPoison 35 1
|
||||||
32 Psicraft 36 1
|
32 Psicraft 36 1
|
||||||
33 Climb 37 1
|
33 Climb 37 1
|
||||||
|
|||||||
@@ -4,10 +4,10 @@
|
|||||||
0 Concentration 1 0
|
0 Concentration 1 0
|
||||||
1 DisableTrap 2 0
|
1 DisableTrap 2 0
|
||||||
2 Discipline 3 1
|
2 Discipline 3 1
|
||||||
3 Heal 4 1
|
3 Heal 4 0
|
||||||
4 Hide 5 0
|
4 Hide 5 0
|
||||||
5 Listen 6 0
|
5 Listen 6 0
|
||||||
6 Lore 7 1
|
6 Lore 7 0
|
||||||
7 MoveSilently 8 0
|
7 MoveSilently 8 0
|
||||||
8 OpenLock 9 0
|
8 OpenLock 9 0
|
||||||
9 Perform 11 0
|
9 Perform 11 0
|
||||||
@@ -19,7 +19,7 @@
|
|||||||
15 Spot 17 0
|
15 Spot 17 0
|
||||||
16 Appraise 20 0
|
16 Appraise 20 0
|
||||||
17 Tumble 21 0
|
17 Tumble 21 0
|
||||||
18 CraftTrap 22 0
|
18 CraftTrap 22 1
|
||||||
19 Bluff 23 0
|
19 Bluff 23 0
|
||||||
20 Intimidate 24 1
|
20 Intimidate 24 1
|
||||||
21 CraftArmor 25 1
|
21 CraftArmor 25 1
|
||||||
|
|||||||
@@ -31,7 +31,7 @@
|
|||||||
27 Balance 32 1
|
27 Balance 32 1
|
||||||
28 IaijutsuFocus 33 0
|
28 IaijutsuFocus 33 0
|
||||||
29 CraftAlchemy 34 0
|
29 CraftAlchemy 34 0
|
||||||
30 CraftPoison 35 0
|
30 CraftPoison 35 1
|
||||||
31 Psicraft 36 0
|
31 Psicraft 36 0
|
||||||
32 Climb 37 1
|
32 Climb 37 1
|
||||||
33 CraftGeneral 38 1
|
33 CraftGeneral 38 1
|
||||||
|
|||||||
@@ -30,7 +30,7 @@
|
|||||||
26 Sense_Motive 30 0
|
26 Sense_Motive 30 0
|
||||||
27 Balance 32 0
|
27 Balance 32 0
|
||||||
28 IaijutsuFocus 33 0
|
28 IaijutsuFocus 33 0
|
||||||
29 CraftAlchemy 34 1
|
29 CraftAlchemy 34 0
|
||||||
30 CraftPoison 35 1
|
30 CraftPoison 35 1
|
||||||
31 Psicraft 36 1
|
31 Psicraft 36 1
|
||||||
32 Climb 37 0
|
32 Climb 37 0
|
||||||
|
|||||||
@@ -31,7 +31,7 @@
|
|||||||
27 Sense_Motive 30 1
|
27 Sense_Motive 30 1
|
||||||
28 Balance 32 1
|
28 Balance 32 1
|
||||||
29 IaijutsuFocus 33 0
|
29 IaijutsuFocus 33 0
|
||||||
30 CraftAlchemy 34 1
|
30 CraftAlchemy 34 0
|
||||||
31 CraftPoison 35 1
|
31 CraftPoison 35 1
|
||||||
32 Psicraft 36 0
|
32 Psicraft 36 0
|
||||||
33 Climb 37 1
|
33 Climb 37 1
|
||||||
|
|||||||
@@ -30,7 +30,7 @@
|
|||||||
26 Sense_Motive 30 0
|
26 Sense_Motive 30 0
|
||||||
27 Balance 32 0
|
27 Balance 32 0
|
||||||
28 IaijutsuFocus 33 1
|
28 IaijutsuFocus 33 1
|
||||||
29 CraftAlchemy 34 1
|
29 CraftAlchemy 34 0
|
||||||
30 CraftPoison 35 1
|
30 CraftPoison 35 1
|
||||||
31 Psicraft 36 1
|
31 Psicraft 36 1
|
||||||
32 Climb 37 1
|
32 Climb 37 1
|
||||||
|
|||||||
@@ -30,7 +30,7 @@
|
|||||||
26 Sense_Motive 30 0
|
26 Sense_Motive 30 0
|
||||||
27 Balance 32 0
|
27 Balance 32 0
|
||||||
28 IaijutsuFocus 33 0
|
28 IaijutsuFocus 33 0
|
||||||
29 CraftAlchemy 34 1
|
29 CraftAlchemy 34 0
|
||||||
30 CraftPoison 35 1
|
30 CraftPoison 35 1
|
||||||
31 Psicraft 36 1
|
31 Psicraft 36 1
|
||||||
32 Climb 37 1
|
32 Climb 37 1
|
||||||
|
|||||||
@@ -26,10 +26,10 @@
|
|||||||
22 CraftWeapon 26 1
|
22 CraftWeapon 26 1
|
||||||
23 Ride 27 1
|
23 Ride 27 1
|
||||||
24 Jump 28 0
|
24 Jump 28 0
|
||||||
25 TrueSpeak 29 0
|
25 TrueSpeak 29 1
|
||||||
26 Sense_Motive 30 0
|
26 Sense_Motive 30 0
|
||||||
27 Balance 32 0
|
27 Balance 32 0
|
||||||
28 IaijutsuFocus 33 0
|
28 IaijutsuFocus 33 1
|
||||||
29 CraftAlchemy 34 0
|
29 CraftAlchemy 34 0
|
||||||
30 CraftPoison 35 0
|
30 CraftPoison 35 0
|
||||||
31 Psicraft 36 0
|
31 Psicraft 36 0
|
||||||
|
|||||||
@@ -30,7 +30,7 @@
|
|||||||
26 Sense_Motive 30 1
|
26 Sense_Motive 30 1
|
||||||
27 Balance 32 0
|
27 Balance 32 0
|
||||||
28 IaijutsuFocus 33 0
|
28 IaijutsuFocus 33 0
|
||||||
29 CraftAlchemy 34 1
|
29 CraftAlchemy 34 0
|
||||||
30 CraftPoison 35 1
|
30 CraftPoison 35 1
|
||||||
31 Psicraft 36 1
|
31 Psicraft 36 1
|
||||||
32 Climb 37 0
|
32 Climb 37 0
|
||||||
|
|||||||
@@ -30,7 +30,7 @@
|
|||||||
26 Sense_Motive 30 1
|
26 Sense_Motive 30 1
|
||||||
27 Balance 32 0
|
27 Balance 32 0
|
||||||
28 IaijutsuFocus 33 0
|
28 IaijutsuFocus 33 0
|
||||||
29 CraftAlchemy 34 1
|
29 CraftAlchemy 34 0
|
||||||
30 CraftPoison 35 1
|
30 CraftPoison 35 1
|
||||||
31 Psicraft 36 1
|
31 Psicraft 36 1
|
||||||
32 Climb 37 0
|
32 Climb 37 0
|
||||||
|
|||||||
@@ -31,7 +31,7 @@
|
|||||||
27 Martial_Lore 31 1
|
27 Martial_Lore 31 1
|
||||||
28 Balance 32 1
|
28 Balance 32 1
|
||||||
29 IaijutsuFocus 33 1
|
29 IaijutsuFocus 33 1
|
||||||
30 CraftAlchemy 34 1
|
30 CraftAlchemy 34 0
|
||||||
31 CraftPoison 35 1
|
31 CraftPoison 35 1
|
||||||
32 Psicraft 36 0
|
32 Psicraft 36 0
|
||||||
33 Climb 37 1
|
33 Climb 37 1
|
||||||
|
|||||||
@@ -30,7 +30,7 @@
|
|||||||
26 Sense_Motive 30 1
|
26 Sense_Motive 30 1
|
||||||
27 Balance 32 1
|
27 Balance 32 1
|
||||||
28 IaijutsuFocus 33 0
|
28 IaijutsuFocus 33 0
|
||||||
29 CraftAlchemy 34 1
|
29 CraftAlchemy 34 0
|
||||||
30 CraftPoison 35 1
|
30 CraftPoison 35 1
|
||||||
31 Psicraft 36 1
|
31 Psicraft 36 1
|
||||||
32 Climb 37 1
|
32 Climb 37 1
|
||||||
|
|||||||
@@ -17966,7 +17966,7 @@
|
|||||||
17962 **** **** **** **** **** **** ****
|
17962 **** **** **** **** **** **** ****
|
||||||
17963 **** **** **** **** **** **** ****
|
17963 **** **** **** **** **** **** ****
|
||||||
17964 **** **** **** **** **** **** ****
|
17964 **** **** **** **** **** **** ****
|
||||||
17965 **** **** **** **** **** **** ****
|
17965 SPELL_FT_COMBAT_STRIKE **** **** **** **** **** ****
|
||||||
17966 SPELL_FT_CHOKE_HOLD **** **** **** **** **** ****
|
17966 SPELL_FT_CHOKE_HOLD **** **** **** **** **** ****
|
||||||
17967 SPELL_FT_FALLING_STAR_STRIKE **** **** **** **** **** ****
|
17967 SPELL_FT_FALLING_STAR_STRIKE **** **** **** **** **** ****
|
||||||
17968 SPELL_FT_FREEZING_LIFEBLOOD **** **** **** **** **** ****
|
17968 SPELL_FT_FREEZING_LIFEBLOOD **** **** **** **** **** ****
|
||||||
|
|||||||
@@ -17966,7 +17966,7 @@
|
|||||||
17962 **** **** 1 1 1 **** ****
|
17962 **** **** 1 1 1 **** ****
|
||||||
17963 **** **** 1 1 1 **** ****
|
17963 **** **** 1 1 1 **** ****
|
||||||
17964 **** **** 1 1 1 **** ****
|
17964 **** **** 1 1 1 **** ****
|
||||||
17965 **** **** 1 1 1 **** ****
|
17965 SPELL_FT_COMBAT_STRIKE **** 1 1 1 7 ****
|
||||||
17966 SPELL_FT_CHOKE_HOLD **** 1 1 1 2 ****
|
17966 SPELL_FT_CHOKE_HOLD **** 1 1 1 2 ****
|
||||||
17967 SPELL_FT_FALLING_STAR_STRIKE **** 1 1 1 2 ****
|
17967 SPELL_FT_FALLING_STAR_STRIKE **** 1 1 1 2 ****
|
||||||
17968 SPELL_FT_FREEZING_LIFEBLOOD **** 1 1 1 5 ****
|
17968 SPELL_FT_FREEZING_LIFEBLOOD **** 1 1 1 5 ****
|
||||||
|
|||||||
@@ -26021,12 +26021,12 @@
|
|||||||
26017 FEAT_KI_SHOUT 16990302 16990303 ife_kistrike 1 **** **** **** **** **** 13 **** **** **** 0 0 1 1 1 17969 **** 0.5 1 **** 1 **** **** **** **** **** **** **** **** **** FEAT_KI_SHOUT 1 0 **** **** **** **** 0 1
|
26017 FEAT_KI_SHOUT 16990302 16990303 ife_kistrike 1 **** **** **** **** **** 13 **** **** **** 0 0 1 1 1 17969 **** 0.5 1 **** 1 **** **** **** **** **** **** **** **** **** FEAT_KI_SHOUT 1 0 **** **** **** **** 0 1
|
||||||
26018 FEAT_PAIN_TOUCH 16990304 16990305 ife_kistrike 2 **** **** **** 15 **** **** **** 21 **** 0 0 1 22 1 17970 **** 0.5 -1 **** 0 **** **** **** **** **** **** **** **** **** FEAT_PAIN_TOUCH 2 1 **** **** **** **** 0 1
|
26018 FEAT_PAIN_TOUCH 16990304 16990305 ife_kistrike 2 **** **** **** 15 **** **** **** 21 **** 0 0 1 22 1 17970 **** 0.5 -1 **** 0 **** **** **** **** **** **** **** **** **** FEAT_PAIN_TOUCH 2 1 **** **** **** **** 0 1
|
||||||
26019 FEAT_UNBALANCING_STRIKE 16990306 16990307 ife_kistrike **** **** **** **** 15 **** **** **** 21 **** 0 0 1 22 1 17971 **** 0.5 -1 **** 0 **** **** **** **** **** **** **** **** **** FEAT_UNBALANCING_STRIKE 2 1 **** **** **** **** 0 1
|
26019 FEAT_UNBALANCING_STRIKE 16990306 16990307 ife_kistrike **** **** **** **** 15 **** **** **** 21 **** 0 0 1 22 1 17971 **** 0.5 -1 **** 0 **** **** **** **** **** **** **** **** **** FEAT_UNBALANCING_STRIKE 2 1 **** **** **** **** 0 1
|
||||||
26020 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
|
26020 FEAT_COMBAT_FOCUS 16990276 16990277 ife_foc_parry **** **** **** **** 13 **** **** **** **** **** 0 0 1 **** **** **** **** 0.5 **** **** 0 **** **** **** **** **** **** **** **** **** FEAT_COMBAT_FOCUS 1 0 **** **** **** **** 0 1
|
||||||
26021 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
|
26021 FEAT_COMBAT_AWARENESS 16990278 16990279 ife_foc_parry 12 **** **** **** 13 **** **** **** 26020 408 0 0 1 **** **** **** **** 0.5 **** 49 0 **** **** **** **** **** **** **** **** **** FEAT_COMBAT_AWARENESS 1 0 **** **** **** **** 0 1
|
||||||
26022 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
|
26022 FEAT_COMBAT_DEFENSE 16990280 16990281 ife_foc_parry 6 **** 13 **** 13 **** **** **** 26020 10 0 0 1 **** **** **** **** 0.5 **** 49 0 **** **** **** **** **** **** **** **** **** FEAT_COMBAT_DEFENSE 1 0 **** **** **** **** 0 1
|
||||||
26023 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
|
26023 FEAT_COMBAT_STABILITY 16990282 16990283 ife_foc_parry 3 **** **** **** 13 **** **** **** 26020 **** 0 0 1 **** **** **** **** 0.5 **** 49 0 **** **** **** **** **** **** **** **** **** FEAT_COMBAT_STABILITY 1 0 **** **** **** **** 0 1
|
||||||
26024 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
|
26024 FEAT_COMBAT_STRIKE 16990284 16990285 ife_foc_parry 15 **** **** **** 13 **** **** **** 26020 **** 0 0 1 10 1 17965 **** 0.5 **** 49 1 **** **** **** **** **** **** **** **** **** FEAT_COMBAT_STRIKE 1 0 **** **** **** **** 0 0
|
||||||
26025 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
|
26025 FEAT_COMBAT_VIGOR 16990286 16990287 ife_foc_parry 9 **** **** **** 13 **** **** **** 26020 **** 0 0 1 **** **** **** **** 0.5 **** 49 0 **** **** **** **** **** **** **** **** **** FEAT_COMBAT_VIGOR 1 0 **** **** **** **** 0 1
|
||||||
26026 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
|
26026 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
|
||||||
26027 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
|
26027 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
|
||||||
26028 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
|
26028 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
|
||||||
|
|||||||
@@ -1532,53 +1532,42 @@
|
|||||||
1528 SPELL_REPAIR_CRITICAL_DAMAGE_7 16976404 7 4 10500 17098 1 1 1 is_CurCrWnds
|
1528 SPELL_REPAIR_CRITICAL_DAMAGE_7 16976404 7 4 10500 17098 1 1 1 is_CurCrWnds
|
||||||
1529 SPELL_REPAIR_CRITICAL_DAMAGE_15 16976405 15 4 22500 17098 1 1 1 is_CurCrWnds
|
1529 SPELL_REPAIR_CRITICAL_DAMAGE_15 16976405 15 4 22500 17098 1 1 1 is_CurCrWnds
|
||||||
1530 SPELL_REPAIR_CRITICAL_DAMAGE_20 16976406 20 4 30000 17098 1 1 1 is_CurCrWnds
|
1530 SPELL_REPAIR_CRITICAL_DAMAGE_20 16976406 20 4 30000 17098 1 1 1 is_CurCrWnds
|
||||||
1520 SPELL_INFLICT_LIGHT_DAMAGE_2 16976410 2 1 750 17095 1 1 1 iss_X1InfLig
|
1531 SPELL_INFLICT_LIGHT_DAMAGE_2 16976410 2 1 750 17095 1 1 1 iss_X1InfLig
|
||||||
1521 SPELL_INFLICT_LIGHT_DAMAGE_5 16976411 5 1 1800 17095 1 1 1 iss_X1InfLig
|
1532 SPELL_INFLICT_LIGHT_DAMAGE_5 16976411 5 1 1800 17095 1 1 1 iss_X1InfLig
|
||||||
1522 SPELL_INFLICT_MODERATE_DAMAGE_3 16976416 3 2 1250 17096 1 1 1 iss_X1InfMod
|
1533 SPELL_INFLICT_MODERATE_DAMAGE_3 16976416 3 2 1250 17096 1 1 1 iss_X1InfMod
|
||||||
1523 SPELL_INFLICT_MODERATE_DAMAGE_6 16976417 6 2 2250 17096 1 1 1 iss_X1InfMod
|
1534 SPELL_INFLICT_MODERATE_DAMAGE_6 16976417 6 2 2250 17096 1 1 1 iss_X1InfMod
|
||||||
1524 SPELL_INFLICT_MODERATE_DAMAGE_10 16976418 10 2 3750 17096 1 1 1 iss_X1InfMod
|
1535 SPELL_INFLICT_MODERATE_DAMAGE_10 16976418 10 2 3750 17096 1 1 1 iss_X1InfMod
|
||||||
1525 SPELL_INFLICT_SERIOUS_DAMAGE_5 16976422 5 3 11250 17097 1 1 1 iss_X1InfSer
|
1536 SPELL_INFLICT_SERIOUS_DAMAGE_5 16976422 5 3 11250 17097 1 1 1 iss_X1InfSer
|
||||||
1526 SPELL_INFLICT_SERIOUS_DAMAGE_10 16976423 10 3 22500 17097 1 1 1 iss_X1InfSer
|
1537 SPELL_INFLICT_SERIOUS_DAMAGE_10 16976423 10 3 22500 17097 1 1 1 iss_X1InfSer
|
||||||
1527 SPELL_INFLICT_SERIOUS_DAMAGE_15 16976424 15 3 33750 17097 1 1 1 iss_X1InfSer
|
1538 SPELL_INFLICT_SERIOUS_DAMAGE_15 16976424 15 3 33750 17097 1 1 1 iss_X1InfSer
|
||||||
1528 SPELL_INFLICT_CRITICAL_DAMAGE_7 16976428 7 4 21000 17098 1 1 1 iss_X1InfCri
|
1539 SPELL_INFLICT_CRITICAL_DAMAGE_7 16976428 7 4 21000 17098 1 1 1 iss_X1InfCri
|
||||||
1529 SPELL_INFLICT_CRITICAL_DAMAGE_15 16976429 15 4 45000 17098 1 1 1 iss_X1InfCri
|
1540 SPELL_INFLICT_CRITICAL_DAMAGE_15 16976429 15 4 45000 17098 1 1 1 iss_X1InfCri
|
||||||
1530 SPELL_INFLICT_CRITICAL_DAMAGE_20 16976430 20 4 60000 17098 1 1 1 iss_X1InfCri
|
1541 SPELL_INFLICT_CRITICAL_DAMAGE_20 16976430 20 4 60000 17098 1 1 1 iss_X1InfCri
|
||||||
1531 SPELL_MASS_REPAIR_LIGHT_DAMAGE_9 16976434 9 5 33750 17106 0 0 1 is_CurLgtW
|
1542 SPELL_MASS_REPAIR_LIGHT_DAMAGE_9 16976434 9 5 33750 17106 0 0 1 is_CurLgtW
|
||||||
1532 SPELL_MASS_REPAIR_LIGHT_DAMAGE_15 16976435 15 5 56250 17106 0 0 1 is_CurLgtW
|
1543 SPELL_MASS_REPAIR_LIGHT_DAMAGE_15 16976435 15 5 56250 17106 0 0 1 is_CurLgtW
|
||||||
1533 SPELL_MASS_REPAIR_LIGHT_DAMAGE_20 16976436 20 5 75000 17106 0 0 1 is_CurLgtW
|
1544 SPELL_MASS_REPAIR_LIGHT_DAMAGE_20 16976436 20 5 75000 17106 0 0 1 is_CurLgtW
|
||||||
1534 SPELL_MASS_REPAIR_MODERATE_DAMAGE_11 16976440 11 6 49500 17107 0 0 1 is_CurModW
|
1545 SPELL_MASS_REPAIR_MODERATE_DAMAGE_11 16976440 11 6 49500 17107 0 0 1 is_CurModW
|
||||||
1535 SPELL_MASS_REPAIR_MODERATE_DAMAGE_15 16976441 15 6 67500 17107 0 0 1 is_CurModW
|
1546 SPELL_MASS_REPAIR_MODERATE_DAMAGE_15 16976441 15 6 67500 17107 0 0 1 is_CurModW
|
||||||
1536 SPELL_MASS_REPAIR_MODERATE_DAMAGE_20 16976442 20 6 37500 17107 0 0 1 is_CurModW
|
1547 SPELL_MASS_REPAIR_MODERATE_DAMAGE_20 16976442 20 6 37500 17107 0 0 1 is_CurModW
|
||||||
1537 SPELL_MASS_REPAIR_SERIOUS_DAMAGE_13 16976446 13 7 24375 17108 0 0 1 is_CurSerW
|
1548 SPELL_MASS_REPAIR_SERIOUS_DAMAGE_13 16976446 13 7 24375 17108 0 0 1 is_CurSerW
|
||||||
1538 SPELL_MASS_REPAIR_SERIOUS_DAMAGE_16 16976447 16 7 30000 17108 0 0 1 is_CurSerW
|
1549 SPELL_MASS_REPAIR_SERIOUS_DAMAGE_16 16976447 16 7 30000 17108 0 0 1 is_CurSerW
|
||||||
1539 SPELL_MASS_REPAIR_SERIOUS_DAMAGE_20 16976448 20 7 37500 17108 0 0 1 is_CurSerW
|
1550 SPELL_MASS_REPAIR_SERIOUS_DAMAGE_20 16976448 20 7 37500 17108 0 0 1 is_CurSerW
|
||||||
1540 SPELL_MASS_REPAIR_CRITICAL_DAMAGE_15 16976452 15 8 28125 17109 0 0 1 is_CurCrWnds
|
1551 SPELL_MASS_REPAIR_CRITICAL_DAMAGE_15 16976452 15 8 28125 17109 0 0 1 is_CurCrWnds
|
||||||
1541 SPELL_MASS_REPAIR_CRITICAL_DAMAGE_20 16976453 20 8 37500 17109 0 0 1 is_CurCrWnds
|
1552 SPELL_MASS_REPAIR_CRITICAL_DAMAGE_20 16976453 20 8 37500 17109 0 0 1 is_CurCrWnds
|
||||||
1542 SPELL_MASS_INFLICT_LIGHT_DAMAGE_9 16976458 9 5 16875 17111 0 0 1 iss_inflgtwm
|
1553 SPELL_MASS_INFLICT_LIGHT_DAMAGE_9 16976458 9 5 16875 17111 0 0 1 iss_inflgtwm
|
||||||
1543 SPELL_MASS_INFLICT_LIGHT_DAMAGE_15 16976459 15 5 28125 17111 0 0 1 iss_inflgtwm
|
1554 SPELL_MASS_INFLICT_LIGHT_DAMAGE_15 16976459 15 5 28125 17111 0 0 1 iss_inflgtwm
|
||||||
1544 SPELL_MASS_INFLICT_LIGHT_DAMAGE_20 16976460 20 5 37500 17111 0 0 1 iss_inflgtwm
|
1555 SPELL_MASS_INFLICT_LIGHT_DAMAGE_20 16976460 20 5 37500 17111 0 0 1 iss_inflgtwm
|
||||||
1545 SPELL_MASS_INFLICT_MODERATE_DAMAGE_11 16976464 11 6 20625 17112 0 0 1 iss_infmodwm
|
1556 SPELL_MASS_INFLICT_MODERATE_DAMAGE_11 16976464 11 6 20625 17112 0 0 1 iss_infmodwm
|
||||||
1546 SPELL_MASS_INFLICT_MODERATE_DAMAGE_15 16976465 15 6 28125 17112 0 0 1 iss_infmodwm
|
1557 SPELL_MASS_INFLICT_MODERATE_DAMAGE_15 16976465 15 6 28125 17112 0 0 1 iss_infmodwm
|
||||||
1547 SPELL_MASS_INFLICT_MODERATE_DAMAGE_20 16976466 20 6 37500 17112 0 0 1 iss_infmodwm
|
1558 SPELL_MASS_INFLICT_MODERATE_DAMAGE_20 16976466 20 6 37500 17112 0 0 1 iss_infmodwm
|
||||||
1548 SPELL_MASS_INFLICT_SERIOUS_DAMAGE_13 16976470 13 7 24375 17113 0 0 1 iss_infserwm
|
1559 SPELL_MASS_INFLICT_SERIOUS_DAMAGE_13 16976470 13 7 24375 17113 0 0 1 iss_infserwm
|
||||||
1549 SPELL_MASS_INFLICT_SERIOUS_DAMAGE_16 16976471 16 7 30000 17113 0 0 1 iss_infserwm
|
1560 SPELL_MASS_INFLICT_SERIOUS_DAMAGE_16 16976471 16 7 30000 17113 0 0 1 iss_infserwm
|
||||||
1550 SPELL_MASS_INFLICT_SERIOUS_DAMAGE_20 16976472 20 7 37500 17113 0 0 1 iss_infserwm
|
1561 SPELL_MASS_INFLICT_SERIOUS_DAMAGE_20 16976472 20 7 37500 17113 0 0 1 iss_infserwm
|
||||||
1551 SPELL_MASS_INFLICT_CRITICAL_DAMAGE_15 16976476 15 8 28125 17114 0 0 1 iss_infcrwnm
|
1562 SPELL_MASS_INFLICT_CRITICAL_DAMAGE_15 16976476 15 8 28125 17114 0 0 1 iss_infcrwnm
|
||||||
1552 SPELL_MASS_INFLICT_CRITICAL_DAMAGE_20 16976477 20 8 37500 17114 0 0 1 iss_infcrwnm
|
1563 SPELL_MASS_INFLICT_CRITICAL_DAMAGE_20 16976477 20 8 37500 17114 0 0 1 iss_infcrwnm
|
||||||
1553 SPELL_GASEOUS_FORM_5 16976479 5 3 11250 2348 1 1 1 is_BullStr
|
1564 SPELL_GASEOUS_FORM_5 16976479 5 3 11250 2348 1 1 1 is_BullStr
|
||||||
1554 SPELL_GASEOUS_FORM_10 16976480 10 3 22500 2348 1 1 1 is_BullStr
|
1565 SPELL_GASEOUS_FORM_10 16976480 10 3 22500 2348 1 1 1 is_BullStr
|
||||||
1555 SPELL_GASEOUS_FORM_15 16976481 15 3 33750 2348 1 1 1 is_BullStr
|
1566 SPELL_GASEOUS_FORM_15 16976481 15 3 33750 2348 1 1 1 is_BullStr
|
||||||
1556 **** **** **** **** **** **** **** **** **** ****
|
|
||||||
1557 **** **** **** **** **** **** **** **** **** ****
|
|
||||||
1558 **** **** **** **** **** **** **** **** **** ****
|
|
||||||
1559 **** **** **** **** **** **** **** **** **** ****
|
|
||||||
1560 **** **** **** **** **** **** **** **** **** ****
|
|
||||||
1561 **** **** **** **** **** **** **** **** **** ****
|
|
||||||
1562 **** **** **** **** **** **** **** **** **** ****
|
|
||||||
1563 **** **** **** **** **** **** **** **** **** ****
|
|
||||||
1564 **** **** **** **** **** **** **** **** **** ****
|
|
||||||
1565 **** **** **** **** **** **** **** **** **** ****
|
|
||||||
1566 **** **** **** **** **** **** **** **** **** ****
|
|
||||||
1567 **** **** **** **** **** **** **** **** **** ****
|
1567 **** **** **** **** **** **** **** **** **** ****
|
||||||
1568 **** **** **** **** **** **** **** **** **** ****
|
1568 **** **** **** **** **** **** **** **** **** ****
|
||||||
1569 **** **** **** **** **** **** **** **** **** ****
|
1569 **** **** **** **** **** **** **** **** **** ****
|
||||||
@@ -1587,3 +1576,14 @@
|
|||||||
1572 **** **** **** **** **** **** **** **** **** ****
|
1572 **** **** **** **** **** **** **** **** **** ****
|
||||||
1573 **** **** **** **** **** **** **** **** **** ****
|
1573 **** **** **** **** **** **** **** **** **** ****
|
||||||
1574 **** **** **** **** **** **** **** **** **** ****
|
1574 **** **** **** **** **** **** **** **** **** ****
|
||||||
|
1575 **** **** **** **** **** **** **** **** **** ****
|
||||||
|
1576 **** **** **** **** **** **** **** **** **** ****
|
||||||
|
1577 **** **** **** **** **** **** **** **** **** ****
|
||||||
|
1578 **** **** **** **** **** **** **** **** **** ****
|
||||||
|
1579 **** **** **** **** **** **** **** **** **** ****
|
||||||
|
1580 **** **** **** **** **** **** **** **** **** ****
|
||||||
|
1581 **** **** **** **** **** **** **** **** **** ****
|
||||||
|
1582 **** **** **** **** **** **** **** **** **** ****
|
||||||
|
1583 **** **** **** **** **** **** **** **** **** ****
|
||||||
|
1584 **** **** **** **** **** **** **** **** **** ****
|
||||||
|
1585 **** **** **** **** **** **** **** **** **** ****
|
||||||
|
|||||||
@@ -50,7 +50,7 @@
|
|||||||
46 **** **** **** ****
|
46 **** **** **** ****
|
||||||
47 **** **** **** ****
|
47 **** **** **** ****
|
||||||
48 **** **** **** ****
|
48 **** **** **** ****
|
||||||
49 **** **** **** ****
|
49 CombatForms 16990274 16990275 ife_wepspec
|
||||||
50 SpellLikeAbility 16822760 16822761 ife_X2ESpell
|
50 SpellLikeAbility 16822760 16822761 ife_X2ESpell
|
||||||
51 **** **** **** ****
|
51 **** **** **** ****
|
||||||
52 BindingFeats 16835231 16835232 fot_oracle
|
52 BindingFeats 16835231 16835232 fot_oracle
|
||||||
|
|||||||
@@ -17966,7 +17966,7 @@
|
|||||||
17962 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
|
17962 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
|
||||||
17963 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
|
17963 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
|
||||||
17964 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
|
17964 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
|
||||||
17965 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
|
17965 SPELL_FT_COMBAT_STRIKE 16990284 ife_foc_parry T P s 0x00 0x01 ft_combat_strike **** **** **** **** **** **** 7 1500 head vco_mehanholy01 **** **** sco_mehanholy01 vs_chant_evoc_hm vs_chant_evoc_hf self 1000 **** **** **** **** 0 **** **** **** **** **** **** 0 **** **** **** **** **** 10 **** 3 16990285 0 0 16990287 0 26024 **** **** 0 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
|
||||||
17966 SPELL_FT_CHOKE_HOLD 16990294 ife_X2Epmonk G T s 0x00 0x02 ft_choke_hold **** **** **** **** **** **** 2 **** **** **** **** **** **** **** **** attack 0 **** **** **** **** 0 **** **** **** **** **** **** 0 **** **** **** **** **** 10 **** 3 16990295 0 0 16990291 0 26013 **** **** 0 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
|
17966 SPELL_FT_CHOKE_HOLD 16990294 ife_X2Epmonk G T s 0x00 0x02 ft_choke_hold **** **** **** **** **** **** 2 **** **** **** **** **** **** **** **** attack 0 **** **** **** **** 0 **** **** **** **** **** **** 0 **** **** **** **** **** 10 **** 3 16990295 0 0 16990291 0 26013 **** **** 0 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
|
||||||
17967 SPELL_FT_FALLING_STAR_STRIKE 16990296 ife_kistrike G T vs 0x00 0x03 ft_fall_star_stk **** **** **** **** **** **** 2 **** **** **** **** **** **** **** **** attack 0 **** **** **** **** 0 **** **** **** **** **** **** 0 **** **** **** **** **** 22 **** 3 16990297 0 0 **** 1 26014 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
|
17967 SPELL_FT_FALLING_STAR_STRIKE 16990296 ife_kistrike G T vs 0x00 0x03 ft_fall_star_stk **** **** **** **** **** **** 2 **** **** **** **** **** **** **** **** attack 0 **** **** **** **** 0 **** **** **** **** **** **** 0 **** **** **** **** **** 22 **** 3 16990297 0 0 **** 1 26014 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
|
||||||
17968 SPELL_FT_FREEZING_LIFEBLOOD 16990298 ife_kistrike G T vs 0x00 0x03 ft_frz_lifeblood **** **** **** **** **** **** 5 **** **** **** **** **** **** **** **** attack 0 **** **** **** **** 0 **** **** **** **** **** **** 0 **** **** **** **** **** 22 **** 3 16990299 0 0 16990293 1 26015 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
|
17968 SPELL_FT_FREEZING_LIFEBLOOD 16990298 ife_kistrike G T vs 0x00 0x03 ft_frz_lifeblood **** **** **** **** **** **** 5 **** **** **** **** **** **** **** **** attack 0 **** **** **** **** 0 **** **** **** **** **** **** 0 **** **** **** **** **** 22 **** 3 16990299 0 0 16990293 1 26015 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
|
||||||
|
|||||||
@@ -1621,3 +1621,6 @@ void DoCleanUp(int nMetamagic)
|
|||||||
DeleteLocalInt(OBJECT_SELF, "NSB_SpellLevel");
|
DeleteLocalInt(OBJECT_SELF, "NSB_SpellLevel");
|
||||||
DeleteLocalInt(OBJECT_SELF, "NSB_SpellbookID");
|
DeleteLocalInt(OBJECT_SELF, "NSB_SpellbookID");
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//:: Test Void
|
||||||
|
//:: void main (){}
|
||||||
@@ -478,7 +478,8 @@ void UseInvocation(int nInvocation, int nClass, int nLevelOverride = 0, int bIns
|
|||||||
ActionDoCommand(_SetInvocationVariables(oInvoker, nClass, StringToInt(lookup_spell_innate(nInvocation))));
|
ActionDoCommand(_SetInvocationVariables(oInvoker, nClass, StringToInt(lookup_spell_innate(nInvocation))));
|
||||||
|
|
||||||
// Cast the actual invocation
|
// Cast the actual invocation
|
||||||
ActionCastSpell(nInvocation, nLevelOverride, 0, 0, METAMAGIC_NONE, CLASS_TYPE_INVALID, 0, 0, OBJECT_INVALID, bInstant);
|
//ActionCastSpell(nInvocation, nLevelOverride, 0, 0, METAMAGIC_NONE, CLASS_TYPE_INVALID, 0, 0, OBJECT_INVALID, bInstant);
|
||||||
|
ActionCastSpell(nInvocation, nLevelOverride, 0, 0, METAMAGIC_NONE, nClass, 0, 0, OBJECT_INVALID, bInstant);
|
||||||
|
|
||||||
// Initiate invocation-related variable CleanUp
|
// Initiate invocation-related variable CleanUp
|
||||||
ActionDoCommand(_CleanInvocationVariables(oInvoker));
|
ActionDoCommand(_CleanInvocationVariables(oInvoker));
|
||||||
|
|||||||
@@ -4053,6 +4053,12 @@ const int FEAT_SHIELD_SPECIALIZATION_LIGHT = 3251;
|
|||||||
const int FEAT_SHIELD_SPECIALIZATION_HEAVY = 3252;
|
const int FEAT_SHIELD_SPECIALIZATION_HEAVY = 3252;
|
||||||
const int FEAT_SHIELD_WARD = 3253;
|
const int FEAT_SHIELD_WARD = 3253;
|
||||||
const int FEAT_AGILE_SHIELD_FIGHTER = 3254;
|
const int FEAT_AGILE_SHIELD_FIGHTER = 3254;
|
||||||
|
const int FEAT_COMBAT_FOCUS = 26020;
|
||||||
|
const int FEAT_COMBAT_AWARENESS = 26021;
|
||||||
|
const int FEAT_COMBAT_DEFENSE = 26022;
|
||||||
|
const int FEAT_COMBAT_STABILITY = 26023;
|
||||||
|
const int FEAT_COMBAT_STRIKE = 26024;
|
||||||
|
const int FEAT_COMBAT_VIGOR = 26025;
|
||||||
|
|
||||||
// Weapons of Legacy Feats
|
// Weapons of Legacy Feats
|
||||||
const int FEAT_LEAST_LEGACY = 5300;
|
const int FEAT_LEAST_LEGACY = 5300;
|
||||||
@@ -6367,14 +6373,6 @@ const int FEAT_HIDDEN_TALENT_THICKSKIN = 25944;
|
|||||||
const int FEAT_HIDDEN_TALENT_VIGOR = 25945;
|
const int FEAT_HIDDEN_TALENT_VIGOR = 25945;
|
||||||
const int FEAT_HIDDEN_TALENT_GRIP_IRON = 25946;
|
const int FEAT_HIDDEN_TALENT_GRIP_IRON = 25946;
|
||||||
|
|
||||||
//:: Player's Handbook II feats
|
|
||||||
const int FEAT_COMBAT_FOCUS = -9999;
|
|
||||||
const int FEAT_COMBAT_STABILITY = -9998;
|
|
||||||
const int FEAT_COMBAT_DEFENSE = -9997;
|
|
||||||
const int FEAT_COMBAT_VIGOR = -9996;
|
|
||||||
const int FEAT_COMBAT_AWARENESS = -9995;
|
|
||||||
const int FEAT_COMBAT_STRIKE = -9994;
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
//:: Test void
|
//:: Test void
|
||||||
|
|||||||
@@ -1022,8 +1022,6 @@ int PRCMySavingThrow(int nSavingThrow, object oTarget, int nDC, int nSaveType =
|
|||||||
nDC -= 4;
|
nDC -= 4;
|
||||||
else if(GetLevelByClass(CLASS_TYPE_DREAD_NECROMANCER, oTarget) > 3)
|
else if(GetLevelByClass(CLASS_TYPE_DREAD_NECROMANCER, oTarget) > 3)
|
||||||
nDC -= 2;
|
nDC -= 2;
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
else if(nSaveType == SAVING_THROW_TYPE_POISON)
|
else if(nSaveType == SAVING_THROW_TYPE_POISON)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -615,7 +615,7 @@ const string PRC_PSIONIC_SLAYER_REQUIRE_KILL_TOKEN = "PRC_PSIONIC_SLAYER_R
|
|||||||
* Hybrid Form Shapchange.
|
* Hybrid Form Shapchange.
|
||||||
*
|
*
|
||||||
* This switch allows the Werewolf class to be toggled to use the PRC Shifter
|
* This switch allows the Werewolf class to be toggled to use the PRC Shifter
|
||||||
* Shapchange code instead.
|
* Shapechange code instead.
|
||||||
*
|
*
|
||||||
* Type: Int
|
* Type: Int
|
||||||
* Values: 0 [Default] (Werewolf Hybrid Shapchange uses Bioware Polymorph)
|
* Values: 0 [Default] (Werewolf Hybrid Shapchange uses Bioware Polymorph)
|
||||||
|
|||||||
@@ -8,7 +8,7 @@
|
|||||||
*/
|
*/
|
||||||
//:://////////////////////////////////////////////
|
//:://////////////////////////////////////////////
|
||||||
//:: Created By: Rakiov
|
//:: Created By: Rakiov
|
||||||
//:: Created On: 20.06.2005
|
//:: Created On: 20.08.2025
|
||||||
//:://////////////////////////////////////////////
|
//:://////////////////////////////////////////////
|
||||||
|
|
||||||
#include "prc_nui_com_inc"
|
#include "prc_nui_com_inc"
|
||||||
|
|||||||
@@ -576,6 +576,7 @@ const int SPELL_POISON_ITEM = 2883;
|
|||||||
const int SPELL_POISON_FOOD = 2884;
|
const int SPELL_POISON_FOOD = 2884;
|
||||||
const int SPELL_CLEAN_POISON_OFF = 2885;
|
const int SPELL_CLEAN_POISON_OFF = 2885;
|
||||||
|
|
||||||
|
|
||||||
// Psionic feat spells
|
// Psionic feat spells
|
||||||
const int SPELL_FEAT_SPEED_OF_THOUGHT_BONUS = 2820;
|
const int SPELL_FEAT_SPEED_OF_THOUGHT_BONUS = 2820;
|
||||||
|
|
||||||
|
|||||||
@@ -713,8 +713,5 @@ void SetAugmentationOverride(object oCreature, struct user_augment_profile uap)
|
|||||||
SetLocalInt(oCreature, PRC_AUGMENT_OVERRIDE, _EncodeProfile(uap) + 1);
|
SetLocalInt(oCreature, PRC_AUGMENT_OVERRIDE, _EncodeProfile(uap) + 1);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
// Test main
|
// Test main
|
||||||
//void main(){}
|
//void main(){}
|
||||||
@@ -520,7 +520,7 @@ int GetMaxMysteryLevelLearnable(object oShadow, int nClass, int nType)
|
|||||||
if(DEBUG) DoDebug("GetMaxMysteryLevelLearnable nType: " + IntToString(nType));
|
if(DEBUG) DoDebug("GetMaxMysteryLevelLearnable nType: " + IntToString(nType));
|
||||||
|
|
||||||
// Rules Quote:
|
// Rules Quote:
|
||||||
// Within a category<EFBFBD>Apprentice, Initiate, Master<EFBFBD>you must have at least two mysteries of any given level
|
// Within a category -Apprentice, Initiate, Master- you must have at least two mysteries of any given level
|
||||||
// before you can take any mysteries of the next higher level. For instance, you must have two 1st-level
|
// before you can take any mysteries of the next higher level. For instance, you must have two 1st-level
|
||||||
// mysteries before you can take any 2nds, and at least two 2nds before you can take any 3rds.
|
// mysteries before you can take any 2nds, and at least two 2nds before you can take any 3rds.
|
||||||
int nMaxLrn, i, nMystLevel, nCount1, nCount2;
|
int nMaxLrn, i, nMystLevel, nCount1, nCount2;
|
||||||
|
|||||||
@@ -1630,10 +1630,6 @@ int CheckSecondaryPrC(object oPC = OBJECT_SELF)
|
|||||||
if (GetHasFeat(FEAT_VIRTUOSO_SPELLCASTING_BEGUILER)) return TRUE;
|
if (GetHasFeat(FEAT_VIRTUOSO_SPELLCASTING_BEGUILER)) return TRUE;
|
||||||
if (GetHasFeat(FEAT_WILDMAGE_SPELLCASTING_BEGUILER)) return TRUE;
|
if (GetHasFeat(FEAT_WILDMAGE_SPELLCASTING_BEGUILER)) return TRUE;
|
||||||
if (GetHasFeat(FEAT_WWOC_SPELLCASTING_BEGUILER)) return TRUE;
|
if (GetHasFeat(FEAT_WWOC_SPELLCASTING_BEGUILER)) return TRUE;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
if (bDuskblade)
|
if (bDuskblade)
|
||||||
{
|
{
|
||||||
@@ -1681,8 +1677,6 @@ int CheckSecondaryPrC(object oPC = OBJECT_SELF)
|
|||||||
if (GetHasFeat(FEAT_VIRTUOSO_SPELLCASTING_DUSKBLADE)) return TRUE;
|
if (GetHasFeat(FEAT_VIRTUOSO_SPELLCASTING_DUSKBLADE)) return TRUE;
|
||||||
if (GetHasFeat(FEAT_WILDMAGE_SPELLCASTING_DUSKBLADE)) return TRUE;
|
if (GetHasFeat(FEAT_WILDMAGE_SPELLCASTING_DUSKBLADE)) return TRUE;
|
||||||
if (GetHasFeat(FEAT_WWOC_SPELLCASTING_DUSKBLADE)) return TRUE;
|
if (GetHasFeat(FEAT_WWOC_SPELLCASTING_DUSKBLADE)) return TRUE;
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
if (bSorcerer)
|
if (bSorcerer)
|
||||||
{
|
{
|
||||||
@@ -3581,7 +3575,8 @@ int X2PreSpellCastCode2()
|
|||||||
nContinue = Nondetection(oTarget, oCaster, nSchool, nCasterLevel);
|
nContinue = Nondetection(oTarget, oCaster, nSchool, nCasterLevel);
|
||||||
|
|
||||||
//---------------------------------------------------------------------------
|
//---------------------------------------------------------------------------
|
||||||
// Mystery Effects //---------------------------------------------------------------------------
|
// Mystery Effects
|
||||||
|
//---------------------------------------------------------------------------
|
||||||
if (nContinue)
|
if (nContinue)
|
||||||
nContinue = WarpSpell(oCaster, nSpellID);
|
nContinue = WarpSpell(oCaster, nSpellID);
|
||||||
|
|
||||||
@@ -3592,7 +3587,8 @@ int X2PreSpellCastCode2()
|
|||||||
nContinue = FloodShadow(oCaster, nSpellID);
|
nContinue = FloodShadow(oCaster, nSpellID);
|
||||||
|
|
||||||
//---------------------------------------------------------------------------
|
//---------------------------------------------------------------------------
|
||||||
// Incarnum Effects //---------------------------------------------------------------------------
|
// Incarnum Effects
|
||||||
|
//---------------------------------------------------------------------------
|
||||||
if (nContinue)
|
if (nContinue)
|
||||||
nContinue = MageShackles(oCaster, nSpellID);
|
nContinue = MageShackles(oCaster, nSpellID);
|
||||||
|
|
||||||
@@ -3600,7 +3596,8 @@ int X2PreSpellCastCode2()
|
|||||||
nContinue = Abrogation(oCaster, nCasterLevel, nSpellID);
|
nContinue = Abrogation(oCaster, nCasterLevel, nSpellID);
|
||||||
|
|
||||||
//---------------------------------------------------------------------------
|
//---------------------------------------------------------------------------
|
||||||
// Binding Effects //---------------------------------------------------------------------------
|
// Binding Effects
|
||||||
|
//---------------------------------------------------------------------------
|
||||||
if (nContinue)
|
if (nContinue)
|
||||||
nContinue = AmonInfluence(oTarget, oCaster, nSpellID, nSpellLevel, bSpellIsHostile);
|
nContinue = AmonInfluence(oTarget, oCaster, nSpellID, nSpellLevel, bSpellIsHostile);
|
||||||
|
|
||||||
|
|||||||
@@ -99,7 +99,7 @@ void CheckIfDeleveled(object oPC)
|
|||||||
if (nClass == CLASS_TYPE_INVALID
|
if (nClass == CLASS_TYPE_INVALID
|
||||||
|| (nClass == storedClass && storedLevel != currentClassLevels))
|
|| (nClass == storedClass && storedLevel != currentClassLevels))
|
||||||
{
|
{
|
||||||
DoDebug("Class " + IntToString(storedClass) + " lost levels!");
|
if (DEBUG) DoDebug("Class " + IntToString(storedClass) + " lost levels!");
|
||||||
changedClassList = JsonArrayInsert(changedClassList, JsonInt(storedClass));
|
changedClassList = JsonArrayInsert(changedClassList, JsonInt(storedClass));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -47,6 +47,7 @@ void AddRacialRestrictions(object oItem)
|
|||||||
AddRaceIP(oItem, RACIAL_TYPE_GOLD_DWARF);
|
AddRaceIP(oItem, RACIAL_TYPE_GOLD_DWARF);
|
||||||
AddRaceIP(oItem, RACIAL_TYPE_GULLY_DWARF);
|
AddRaceIP(oItem, RACIAL_TYPE_GULLY_DWARF);
|
||||||
AddRaceIP(oItem, RACIAL_TYPE_KOROBKURU);
|
AddRaceIP(oItem, RACIAL_TYPE_KOROBKURU);
|
||||||
|
AddRaceIP(oItem, RACIAL_TYPE_MAELUTH);
|
||||||
AddRaceIP(oItem, RACIAL_TYPE_MUL);
|
AddRaceIP(oItem, RACIAL_TYPE_MUL);
|
||||||
AddRaceIP(oItem, RACIAL_TYPE_URDINNIR);
|
AddRaceIP(oItem, RACIAL_TYPE_URDINNIR);
|
||||||
AddRaceIP(oItem, RACIAL_TYPE_WILD_DWARF);
|
AddRaceIP(oItem, RACIAL_TYPE_WILD_DWARF);
|
||||||
@@ -120,6 +121,7 @@ void AddRacialRestrictions(object oItem)
|
|||||||
AddRaceIP(oItem, RACIAL_TYPE_KENDER);
|
AddRaceIP(oItem, RACIAL_TYPE_KENDER);
|
||||||
AddRaceIP(oItem, RACIAL_TYPE_STRONGHEART_HALFLING);
|
AddRaceIP(oItem, RACIAL_TYPE_STRONGHEART_HALFLING);
|
||||||
AddRaceIP(oItem, RACIAL_TYPE_TALLFELLOW_HALFLING);
|
AddRaceIP(oItem, RACIAL_TYPE_TALLFELLOW_HALFLING);
|
||||||
|
AddRaceIP(oItem, RACIAL_TYPE_WISPLING);
|
||||||
AddRaceIP(oItem, RACIAL_TYPE_TUNDRA_HALFLING);
|
AddRaceIP(oItem, RACIAL_TYPE_TUNDRA_HALFLING);
|
||||||
}
|
}
|
||||||
if(array_get_string(oItem, ARRAY_NAME, RACIAL_TYPE_HUMAN) != "")
|
if(array_get_string(oItem, ARRAY_NAME, RACIAL_TYPE_HUMAN) != "")
|
||||||
@@ -188,6 +190,8 @@ void AddRacialRestrictions(object oItem)
|
|||||||
AddRaceIP(oItem, RACIAL_TYPE_GITHZERAI);
|
AddRaceIP(oItem, RACIAL_TYPE_GITHZERAI);
|
||||||
AddRaceIP(oItem, RACIAL_TYPE_HOUND_ARCHON);
|
AddRaceIP(oItem, RACIAL_TYPE_HOUND_ARCHON);
|
||||||
AddRaceIP(oItem, RACIAL_TYPE_KHAASTA);
|
AddRaceIP(oItem, RACIAL_TYPE_KHAASTA);
|
||||||
|
AddRaceIP(oItem, RACIAL_TYPE_SHYFT);
|
||||||
|
AddRaceIP(oItem, RACIAL_TYPE_MECHANATRIX);
|
||||||
AddRaceIP(oItem, RACIAL_TYPE_NATHRI);
|
AddRaceIP(oItem, RACIAL_TYPE_NATHRI);
|
||||||
AddRaceIP(oItem, RACIAL_TYPE_NAZTHARUNE_RAKSHASA);
|
AddRaceIP(oItem, RACIAL_TYPE_NAZTHARUNE_RAKSHASA);
|
||||||
AddRaceIP(oItem, RACIAL_TYPE_NERAPHIM);
|
AddRaceIP(oItem, RACIAL_TYPE_NERAPHIM);
|
||||||
|
|||||||
@@ -83,8 +83,28 @@ void main()
|
|||||||
}
|
}
|
||||||
else if(nValue == DYNCONV_EXITED)
|
else if(nValue == DYNCONV_EXITED)
|
||||||
{
|
{
|
||||||
if(DEBUG) DoDebug("ft_vowpoverty_ab: Running exit handler");
|
if(DEBUG) DoDebug("ft_vowpoverty_ab/ft: Running exit handler");
|
||||||
|
if(GetLocalInt(oPC, "PRC_VoP_Exit_Ran_Forsaker_Check")) return;
|
||||||
|
SetLocalInt(oPC, "PRC_VoP_Exit_Ran_Forsaker_Check", TRUE);
|
||||||
|
DelayCommand(3.0f, DeleteLocalInt(oPC, "PRC_VoP_Exit_Ran_Forsaker_Check"));
|
||||||
|
|
||||||
|
if (GetLevelByClass(CLASS_TYPE_FORSAKER, oPC) > 0)
|
||||||
|
{
|
||||||
|
int nForsakerLvl = GetLevelByClass(CLASS_TYPE_FORSAKER, oPC);
|
||||||
|
int nLvlCheck;
|
||||||
|
for (nLvlCheck = 1; nLvlCheck <= nForsakerLvl; nLvlCheck++)
|
||||||
|
{
|
||||||
|
if (!GetPersistantLocalInt(oPC, "ForsakerBoost"+IntToString(nLvlCheck)))
|
||||||
|
{
|
||||||
|
AssignCommand(oPC, ClearAllActions(TRUE));
|
||||||
|
SetPersistantLocalInt(oPC, "ForsakerBoostCheck", nLvlCheck);
|
||||||
|
DelayCommand(3.5f, StartDynamicConversation("prc_forsake_abil", oPC, DYNCONV_EXIT_NOT_ALLOWED, FALSE, TRUE, oPC));
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
else if(nValue == DYNCONV_ABORTED)
|
else if(nValue == DYNCONV_ABORTED)
|
||||||
{
|
{
|
||||||
// This section should never be run, since aborting this conversation should
|
// This section should never be run, since aborting this conversation should
|
||||||
|
|||||||
@@ -31,6 +31,8 @@ const int STRREF_NO = 4753; // "No"
|
|||||||
/* Function definitions */
|
/* Function definitions */
|
||||||
//////////////////////////////////////////////////
|
//////////////////////////////////////////////////
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
object oPC = GetPCSpeaker();
|
object oPC = GetPCSpeaker();
|
||||||
@@ -121,8 +123,26 @@ void main()
|
|||||||
}
|
}
|
||||||
else if(nValue == DYNCONV_EXITED)
|
else if(nValue == DYNCONV_EXITED)
|
||||||
{
|
{
|
||||||
if(DEBUG) DoDebug("ft_vowpoverty_ft: Running exit handler");
|
if(DEBUG) DoDebug("ft_vowpoverty_ab/ft: Running exit handler");
|
||||||
DeleteLocalInt(oPC, "VoP_SelectedFeat");
|
if(GetLocalInt(oPC, "PRC_VoP_Exit_Ran_Forsaker_Check")) return;
|
||||||
|
SetLocalInt(oPC, "PRC_VoP_Exit_Ran_Forsaker_Check", TRUE);
|
||||||
|
DelayCommand(3.0f, DeleteLocalInt(oPC, "PRC_VoP_Exit_Ran_Forsaker_Check"));
|
||||||
|
|
||||||
|
if (GetLevelByClass(CLASS_TYPE_FORSAKER, oPC) > 0)
|
||||||
|
{
|
||||||
|
int nForsakerLvl = GetLevelByClass(CLASS_TYPE_FORSAKER, oPC);
|
||||||
|
int nLvlCheck;
|
||||||
|
for (nLvlCheck = 1; nLvlCheck <= nForsakerLvl; nLvlCheck++)
|
||||||
|
{
|
||||||
|
if (!GetPersistantLocalInt(oPC, "ForsakerBoost"+IntToString(nLvlCheck)))
|
||||||
|
{
|
||||||
|
AssignCommand(oPC, ClearAllActions(TRUE));
|
||||||
|
SetPersistantLocalInt(oPC, "ForsakerBoostCheck", nLvlCheck);
|
||||||
|
DelayCommand(3.5f, StartDynamicConversation("prc_forsake_abil", oPC, DYNCONV_EXIT_NOT_ALLOWED, FALSE, TRUE, oPC));
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
else if(nValue == DYNCONV_ABORTED)
|
else if(nValue == DYNCONV_ABORTED)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -1,7 +1,7 @@
|
|||||||
//::///////////////////////////////////////////////
|
//::///////////////////////////////////////////////
|
||||||
//:: Example XP2 OnItemEquipped
|
//:: PRC8 OnItemEquipped
|
||||||
//:: x2_mod_def_equ
|
//:: prc_equip
|
||||||
//:: (c) 2003 Bioware Corp.
|
//::
|
||||||
//:://////////////////////////////////////////////
|
//:://////////////////////////////////////////////
|
||||||
/*
|
/*
|
||||||
Put into: OnEquip Event
|
Put into: OnEquip Event
|
||||||
|
|||||||
@@ -70,6 +70,33 @@ void main()
|
|||||||
else if(nValue == DYNCONV_EXITED)
|
else if(nValue == DYNCONV_EXITED)
|
||||||
{
|
{
|
||||||
if(DEBUG) DoDebug("prc_forsake_abil: Running exit handler");
|
if(DEBUG) DoDebug("prc_forsake_abil: Running exit handler");
|
||||||
|
if(GetLocalInt(oPC, "PRC_Forsaker_Exit_Ran_VoP_Check")) return;
|
||||||
|
SetLocalInt(oPC, "PRC_Forsaker_Exit_Ran_VoP_Check", TRUE);
|
||||||
|
DelayCommand(3.0f, DeleteLocalInt(oPC, "PRC_Forsaker_Exit_Ran_VoP_Check"));
|
||||||
|
|
||||||
|
if (GetHasFeat(FEAT_VOWOFPOVERTY, oPC))
|
||||||
|
{
|
||||||
|
int nLevel = GetHitDice(oPC) - GetPersistantLocalInt(oPC, "VoPLevel1") + 1;
|
||||||
|
int nLevelCheck;
|
||||||
|
for (nLevelCheck = 1; nLevelCheck <= nLevel; nLevelCheck++)
|
||||||
|
{
|
||||||
|
if (!GetPersistantLocalInt(oPC, "VoPBoost"+IntToString(nLevelCheck))
|
||||||
|
&& (nLevelCheck-(nLevelCheck/4)*4 == 3) && (nLevelCheck >= 7) && (nLevelCheck <= 27))
|
||||||
|
{
|
||||||
|
AssignCommand(oPC, ClearAllActions(TRUE));
|
||||||
|
SetPersistantLocalInt(oPC, "VoPBoostCheck", nLevelCheck);
|
||||||
|
DelayCommand(3.5f, StartDynamicConversation("ft_vowpoverty_ab", oPC, DYNCONV_EXIT_NOT_ALLOWED, FALSE, TRUE, oPC));
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
if (!GetPersistantLocalInt(oPC, "VoPFeat"+IntToString(nLevelCheck)) && (nLevelCheck-(nLevelCheck/2)*2 == 0))
|
||||||
|
{
|
||||||
|
AssignCommand(oPC, ClearAllActions(TRUE));
|
||||||
|
SetPersistantLocalInt(oPC, "VoPFeatCheck", nLevelCheck);
|
||||||
|
DelayCommand(3.5f, StartDynamicConversation("ft_vowpoverty_ft", oPC, DYNCONV_EXIT_NOT_ALLOWED, FALSE, TRUE, oPC));
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
else if(nValue == DYNCONV_ABORTED)
|
else if(nValue == DYNCONV_ABORTED)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -127,7 +127,7 @@ void main()
|
|||||||
|
|
||||||
jRoot = NuiCol(jRoot);
|
jRoot = NuiCol(jRoot);
|
||||||
|
|
||||||
string title = "PRC Spellbook";
|
string title = "PRC8 Spellbook";
|
||||||
|
|
||||||
if (selectedClassId != CLASS_TYPE_BARBARIAN)
|
if (selectedClassId != CLASS_TYPE_BARBARIAN)
|
||||||
title = title + ": " + GetStringByStrRef(StringToInt(Get2DACache("classes", "Name", selectedClassId)));
|
title = title + ": " + GetStringByStrRef(StringToInt(Get2DACache("classes", "Name", selectedClassId)));
|
||||||
|
|||||||
@@ -31,8 +31,8 @@ Sorcerer:
|
|||||||
Upon reaching 4th level, and at every even-numbered sorcerer level
|
Upon reaching 4th level, and at every even-numbered sorcerer level
|
||||||
after that (6th, 8th, and so on), a sorcerer can choose to learn a
|
after that (6th, 8th, and so on), a sorcerer can choose to learn a
|
||||||
new spell in place of one he already knows. In effect, the
|
new spell in place of one he already knows. In effect, the
|
||||||
sorcerer <EFBFBD>loses<EFBFBD> the old spell in exchange for the new one.
|
sorcerer “loses” the old spell in exchange for the new one.
|
||||||
The new spell<EFBFBD>s level must be the same as that of the spell
|
The new spell’s level must be the same as that of the spell
|
||||||
being exchanged, and it must be at least two levels lower than
|
being exchanged, and it must be at least two levels lower than
|
||||||
the highest-level sorcerer spell the sorcerer can cast. A
|
the highest-level sorcerer spell the sorcerer can cast. A
|
||||||
sorcerer may swap only a single spell at any given level, and
|
sorcerer may swap only a single spell at any given level, and
|
||||||
@@ -42,8 +42,8 @@ that he gains new spells known for the level.
|
|||||||
Bard:
|
Bard:
|
||||||
Upon reaching 5th level, and at every third bard level after that
|
Upon reaching 5th level, and at every third bard level after that
|
||||||
(8th, 11th, and so on), a bard can choose to learn a new spell in
|
(8th, 11th, and so on), a bard can choose to learn a new spell in
|
||||||
place of one he already knows. In effect, the bard <EFBFBD>loses<EFBFBD> the
|
place of one he already knows. In effect, the bard “loses” the
|
||||||
old spell in exchange for the new one. The new spell<EFBFBD>s level must be
|
old spell in exchange for the new one. The new spell’s level must be
|
||||||
the same as that of the spell being exchanged, and it must be at least
|
the same as that of the spell being exchanged, and it must be at least
|
||||||
two levels lower than the highest-level bard spell the bard can cast.
|
two levels lower than the highest-level bard spell the bard can cast.
|
||||||
A bard may swap only a single spell at any given level, and must choose
|
A bard may swap only a single spell at any given level, and must choose
|
||||||
@@ -54,8 +54,8 @@ Favored Soul:
|
|||||||
Upon reaching 4th level, and at every even-numbered
|
Upon reaching 4th level, and at every even-numbered
|
||||||
favored soul level after that (6th, 8th, and so on), a favored
|
favored soul level after that (6th, 8th, and so on), a favored
|
||||||
soul can choose to learn a new spell in place of one she
|
soul can choose to learn a new spell in place of one she
|
||||||
already knows. In effect, the favored soul <EFBFBD>loses<EFBFBD> the old
|
already knows. In effect, the favored soul “loses” the old
|
||||||
spell in exchange for the new one. The new spell<EFBFBD>s level
|
spell in exchange for the new one. The new spell’s level
|
||||||
must be the same as that of the spell being exchanged, and
|
must be the same as that of the spell being exchanged, and
|
||||||
it must be at least two levels lower than the highest-level
|
it must be at least two levels lower than the highest-level
|
||||||
favored soul spell the favored soul can cast. A favored soul
|
favored soul spell the favored soul can cast. A favored soul
|
||||||
@@ -66,11 +66,11 @@ that she gains new spells known for the level.
|
|||||||
Warmage:
|
Warmage:
|
||||||
When a warmage gains access to a
|
When a warmage gains access to a
|
||||||
new level of spells, he automatically knows all the spells for
|
new level of spells, he automatically knows all the spells for
|
||||||
that level listed on the warmage<EFBFBD>s spell list. Essentially, his
|
that level listed on the warmage’s spell list. Essentially, his
|
||||||
spell list is the same as his spells known list. Warmages also
|
spell list is the same as his spells known list. Warmages also
|
||||||
have the option of adding to their existing spell list through
|
have the option of adding to their existing spell list through
|
||||||
their advanced learning ability as they increase in level (see
|
their advanced learning ability as they increase in level (see
|
||||||
below). See page 90 for the warmage<EFBFBD>s spell list.
|
below). See page 90 for the warmage’s spell list.
|
||||||
|
|
||||||
Advanced Learning (Ex): At 3rd, 6th, 11th, and 16th
|
Advanced Learning (Ex): At 3rd, 6th, 11th, and 16th
|
||||||
level, a warmage can add a new spell to his list, representing
|
level, a warmage can add a new spell to his list, representing
|
||||||
@@ -78,14 +78,14 @@ the result of personal study and experimentation. The spell
|
|||||||
must be a wizard spell of the evocation school, and of a level
|
must be a wizard spell of the evocation school, and of a level
|
||||||
no higher than that of the highest-level spell the warmage
|
no higher than that of the highest-level spell the warmage
|
||||||
already knows. Once a new spell is selected, it is forever added
|
already knows. Once a new spell is selected, it is forever added
|
||||||
to that warmage<EFBFBD>s spell list and can be cast just like any other
|
to that warmage’s spell list and can be cast just like any other
|
||||||
spell on the warmage<EFBFBD>s list.
|
spell on the warmage’s list.
|
||||||
|
|
||||||
Hexblade:
|
Hexblade:
|
||||||
Upon reaching 12th level, and at every third hexblade level
|
Upon reaching 12th level, and at every third hexblade level
|
||||||
after that (15th and 18th), a hexblade can choose to learn a new spell in place of one he
|
after that (15th and 18th), a hexblade can choose to learn a new spell in place of one he
|
||||||
already knows. In effect, the hexblade <EFBFBD>loses<EFBFBD> the
|
already knows. In effect, the hexblade “loses” the
|
||||||
old spell in exchange for the new one. The new spell<EFBFBD>s
|
old spell in exchange for the new one. The new spell’s
|
||||||
level must be the same as that of the spell being exchanged,
|
level must be the same as that of the spell being exchanged,
|
||||||
and it must be at least two levels lower than the highest-level
|
and it must be at least two levels lower than the highest-level
|
||||||
hexblade spell the hexblade can cast. For instance, upon
|
hexblade spell the hexblade can cast. For instance, upon
|
||||||
@@ -105,8 +105,8 @@ Duskblade:
|
|||||||
Upon reaching 5th level, and at every odd-numbered
|
Upon reaching 5th level, and at every odd-numbered
|
||||||
Duskblade level after that (7th, 9th, and so on), a Duskblade
|
Duskblade level after that (7th, 9th, and so on), a Duskblade
|
||||||
can choose to learn a new spell in place of one she
|
can choose to learn a new spell in place of one she
|
||||||
already knows. In effect, the Duskblade <EFBFBD>loses<EFBFBD> the old
|
already knows. In effect, the Duskblade “loses” the old
|
||||||
spell in exchange for the new one. The new spell<EFBFBD>s level
|
spell in exchange for the new one. The new spell’s level
|
||||||
must be the same as that of the spell being exchanged, and
|
must be the same as that of the spell being exchanged, and
|
||||||
it must be at least two levels lower than the highest-level
|
it must be at least two levels lower than the highest-level
|
||||||
Duskblade spell the Duskblade can cast. A Duskblade
|
Duskblade spell the Duskblade can cast. A Duskblade
|
||||||
|
|||||||
@@ -17,8 +17,8 @@
|
|||||||
humanoid, magical beast, monstrous humanoid, plant, or vermin of good or neutral alignment (referred to
|
humanoid, magical beast, monstrous humanoid, plant, or vermin of good or neutral alignment (referred to
|
||||||
hereafter as the base creature).
|
hereafter as the base creature).
|
||||||
|
|
||||||
A celestial creature uses all the base creature<EFBFBD>s statistics and abilities except as noted here. Do not
|
A celestial creature uses all the base creature's statistics and abilities except as noted here. Do not
|
||||||
recalculate the creature<EFBFBD>s Hit Dice, base attack bonus, saves, or skill points if its type changes.
|
recalculate the creature's Hit Dice, base attack bonus, saves, or skill points if its type changes.
|
||||||
Size and Type
|
Size and Type
|
||||||
|
|
||||||
Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged.
|
Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged.
|
||||||
|
|||||||
@@ -14,14 +14,14 @@
|
|||||||
"Half-celestial" is an inherited template that can be added to any living, corporeal creature with an
|
"Half-celestial" is an inherited template that can be added to any living, corporeal creature with an
|
||||||
Intelligence score of 4 or higher and nonevil alignment (referred to hereafter as the base creature).
|
Intelligence score of 4 or higher and nonevil alignment (referred to hereafter as the base creature).
|
||||||
|
|
||||||
A half-celestial uses all the base creature<EFBFBD>s statistics and special abilities except as noted here.
|
A half-celestial uses all the base creature's statistics and special abilities except as noted here.
|
||||||
|
|
||||||
Size and Type
|
Size and Type
|
||||||
The creature<EFBFBD>s type changes to outsider. Do not recalculate the creature<EFBFBD>s Hit Dice, base attack bonus,
|
The creature's type changes to outsider. Do not recalculate the creature's Hit Dice, base attack bonus,
|
||||||
or saves. Size is unchanged. Half-celestials are normally native outsiders.
|
or saves. Size is unchanged. Half-celestials are normally native outsiders.
|
||||||
|
|
||||||
Speed
|
Speed
|
||||||
A half-celestial has feathered wings and can fly at twice the base creature<EFBFBD>s base land speed
|
A half-celestial has feathered wings and can fly at twice the base creature's base land speed
|
||||||
(good maneuverability). If the base creature has a fly speed, use that instead.
|
(good maneuverability). If the base creature has a fly speed, use that instead.
|
||||||
|
|
||||||
Armor Class
|
Armor Class
|
||||||
@@ -54,7 +54,7 @@
|
|||||||
A half-celestial with an Intelligence or Wisdom score of 8 or higher has two or more spell-like abilities,
|
A half-celestial with an Intelligence or Wisdom score of 8 or higher has two or more spell-like abilities,
|
||||||
depending on its Hit Dice, as indicated on the table below. The abilities are cumulative
|
depending on its Hit Dice, as indicated on the table below. The abilities are cumulative
|
||||||
|
|
||||||
Unless otherwise noted, an ability is usable once per day. Caster level equals the creature<EFBFBD>s HD, and the
|
Unless otherwise noted, an ability is usable once per day. Caster level equals the creature's HD, and the
|
||||||
save DC is Charisma-based.
|
save DC is Charisma-based.
|
||||||
|
|
||||||
Special Qualities
|
Special Qualities
|
||||||
@@ -64,16 +64,16 @@
|
|||||||
* Immunity to disease.
|
* Immunity to disease.
|
||||||
* Resistance to acid 10, cold 10, and electricity 10.
|
* Resistance to acid 10, cold 10, and electricity 10.
|
||||||
* Damage reduction: 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more).
|
* Damage reduction: 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more).
|
||||||
* A half-celestial<EFBFBD>s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
|
* A half-celestial's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
|
||||||
* Spell resistance equal to creature<EFBFBD>s HD + 10 (maximum 35).
|
* Spell resistance equal to creature's HD + 10 (maximum 35).
|
||||||
* +4 racial bonus on Fortitude saves against poison.
|
* +4 racial bonus on Fortitude saves against poison.
|
||||||
|
|
||||||
Abilities
|
Abilities
|
||||||
Increase from the base creature as follows: Str +4, Dex +2, Con +4, Int +2, Wis +4, Cha +4.
|
Increase from the base creature as follows: Str +4, Dex +2, Con +4, Int +2, Wis +4, Cha +4.
|
||||||
|
|
||||||
Skills
|
Skills
|
||||||
A half-celestial gains skill points as an outsider and has skill points equal to (8 + Int modifier) <EFBFBD> (HD +3).
|
A half-celestial gains skill points as an outsider and has skill points equal to (8 + Int modifier) ' (HD +3).
|
||||||
Do not include Hit Dice from class levels in this calculation<EFBFBD>the half-celestial gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature<EFBFBD>s list as class skills, and other skills as cross-class.
|
Do not include Hit Dice from class levels in this calculation'the half-celestial gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature's list as class skills, and other skills as cross-class.
|
||||||
|
|
||||||
Challenge Rating
|
Challenge Rating
|
||||||
HD 5 or less, as base creature +1; HD 6 to 10, as base creature +2; HD 11 or more, as base creature +3.
|
HD 5 or less, as base creature +1; HD 6 to 10, as base creature +2; HD 11 or more, as base creature +3.
|
||||||
|
|||||||
@@ -6,18 +6,18 @@
|
|||||||
/*
|
/*
|
||||||
Half-Dragon
|
Half-Dragon
|
||||||
|
|
||||||
Half-dragon creatures are always more formidable than others of their kind that do not have dragon blood, and their appearance betrays their nature<EFBFBD>scales, elongated features, reptilian eyes, and exaggerated teeth and claws. Sometimes they have wings.
|
Half-dragon creatures are always more formidable than others of their kind that do not have dragon blood, and their appearance betrays their nature'scales, elongated features, reptilian eyes, and exaggerated teeth and claws. Sometimes they have wings.
|
||||||
|
|
||||||
Creating A Half-Dragon
|
Creating A Half-Dragon
|
||||||
|
|
||||||
"Half-dragon" is an inherited template that can be added to any living, corporeal creature (referred to hereafter as the base creature).
|
"Half-dragon" is an inherited template that can be added to any living, corporeal creature (referred to hereafter as the base creature).
|
||||||
A half-dragon uses all the base creature<EFBFBD>s statistics and special abilities except as noted here.
|
A half-dragon uses all the base creature's statistics and special abilities except as noted here.
|
||||||
|
|
||||||
Size and Type
|
Size and Type
|
||||||
The creature<EFBFBD>s type changes to dragon. Size is unchanged. Do not recalculate base attack bonus or saves.
|
The creature's type changes to dragon. Size is unchanged. Do not recalculate base attack bonus or saves.
|
||||||
|
|
||||||
Hit Dice
|
Hit Dice
|
||||||
Increase base creature<EFBFBD>s racial HD by one die size, to a maximum of d12. Do not increase class HD.
|
Increase base creature's racial HD by one die size, to a maximum of d12. Do not increase class HD.
|
||||||
|
|
||||||
Speed
|
Speed
|
||||||
A half-dragon that is Large or larger has wings and can fly at twice its base land speed (maximum 120 ft.) with average maneuverability. A half-dragon that is Medium or smaller does not have wings.
|
A half-dragon that is Large or larger has wings and can fly at twice its base land speed (maximum 120 ft.) with average maneuverability. A half-dragon that is Medium or smaller does not have wings.
|
||||||
@@ -32,10 +32,10 @@ Full Attack
|
|||||||
A half-dragon fighting without weapons uses both claws and its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack. If it has a hand free, it uses a claw as an additional natural secondary attack.
|
A half-dragon fighting without weapons uses both claws and its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack. If it has a hand free, it uses a claw as an additional natural secondary attack.
|
||||||
|
|
||||||
Damage
|
Damage
|
||||||
Half-dragons have bite and claw attacks. If the base creature does not have these attack forms, use the damage values in the table below. Otherwise, use the values below or the base creature<EFBFBD>s damage values, whichever are greater.
|
Half-dragons have bite and claw attacks. If the base creature does not have these attack forms, use the damage values in the table below. Otherwise, use the values below or the base creature's damage values, whichever are greater.
|
||||||
|
|
||||||
Half-Dragon DamageSize Bite Damage Claw Damage
|
Half-Dragon DamageSize Bite Damage Claw Damage
|
||||||
Fine 1 <EFBFBD>
|
Fine 1 '
|
||||||
Diminutive 1d2 1
|
Diminutive 1d2 1
|
||||||
Tiny 1d3 1d2
|
Tiny 1d3 1d2
|
||||||
Small 1d4 1d3
|
Small 1d4 1d3
|
||||||
@@ -46,7 +46,7 @@ Gargantuan 3d6 2d6
|
|||||||
Colossal 4d6 3d6
|
Colossal 4d6 3d6
|
||||||
|
|
||||||
Special Attacks
|
Special Attacks
|
||||||
A half-dragon retains all the special attacks of the base creature and gains a breath weapon based on the dragon variety (see table), usable once per day. A half-dragon<EFBFBD>s breath weapon deals 6d8 points of damage. A successful Reflex save (DC 10 + 1/2 half-dragon<EFBFBD>s racial HD + half-dragon<EFBFBD>s Con modifier) reduces damage by half.
|
A half-dragon retains all the special attacks of the base creature and gains a breath weapon based on the dragon variety (see table), usable once per day. A half-dragon's breath weapon deals 6d8 points of damage. A successful Reflex save (DC 10 + 1/2 half-dragon's racial HD + half-dragon's Con modifier) reduces damage by half.
|
||||||
|
|
||||||
Half-Dragon Special Attacks:
|
Half-Dragon Special Attacks:
|
||||||
Dragon Variety Breath Weapon
|
Dragon Variety Breath Weapon
|
||||||
@@ -81,7 +81,7 @@ Abilities
|
|||||||
Increase from the base creature as follows: Str +8, Con +2, Int +2, Cha +2.
|
Increase from the base creature as follows: Str +8, Con +2, Int +2, Cha +2.
|
||||||
|
|
||||||
Skills
|
Skills
|
||||||
A half-dragon gains skill points as a dragon and has skill points equal to (6 + Int modifier) <EFBFBD> (HD + 3). Do not include Hit Dice from class levels in this calculation<EFBFBD>the half-dragon gains dragon skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature<EFBFBD>s list as class skills, and other skills as cross-class.
|
A half-dragon gains skill points as a dragon and has skill points equal to (6 + Int modifier) ' (HD + 3). Do not include Hit Dice from class levels in this calculation'the half-dragon gains dragon skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature's list as class skills, and other skills as cross-class.
|
||||||
|
|
||||||
Environment
|
Environment
|
||||||
Same as either the base creature or the dragon variety.
|
Same as either the base creature or the dragon variety.
|
||||||
|
|||||||
@@ -17,12 +17,12 @@
|
|||||||
A half-fiend uses all the base creature's statistics and special abilities except as noted here.
|
A half-fiend uses all the base creature's statistics and special abilities except as noted here.
|
||||||
|
|
||||||
Size and Type
|
Size and Type
|
||||||
The creature<EFBFBD>s type changes to outsider. Do not recalculate Hit Dice, base attack bonus, or saves.
|
The creature's type changes to outsider. Do not recalculate Hit Dice, base attack bonus, or saves.
|
||||||
Size is unchanged. Half-fiends are normally native outsiders.
|
Size is unchanged. Half-fiends are normally native outsiders.
|
||||||
Speed
|
Speed
|
||||||
|
|
||||||
A half-fiend has bat wings. Unless the base creature has a better fly speed, the creature can fly
|
A half-fiend has bat wings. Unless the base creature has a better fly speed, the creature can fly
|
||||||
at the base creature<EFBFBD>s base land speed (average maneuverability).
|
at the base creature's base land speed (average maneuverability).
|
||||||
|
|
||||||
Armor Class
|
Armor Class
|
||||||
Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has).
|
Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has).
|
||||||
@@ -38,11 +38,11 @@
|
|||||||
|
|
||||||
Damage
|
Damage
|
||||||
Half-fiends have bite and claw attacks. If the base creature does not have these attack forms, use
|
Half-fiends have bite and claw attacks. If the base creature does not have these attack forms, use
|
||||||
the damage values in the table. Otherwise, use the values in the table or the base creature<EFBFBD>s damage
|
the damage values in the table. Otherwise, use the values in the table or the base creature's damage
|
||||||
values, whichever are greater.
|
values, whichever are greater.
|
||||||
|
|
||||||
Size Bite Damage Claw Damage
|
Size Bite Damage Claw Damage
|
||||||
Fine 1 <EFBFBD>
|
Fine 1 '
|
||||||
Diminutive 1d2 1
|
Diminutive 1d2 1
|
||||||
Tiny 1d3 1d2
|
Tiny 1d3 1d2
|
||||||
Small 1d4 1d3
|
Small 1d4 1d3
|
||||||
@@ -62,7 +62,7 @@
|
|||||||
Spell-Like Abilities
|
Spell-Like Abilities
|
||||||
A half-fiend with an Intelligence or Wisdom score of 8 or higher has spell-like abilities depending
|
A half-fiend with an Intelligence or Wisdom score of 8 or higher has spell-like abilities depending
|
||||||
on its Hit Dice, as indicated on the table. The abilities are cumulative. Unless otherwise noted,
|
on its Hit Dice, as indicated on the table. The abilities are cumulative. Unless otherwise noted,
|
||||||
an ability is usable once per day. Caster level equals the creature<EFBFBD>s HD, and the save DC is Charisma-based.
|
an ability is usable once per day. Caster level equals the creature's HD, and the save DC is Charisma-based.
|
||||||
|
|
||||||
HD Abilities
|
HD Abilities
|
||||||
1-2 Darkness 3/day
|
1-2 Darkness 3/day
|
||||||
@@ -83,17 +83,17 @@
|
|||||||
* Immunity to poison.
|
* Immunity to poison.
|
||||||
* Resistance to acid 10, cold 10, electricity 10, and fire 10.
|
* Resistance to acid 10, cold 10, electricity 10, and fire 10.
|
||||||
* Damage reduction: 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more).
|
* Damage reduction: 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more).
|
||||||
* A half-fiend<EFBFBD>s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
|
* A half-fiend's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
|
||||||
* Spell resistance equal to creature<EFBFBD>s HD + 10 (maximum 35).
|
* Spell resistance equal to creature's HD + 10 (maximum 35).
|
||||||
|
|
||||||
Abilities
|
Abilities
|
||||||
Increase from the base creature as follows: Str +4, Dex +4, Con +2, Int +4, Cha +2.
|
Increase from the base creature as follows: Str +4, Dex +4, Con +2, Int +4, Cha +2.
|
||||||
|
|
||||||
Skills
|
Skills
|
||||||
A half-fiend gains skill points as an outsider and has skill points equal to (8 + Int modifier) <EFBFBD> (HD + 3).
|
A half-fiend gains skill points as an outsider and has skill points equal to (8 + Int modifier) ' (HD + 3).
|
||||||
Do not include Hit Dice from class levels in this calculation the half-fiend gains outsider skill points
|
Do not include Hit Dice from class levels in this calculation the half-fiend gains outsider skill points
|
||||||
only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills
|
only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills
|
||||||
from the base creature<EFBFBD>s list as class skills, and other skills as cross-class.
|
from the base creature's list as class skills, and other skills as cross-class.
|
||||||
|
|
||||||
Challenge Rating
|
Challenge Rating
|
||||||
HD 4 or less, as base creature +1; HD 5 to 10, as base creature +2; HD 11 or more, as base creature +3.
|
HD 4 or less, as base creature +1; HD 5 to 10, as base creature +2; HD 11 or more, as base creature +3.
|
||||||
|
|||||||
@@ -9,11 +9,11 @@
|
|||||||
"Lich" is an acquired template that can be added to any humanoid creature (referred to hereafter as the base
|
"Lich" is an acquired template that can be added to any humanoid creature (referred to hereafter as the base
|
||||||
creature), provided it can create the required phylactery.
|
creature), provided it can create the required phylactery.
|
||||||
|
|
||||||
A lich has all the base creature<EFBFBD>s statistics and special abilities except as noted here.
|
A lich has all the base creature's statistics and special abilities except as noted here.
|
||||||
|
|
||||||
Size and Type
|
Size and Type
|
||||||
|
|
||||||
The creature<EFBFBD>s type changes to undead. Do not recalculate base attack bonus, saves, or skill points.
|
The creature's type changes to undead. Do not recalculate base attack bonus, saves, or skill points.
|
||||||
Size is unchanged.
|
Size is unchanged.
|
||||||
|
|
||||||
Hit Dice
|
Hit Dice
|
||||||
@@ -22,7 +22,7 @@
|
|||||||
|
|
||||||
Armor Class
|
Armor Class
|
||||||
|
|
||||||
A lich has a +5 natural armor bonus or the base creature<EFBFBD>s natural armor bonus, whichever is better.
|
A lich has a +5 natural armor bonus or the base creature's natural armor bonus, whichever is better.
|
||||||
|
|
||||||
Attack
|
Attack
|
||||||
|
|
||||||
@@ -41,20 +41,20 @@
|
|||||||
Damage
|
Damage
|
||||||
|
|
||||||
A lich without natural weapons has a touch attack that uses negative energy to deal 1d8+5 points of damage
|
A lich without natural weapons has a touch attack that uses negative energy to deal 1d8+5 points of damage
|
||||||
to living creatures; a Will save (DC 10 + <EFBFBD> lich<EFBFBD>s HD + lich<EFBFBD>s Cha modifier) halves the damage. A lich with
|
to living creatures; a Will save (DC 10 + ' lich's HD + lich's Cha modifier) halves the damage. A lich with
|
||||||
natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter,
|
natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter,
|
||||||
it deals 1d8+5 points of extra damage on one natural weapon attack.
|
it deals 1d8+5 points of extra damage on one natural weapon attack.
|
||||||
|
|
||||||
Special Attacks
|
Special Attacks
|
||||||
|
|
||||||
A lich retains all the base creature<EFBFBD>s special attacks and gains those described below. Save DCs are equal
|
A lich retains all the base creature's special attacks and gains those described below. Save DCs are equal
|
||||||
to 10 + <EFBFBD> lich<EFBFBD>s HD + lich<EFBFBD>s Cha modifier unless otherwise noted.
|
to 10 + ' lich's HD + lich's Cha modifier unless otherwise noted.
|
||||||
|
|
||||||
Fear Aura (Su)
|
Fear Aura (Su)
|
||||||
|
|
||||||
Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius
|
Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius
|
||||||
that look at the lich must succeed on a Will save or be affected as though by a fear spell from a sorcerer
|
that look at the lich must succeed on a Will save or be affected as though by a fear spell from a sorcerer
|
||||||
of the lich<EFBFBD>s level. A creature that successfully saves cannot be affected again by the same lich<EFBFBD>s aura
|
of the lich's level. A creature that successfully saves cannot be affected again by the same lich's aura
|
||||||
for 24 hours.
|
for 24 hours.
|
||||||
|
|
||||||
Paralyzing Touch (Su)
|
Paralyzing Touch (Su)
|
||||||
@@ -72,7 +72,7 @@
|
|||||||
|
|
||||||
Special Qualities
|
Special Qualities
|
||||||
|
|
||||||
A lich retains all the base creature<EFBFBD>s special qualities and gains those described below.
|
A lich retains all the base creature's special qualities and gains those described below.
|
||||||
|
|
||||||
Turn Resistance (Ex)
|
Turn Resistance (Ex)
|
||||||
|
|
||||||
@@ -80,7 +80,7 @@
|
|||||||
|
|
||||||
Damage Reduction (Su)
|
Damage Reduction (Su)
|
||||||
|
|
||||||
A lich<EFBFBD>s undead body is tough, giving the creature damage reduction 15/bludgeoning and magic.
|
A lich's undead body is tough, giving the creature damage reduction 15/bludgeoning and magic.
|
||||||
Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
|
Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
|
||||||
|
|
||||||
Immunities (Ex)
|
Immunities (Ex)
|
||||||
@@ -127,7 +127,7 @@
|
|||||||
The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character.
|
The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character.
|
||||||
A lich retains all class abilities it had in life.
|
A lich retains all class abilities it had in life.
|
||||||
|
|
||||||
The Lich<EFBFBD>s Phylactery
|
The Lich's Phylactery
|
||||||
|
|
||||||
An integral part of becoming a lich is creating a magic phylactery in which the character stores its
|
An integral part of becoming a lich is creating a magic phylactery in which the character stores its
|
||||||
life force. As a rule, the only way to get rid of a lich for sure is to destroy its phylactery.
|
life force. As a rule, the only way to get rid of a lich for sure is to destroy its phylactery.
|
||||||
@@ -146,8 +146,8 @@
|
|||||||
|
|
||||||
Creating A Demilich
|
Creating A Demilich
|
||||||
|
|
||||||
"Demilich" is a template that can be added to any lich. It uses all the lich<EFBFBD>s statistics and
|
"Demilich" is a template that can be added to any lich. It uses all the lich's statistics and
|
||||||
special abilities except as noted here. A demilich<EFBFBD>s form is concentrated into a single portion
|
special abilities except as noted here. A demilich's form is concentrated into a single portion
|
||||||
of its original body, usually its skull. Part of the process of becoming a demilich includes the
|
of its original body, usually its skull. Part of the process of becoming a demilich includes the
|
||||||
incorporation of costly gems into the retained body part; see Creating Soul Gems, below.
|
incorporation of costly gems into the retained body part; see Creating Soul Gems, below.
|
||||||
|
|
||||||
@@ -162,11 +162,11 @@
|
|||||||
|
|
||||||
Speed
|
Speed
|
||||||
|
|
||||||
Change to fly 180 ft. (perfect). The lich<EFBFBD>s supernatural fly speed, if any, is also retained.
|
Change to fly 180 ft. (perfect). The lich's supernatural fly speed, if any, is also retained.
|
||||||
|
|
||||||
AC
|
AC
|
||||||
|
|
||||||
The demilich retains the lich<EFBFBD>s +5 natural armor bonus and gains an insight bonus to AC equal to its Hit Dice,
|
The demilich retains the lich's +5 natural armor bonus and gains an insight bonus to AC equal to its Hit Dice,
|
||||||
as well as a probable size adjustment to AC.
|
as well as a probable size adjustment to AC.
|
||||||
|
|
||||||
Attack
|
Attack
|
||||||
@@ -176,21 +176,21 @@
|
|||||||
Damage
|
Damage
|
||||||
|
|
||||||
The demilich gains an enhanced touch attack over that of its previous lich form (it now uses its entire
|
The demilich gains an enhanced touch attack over that of its previous lich form (it now uses its entire
|
||||||
flying skull to make the touch attack), including paralyzing touch. The demilich<EFBFBD>s touch attack uses
|
flying skull to make the touch attack), including paralyzing touch. The demilich's touch attack uses
|
||||||
negative energy to deal 10d6+20 points of damage to living creatures (no saving throw). Liches with
|
negative energy to deal 10d6+20 points of damage to living creatures (no saving throw). Liches with
|
||||||
other natural attacks lose them.
|
other natural attacks lose them.
|
||||||
|
|
||||||
Special Attacks
|
Special Attacks
|
||||||
|
|
||||||
The demilich retains all the lich<EFBFBD>s special attacks and also gains those described below.
|
The demilich retains all the lich's special attacks and also gains those described below.
|
||||||
|
|
||||||
Trap the Soul (Su)
|
Trap the Soul (Su)
|
||||||
|
|
||||||
A demilich can trap the souls of up to eight living creatures per day. To use this power, it selects
|
A demilich can trap the souls of up to eight living creatures per day. To use this power, it selects
|
||||||
any target it can see within 300 feet. The target is allowed a Fort saving throw (DC 10 + demilich<EFBFBD>s
|
any target it can see within 300 feet. The target is allowed a Fort saving throw (DC 10 + demilich's
|
||||||
HD + demilich<EFBFBD>s Cha modifier). If the target makes its saving throw, it gains four negative levels
|
HD + demilich's Cha modifier). If the target makes its saving throw, it gains four negative levels
|
||||||
(this does not count as a use of trap the soul). If the target fails its save, the soul of the target
|
(this does not count as a use of trap the soul). If the target fails its save, the soul of the target
|
||||||
is instantly drawn from its body and trapped within one of the gems incorporated into the demilich<EFBFBD>s form.
|
is instantly drawn from its body and trapped within one of the gems incorporated into the demilich's form.
|
||||||
The gem gleams wickedly for 24 hours, indicating the captive soul within. The soulless body collapses
|
The gem gleams wickedly for 24 hours, indicating the captive soul within. The soulless body collapses
|
||||||
in a mass of corruption and molders in a single round, reduced to dust. If left to its own devices,
|
in a mass of corruption and molders in a single round, reduced to dust. If left to its own devices,
|
||||||
the demilich slowly devours the soul over 24 hours; at the end of that time the soul is completely absorbed,
|
the demilich slowly devours the soul over 24 hours; at the end of that time the soul is completely absorbed,
|
||||||
@@ -203,12 +203,12 @@
|
|||||||
Fear Aura (Su)
|
Fear Aura (Su)
|
||||||
|
|
||||||
Demiliches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot
|
Demiliches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot
|
||||||
radius that look at the demilich must succeed at a Will save (DC 14 + demilich<EFBFBD>s Cha modifier) or be
|
radius that look at the demilich must succeed at a Will save (DC 14 + demilich's Cha modifier) or be
|
||||||
affected as though by fear as cast by a 21st-level caster.
|
affected as though by fear as cast by a 21st-level caster.
|
||||||
|
|
||||||
Paralyzing Touch (Su)
|
Paralyzing Touch (Su)
|
||||||
|
|
||||||
Any living creature a demilich touches must succeed at a Fortitude save (DC 10 + demilich<EFBFBD>s HD + demilich<EFBFBD>s
|
Any living creature a demilich touches must succeed at a Fortitude save (DC 10 + demilich's HD + demilich's
|
||||||
Cha modifier) or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free
|
Cha modifier) or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free
|
||||||
the victim. The effect cannot be dispelled. Anyone paralyzed by a demilich seems dead, though a successful
|
the victim. The effect cannot be dispelled. Anyone paralyzed by a demilich seems dead, though a successful
|
||||||
Spot check (DC 20) or Heal check (DC 15) reveals that the victim is still alive.
|
Spot check (DC 20) or Heal check (DC 15) reveals that the victim is still alive.
|
||||||
@@ -226,11 +226,11 @@
|
|||||||
At will:alter self, astral projection, create greater undead, create undead, death knell, enervation,
|
At will:alter self, astral projection, create greater undead, create undead, death knell, enervation,
|
||||||
greater dispel magic, harm (usually used to heal itself), summon monster I-IX, telekinesis, and weird;
|
greater dispel magic, harm (usually used to heal itself), summon monster I-IX, telekinesis, and weird;
|
||||||
2/day: greater planar ally. Demiliches use these abilities as casters of a level equal to their spellcaster
|
2/day: greater planar ally. Demiliches use these abilities as casters of a level equal to their spellcaster
|
||||||
level, but the save DCs are equal to 10 + the demilich<EFBFBD>s HD + the demilich<EFBFBD>s Charisma modifier.
|
level, but the save DCs are equal to 10 + the demilich's HD + the demilich's Charisma modifier.
|
||||||
|
|
||||||
Special Qualities
|
Special Qualities
|
||||||
|
|
||||||
The demilich retains all the lich<EFBFBD>s special qualities and also has those described below.
|
The demilich retains all the lich's special qualities and also has those described below.
|
||||||
|
|
||||||
Magic Immunity (Ex)
|
Magic Immunity (Ex)
|
||||||
|
|
||||||
@@ -240,7 +240,7 @@
|
|||||||
|
|
||||||
Phylactery Transference (Su)
|
Phylactery Transference (Su)
|
||||||
|
|
||||||
Headbands, belts, rings, cloaks, and other wearable items kept in close association with the demilich<EFBFBD>s
|
Headbands, belts, rings, cloaks, and other wearable items kept in close association with the demilich's
|
||||||
phylactery transfer all their benefits to the demilich no matter how far apart the demilich and the
|
phylactery transfer all their benefits to the demilich no matter how far apart the demilich and the
|
||||||
phylactery are located. The standard limits on types of items utilized simultaneously still apply.
|
phylactery are located. The standard limits on types of items utilized simultaneously still apply.
|
||||||
|
|
||||||
@@ -325,7 +325,7 @@
|
|||||||
|
|
||||||
Liches have phylacteries that allow them to reappear 1d10 days after their apparent death, as do demiliches.
|
Liches have phylacteries that allow them to reappear 1d10 days after their apparent death, as do demiliches.
|
||||||
Demiliches also have eight soul gems, each of which acts like a phylactery in its own right. If all the soul
|
Demiliches also have eight soul gems, each of which acts like a phylactery in its own right. If all the soul
|
||||||
gems, as well as the demilich<EFBFBD>s phylactery, are not destroyed after a demilich is downed, the demilich
|
gems, as well as the demilich's phylactery, are not destroyed after a demilich is downed, the demilich
|
||||||
reappears 1d10 days after its apparent death. The soul gems also allow the demilich to use its most
|
reappears 1d10 days after its apparent death. The soul gems also allow the demilich to use its most
|
||||||
devastating ability, trap the soul (see above). Each demilich must make its own soul gems, which requires
|
devastating ability, trap the soul (see above). Each demilich must make its own soul gems, which requires
|
||||||
the Craft Wondrous Item feat. The lich must be a sorcerer, wizard, or cleric of at least 21st level.
|
the Craft Wondrous Item feat. The lich must be a sorcerer, wizard, or cleric of at least 21st level.
|
||||||
|
|||||||
@@ -7,10 +7,10 @@
|
|||||||
Necropolitan is an acquired template that can be added to
|
Necropolitan is an acquired template that can be added to
|
||||||
any humanoid or monstrous humanoid (referred to here after as the base creature).
|
any humanoid or monstrous humanoid (referred to here after as the base creature).
|
||||||
A necropolitan speaks any languages it knew in life, and it
|
A necropolitan speaks any languages it knew in life, and it
|
||||||
has all the base creature<EFBFBD>s statistics and special abilities except
|
has all the base creature's statistics and special abilities except
|
||||||
as noted here.
|
as noted here.
|
||||||
|
|
||||||
Size and Type: The creature<EFBFBD>s type changes to undead, and
|
Size and Type: The creature's type changes to undead, and
|
||||||
it gains the augmented subtype. Do not recalculate base attack
|
it gains the augmented subtype. Do not recalculate base attack
|
||||||
bonus, saves, or skill points. Size is unchanged.
|
bonus, saves, or skill points. Size is unchanged.
|
||||||
|
|
||||||
|
|||||||
@@ -104,7 +104,55 @@ int DoSpell(object oCaster, object oTarget, int nSpellID, int nCasterLevel, int
|
|||||||
float fDuration = HoursToSeconds(nCasterLevel);
|
float fDuration = HoursToSeconds(nCasterLevel);
|
||||||
if(nMetaMagic & METAMAGIC_EXTEND) fDuration *= 2;
|
if(nMetaMagic & METAMAGIC_EXTEND) fDuration *= 2;
|
||||||
location lTarget;
|
location lTarget;
|
||||||
|
|
||||||
if(bMass)
|
if(bMass)
|
||||||
|
{
|
||||||
|
location lTarget = PRCGetSpellTargetLocation();
|
||||||
|
object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE);
|
||||||
|
while(GetIsObjectValid(oTarget))
|
||||||
|
{
|
||||||
|
if(spellsIsTarget(oTarget, SPELL_TARGET_ALLALLIES, oCaster))
|
||||||
|
{
|
||||||
|
PRCSignalSpellEvent(oTarget, FALSE);
|
||||||
|
int nStatMod = d4() + 1;
|
||||||
|
if(nMetaMagic & METAMAGIC_MAXIMIZE) nStatMod = 5;
|
||||||
|
if(nMetaMagic & METAMAGIC_EMPOWER) nStatMod += (nStatMod / 2);
|
||||||
|
if(bVision)
|
||||||
|
{
|
||||||
|
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectLinkEffects(EffectUltravision(), eDur), oTarget, fDuration,TRUE,-1,nCasterLevel);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
StripBuff(oTarget, nSpellID, nAltSpellID);
|
||||||
|
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectLinkEffects(EffectAbilityIncrease(nAbility, nStatMod), eDur), oTarget, fDuration,TRUE,-1,nCasterLevel);
|
||||||
|
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
oTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Single-target path
|
||||||
|
if(spellsIsTarget(oTarget, SPELL_TARGET_ALLALLIES, oCaster))
|
||||||
|
{
|
||||||
|
PRCSignalSpellEvent(oTarget, FALSE);
|
||||||
|
int nStatMod = d4() + 1;
|
||||||
|
if(nMetaMagic & METAMAGIC_MAXIMIZE) nStatMod = 5;
|
||||||
|
if(nMetaMagic & METAMAGIC_EMPOWER) nStatMod += (nStatMod / 2);
|
||||||
|
if(bVision)
|
||||||
|
{
|
||||||
|
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectLinkEffects(EffectUltravision(), eDur), oTarget, fDuration,TRUE,-1,nCasterLevel);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
StripBuff(oTarget, nSpellID, nAltSpellID);
|
||||||
|
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectLinkEffects(EffectAbilityIncrease(nAbility, nStatMod), eDur), oTarget, fDuration,TRUE,-1,nCasterLevel);
|
||||||
|
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
/* if(bMass)
|
||||||
{
|
{
|
||||||
lTarget = PRCGetSpellTargetLocation();
|
lTarget = PRCGetSpellTargetLocation();
|
||||||
object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE);
|
object oTarget = MyFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE);
|
||||||
@@ -130,7 +178,7 @@ int DoSpell(object oCaster, object oTarget, int nSpellID, int nCasterLevel, int
|
|||||||
}
|
}
|
||||||
if(!bMass) break;
|
if(!bMass) break;
|
||||||
oTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE);
|
oTarget = MyNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lTarget, TRUE, OBJECT_TYPE_CREATURE);
|
||||||
}
|
} */
|
||||||
|
|
||||||
return TRUE; //return TRUE if spell charges should be decremented
|
return TRUE; //return TRUE if spell charges should be decremented
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -5,8 +5,7 @@
|
|||||||
//:://////////////////////////////////////////////
|
//:://////////////////////////////////////////////
|
||||||
/*
|
/*
|
||||||
Creature must make a ranged touch attack to hit
|
Creature must make a ranged touch attack to hit
|
||||||
the intended target. Reflex or Will save is
|
the intended target.
|
||||||
needed to halve damage or avoid effect.
|
|
||||||
*/
|
*/
|
||||||
//:://////////////////////////////////////////////
|
//:://////////////////////////////////////////////
|
||||||
//:: Created By: Preston Watamaniuk
|
//:: Created By: Preston Watamaniuk
|
||||||
|
|||||||
@@ -5,8 +5,7 @@
|
|||||||
//:://////////////////////////////////////////////
|
//:://////////////////////////////////////////////
|
||||||
/*
|
/*
|
||||||
Creature must make a ranged touch attack to hit
|
Creature must make a ranged touch attack to hit
|
||||||
the intended target. Reflex or Will save is
|
the intended target.
|
||||||
needed to halve damage or avoid effect.
|
|
||||||
*/
|
*/
|
||||||
//:://////////////////////////////////////////////
|
//:://////////////////////////////////////////////
|
||||||
//:: Created By: Preston Watamaniuk
|
//:: Created By: Preston Watamaniuk
|
||||||
@@ -37,8 +36,10 @@ void main()
|
|||||||
//Make a saving throw check
|
//Make a saving throw check
|
||||||
if (PRCDoRangedTouchAttack(oTarget))
|
if (PRCDoRangedTouchAttack(oTarget))
|
||||||
{
|
{
|
||||||
|
|
||||||
//Apply the VFX impact and effects
|
//Apply the VFX impact and effects
|
||||||
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount));
|
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink, oTarget, RoundsToSeconds(nCount));
|
||||||
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
|
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -5,8 +5,7 @@
|
|||||||
//:://////////////////////////////////////////////
|
//:://////////////////////////////////////////////
|
||||||
/*
|
/*
|
||||||
Creature must make a ranged touch attack to hit
|
Creature must make a ranged touch attack to hit
|
||||||
the intended target. Fortitude save is
|
the intended target.
|
||||||
needed to avoid effect.
|
|
||||||
*/
|
*/
|
||||||
//:://////////////////////////////////////////////
|
//:://////////////////////////////////////////////
|
||||||
//:: Created By: Preston Watamaniuk
|
//:: Created By: Preston Watamaniuk
|
||||||
|
|||||||
@@ -5,8 +5,7 @@
|
|||||||
//:://////////////////////////////////////////////
|
//:://////////////////////////////////////////////
|
||||||
/*
|
/*
|
||||||
Creature must make a ranged touch attack to hit
|
Creature must make a ranged touch attack to hit
|
||||||
the intended target. Reflex or Will save is
|
the intended target.
|
||||||
needed to halve damage or avoid effect.
|
|
||||||
*/
|
*/
|
||||||
//:://////////////////////////////////////////////
|
//:://////////////////////////////////////////////
|
||||||
//:: Created By: Preston Watamaniuk
|
//:: Created By: Preston Watamaniuk
|
||||||
|
|||||||
@@ -5,8 +5,7 @@
|
|||||||
//:://////////////////////////////////////////////
|
//:://////////////////////////////////////////////
|
||||||
/*
|
/*
|
||||||
Creature must make a ranged touch attack to hit
|
Creature must make a ranged touch attack to hit
|
||||||
the intended target. Fort save is
|
the intended target.
|
||||||
needed to avoid effect.
|
|
||||||
*/
|
*/
|
||||||
//:://////////////////////////////////////////////
|
//:://////////////////////////////////////////////
|
||||||
//:: Created By: Preston Watamaniuk
|
//:: Created By: Preston Watamaniuk
|
||||||
|
|||||||
@@ -5,8 +5,7 @@
|
|||||||
//:://////////////////////////////////////////////
|
//:://////////////////////////////////////////////
|
||||||
/*
|
/*
|
||||||
Creature must make a ranged touch attack to hit
|
Creature must make a ranged touch attack to hit
|
||||||
the intended target. Reflex or Will save is
|
the intended target.
|
||||||
needed to halve damage or avoid effect.
|
|
||||||
*/
|
*/
|
||||||
//:://////////////////////////////////////////////
|
//:://////////////////////////////////////////////
|
||||||
//:: Created By: Preston Watamaniuk
|
//:: Created By: Preston Watamaniuk
|
||||||
|
|||||||
@@ -51,6 +51,6 @@ void main()
|
|||||||
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget);
|
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eBolt, oTarget);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
|
//SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget);
|
||||||
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLightning, oTarget, 1.8);
|
//SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLightning, oTarget, 1.8);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -16,28 +16,33 @@
|
|||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
//Declare major variables
|
//Declare major variables
|
||||||
|
object oNPC = oNPC;
|
||||||
|
object oTarget;
|
||||||
|
|
||||||
float fDelay;
|
float fDelay;
|
||||||
effect eDisease;
|
effect eDisease;
|
||||||
effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_NATURE);
|
effect eImpact = EffectVisualEffect(VFX_IMP_PULSE_NATURE);
|
||||||
SPApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, OBJECT_SELF);
|
|
||||||
|
ApplyEffectToObject(DURATION_TYPE_INSTANT, eImpact, oNPC);
|
||||||
|
|
||||||
//Get first target in spell area
|
//Get first target in spell area
|
||||||
object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(OBJECT_SELF));
|
oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_MEDIUM, GetLocation(oNPC));
|
||||||
while(GetIsObjectValid(oTarget))
|
while(GetIsObjectValid(oTarget))
|
||||||
{
|
{
|
||||||
if(oTarget != OBJECT_SELF)
|
if(oTarget != oNPC)
|
||||||
{
|
{
|
||||||
if(!GetIsReactionTypeFriendly(oTarget))
|
if(!GetIsReactionTypeFriendly(oTarget))
|
||||||
{
|
{
|
||||||
//Fire cast spell at event for the specified target
|
//Fire cast spell at event for the specified target
|
||||||
SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELLABILITY_PULSE_DISEASE));
|
SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_PULSE_DISEASE));
|
||||||
//Determine effect delay
|
//Determine effect delay
|
||||||
fDelay = GetDistanceBetween(OBJECT_SELF, oTarget)/20;
|
fDelay = GetDistanceBetween(oNPC, oTarget)/20;
|
||||||
eDisease = EffectDisease(DISEASE_SOLDIER_SHAKES);
|
eDisease = EffectDisease(DISEASE_SOLDIER_SHAKES);
|
||||||
//Apply the VFX impact and effects
|
//Apply the VFX impact and effects
|
||||||
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDisease, oTarget));
|
DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDisease, oTarget));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
//Get next target in spell area
|
//Get next target in spell area
|
||||||
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(OBJECT_SELF));
|
oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_LARGE, GetLocation(oNPC));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -38,7 +38,7 @@ void main()
|
|||||||
//Apply the VFX impact and effects
|
//Apply the VFX impact and effects
|
||||||
|
|
||||||
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDown, oTarget, RoundsToSeconds(2));
|
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDown, oTarget, RoundsToSeconds(2));
|
||||||
DelayCommand(0.01, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam,oTarget));
|
DelayCommand(0.01, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eDam,oTarget));
|
||||||
}
|
}
|
||||||
//Get next target in spell area
|
//Get next target in spell area
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -24,7 +24,7 @@ less than 8 HD that is within 20 feet of the wall
|
|||||||
is blinded for 2d4 rounds by the colors if it
|
is blinded for 2d4 rounds by the colors if it
|
||||||
looks at the wall.
|
looks at the wall.
|
||||||
|
|
||||||
The wall<EFBFBD>s maximum proportions are 4 feet wide per
|
The wall’s maximum proportions are 4 feet wide per
|
||||||
caster level and 2 feet high per caster level. A
|
caster level and 2 feet high per caster level. A
|
||||||
prismatic wall spell cast to materialize in a
|
prismatic wall spell cast to materialize in a
|
||||||
space occupied by a creature is disrupted, and
|
space occupied by a creature is disrupted, and
|
||||||
@@ -41,7 +41,7 @@ The wall can be destroyed, color by color, in
|
|||||||
consecutive order, by various magical effects;
|
consecutive order, by various magical effects;
|
||||||
however, the first color must be brought down
|
however, the first color must be brought down
|
||||||
before the second can be affected, and so on.
|
before the second can be affected, and so on.
|
||||||
A rod of cancellation or a mage<EFBFBD>s disjunction
|
A rod of cancellation or a mage’s disjunction
|
||||||
spell destroys a prismatic wall, but an
|
spell destroys a prismatic wall, but an
|
||||||
antimagic field fails to penetrate it. Dispel
|
antimagic field fails to penetrate it. Dispel
|
||||||
magic and greater dispel magic cannot dispel
|
magic and greater dispel magic cannot dispel
|
||||||
|
|||||||
@@ -217,11 +217,11 @@ void DoRay(object oTarget, int nSaveDC, int nRoll, int nCasterLvl, object oPC)
|
|||||||
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nSaveDC, SAVING_THROW_TYPE_SPELL))
|
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nSaveDC, SAVING_THROW_TYPE_SPELL))
|
||||||
{
|
{
|
||||||
// makes the target invisible
|
// makes the target invisible
|
||||||
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY), oTarget, 6.0);
|
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY), oTarget, 6.0);
|
||||||
// allows pathfinding through the target
|
// allows pathfinding through the target
|
||||||
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectCutsceneGhost(), oTarget, 6.0);
|
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectCutsceneGhost(), oTarget, 6.0);
|
||||||
// paralyzes the target, ignores immunity
|
// paralyzes the target, ignores immunity
|
||||||
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectCutsceneParalyze(), oTarget, 6.0);
|
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectCutsceneParalyze(), oTarget, 6.0);
|
||||||
// save the target location for later visual effect
|
// save the target location for later visual effect
|
||||||
location lLoc = GetLocation(oTarget);
|
location lLoc = GetLocation(oTarget);
|
||||||
|
|
||||||
@@ -280,7 +280,7 @@ void DoRay(object oTarget, int nSaveDC, int nRoll, int nCasterLvl, object oPC)
|
|||||||
// Target is not a player
|
// Target is not a player
|
||||||
// To simplify against NPCs and also reward xp, applies same death as Green color
|
// To simplify against NPCs and also reward xp, applies same death as Green color
|
||||||
DeathlessFrenzyCheck(oTarget);
|
DeathlessFrenzyCheck(oTarget);
|
||||||
ApplyEffectToObject(DURATION_TYPE_INSTANT, SupernaturalEffect(EffectDeath()), oTarget);
|
SPApplyEffectToObject(DURATION_TYPE_INSTANT, SupernaturalEffect(EffectDeath()), oTarget);
|
||||||
}
|
}
|
||||||
// a visual effect for banishment
|
// a visual effect for banishment
|
||||||
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), lLoc);
|
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), lLoc);
|
||||||
|
|||||||
@@ -15,11 +15,11 @@ multicolored light that surrounds you and protects
|
|||||||
you from all forms of attack. The sphere flashes in
|
you from all forms of attack. The sphere flashes in
|
||||||
all colors of the visible spectrum.
|
all colors of the visible spectrum.
|
||||||
|
|
||||||
The sphere<EFBFBD>s blindness effect on creatures with less
|
The sphere’s blindness effect on creatures with less
|
||||||
than 8 HD lasts 2d4x10 minutes.
|
than 8 HD lasts 2d4x10 minutes.
|
||||||
|
|
||||||
You can pass into and out of the prismatic sphere and
|
You can pass into and out of the prismatic sphere and
|
||||||
remain near it without harm. However, when you<EFBFBD>re
|
remain near it without harm. However, when you’re
|
||||||
inside it, the sphere blocks any attempt to project
|
inside it, the sphere blocks any attempt to project
|
||||||
something through the sphere (including spells). Other
|
something through the sphere (including spells). Other
|
||||||
creatures that attempt to attack you or pass through
|
creatures that attempt to attack you or pass through
|
||||||
@@ -145,11 +145,11 @@ void main()
|
|||||||
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_SPELL))
|
if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_SPELL))
|
||||||
{
|
{
|
||||||
// makes the target invisible
|
// makes the target invisible
|
||||||
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY), oTarget, 6.0);
|
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectVisualEffect(VFX_DUR_CUTSCENE_INVISIBILITY), oTarget, 6.0);
|
||||||
// allows pathfinding through the target
|
// allows pathfinding through the target
|
||||||
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectCutsceneGhost(), oTarget, 6.0);
|
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectCutsceneGhost(), oTarget, 6.0);
|
||||||
// paralyzes the target, ignores immunity
|
// paralyzes the target, ignores immunity
|
||||||
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectCutsceneParalyze(), oTarget, 6.0);
|
SPApplyEffectToObject(DURATION_TYPE_TEMPORARY, EffectCutsceneParalyze(), oTarget, 6.0);
|
||||||
// save the target location for later visual effect
|
// save the target location for later visual effect
|
||||||
location lLoc = GetLocation(oTarget);
|
location lLoc = GetLocation(oTarget);
|
||||||
|
|
||||||
@@ -208,7 +208,7 @@ void main()
|
|||||||
// Target is not a player
|
// Target is not a player
|
||||||
// To simplify against NPCs and also reward xp, applies same death as Green color
|
// To simplify against NPCs and also reward xp, applies same death as Green color
|
||||||
DeathlessFrenzyCheck(oTarget);
|
DeathlessFrenzyCheck(oTarget);
|
||||||
ApplyEffectToObject(DURATION_TYPE_INSTANT, SupernaturalEffect(EffectDeath()), oTarget);
|
SPApplyEffectToObject(DURATION_TYPE_INSTANT, SupernaturalEffect(EffectDeath()), oTarget);
|
||||||
}
|
}
|
||||||
// a visual effect for banishment
|
// a visual effect for banishment
|
||||||
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), lLoc);
|
ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_UNSUMMON), lLoc);
|
||||||
|
|||||||
@@ -353,19 +353,21 @@ int DoSpell(object oCaster, object oTarget, int nCasterLevel, int nEvent)
|
|||||||
|
|
||||||
if (nBaseItemType == BASE_ITEM_QUARTERSTAFF && !GetIsMagicItem(oMyWeapon))
|
if (nBaseItemType == BASE_ITEM_QUARTERSTAFF && !GetIsMagicItem(oMyWeapon))
|
||||||
{
|
{
|
||||||
|
// Execute the code for non-magical quarterstaff here
|
||||||
|
|
||||||
bCondition = bCondition && TRUE; // Update the condition as needed
|
bCondition = bCondition && TRUE; // Update the condition as needed
|
||||||
fDuration = TurnsToSeconds(nDuration);
|
fDuration = TurnsToSeconds(nDuration);
|
||||||
}
|
}
|
||||||
else if (nBaseItemType == BASE_ITEM_CLUB && !GetIsMagicItem(oMyWeapon))
|
else if (nBaseItemType == BASE_ITEM_CLUB && !GetIsMagicItem(oMyWeapon))
|
||||||
{
|
{
|
||||||
|
// Execute the code for non-magical club here
|
||||||
|
|
||||||
bCondition = bCondition && TRUE; // Update the condition as needed
|
bCondition = bCondition && TRUE; // Update the condition as needed
|
||||||
fDuration = TurnsToSeconds(nDuration);
|
fDuration = TurnsToSeconds(nDuration);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// Invalid weapon type
|
// Invalid weapon type, do nothing or handle the error here
|
||||||
|
|
||||||
bCondition = bCondition && FALSE; // Update the condition as needed
|
bCondition = bCondition && FALSE; // Update the condition as needed
|
||||||
fDuration = 0.0; // Update the duration as needed
|
fDuration = 0.0; // Update the duration as needed
|
||||||
|
|||||||
Binary file not shown.
@@ -5016,7 +5016,7 @@ Use: Selected.</entry>
|
|||||||
<entry id="16444" lang="en" sex="m">grey elves</entry>
|
<entry id="16444" lang="en" sex="m">grey elves</entry>
|
||||||
<entry id="16445" lang="en" sex="m">Gray elves are the most noble and regal of all elves. Taller and grander in physical appearance than others of their race, gray elves have a reputation for being aloof and arrogant (even by elven standards). They certainly are more reclusive than high elves, living in isolated mountain citadels and allowing entry only to a select few outsiders. They have either silver hair and amber eyes or pale golden hair and violet eyes. They prefer clothing of white, silver, yellow, or gold, with cloaks of deep blue or purple.
|
<entry id="16445" lang="en" sex="m">Gray elves are the most noble and regal of all elves. Taller and grander in physical appearance than others of their race, gray elves have a reputation for being aloof and arrogant (even by elven standards). They certainly are more reclusive than high elves, living in isolated mountain citadels and allowing entry only to a select few outsiders. They have either silver hair and amber eyes or pale golden hair and violet eyes. They prefer clothing of white, silver, yellow, or gold, with cloaks of deep blue or purple.
|
||||||
|
|
||||||
+2 Dexterity, +2 Intelligence, -–2 Strength, -–2 Constitution.
|
+2 Dexterity, +2 Intelligence, --2 Strength, --2 Constitution.
|
||||||
|
|
||||||
Medium: As Medium creatures, gray elves have no special bonuses or penalties due to their size.
|
Medium: As Medium creatures, gray elves have no special bonuses or penalties due to their size.
|
||||||
|
|
||||||
@@ -5187,7 +5187,7 @@ Feats Required: Exotic</entry>
|
|||||||
<entry id="16521" lang="en" sex="m">Forest Masters</entry>
|
<entry id="16521" lang="en" sex="m">Forest Masters</entry>
|
||||||
<entry id="16522" lang="en" sex="m">forest master</entry>
|
<entry id="16522" lang="en" sex="m">forest master</entry>
|
||||||
<entry id="16523" lang="en" sex="m">(PRESTIGE CLASS)
|
<entry id="16523" lang="en" sex="m">(PRESTIGE CLASS)
|
||||||
Guardians of the pristine wilderness and defenders of the ancient trees, forest masters are the living embodiments of sentient nature. They walk the shadows under the woods and destroy those who would lay waste to the wild lands. Where druids hold all aspects of nature; wind and weather, animal and plant, meadows and mountains— the forest masters consider the forests more ancient than the coming of animals or humans the most sacred spots of the world. Druids most often become forest masters, but it is not unheard of for rangers or clerics of nature deities to leave their kinships behind and follow this path.
|
Guardians of the pristine wilderness and defenders of the ancient trees, forest masters are the living embodiments of sentient nature. They walk the shadows under the woods and destroy those who would lay waste to the wild lands. Where druids hold all aspects of nature; wind and weather, animal and plant, meadows and mountains- the forest masters consider the forests more ancient than the coming of animals or humans the most sacred spots of the world. Druids most often become forest masters, but it is not unheard of for rangers or clerics of nature deities to leave their kinships behind and follow this path.
|
||||||
|
|
||||||
A few multiclassed barbarians become forest masters, although they rarely have the dedication to the plant aspect of nature to embrace this worldview. Forest masters often work alone, but are more than capable of working as part of a group. Many times adventurers have spoken with what they thought was a young, small treant, when they were actually speaking with a very powerful forest master. There are no rivalries between groups of forest masters, although individuals may disagree on methods of enacting the will of the Treefather.
|
A few multiclassed barbarians become forest masters, although they rarely have the dedication to the plant aspect of nature to embrace this worldview. Forest masters often work alone, but are more than capable of working as part of a group. Many times adventurers have spoken with what they thought was a young, small treant, when they were actually speaking with a very powerful forest master. There are no rivalries between groups of forest masters, although individuals may disagree on methods of enacting the will of the Treefather.
|
||||||
|
|
||||||
@@ -9315,7 +9315,7 @@ Use: Automatic.</entry>
|
|||||||
<entry id="46008" lang="en" sex="m">Platinum Armor</entry>
|
<entry id="46008" lang="en" sex="m">Platinum Armor</entry>
|
||||||
<entry id="46009" lang="en" sex="m">Type of Feat: Class Specific
|
<entry id="46009" lang="en" sex="m">Type of Feat: Class Specific
|
||||||
Prerequisite: Vassal of Bahamut Level 1.
|
Prerequisite: Vassal of Bahamut Level 1.
|
||||||
Specifics: The Vassal is granted a platinum armor made from transmuted scales of a red dragon. The masterwork suit of armor weighs 25 pounds and confers a +8 armor bonus. Its other properties are as a masterwork chain shirt (+4 max Dex bonus, —2 armor check penalty, 20% arcane spell failure chance)
|
Specifics: The Vassal is granted a platinum armor made from transmuted scales of a red dragon. The masterwork suit of armor weighs 25 pounds and confers a +8 armor bonus. Its other properties are as a masterwork chain shirt (+4 max Dex bonus, -2 armor check penalty, 20% arcane spell failure chance)
|
||||||
Use: Automatic.</entry>
|
Use: Automatic.</entry>
|
||||||
<entry id="46010" lang="en" sex="m">Dragon Senses</entry>
|
<entry id="46010" lang="en" sex="m">Dragon Senses</entry>
|
||||||
<entry id="46011" lang="en" sex="m">Type of Feat: Class Specific
|
<entry id="46011" lang="en" sex="m">Type of Feat: Class Specific
|
||||||
@@ -47787,7 +47787,7 @@ These packages do not give any special abilities to your character, they simply
|
|||||||
<entry id="57654" lang="en" sex="m">
|
<entry id="57654" lang="en" sex="m">
|
||||||
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry>
|
These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.</entry>
|
||||||
<entry id="57655" lang="en" sex="m">Defensive Manifestation</entry>
|
<entry id="57655" lang="en" sex="m">Defensive Manifestation</entry>
|
||||||
<entry id="57656" lang="en" sex="m">If you want to manifest a power without provoking attacks of opportunity, you need to dodge and weave. You must make a Concentration check (DC 15 + the level of the power you’re manifesting) to succeed. You lose the power points without successful manifestation if you fail. </entry>
|
<entry id="57656" lang="en" sex="m">If you want to manifest a power without provoking attacks of opportunity, you need to dodge and weave. You must make a Concentration check (DC 15 + the level of the power you're manifesting) to succeed. You lose the power points without successful manifestation if you fail. </entry>
|
||||||
<entry id="57657" lang="en" sex="m">Two Weapon Pounce</entry>
|
<entry id="57657" lang="en" sex="m">Two Weapon Pounce</entry>
|
||||||
<entry id="57658" lang="en" sex="m">Type of Feat: General
|
<entry id="57658" lang="en" sex="m">Type of Feat: General
|
||||||
Prerequisite: Two-Weapon Fighting, Dex 15, Base Attack Bonus +6
|
Prerequisite: Two-Weapon Fighting, Dex 15, Base Attack Bonus +6
|
||||||
@@ -72665,7 +72665,7 @@ Use: Automatic, checked for in DoDisarm()</entry>
|
|||||||
<entry id="78002" lang="en" sex="m">Lions of Talisid</entry>
|
<entry id="78002" lang="en" sex="m">Lions of Talisid</entry>
|
||||||
<entry id="78003" lang="en" sex="m">lion of Talisid</entry>
|
<entry id="78003" lang="en" sex="m">lion of Talisid</entry>
|
||||||
<entry id="78004" lang="en" sex="m">(PRESTIGE CLASS)
|
<entry id="78004" lang="en" sex="m">(PRESTIGE CLASS)
|
||||||
The undisputed ruler of the guardinals, Talisid the Celestial Lion is an enormously powerful force for good— and good alone, undiluted by concerns of law or chaos. He is also a mighty druid, and his mortal and guardinal champions are druids and rangers who share both his fierce hatred of evil and his passionate love of the natural world and its creatures. Called the lions of Talisid, these protectors of nature and champions of good emulate their celestial patron in more concrete ways: adopting feline animal companions, assuming great cat forms with their wild shape ability, and eventually roaring like a leonal. Druids and rangers most commonly become lions of Talisid, and only a character with an animal companion can enter the class. Multiclass druid/rangers also commonly adopt the class, and less commonly, fighter/druids or cleric/rangers.
|
The undisputed ruler of the guardinals, Talisid the Celestial Lion is an enormously powerful force for good- and good alone, undiluted by concerns of law or chaos. He is also a mighty druid, and his mortal and guardinal champions are druids and rangers who share both his fierce hatred of evil and his passionate love of the natural world and its creatures. Called the lions of Talisid, these protectors of nature and champions of good emulate their celestial patron in more concrete ways: adopting feline animal companions, assuming great cat forms with their wild shape ability, and eventually roaring like a leonal. Druids and rangers most commonly become lions of Talisid, and only a character with an animal companion can enter the class. Multiclass druid/rangers also commonly adopt the class, and less commonly, fighter/druids or cleric/rangers.
|
||||||
|
|
||||||
Like their guardinal patron, lions of Talisid usually work alone or in small groups of close companions, rarely with other lions. NPC lions of Talisid can be found wandering the wilderness, fighting any who would defile the natural world with evil. They are particularly concerned with areas where some evil presence corrupts nature itself, manifesting evil weather and vile corrupted creatures.
|
Like their guardinal patron, lions of Talisid usually work alone or in small groups of close companions, rarely with other lions. NPC lions of Talisid can be found wandering the wilderness, fighting any who would defile the natural world with evil. They are particularly concerned with areas where some evil presence corrupts nature itself, manifesting evil weather and vile corrupted creatures.
|
||||||
|
|
||||||
@@ -72701,7 +72701,7 @@ Level
|
|||||||
|
|
||||||
* Not implemented</entry>
|
* Not implemented</entry>
|
||||||
<entry id="78005" lang="en" sex="m">Epic Lion of Talisid</entry>
|
<entry id="78005" lang="en" sex="m">Epic Lion of Talisid</entry>
|
||||||
<entry id="78006" lang="en" sex="m">Chosen by the celestial lion himself, these guardians of nature blend divine power with the ferocity of great cats. Noble and wild-hearted, they fight evil wherever it taints the natural world—roaming protectors guided by instinct, courage, and compassion. With animal companions at their side and the strength of a leonal in their soul, they embody both the serenity and savagery of the wild in service of pure good.
|
<entry id="78006" lang="en" sex="m">Chosen by the celestial lion himself, these guardians of nature blend divine power with the ferocity of great cats. Noble and wild-hearted, they fight evil wherever it taints the natural world-roaming protectors guided by instinct, courage, and compassion. With animal companions at their side and the strength of a leonal in their soul, they embody both the serenity and savagery of the wild in service of pure good.
|
||||||
|
|
||||||
Hit Die: d8.
|
Hit Die: d8.
|
||||||
Skill Points at Each Additional Level: 4 + Intelligence modifier.
|
Skill Points at Each Additional Level: 4 + Intelligence modifier.
|
||||||
@@ -72754,7 +72754,7 @@ Use: Selected.</entry>
|
|||||||
<entry id="78034" lang="en" sex="m">(PRESTIGE CLASS)
|
<entry id="78034" lang="en" sex="m">(PRESTIGE CLASS)
|
||||||
Saying the verdant lord has a green thumb is like calling a red dragon a creature with a slight affinity for fire. The verdant lord is the final defender of the Forest. He has left behind the druid's search for global understanding of nature's secrets to focus all his energies on the world's plant life. Elven and half-elven druids are the most likely characters to embrace the role of the verdant lord. Druids of other races, rangers, and the occasional priest of Obad Hai or Ehlonna have also been known to adopt this prestige class. It's almost impossible for characters without such ties to become verdant lords because they have neither the interest in nor the required understanding of seeds, saplings, and trees. Since most verdant lords have little use for civilization, they tend to be loners, watching the years pass by from their groves.
|
Saying the verdant lord has a green thumb is like calling a red dragon a creature with a slight affinity for fire. The verdant lord is the final defender of the Forest. He has left behind the druid's search for global understanding of nature's secrets to focus all his energies on the world's plant life. Elven and half-elven druids are the most likely characters to embrace the role of the verdant lord. Druids of other races, rangers, and the occasional priest of Obad Hai or Ehlonna have also been known to adopt this prestige class. It's almost impossible for characters without such ties to become verdant lords because they have neither the interest in nor the required understanding of seeds, saplings, and trees. Since most verdant lords have little use for civilization, they tend to be loners, watching the years pass by from their groves.
|
||||||
|
|
||||||
Adventuring verdant lords are rare, but those who do exist are marvelous to behold. They tend to take their gardens with them, often bringing several plant creatures, such as animated trees and treants, along on adventures. Verdant lords tend to be soft-spoken, easygoing individuals, —right up until someone lights a torch and threatens living plants.
|
Adventuring verdant lords are rare, but those who do exist are marvelous to behold. They tend to take their gardens with them, often bringing several plant creatures, such as animated trees and treants, along on adventures. Verdant lords tend to be soft-spoken, easygoing individuals, -right up until someone lights a torch and threatens living plants.
|
||||||
|
|
||||||
- Hit Die: d8
|
- Hit Die: d8
|
||||||
- Proficiencies: A verdant lord does not gain any additional weapon or armor proficiencies.
|
- Proficiencies: A verdant lord does not gain any additional weapon or armor proficiencies.
|
||||||
@@ -72919,7 +72919,7 @@ At 10th level, the verdant lord permanently becomes a plant creature, though all
|
|||||||
<entry id="80113" lang="en" sex="m">Epic Harness of Armor +14</entry>
|
<entry id="80113" lang="en" sex="m">Epic Harness of Armor +14</entry>
|
||||||
<entry id="80114" lang="en" sex="m">Epic Harness of Armor +15</entry>
|
<entry id="80114" lang="en" sex="m">Epic Harness of Armor +15</entry>
|
||||||
<entry id="80115" lang="en" sex="m">Created by wizards from the sweltering desert land of Calimshan, these simple crossed baldrics of leather provide all the benefits of wearing armor with none of the problems that a metal shell can cause in the scorching sun. A harness of armor functions like bracers of armor but occupies the same space on the body as a vest, thus freeing the wearer to use other types of magic bracers.
|
<entry id="80115" lang="en" sex="m">Created by wizards from the sweltering desert land of Calimshan, these simple crossed baldrics of leather provide all the benefits of wearing armor with none of the problems that a metal shell can cause in the scorching sun. A harness of armor functions like bracers of armor but occupies the same space on the body as a vest, thus freeing the wearer to use other types of magic bracers.
|
||||||
Moderate conjuration; CL 7th; Craft Wondrous Item, mage armor, creator’s caster level must be at least two times the bonus placed in the harness;
|
Moderate conjuration; CL 7th; Craft Wondrous Item, mage armor, creator's caster level must be at least two times the bonus placed in the harness;
|
||||||
Price 1,500 gp (+1), 6,000 gp (+2), 12,500 gp (+3), 24,000 gp (+4), 37,500 gp (+5), 54,000(+6), 73,500 gp (+7), 96,000 gp (+8);
|
Price 1,500 gp (+1), 6,000 gp (+2), 12,500 gp (+3), 24,000 gp (+4), 37,500 gp (+5), 54,000(+6), 73,500 gp (+7), 96,000 gp (+8);
|
||||||
Weight 1 lb.</entry>
|
Weight 1 lb.</entry>
|
||||||
<entry id="80116" lang="en" sex="m">Created by wizards from the sweltering desert land of Calimshan, these simple crossed baldrics of leather provide all the benefits of wearing armor with none of the problems that a metal shell can cause in the scorching sun. A harness of armor functions like bracers of armor but occupies the same space on the body as a vest, thus freeing the wearer to use other types of magic bracers. </entry>
|
<entry id="80116" lang="en" sex="m">Created by wizards from the sweltering desert land of Calimshan, these simple crossed baldrics of leather provide all the benefits of wearing armor with none of the problems that a metal shell can cause in the scorching sun. A harness of armor functions like bracers of armor but occupies the same space on the body as a vest, thus freeing the wearer to use other types of magic bracers. </entry>
|
||||||
@@ -72927,7 +72927,7 @@ Weight 1 lb.</entry>
|
|||||||
<entry id="80118" lang="en" sex="m">Aroma of Curdled Death</entry>
|
<entry id="80118" lang="en" sex="m">Aroma of Curdled Death</entry>
|
||||||
<entry id="80119" lang="en" sex="m">This elegant, stoppered glass bottle holds a dark, viscous fluid.
|
<entry id="80119" lang="en" sex="m">This elegant, stoppered glass bottle holds a dark, viscous fluid.
|
||||||
|
|
||||||
One round after you apply this elixir to your skin, it creates an invisible cloud of gas in a 10-foot radius that moves with you and persists for 1 minute. You are immune to the cloud’s effects, but every other creature in the area that has 3 Hit Dice or fewer immediately dies (no save). A creature that has 4–6 Hit Dice must succeed on a DC 17 Fortitude save each round it remains in the area or die. A creature that has 7 Hit Dice or more takes 1d4 points of
|
One round after you apply this elixir to your skin, it creates an invisible cloud of gas in a 10-foot radius that moves with you and persists for 1 minute. You are immune to the cloud's effects, but every other creature in the area that has 3 Hit Dice or fewer immediately dies (no save). A creature that has 4-6 Hit Dice must succeed on a DC 17 Fortitude save each round it remains in the area or die. A creature that has 7 Hit Dice or more takes 1d4 points of
|
||||||
Constitution damage (Fort DC 17 half) per round of exposure.
|
Constitution damage (Fort DC 17 half) per round of exposure.
|
||||||
|
|
||||||
Prerequisites: Craft Wondrous Item, cloudkill, Craft (alchemy) 4 ranks.
|
Prerequisites: Craft Wondrous Item, cloudkill, Craft (alchemy) 4 ranks.
|
||||||
@@ -72935,7 +72935,7 @@ Prerequisites: Craft Wondrous Item, cloudkill, Craft (alchemy) 4 ranks.
|
|||||||
Cost to Create: 2,250 gp, 180 XP, 5 days</entry>
|
Cost to Create: 2,250 gp, 180 XP, 5 days</entry>
|
||||||
<entry id="80120" lang="en" sex="m">This elegant, stoppered glass bottle holds a dark, viscous fluid.
|
<entry id="80120" lang="en" sex="m">This elegant, stoppered glass bottle holds a dark, viscous fluid.
|
||||||
|
|
||||||
One round after you apply this elixir to your skin, it creates an invisible cloud of gas in a 10-foot radius that moves with you and persists for 1 minute. You are immune to the cloud’s effects, but every other creature in the area that has 3 Hit Dice or fewer immediately dies (no save). A creature that has 4–6 Hit Dice must succeed on a DC 17 Fortitude save each round it remains in the area or die. A creature that has 7 Hit Dice or more takes 1d4 points of
|
One round after you apply this elixir to your skin, it creates an invisible cloud of gas in a 10-foot radius that moves with you and persists for 1 minute. You are immune to the cloud's effects, but every other creature in the area that has 3 Hit Dice or fewer immediately dies (no save). A creature that has 4-6 Hit Dice must succeed on a DC 17 Fortitude save each round it remains in the area or die. A creature that has 7 Hit Dice or more takes 1d4 points of
|
||||||
Constitution damage (Fort DC 17 half) per round of exposure.</entry>
|
Constitution damage (Fort DC 17 half) per round of exposure.</entry>
|
||||||
<entry id="80121" lang="en" sex="m">****</entry>
|
<entry id="80121" lang="en" sex="m">****</entry>
|
||||||
<entry id="80122" lang="en" sex="m">Beetle Elixir</entry>
|
<entry id="80122" lang="en" sex="m">Beetle Elixir</entry>
|
||||||
@@ -73267,7 +73267,7 @@ Spell Resistance: Yes
|
|||||||
|
|
||||||
This spell functions like creeping cold, causing intense cold to accumulate inside the target's body, but with extended duration and increased damage.
|
This spell functions like creeping cold, causing intense cold to accumulate inside the target's body, but with extended duration and increased damage.
|
||||||
|
|
||||||
You turn the subject's sweat and moisture to ice, creating blisters and sharp crystals beneath the skin. The spell deals cumulative cold damage each round: 1d6 points on the first round, 2d6 on the second, and so on—dealing 3d6 on the third round and 4d6 on the fourth.
|
You turn the subject's sweat and moisture to ice, creating blisters and sharp crystals beneath the skin. The spell deals cumulative cold damage each round: 1d6 points on the first round, 2d6 on the second, and so on-dealing 3d6 on the third round and 4d6 on the fourth.
|
||||||
|
|
||||||
If the caster is at least 15th level, the spell continues for a fifth round, dealing 5d6 cold damage. At 20th level or higher, a sixth round is added, dealing 6d6 cold damage. The spell never deals more than 6d6 damage in any round, and it ends early if the target dies.
|
If the caster is at least 15th level, the spell continues for a fifth round, dealing 5d6 cold damage. At 20th level or higher, a sixth round is added, dealing 6d6 cold damage. The spell never deals more than 6d6 damage in any round, and it ends early if the target dies.
|
||||||
|
|
||||||
@@ -73685,7 +73685,7 @@ Transmuting energy spreads out around the targets, dealing 4d8 points of damage
|
|||||||
<entry id="200100" lang="en" sex="m">Giant Bearing</entry>
|
<entry id="200100" lang="en" sex="m">Giant Bearing</entry>
|
||||||
<entry id="200101" lang="en" sex="m">Type of Feat: Legacy
|
<entry id="200101" lang="en" sex="m">Type of Feat: Legacy
|
||||||
Prerequisite: Lesser Legacy Ritual
|
Prerequisite: Lesser Legacy Ritual
|
||||||
Benefit: Beginning at 13th level, you can multiply your weight by 8, gaining a +2 size bonus to Strength, a —2 size penalty to Dexterity (to a minimum of 1), a —1 penalty on attack rolls, and a +4 bonus on grapple checks. You can grapple Huge creatures. You do not physically become larger and do not gain a longer reach, nor do you take size penalties on attacks, AC, and Hide checks. This ability can be used at will and lasts 10 minutes each time it is activated.
|
Benefit: Beginning at 13th level, you can multiply your weight by 8, gaining a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), a -1 penalty on attack rolls, and a +4 bonus on grapple checks. You can grapple Huge creatures. You do not physically become larger and do not gain a longer reach, nor do you take size penalties on attacks, AC, and Hide checks. This ability can be used at will and lasts 10 minutes each time it is activated.
|
||||||
|
|
||||||
Use: Selected</entry>
|
Use: Selected</entry>
|
||||||
<entry id="200102" lang="en" sex="m">Vow of Poverty</entry>
|
<entry id="200102" lang="en" sex="m">Vow of Poverty</entry>
|
||||||
@@ -73888,7 +73888,7 @@ Bard Song: The epic virtuoso's bard song continues into epic levels.
|
|||||||
Epic Virtuoso Bonus Feat List:
|
Epic Virtuoso Bonus Feat List:
|
||||||
Combat Casting, Curse Song, Epic Inspiration, Epic Leadership, Epic Reputation, Epic Skill Focus, Epic Spell Focus, Epic Spellcasting, Extra Music, Great Charisma, Great Intelligence, Improved Combat Casting, Lasting Inspiration, Lingering Song, Master Staff, Master Wand, Tenacious Magic, Eldritch Sculptor, Lord of All Essences, Master of the Elements, Morpheme Savant, Paragon Visionary, Shadowmaster, Verminlord, Epic Eldritch Blast, Epic Extra Invocation, Epic Fiendish Resilience.</entry>
|
Combat Casting, Curse Song, Epic Inspiration, Epic Leadership, Epic Reputation, Epic Skill Focus, Epic Spell Focus, Epic Spellcasting, Extra Music, Great Charisma, Great Intelligence, Improved Combat Casting, Lasting Inspiration, Lingering Song, Master Staff, Master Wand, Tenacious Magic, Eldritch Sculptor, Lord of All Essences, Master of the Elements, Morpheme Savant, Paragon Visionary, Shadowmaster, Verminlord, Epic Eldritch Blast, Epic Extra Invocation, Epic Fiendish Resilience.</entry>
|
||||||
<entry id="205014" lang="en" sex="m">Epic Spellsword</entry>
|
<entry id="205014" lang="en" sex="m">Epic Spellsword</entry>
|
||||||
<entry id="205015" lang="en" sex="m">At epic levels, you have perfected the art of melding martial might with potent arcane force. No longer hampered by the clashing demands of armor and magic, your mastery of arcane combat has reached new heights. Your weapon becomes a flawless conduit for your spells—each strike unleashing stored arcane power with lethal precision, and your "Channel Spell" ability continues to deliver devastating magical strikes in the thick of battle.
|
<entry id="205015" lang="en" sex="m">At epic levels, you have perfected the art of melding martial might with potent arcane force. No longer hampered by the clashing demands of armor and magic, your mastery of arcane combat has reached new heights. Your weapon becomes a flawless conduit for your spells-each strike unleashing stored arcane power with lethal precision, and your "Channel Spell" ability continues to deliver devastating magical strikes in the thick of battle.
|
||||||
|
|
||||||
Hit Die: d8
|
Hit Die: d8
|
||||||
Skill Points at Each Additional Level: 2 + Intelligence modifier
|
Skill Points at Each Additional Level: 2 + Intelligence modifier
|
||||||
@@ -73935,7 +73935,7 @@ Sneak Attack: The epic unseen seer's sneak attack continues to increase by 1d6 e
|
|||||||
Epic Unseen Seer Bonus Feat List:
|
Epic Unseen Seer Bonus Feat List:
|
||||||
Arcane Defense, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Great Charisma, Great Intelligence, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Spell Focus, Spell Penetration, Tenacious Magic, Blinding Speed, Epic Dodge, Epic Skill Focus, Improved Sneak Attack, Lingering Damage, Self-Concealment, Superior Initiative, Eldritch Sculptor, Lord of All Essences, Master of the Elements, Morpheme Savant, Paragon Visionary, Shadowmaster, Verminlord, Epic Eldritch Blast, Epic Extra Invocation, Epic Fiendish Resilience.</entry>
|
Arcane Defense, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Great Charisma, Great Intelligence, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Spell Focus, Spell Penetration, Tenacious Magic, Blinding Speed, Epic Dodge, Epic Skill Focus, Improved Sneak Attack, Lingering Damage, Self-Concealment, Superior Initiative, Eldritch Sculptor, Lord of All Essences, Master of the Elements, Morpheme Savant, Paragon Visionary, Shadowmaster, Verminlord, Epic Eldritch Blast, Epic Extra Invocation, Epic Fiendish Resilience.</entry>
|
||||||
<entry id="205020" lang="en" sex="m">Epic Celebrant Sharess</entry>
|
<entry id="205020" lang="en" sex="m">Epic Celebrant Sharess</entry>
|
||||||
<entry id="205021" lang="en" sex="m">At epic levels, you transcend the ordinary revelry to become a living embodiment of Sharess's dual nature—a mesmerizing blend of irresistible charm and fierce martial prowess.
|
<entry id="205021" lang="en" sex="m">At epic levels, you transcend the ordinary revelry to become a living embodiment of Sharess's dual nature-a mesmerizing blend of irresistible charm and fierce martial prowess.
|
||||||
|
|
||||||
Hit Die: d6
|
Hit Die: d6
|
||||||
Skill Points at Each Additional Level: 6 + Int Modifier
|
Skill Points at Each Additional Level: 6 + Int Modifier
|
||||||
@@ -73975,7 +73975,7 @@ Fiendslaying: The epic Knight of the Chalice becomes a righteous engine of dest
|
|||||||
Epic Knight of the Chalice Bonus Feat List:
|
Epic Knight of the Chalice Bonus Feat List:
|
||||||
Armor Skin, Blinding Speed, Devastating Critical, Epic Damage Reduction, Epic Divine Might, Epic Divine Resistance, Epic Divine Shield, Epic Divine Vigor, Epic Energy Resistance, Epic Prowess, Epic Reflexes, Epic Reputation, Epic Toughness, Epic Weapon Focus, Epic Will, Overwhelming Critical, Epic Fortitude, Great Smiting, Improved Combat Casting, Improved Initiative, Superior Initiative, Epic Leadership, Improved Manyshot, Improved Whirlwind Attack, Legendary Commander, Legendary Wrestler, Planar Turning, Perfect Two-Weapon Fighting, Superior Initiative, Two-Weapon Rend.</entry>
|
Armor Skin, Blinding Speed, Devastating Critical, Epic Damage Reduction, Epic Divine Might, Epic Divine Resistance, Epic Divine Shield, Epic Divine Vigor, Epic Energy Resistance, Epic Prowess, Epic Reflexes, Epic Reputation, Epic Toughness, Epic Weapon Focus, Epic Will, Overwhelming Critical, Epic Fortitude, Great Smiting, Improved Combat Casting, Improved Initiative, Superior Initiative, Epic Leadership, Improved Manyshot, Improved Whirlwind Attack, Legendary Commander, Legendary Wrestler, Planar Turning, Perfect Two-Weapon Fighting, Superior Initiative, Two-Weapon Rend.</entry>
|
||||||
<entry id="205026" lang="en" sex="m">Epic Hathran</entry>
|
<entry id="205026" lang="en" sex="m">Epic Hathran</entry>
|
||||||
<entry id="205027" lang="en" sex="m">At epic levels, your mastery of both arcane and divine magic crowns you as an exalted Hathran —a beacon of healing and leadership in Rashemen. You embody the sacred legacy of the learned sisters, extending your nurturing miracles and commanding spells that both protect your people and instill awe in your foes.
|
<entry id="205027" lang="en" sex="m">At epic levels, your mastery of both arcane and divine magic crowns you as an exalted Hathran -a beacon of healing and leadership in Rashemen. You embody the sacred legacy of the learned sisters, extending your nurturing miracles and commanding spells that both protect your people and instill awe in your foes.
|
||||||
|
|
||||||
Hit Die: d4
|
Hit Die: d4
|
||||||
Skill Points at Each Additional Level: 2 + Int Modifier
|
Skill Points at Each Additional Level: 2 + Int Modifier
|
||||||
@@ -74439,7 +74439,7 @@ Visage of Terror - At 10th level you gain Visage of Terror and that increases by
|
|||||||
Epic Ravager Bonus Feat List:
|
Epic Ravager Bonus Feat List:
|
||||||
Armor Skin, Blinding Speed, Devastating Critical, Epic Damage Reduction, Epic Prowess, Epic Skill Focus, Epic Toughness, Epic Weapon Focus, Great Charisma, Great Dexterity, Great Strength, Improved Sneak Attack, Overwhelming Critical, Superior Initiative.</entry>
|
Armor Skin, Blinding Speed, Devastating Critical, Epic Damage Reduction, Epic Prowess, Epic Skill Focus, Epic Toughness, Epic Weapon Focus, Great Charisma, Great Dexterity, Great Strength, Improved Sneak Attack, Overwhelming Critical, Superior Initiative.</entry>
|
||||||
<entry id="205098" lang="en" sex="m">Epic Runescarred Berserker</entry>
|
<entry id="205098" lang="en" sex="m">Epic Runescarred Berserker</entry>
|
||||||
<entry id="205099" lang="en" sex="m">Epic Runescarred Berserkers are living weapons of wrath and arcane resilience. Their rune-covered flesh blazes with potent magic, their fury eclipsing mortal limits. As chosen champions of Rashemen, they channel raw pain into devastating power—each scar a rune, each scream a spell, each rage an unstoppable storm.
|
<entry id="205099" lang="en" sex="m">Epic Runescarred Berserkers are living weapons of wrath and arcane resilience. Their rune-covered flesh blazes with potent magic, their fury eclipsing mortal limits. As chosen champions of Rashemen, they channel raw pain into devastating power-each scar a rune, each scream a spell, each rage an unstoppable storm.
|
||||||
|
|
||||||
Hit Die: d10.
|
Hit Die: d10.
|
||||||
Skill Points at Each Additional Level: 4 + Intelligence modifier.
|
Skill Points at Each Additional Level: 4 + Intelligence modifier.
|
||||||
@@ -74453,7 +74453,7 @@ Ritual Scarring : The epic Runescarred Berzerker continues to gain +1 Natural AC
|
|||||||
Epic Runescarred Berserkers Bonus Feat List:
|
Epic Runescarred Berserkers Bonus Feat List:
|
||||||
Armor Skin, Blinding Speed, Devastating Critical, Epic Damage Reduction, Epic Energy Reduction, Epic Prowess, Epic Toughness, Epic Weapon Focus, Fast Healing, Legendary Wrestler, Mighty Rage, Overwhelming Critical, Terrifying Rage, Thundering Rage</entry>
|
Armor Skin, Blinding Speed, Devastating Critical, Epic Damage Reduction, Epic Energy Reduction, Epic Prowess, Epic Toughness, Epic Weapon Focus, Fast Healing, Legendary Wrestler, Mighty Rage, Overwhelming Critical, Terrifying Rage, Thundering Rage</entry>
|
||||||
<entry id="205100" lang="en" sex="m">Epic Talontar Blightlord</entry>
|
<entry id="205100" lang="en" sex="m">Epic Talontar Blightlord</entry>
|
||||||
<entry id="205101" lang="en" sex="m">Epic Talontar Blightlords are avatars of pestilence and decay, their very presence a walking plague. With blighted blood and cursed glaives, they corrupt nature itself, spreading Talona's rot across forests and flesh alike. No longer truly mortal, these twisted priests become vessels of contagion—, unfeeling, unyielding, and unstoppable harbingers of a diseased apocalypse.
|
<entry id="205101" lang="en" sex="m">Epic Talontar Blightlords are avatars of pestilence and decay, their very presence a walking plague. With blighted blood and cursed glaives, they corrupt nature itself, spreading Talona's rot across forests and flesh alike. No longer truly mortal, these twisted priests become vessels of contagion-, unfeeling, unyielding, and unstoppable harbingers of a diseased apocalypse.
|
||||||
|
|
||||||
Hit Die: d8
|
Hit Die: d8
|
||||||
Skill Points at Each Additional Level: 2 + Int Modifier
|
Skill Points at Each Additional Level: 2 + Int Modifier
|
||||||
@@ -74466,7 +74466,7 @@ Spellcasting: The epic Talontar Blightlord continues to increase in divine caste
|
|||||||
Epic Talontar Blightlords Bonus Feat List:
|
Epic Talontar Blightlords Bonus Feat List:
|
||||||
Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Epic Damage Reduction, Epic Energy Resistance, Epic Prowess, Epic Skill Focus, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Fast Healing, Focused Spell Penetration, Great Charisma, Great Wisdom, Ignore Material Components, Improved Combat Casting, Planar Turning.</entry>
|
Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Epic Damage Reduction, Epic Energy Resistance, Epic Prowess, Epic Skill Focus, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Fast Healing, Focused Spell Penetration, Great Charisma, Great Wisdom, Ignore Material Components, Improved Combat Casting, Planar Turning.</entry>
|
||||||
<entry id="205102" lang="en" sex="m">Epic Child of Night</entry>
|
<entry id="205102" lang="en" sex="m">Epic Child of Night</entry>
|
||||||
<entry id="205103" lang="en" sex="m">Epic Children of Night transcend mortal shadow and step fully into the realm of darkness. With bodies cloaked in ever-shifting umbra and minds untethered from the concerns of the flesh, they weave mysteries that distort perception and unravel reality. No longer bound by day or death, they are whispers given form—walking veils between this world and the shadow that lies beyond.
|
<entry id="205103" lang="en" sex="m">Epic Children of Night transcend mortal shadow and step fully into the realm of darkness. With bodies cloaked in ever-shifting umbra and minds untethered from the concerns of the flesh, they weave mysteries that distort perception and unravel reality. No longer bound by day or death, they are whispers given form-walking veils between this world and the shadow that lies beyond.
|
||||||
|
|
||||||
Hit Die: d6
|
Hit Die: d6
|
||||||
Skill Points at Each Additional Level: 2 + Int Modifier
|
Skill Points at Each Additional Level: 2 + Int Modifier
|
||||||
@@ -74479,7 +74479,7 @@ Mysteries: The epic Child of Night continues to increase in mystery caster level
|
|||||||
Epic Child of Night Bonus Feat List:
|
Epic Child of Night Bonus Feat List:
|
||||||
Armor Skin, Blinding Speed, Epic Energy Resistance, Epic Self-Concealment, Epic Skill Focus, Favored Mystery, Great Charisma, Greater Path Focus, Nocturnal Caster, Path Focus, Shadow Cast, Superior Initiative, and any metashadow feat. </entry>
|
Armor Skin, Blinding Speed, Epic Energy Resistance, Epic Self-Concealment, Epic Skill Focus, Favored Mystery, Great Charisma, Greater Path Focus, Nocturnal Caster, Path Focus, Shadow Cast, Superior Initiative, and any metashadow feat. </entry>
|
||||||
<entry id="205104" lang="en" sex="m">Epic Master of Shadow</entry>
|
<entry id="205104" lang="en" sex="m">Epic Master of Shadow</entry>
|
||||||
<entry id="205105" lang="en" sex="m">Epic Masters of Shadow are no longer mere commanders of darkness—they are its avatars. Their shadow servants swell into entities of primordial gloom, answering unspoken commands with lethal grace. Cloaked in absolute cold and bolstered by unfathomable shadow-magic, these lords of twilight weave darkness into weapons, armor, and essence. In the deep, where no light dares tread, they reign supreme.
|
<entry id="205105" lang="en" sex="m">Epic Masters of Shadow are no longer mere commanders of darkness-they are its avatars. Their shadow servants swell into entities of primordial gloom, answering unspoken commands with lethal grace. Cloaked in absolute cold and bolstered by unfathomable shadow-magic, these lords of twilight weave darkness into weapons, armor, and essence. In the deep, where no light dares tread, they reign supreme.
|
||||||
|
|
||||||
Hit Die: d8
|
Hit Die: d8
|
||||||
Skill Points at Each Additional Level: 2 + Int Modifier
|
Skill Points at Each Additional Level: 2 + Int Modifier
|
||||||
@@ -74505,7 +74505,7 @@ Spellcasting: The epic Noctumancer continues to increase in caster level (and sp
|
|||||||
Epic Noctumancer Bonus Feat List:
|
Epic Noctumancer Bonus Feat List:
|
||||||
Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Epic Energy Resistance, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Favored Mystery, Focused Spell Penetration, Great Charisma, Great Intelligence, Greater Path Focus, Ignore Material Components, Improved Combat Casting, Nocturnal Caster, Path Focus, Shadow Cast, Superior Initiative, Tenacious Magic, and any metashadow feat. </entry>
|
Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Epic Energy Resistance, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Favored Mystery, Focused Spell Penetration, Great Charisma, Great Intelligence, Greater Path Focus, Ignore Material Components, Improved Combat Casting, Nocturnal Caster, Path Focus, Shadow Cast, Superior Initiative, Tenacious Magic, and any metashadow feat. </entry>
|
||||||
<entry id="205108" lang="en" sex="m">Epic Totem Rager</entry>
|
<entry id="205108" lang="en" sex="m">Epic Totem Rager</entry>
|
||||||
<entry id="205109" lang="en" sex="m">An epic totem rager is the living embodiment of primal fury and spiritual instinct. At this level, rage and soulmeld are no longer separate forces—they are one. Her body channels the raw power of magical beasts, while her spirit roars with ancestral might. As she charges into battle, the ground trembles and the air thickens with incarnum, a visible aura of bestial power surrounding her.
|
<entry id="205109" lang="en" sex="m">An epic totem rager is the living embodiment of primal fury and spiritual instinct. At this level, rage and soulmeld are no longer separate forces-they are one. Her body channels the raw power of magical beasts, while her spirit roars with ancestral might. As she charges into battle, the ground trembles and the air thickens with incarnum, a visible aura of bestial power surrounding her.
|
||||||
|
|
||||||
Hit Die: d10.
|
Hit Die: d10.
|
||||||
Skill Points at Each Additional Level: 4 + Intelligence modifier.
|
Skill Points at Each Additional Level: 4 + Intelligence modifier.
|
||||||
@@ -74517,7 +74517,7 @@ Meldshaping: Meldshaper level increases as if gaining a level in your meldshaper
|
|||||||
Epic Totem Rager Bonus Feat List:
|
Epic Totem Rager Bonus Feat List:
|
||||||
Armor Skin, Blinding Speed, Bonus Soulmeld, Devastating Critical, Epic Damage Reduction, Epic Energy Resistance, Epic Essentia, Epic Prowess, Epic Toughness, Epic Weapon Focus, Extra Chakra Bind, Fast Healing, Legendary Wrestler, Mighty Rage, Open Heart Chakra, Open Soul Chakra, Overwhelming Critical, Rapid Meldshaping, Rebind Soulmeld, Terrifying Rage, Thundering Rage.</entry>
|
Armor Skin, Blinding Speed, Bonus Soulmeld, Devastating Critical, Epic Damage Reduction, Epic Energy Resistance, Epic Essentia, Epic Prowess, Epic Toughness, Epic Weapon Focus, Extra Chakra Bind, Fast Healing, Legendary Wrestler, Mighty Rage, Open Heart Chakra, Open Soul Chakra, Overwhelming Critical, Rapid Meldshaping, Rebind Soulmeld, Terrifying Rage, Thundering Rage.</entry>
|
||||||
<entry id="205110" lang="en" sex="m">Epic Shadowblade</entry>
|
<entry id="205110" lang="en" sex="m">Epic Shadowblade</entry>
|
||||||
<entry id="205111" lang="en" sex="m">At epic levels, the shadowblade becomes a phantom of war—an untouchable presence whose strikes come from impossible angles and vanish without trace. Their unseen weapon evolves beyond mortal reach, letting them slip through defenses, extend their reach through shadow, and pierce even the strongest wards. As their bond with darkness deepens, so too does their lethality—each step silent, each blow fatal.
|
<entry id="205111" lang="en" sex="m">At epic levels, the shadowblade becomes a phantom of war-an untouchable presence whose strikes come from impossible angles and vanish without trace. Their unseen weapon evolves beyond mortal reach, letting them slip through defenses, extend their reach through shadow, and pierce even the strongest wards. As their bond with darkness deepens, so too does their lethality-each step silent, each blow fatal.
|
||||||
|
|
||||||
Hit Die: d8.
|
Hit Die: d8.
|
||||||
Skill Points at Each Additional Level: 2 + Intelligence modifier.
|
Skill Points at Each Additional Level: 2 + Intelligence modifier.
|
||||||
@@ -74571,7 +74571,7 @@ Spellcasting: The epic Red Wizard continues to increase in caster level (and spe
|
|||||||
Epic Red Wizard Bonus Feat List:
|
Epic Red Wizard Bonus Feat List:
|
||||||
Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Craft Epic Magic Arms and Armor, Craft Epic Staff, Craft Epic Wondrous Item, Epic Leadership, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Focused Spell Penetration, Forge Epic Ring, Great Intelligence Ignore Material Components, Improved Combat Casting, Tenacious Magic.</entry>
|
Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Craft Epic Magic Arms and Armor, Craft Epic Staff, Craft Epic Wondrous Item, Epic Leadership, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Focused Spell Penetration, Forge Epic Ring, Great Intelligence Ignore Material Components, Improved Combat Casting, Tenacious Magic.</entry>
|
||||||
<entry id="205118" lang="en" sex="m">Epic True Necromancer</entry>
|
<entry id="205118" lang="en" sex="m">Epic True Necromancer</entry>
|
||||||
<entry id="205119" lang="en" sex="m">At epic levels, the True Necromancer transcends the boundaries between life and death, becoming a living conduit of necrotic power. No longer merely a manipulator of the dead, they embody death itself—an enduring presence whose will animates entire graveyards. Feared by the living and revered by the dead, their passage darkens the land, and even other necromancers whisper their name with dread.
|
<entry id="205119" lang="en" sex="m">At epic levels, the True Necromancer transcends the boundaries between life and death, becoming a living conduit of necrotic power. No longer merely a manipulator of the dead, they embody death itself-an enduring presence whose will animates entire graveyards. Feared by the living and revered by the dead, their passage darkens the land, and even other necromancers whisper their name with dread.
|
||||||
|
|
||||||
Hit Die: d4
|
Hit Die: d4
|
||||||
Skill Points at Each Additional Level: 2 + Int Modifier
|
Skill Points at Each Additional Level: 2 + Int Modifier
|
||||||
@@ -74688,7 +74688,7 @@ Spellcasting: At each even level the epic Black Flame Zealot continues to increa
|
|||||||
Epic Black Flame Zealot Bonus Feat List:
|
Epic Black Flame Zealot Bonus Feat List:
|
||||||
Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Epic Prowess, Epic Skill Focus, Epic Spell Focus, Epic Spell Penetration, Epic Toughness, Epic Weapon Focus, Focused Spell Penetration, Great Wisdom, Great Charisma, Ignore Material Components, Improved Combat Casting, Improved Sneak Attack, Lingering Damage, Planar Turning.</entry>
|
Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Blinding Speed, Epic Prowess, Epic Skill Focus, Epic Spell Focus, Epic Spell Penetration, Epic Toughness, Epic Weapon Focus, Focused Spell Penetration, Great Wisdom, Great Charisma, Ignore Material Components, Improved Combat Casting, Improved Sneak Attack, Lingering Damage, Planar Turning.</entry>
|
||||||
<entry id="205136" lang="en" sex="m">Epic Knight of Middle Circle</entry>
|
<entry id="205136" lang="en" sex="m">Epic Knight of Middle Circle</entry>
|
||||||
<entry id="205137" lang="en" sex="m">You are a sworn protector of celestial wisdom and earthly honor. As a Knight of the Middle Circle, your blade defends the Stargazers' sacred charge while your presence extends their reach. You are both herald and guardian—trusted with secrets, tasked with missions few can know, and bound by duty to serve the light of knowledge and the cause of good.
|
<entry id="205137" lang="en" sex="m">You are a sworn protector of celestial wisdom and earthly honor. As a Knight of the Middle Circle, your blade defends the Stargazers' sacred charge while your presence extends their reach. You are both herald and guardian-trusted with secrets, tasked with missions few can know, and bound by duty to serve the light of knowledge and the cause of good.
|
||||||
|
|
||||||
Hit Die: d10.
|
Hit Die: d10.
|
||||||
Skill Points at Each Additional Level: 4 + Intelligence modifier.
|
Skill Points at Each Additional Level: 4 + Intelligence modifier.
|
||||||
@@ -75321,7 +75321,7 @@ Use: Automatic</entry>
|
|||||||
<entry id="209004" lang="en" sex="m">wisplings</entry>
|
<entry id="209004" lang="en" sex="m">wisplings</entry>
|
||||||
<entry id="209005" lang="en" sex="m">Wisplings are planetouched descended from halflings and demons.
|
<entry id="209005" lang="en" sex="m">Wisplings are planetouched descended from halflings and demons.
|
||||||
|
|
||||||
With a heritage touched by demonic fire and chaos, this offshoot of the halfling race embodies everything that is small, quick, and deceptive. Wisplings rarely sit still, and their pranks and jokes range from cruel to murderous. A wispling’s light brown skin, bright red hair, and angular features set it apart from other Small humanoids. Although their demonic heritage grants them abilities of stealth beyond those of many other races, wisplings have a taste for bright clothing that marks them in any crowd.
|
With a heritage touched by demonic fire and chaos, this offshoot of the halfling race embodies everything that is small, quick, and deceptive. Wisplings rarely sit still, and their pranks and jokes range from cruel to murderous. A wispling's light brown skin, bright red hair, and angular features set it apart from other Small humanoids. Although their demonic heritage grants them abilities of stealth beyond those of many other races, wisplings have a taste for bright clothing that marks them in any crowd.
|
||||||
|
|
||||||
Wispling Ability Adjustments: -2 Str, +4 Dex, +2 Int
|
Wispling Ability Adjustments: -2 Str, +4 Dex, +2 Int
|
||||||
|
|
||||||
@@ -75341,8 +75341,7 @@ Racial Traits:
|
|||||||
Level Adjustment: +1</entry>
|
Level Adjustment: +1</entry>
|
||||||
<entry id="209006" lang="en" sex="m">Wispling biography.</entry>
|
<entry id="209006" lang="en" sex="m">Wispling biography.</entry>
|
||||||
<entry id="209007" lang="en" sex="m">****</entry>
|
<entry id="209007" lang="en" sex="m">****</entry>
|
||||||
<entry id="209008" lang="en" sex="m">Wispling Change Shape
|
<entry id="209008" lang="en" sex="m">Wispling Change Shape</entry>
|
||||||
</entry>
|
|
||||||
<entry id="209009" lang="en" sex="m">Learn Form</entry>
|
<entry id="209009" lang="en" sex="m">Learn Form</entry>
|
||||||
<entry id="209010" lang="en" sex="m">Change Shape Options</entry>
|
<entry id="209010" lang="en" sex="m">Change Shape Options</entry>
|
||||||
<entry id="209011" lang="en" sex="m">Return to True Form</entry>
|
<entry id="209011" lang="en" sex="m">Return to True Form</entry>
|
||||||
@@ -75411,7 +75410,7 @@ Racial Traits:
|
|||||||
- An mechanatrix's base land speed is 30 feet.
|
- An mechanatrix's base land speed is 30 feet.
|
||||||
- Darkvision: Mechanatrixes are able to see in the dark as well as daylight.
|
- Darkvision: Mechanatrixes are able to see in the dark as well as daylight.
|
||||||
- Proficiencies: Mechanatrixes are proficient with all simple and martial weapons, light armor, medium armor & shields.
|
- Proficiencies: Mechanatrixes are proficient with all simple and martial weapons, light armor, medium armor & shields.
|
||||||
- Shocking Grasp (Sp): A mechanatrix can use shocking grasp once per day as cast by a sorcerer of 1st level or the mechanatrix’s character level, whichever is higher.
|
- Shocking Grasp (Sp): A mechanatrix can use shocking grasp once per day as cast by a sorcerer of 1st level or the mechanatrix's character level, whichever is higher.
|
||||||
- Electricity Healing (Ex): Because of a mechanatrix's electricity affinity, any electricity attack directed at it cures 1 point of damage for each 3 points of damage it would otherwise deal. The mechanatrix gets no saving throw against electricity effects.
|
- Electricity Healing (Ex): Because of a mechanatrix's electricity affinity, any electricity attack directed at it cures 1 point of damage for each 3 points of damage it would otherwise deal. The mechanatrix gets no saving throw against electricity effects.
|
||||||
- Fire & Cold Resistance 5: Due to their body composition, Mechanatrixes are less susceptible to extremes of heat & cold.
|
- Fire & Cold Resistance 5: Due to their body composition, Mechanatrixes are less susceptible to extremes of heat & cold.
|
||||||
- Skills: Mechanatrixes have a +2 racial bonus on Spot checks and a +4 racial bonus on Lore checks.
|
- Skills: Mechanatrixes have a +2 racial bonus on Spot checks and a +4 racial bonus on Lore checks.
|
||||||
@@ -75421,9 +75420,9 @@ Level Adjustment: +1</entry>
|
|||||||
<entry id="209032" lang="en" sex="m">Mechanatrix biography.</entry>
|
<entry id="209032" lang="en" sex="m">Mechanatrix biography.</entry>
|
||||||
<entry id="209033" lang="en" sex="m">****</entry>
|
<entry id="209033" lang="en" sex="m">****</entry>
|
||||||
<entry id="209034" lang="en" sex="m">Electricity Healing (Ex)</entry>
|
<entry id="209034" lang="en" sex="m">Electricity Healing (Ex)</entry>
|
||||||
<entry id="209035" lang="en" sex="m">Because of a mechanatrix’s electricity affinity, any electricity attack directed at it cures 1 point of damage for each 3 points of damage it would otherwise deal. The mechanatrix gets no saving throw against electricity effects.</entry>
|
<entry id="209035" lang="en" sex="m">Because of a mechanatrix's electricity affinity, any electricity attack directed at it cures 1 point of damage for each 3 points of damage it would otherwise deal. The mechanatrix gets no saving throw against electricity effects.</entry>
|
||||||
<entry id="209036" lang="en" sex="m">Shocking Grasp</entry>
|
<entry id="209036" lang="en" sex="m">Shocking Grasp</entry>
|
||||||
<entry id="209037" lang="en" sex="m">A mechanatrix can use shocking grasp once per day as cast by a sorcerer of 1st level or the mechanatrix’s character level, whichever is higher.</entry>
|
<entry id="209037" lang="en" sex="m">A mechanatrix can use shocking grasp once per day as cast by a sorcerer of 1st level or the mechanatrix's character level, whichever is higher.</entry>
|
||||||
<entry id="209038" lang="en" sex="m">Resist Cold 5</entry>
|
<entry id="209038" lang="en" sex="m">Resist Cold 5</entry>
|
||||||
<entry id="209039" lang="en" sex="m">Type of Feat: Racial
|
<entry id="209039" lang="en" sex="m">Type of Feat: Racial
|
||||||
Prerequisite: Race-Specific.
|
Prerequisite: Race-Specific.
|
||||||
@@ -76512,57 +76511,118 @@ Feats Required: Simple, Druid, or Wizard</entry>
|
|||||||
<entry id="212187" lang="en" sex="m">Vials like these are used in the crafting of consumable wonderous items.</entry>
|
<entry id="212187" lang="en" sex="m">Vials like these are used in the crafting of consumable wonderous items.</entry>
|
||||||
<entry id="212188" lang="en" sex="m">****</entry>
|
<entry id="212188" lang="en" sex="m">****</entry>
|
||||||
<entry id="212189" lang="en" sex="m">###CWI Descriptions###</entry>
|
<entry id="212189" lang="en" sex="m">###CWI Descriptions###</entry>
|
||||||
<entry id="212190" lang="en" sex="m">This amulet fortifies the wearer’s physical resilience, magically enhancing their Constitution while it is worn. The benefit is continuous and requires no activation as long as the amulet is worn.</entry>
|
<entry id="212190" lang="en" sex="m">This amulet fortifies the wearer's physical resilience, magically enhancing their Constitution while it is worn. The benefit is continuous and requires no activation as long as the amulet is worn.</entry>
|
||||||
<entry id="212191" lang="en" sex="m">This amulet causes the wearer’s skin to harden and toughen through magic, granting a constant enhancement to natural armor while it is worn.</entry>
|
<entry id="212191" lang="en" sex="m">This amulet causes the wearer's skin to harden and toughen through magic, granting a constant enhancement to natural armor while it is worn.</entry>
|
||||||
<entry id="212192" lang="en" sex="m">This broad, heavy belt is imbued with magic that greatly increases the wearer’s physical power, providing a continuous enhancement to Strength for as long as it is worn.</entry>
|
<entry id="212192" lang="en" sex="m">This broad, heavy belt is imbued with magic that greatly increases the wearer's physical power, providing a continuous enhancement to Strength for as long as it is worn.</entry>
|
||||||
<entry id="212193" lang="en" sex="m">These soft, flexible boots are enchanted to mute the wearer’s footsteps, granting a significant magical bonus to Move Silently checks while they are worn.</entry>
|
<entry id="212193" lang="en" sex="m">These soft, flexible boots are enchanted to mute the wearer's footsteps, granting a significant magical bonus to Move Silently checks while they are worn.</entry>
|
||||||
<entry id="212194" lang="en" sex="m">These boots can be activated to fill the wearer with magical swiftness, granting the effects of extraordinary speed for short periods each day, allowing them to move and act far faster than normal.</entry>
|
<entry id="212194" lang="en" sex="m">These boots can be activated to fill the wearer with magical swiftness, granting the effects of extraordinary speed for short periods each day, allowing them to move and act far faster than normal.</entry>
|
||||||
<entry id="212195" lang="en" sex="m">These enchanted boots lighten the wearer’s step, granting a constant increase to movement speed and allowing them to cover ground more quickly and effortlessly while the boots are worn.</entry>
|
<entry id="212195" lang="en" sex="m">These enchanted boots lighten the wearer's step, granting a constant increase to movement speed and allowing them to cover ground more quickly and effortlessly while the boots are worn.</entry>
|
||||||
<entry id="212196" lang="en" sex="m">These boots allow the wearer to instantly transport themselves across great distances, casting teleportation when activated and enabling instant travel to a chosen destination.</entry>
|
<entry id="212196" lang="en" sex="m">These boots allow the wearer to instantly transport themselves across great distances, casting teleportation when activated and enabling instant travel to a chosen destination.</entry>
|
||||||
<entry id="212197" lang="en" sex="m">These sturdy boots keep the wearer warm and protected in bitterly cold environments, allowing them to move unhindered across snow and ice while resisting the effects of extreme cold.</entry>
|
<entry id="212197" lang="en" sex="m">These sturdy boots keep the wearer warm and protected in bitterly cold environments, allowing them to move unhindered across snow and ice while resisting the effects of extreme cold.</entry>
|
||||||
<entry id="212198" lang="en" sex="m">These magical bracers surround the wearer with an invisible protective field, providing a continuous enhancement to their armor class without the need to wear actual armor.</entry>
|
<entry id="212198" lang="en" sex="m">These magical bracers surround the wearer with an invisible protective field, providing a continuous enhancement to their armor class without the need to wear actual armor.</entry>
|
||||||
<entry id="212199" lang="en" sex="m">These bracers magically bolster the wearer’s vitality, granting a permanent enhancement to Constitution while worn and significantly improving their overall health and endurance.</entry>
|
<entry id="212199" lang="en" sex="m">These bracers magically bolster the wearer's vitality, granting a permanent enhancement to Constitution while worn and significantly improving their overall health and endurance.</entry>
|
||||||
<entry id="212200" lang="en" sex="m">These bracers magically strengthen the wearer’s physical power, providing a continuous bonus to Strength while worn and enhancing their ability to exert force and perform feats of might.</entry>
|
<entry id="212200" lang="en" sex="m">These bracers magically strengthen the wearer's physical power, providing a continuous bonus to Strength while worn and enhancing their ability to exert force and perform feats of might.</entry>
|
||||||
<entry id="212201" lang="en" sex="m">This brooch surrounds the wearer with a protective magical barrier, increasing shield AC and immunity to magic missiles while it is worn.</entry>
|
<entry id="212201" lang="en" sex="m">This brooch surrounds the wearer with a protective magical barrier, increasing shield AC and immunity to magic missiles while it is worn.</entry>
|
||||||
<entry id="212202" lang="en" sex="m">This circlet is enchanted to unleash powerful energy blasts with a thought, allowing them to project a magical ray of fire when activated.</entry>
|
<entry id="212202" lang="en" sex="m">This circlet is enchanted to unleash powerful energy blasts with a thought, allowing them to project a magical ray of fire when activated.</entry>
|
||||||
<entry id="212203" lang="en" sex="m">This circlet subtly enhances the wearer’s charisma, granting a continuous magical bonus to Charisma-based checks, making them more charming and persuasive in social interactions.</entry>
|
<entry id="212203" lang="en" sex="m">This circlet subtly enhances the wearer's charisma, granting a continuous magical bonus to Charisma-based checks, making them more charming and persuasive in social interactions.</entry>
|
||||||
<entry id="212204" lang="en" sex="m">This black garment, embroidered with a weblike pattern in silk, gives the wearer the ability to climb as if a spider climb spell had been placed upon her. In addition, the cloak grants her immunity to entrapment by web spells or webs of any sort—she can actually move in webs at half her normal speed. Once per day, the wearer of this cloak can cast web. She also gains a +2 luck bonus on all Fortitude saves against poison from spiders.</entry>
|
<entry id="212204" lang="en" sex="m">This black garment, embroidered with a weblike pattern in silk, gives the wearer the ability to climb as if a spider climb spell had been placed upon her. In addition, the cloak grants her immunity to entrapment by web spells or webs of any sort-she can actually move in webs at half her normal speed. Once per day, the wearer of this cloak can cast web. She also gains a +2 luck bonus on all Fortitude saves against poison from spiders.</entry>
|
||||||
<entry id="212205" lang="en" sex="m">This cloak magically enhances the wearer’s personal presence, granting a continuous bonus to Charisma as long as it is worn, making them more compelling and influential.</entry>
|
<entry id="212205" lang="en" sex="m">This cloak magically enhances the wearer's personal presence, granting a continuous bonus to Charisma as long as it is worn, making them more compelling and influential.</entry>
|
||||||
<entry id="212206" lang="en" sex="m">This cloak creates a magical illusion that makes the wearer appear slightly out of position, making them harder to strike and granting a constant bonus to avoid attacks while it is worn.</entry>
|
<entry id="212206" lang="en" sex="m">This cloak creates a magical illusion that makes the wearer appear slightly out of position, making them harder to strike and granting a constant bonus to avoid attacks while it is worn.</entry>
|
||||||
<entry id="212207" lang="en" sex="m">This cloak subtly blends the wearer with their surroundings, providing a constant magical bonus to Hide checks and making them more difficult to detect while it is worn.</entry>
|
<entry id="212207" lang="en" sex="m">This cloak subtly blends the wearer with their surroundings, providing a constant magical bonus to Hide checks and making them more difficult to detect while it is worn.</entry>
|
||||||
<entry id="212208" lang="en" sex="m">This cloak allows the wearer to shift into the ethereal plane when activated, enabling them to move through solid objects and travel in ways impossible on the material plane.</entry>
|
<entry id="212208" lang="en" sex="m">This cloak allows the wearer to shift into the ethereal plane when activated, enabling them to move through solid objects and travel in ways impossible on the material plane.</entry>
|
||||||
<entry id="212209" lang="en" sex="m">This cloak bolsters the wearer’s defenses against harmful magic, granting a constant enhancement to all saving throws while it is worn.</entry>
|
<entry id="212209" lang="en" sex="m">This cloak bolsters the wearer's defenses against harmful magic, granting a constant enhancement to all saving throws while it is worn.</entry>
|
||||||
<entry id="212210" lang="en" sex="m">These enchanted lenses allow the wearer to magically influence the feelings of others, giving them the ability to charm creatures as if casting a charm spell.</entry>
|
<entry id="212210" lang="en" sex="m">These enchanted lenses allow the wearer to magically influence the feelings of others, giving them the ability to charm creatures as if casting a charm spell.</entry>
|
||||||
<entry id="212211" lang="en" sex="m">These eyes radiate malevolent energy, enabling the wearer to strike fear or cause harm through magical effects when activated.</entry>
|
<entry id="212211" lang="en" sex="m">These eyes radiate malevolent energy, enabling the wearer to strike fear or cause harm through magical effects when activated.</entry>
|
||||||
<entry id="212212" lang="en" sex="m">These magical eyes sharpen the wearer’s vision, granting enhanced perception, extended visual range, and improved accuracy for seeing distant or fine details.</entry>
|
<entry id="212212" lang="en" sex="m">These magical eyes sharpen the wearer's vision, granting enhanced perception, extended visual range, and improved accuracy for seeing distant or fine details.</entry>
|
||||||
<entry id="212213" lang="en" sex="m">These magical eyes allow the wearer to turn others to stone, enabling them to petrify a creature with a gaze when activated.</entry>
|
<entry id="212213" lang="en" sex="m">These magical eyes allow the wearer to turn others to stone, enabling them to petrify a creature with a gaze when activated.</entry>
|
||||||
<entry id="212214" lang="en" sex="m">These gauntlets magically increase the wearer’s physical strength, granting a constant enhancement to Strength and enabling them to perform feats of great power while worn.</entry>
|
<entry id="212214" lang="en" sex="m">These gauntlets magically increase the wearer's physical strength, granting a constant enhancement to Strength and enabling them to perform feats of great power while worn.</entry>
|
||||||
<entry id="212215" lang="en" sex="m">These gloves magically enhance the wearer’s agility, providing a continuous bonus to Dexterity and improving their precision, reflexes, and overall nimbleness while worn.</entry>
|
<entry id="212215" lang="en" sex="m">These gloves magically enhance the wearer's agility, providing a continuous bonus to Dexterity and improving their precision, reflexes, and overall nimbleness while worn.</entry>
|
||||||
<entry id="212216" lang="en" sex="m">These goggles magically sharpen the wearer’s vision, allowing them to perceive extremely fine details and small objects with exceptional clarity.</entry>
|
<entry id="212216" lang="en" sex="m">These goggles magically sharpen the wearer's vision, allowing them to perceive extremely fine details and small objects with exceptional clarity.</entry>
|
||||||
<entry id="212217" lang="en" sex="m">These goggles grant the wearer the ability to see in complete darkness, providing darkvision as long as they are worn.</entry>
|
<entry id="212217" lang="en" sex="m">These goggles grant the wearer the ability to see in complete darkness, providing darkvision as long as they are worn.</entry>
|
||||||
<entry id="212218" lang="en" sex="m">This magical item enhances allows the wearer to use the Mage Hand spell at will.</entry>
|
<entry id="212218" lang="en" sex="m">This magical item enhances allows the wearer to use the Mage Hand spell at will.</entry>
|
||||||
<entry id="212219" lang="en" sex="m">This headband magically sharpens the wearer’s mind, granting a constant bonus to Intelligence and enhancing their reasoning, memory, and problem-solving abilities while worn.</entry>
|
<entry id="212219" lang="en" sex="m">This headband magically sharpens the wearer's mind, granting a constant bonus to Intelligence and enhancing their reasoning, memory, and problem-solving abilities while worn.</entry>
|
||||||
<entry id="212220" lang="en" sex="m">This helm is imbued with powerful magic that can emit dazzling beams of light, protecting the wearer and allowing them to unleash radiant energy against foes when activated.</entry>
|
<entry id="212220" lang="en" sex="m">This helm is imbued with powerful magic that can emit dazzling beams of light, protecting the wearer and allowing them to unleash radiant energy against foes when activated.</entry>
|
||||||
<entry id="212221" lang="en" sex="m">This helm allows the wearer to instantly transport themselves to a chosen location, functioning as a teleportation device when activated.</entry>
|
<entry id="212221" lang="en" sex="m">This helm allows the wearer to instantly transport themselves to a chosen location, functioning as a teleportation device when activated.</entry>
|
||||||
<entry id="212222" lang="en" sex="m">This cloak surrounds the wearer with a magical barrier that makes it harder for spells to affect them, granting constant spell resistance while it is worn.</entry>
|
<entry id="212222" lang="en" sex="m">This cloak surrounds the wearer with a magical barrier that makes it harder for spells to affect them, granting constant spell resistance while it is worn.</entry>
|
||||||
<entry id="212223" lang="en" sex="m">This cloak enhances the wearer’s ability to move unseen, granting a continuous magical bonus to Hide checks and making them significantly harder to detect while it is worn.</entry>
|
<entry id="212223" lang="en" sex="m">This cloak enhances the wearer's ability to move unseen, granting a continuous magical bonus to Hide checks and making them significantly harder to detect while it is worn.</entry>
|
||||||
<entry id="212224" lang="en" sex="m">This skull-shaped mask grants the wearer the power to unleash a Finger of Death spell once per day.</entry>
|
<entry id="212224" lang="en" sex="m">This skull-shaped mask grants the wearer the power to unleash a Finger of Death spell once per day.</entry>
|
||||||
<entry id="212225" lang="en" sex="m">This necklace holds a number of magical beads, each of which can be detached and thrown to explode like a fireball spell, allowing the wearer to unleash powerful bursts of fire at a chosen target.</entry>
|
<entry id="212225" lang="en" sex="m">This necklace holds a number of magical beads, each of which can be detached and thrown to explode like a fireball spell, allowing the wearer to unleash powerful bursts of fire at a chosen target.</entry>
|
||||||
<entry id="212226" lang="en" sex="m">This pendant protects the wearer from disease, granting continuous immunity to all natural and magical illnesses while it is worn.</entry>
|
<entry id="212226" lang="en" sex="m">This pendant protects the wearer from disease, granting continuous immunity to all natural and magical illnesses while it is worn.</entry>
|
||||||
<entry id="212227" lang="en" sex="m">This pendant shields the wearer from toxins, granting complete immunity to all forms of poison while it is worn.</entry>
|
<entry id="212227" lang="en" sex="m">This pendant shields the wearer from toxins, granting complete immunity to all forms of poison while it is worn.</entry>
|
||||||
<entry id="212228" lang="en" sex="m">This pendant magically enhances the wearer’s mental clarity, granting a constant bonus to Wisdom and improving their perception, insight, and willpower while worn.</entry>
|
<entry id="212228" lang="en" sex="m">This pendant magically enhances the wearer's mental clarity, granting a constant bonus to Wisdom and improving their perception, insight, and willpower while worn.</entry>
|
||||||
<entry id="212229" lang="en" sex="m">This pendant accelerates the wearer’s natural healing, allowing wounds to close more quickly and improving recovery from injuries while it is worn.</entry>
|
<entry id="212229" lang="en" sex="m">This pendant accelerates the wearer's natural healing, allowing wounds to close more quickly and improving recovery from injuries while it is worn.</entry>
|
||||||
<entry id="212230" lang="en" sex="m">This robe is a powerful magical garment that protects the wearer, enhances their spellcasting, and provides resistance to various forms of attack, granting both defensive and arcane benefits while worn.</entry>
|
<entry id="212230" lang="en" sex="m">This robe is a powerful magical garment that protects the wearer, enhances their spellcasting, and provides resistance to various forms of attack, granting both defensive and arcane benefits while worn.</entry>
|
||||||
<entry id="212231" lang="en" sex="m">This robe is covered with magical eyes that grant the wearer constant, all-around vision, the ability to see invisible creatures, and protection against surprise attacks.</entry>
|
<entry id="212231" lang="en" sex="m">This robe is covered with magical eyes that grant the wearer constant, all-around vision, the ability to see invisible creatures, and protection against surprise attacks.</entry>
|
||||||
<entry id="212232" lang="en" sex="m">This robe dazzles onlookers with constantly shifting, brilliant colors, creating a mesmerizing visual display that can confuse and distract observers while it is worn.</entry>
|
<entry id="212232" lang="en" sex="m">This robe dazzles onlookers with constantly shifting, brilliant colors, creating a mesmerizing visual display that can confuse and distract observers while it is worn.</entry>
|
||||||
<entry id="212233" lang="en" sex="m">This magical scarab protects the wearer by granting a constant deflection bonus to Armor Class, providing immunity to certain death effects, and offering resistance to some spell effects while it is worn.</entry>
|
<entry id="212233" lang="en" sex="m">This magical scarab protects the wearer by granting a constant deflection bonus to Armor Class, providing immunity to certain death effects, and offering resistance to some spell effects while it is worn.</entry>
|
||||||
<entry id="212234" lang="en" sex="m">This vest allows the wearer to slip free from restraints and evade danger, granting the ability to escape bonds and move quickly out of hazardous situations.</entry>
|
<entry id="212234" lang="en" sex="m">This vest allows the wearer to slip free from restraints and evade danger, granting the ability to escape bonds and move quickly out of hazardous situations.</entry>
|
||||||
<entry id="212235" lang="en" sex="m">This amulet improves the wearer’s mastery of Truespeech, granting a magical bonus to the Truespeak skill checks and making their mystical words more precise and effective while it is worn.</entry>
|
<entry id="212235" lang="en" sex="m">This amulet improves the wearer's mastery of Truespeech, granting a magical bonus to the Truespeak skill checks and making their mystical words more precise and effective while it is worn.</entry>
|
||||||
<entry id="212236" lang="en" sex="m">This phylactery empowers the wearer to turn or rebuke undead more effectively, granting a substantial enhancement to their turning ability while it is worn.</entry>
|
<entry id="212236" lang="en" sex="m">This phylactery empowers the wearer to turn or rebuke undead more effectively, granting a substantial enhancement to their turning ability while it is worn.</entry>
|
||||||
<entry id="212237" lang="en" sex="m">Created by wizards from the sweltering desert land of Calimshan, these simple crossed baldrics of leather provide all the benefits of wearing armor with none of the problems that a metal shell can cause in the scorching sun. A harness of armor functions like bracers of armor but occupies the same space on the body as a vest, thus freeing the wearer to use other types of magic bracers.</entry>
|
<entry id="212237" lang="en" sex="m">Created by wizards from the sweltering desert land of Calimshan, these simple crossed baldrics of leather provide all the benefits of wearing armor with none of the problems that a metal shell can cause in the scorching sun. A harness of armor functions like bracers of armor but occupies the same space on the body as a vest, thus freeing the wearer to use other types of magic bracers.</entry>
|
||||||
<entry id="212238" lang="en" sex="m">This elegant, stoppered glass bottle holds a dark, viscous fluid.
|
<entry id="212238" lang="en" sex="m">This elegant, stoppered glass bottle holds a dark, viscous fluid.
|
||||||
|
|
||||||
One round after you apply this elixir to your skin, it creates an invisible cloud of gas in a 10-foot radius that moves with you and persists for 1 minute. You are immune to the cloud’s effects, but every other creature in the area that has 3 Hit Dice or fewer immediately dies (no save). A creature that has 4–6 Hit Dice must succeed on a DC 17 Fortitude save each round it remains in the area or die. A creature that has 7 Hit Dice or more takes 1d4 points of Constitution damage (Fort DC 17 half) per round of exposure.</entry>
|
One round after you apply this elixir to your skin, it creates an invisible cloud of gas in a 10-foot radius that moves with you and persists for 1 minute. You are immune to the cloud's effects, but every other creature in the area that has 3 Hit Dice or fewer immediately dies (no save). A creature that has 4-6 Hit Dice must succeed on a DC 17 Fortitude save each round it remains in the area or die. A creature that has 7 Hit Dice or more takes 1d4 points of Constitution damage (Fort DC 17 half) per round of exposure.</entry>
|
||||||
|
<entry id="213057" lang="en" sex="m">****</entry>
|
||||||
|
<entry id="213058" lang="en" sex="m">Combat Form Feats</entry>
|
||||||
|
<entry id="213059" lang="en" sex="m">While most warriors draw on their strength, agility, and toughness in battle, a few learn to tap into the true potential of their minds. Somewhat like a monk, such a warrior supplements his physical practice with rigorous mentaltraining to hone his fighting abilities. His mind and body become one as he fights, allowing him to achieve unparalleled levels of combat mastery. Being in this state of perfect mental and physical harmony is known as maintaining a combat focus. (Taking the feat called Combat Focus is how a character learns to achieve this state; all other combat form feats have Combat Focus as a prerequisite.) The task of maintaining a combat focus is both difficult and straining. Thus, a warrior cannot remain in this state for long. While he does, however, he can use any combat form feats he possesses.</entry>
|
||||||
|
<entry id="213060" lang="en" sex="m">Combat Focus</entry>
|
||||||
|
<entry id="213061" lang="en" sex="m">Type of Feat: Combat Form, Fighter Bonus Feat.
|
||||||
|
|
||||||
|
The way of the warrior requires more than simple, brute strength. Some warriors bring their minds to such keen focus during the heat of battle that they can attain superhuman levels of endurance, perception, and mental toughness. Through intense mental exercise and training, you learn to enter a state of perfect martial clarity.
|
||||||
|
|
||||||
|
Prerequisite: WIS 13
|
||||||
|
Specifics: In battle, you push aside the chaos of the fight and attain a focused state that grants you a keen, clear picture of the battle. Fear and pain ebb away as you focus solely on defeating your enemy. The first time you make a successful attack during an encounter, you gain your combat focus. In this state, your mind and body become one, allowing you to overcome mundane physical limits. You can maintain your combat focus for 10 rounds after entering it, +1 additional round per combat form feat you possess aside from this one. You can only gain your combat focus once per encounter. While you are maintaining your combat focus, you gain a +2 bonus on Will saves. If you have three or more combat form feats, this bonus increases to +4.
|
||||||
|
Use: Automatic.
|
||||||
|
Special: A fighter can select Combat Focus as one of his fighter bonus feats.</entry>
|
||||||
|
<entry id="213062" lang="en" sex="m">Combat Awareness</entry>
|
||||||
|
<entry id="213063" lang="en" sex="m">Type of Feat: Combat Form, Fighter Bonus Feat.
|
||||||
|
|
||||||
|
When you maintain your combat focus, you have an uncanny ability to sense the ebb and flow of your opponents' vitality. As you attain greater mastery of this fighting style, you learn to sense a foe's presence even with your eyes closed.
|
||||||
|
|
||||||
|
Prerequisite: Blind-Fight, Combat Focus, WIS 13, base attack bonus +12
|
||||||
|
Specifics: While maintaining your combat focus, you learn the current hit point total of each adjacent opponent and ally. If you have three or more combat form feats, you gain blindsight out to 5 feet.
|
||||||
|
Use: Automatic.
|
||||||
|
Special: A fighter can select Combat Awareness as one of his fighter bonus feats.</entry>
|
||||||
|
<entry id="213064" lang="en" sex="m">Combat Defense</entry>
|
||||||
|
<entry id="213065" lang="en" sex="m">Type of Feat: Combat Form, Fighter Bonus Feat.
|
||||||
|
|
||||||
|
The state of keen focus and mental discipline you attain in combat allows you to shift the focus of your defense from one opponent to another with careful, precise maneuvers.
|
||||||
|
|
||||||
|
Prerequisite: Combat Focus, Dodge, DEX 13, WIS 13, base attack bonus +6
|
||||||
|
Specifics: While you maintain your combat focus, you gain a +1 dodge bonus to your AC. If you have three or more combat form feats, you gain an additional +1 dodge bonus to AC.
|
||||||
|
Use: Automatic.
|
||||||
|
Special: A fighter can select Combat Defense as one of his fighter bonus feats.</entry>
|
||||||
|
<entry id="213066" lang="en" sex="m">Combat Stability</entry>
|
||||||
|
<entry id="213067" lang="en" sex="m">Type of Feat: Combat Form, Fighter Bonus Feat.
|
||||||
|
|
||||||
|
When you maintain your combat focus, you become difficult to dislodge. Your muscles lock into an unyielding position, granting you superior ability to resist trip attacks, bull rushes, disarms, and similar effects.
|
||||||
|
|
||||||
|
Prerequisite: Combat Focus, WIS 13, base attack bonus +3
|
||||||
|
Specifics: You gain a +4 bonus on checks or rolls to resist bull rush, disarm, grapple, overrun, and trip attempts made against you. If you have three or more combat form feats, the bonus granted by this feat increases to +8.
|
||||||
|
Use: Automatic.
|
||||||
|
Special: A fighter can select Combat Stability as one of his fighter bonus feats.</entry>
|
||||||
|
<entry id="213068" lang="en" sex="m">Combat Strike</entry>
|
||||||
|
<entry id="213069" lang="en" sex="m">Type of Feat: Combat Form, Fighter Bonus Feat.
|
||||||
|
|
||||||
|
Your intense, focused state allows you to see the one critical moment in a battle when you hang suspended between victory and defeat. By pouring the energy required to maintain your focus into your assault, you batter through your foe's defenses.
|
||||||
|
|
||||||
|
Prerequisite: Combat Focus, WIS 13, any two other combat form feats, base attack bonus +15
|
||||||
|
Specifics: If you choose to end your combat focus as a swift action, you gain a bonus on attack rolls and damage rolls equal to your total number of combat form feats for the rest of your current turn. You immediately lose all BENEFITS: of combat form feats that affect you only while you are maintaining your combat focus.
|
||||||
|
Use: Selected.
|
||||||
|
Special: A fighter can select Combat Strike as one of his fighter bonus feats.</entry>
|
||||||
|
<entry id="213070" lang="en" sex="m">Combat Vigor</entry>
|
||||||
|
<entry id="213071" lang="en" sex="m">Type of Feat: Combat Form, Fighter Bonus Feat.
|
||||||
|
|
||||||
|
When you maintain your combat focus, your clarity of purpose and relentless drive allow you to overcome your body's frailties. Minor wounds heal in a matter of seconds, and you quickly recover from even a grievous blow.
|
||||||
|
|
||||||
|
Prerequisite: Combat Focus, WIS 13, base attack bonus +9,
|
||||||
|
Specifics: While you maintain your combat focus, you gain fast healing 2. You lose this benefit when your combat focus ends. If you have three or more combat form feats, the benefit of this feat improves to fast healing 4.
|
||||||
|
Use: Selected.
|
||||||
|
Special: A fighter can select Combat Vigor as one of his fighter bonus feats.</entry>
|
||||||
|
<entry id="213072" lang="en" sex="m"><CUSTOM0> readies a Combat Strike!</entry>
|
||||||
|
<entry id="213073" lang="en" sex="m">****</entry>
|
||||||
|
<entry id="213074" lang="en" sex="m">****</entry>
|
||||||
|
<entry id="213075" lang="en" sex="m"><CUSTOM0> attempts a choke hold!</entry>
|
||||||
<entry id="213076" lang="en" sex="m"><CUSTOM0> unleashes a ki shout!</entry>
|
<entry id="213076" lang="en" sex="m"><CUSTOM0> unleashes a ki shout!</entry>
|
||||||
<entry id="213077" lang="en" sex="m"><CUSTOM0> attempts a Freezing the Lifeblood attack.</entry>
|
<entry id="213077" lang="en" sex="m"><CUSTOM0> attempts a Freezing the Lifeblood attack.</entry>
|
||||||
<entry id="213078" lang="en" sex="m">Choke Hold</entry>
|
<entry id="213078" lang="en" sex="m">Choke Hold</entry>
|
||||||
@@ -76596,7 +76656,7 @@ Special: A fighter may select Freezing the Lifeblood as one of his fighter bonus
|
|||||||
Your ki shout can panic your opponents.
|
Your ki shout can panic your opponents.
|
||||||
|
|
||||||
Prerequisite: Ki Shout, CHA 13, Base attack bonus +9
|
Prerequisite: Ki Shout, CHA 13, Base attack bonus +9
|
||||||
Specifics:When you make a ki shout, your opponents are panicked for 2d6 rounds unless they succeed at their Will saves (DC 10 + 1/2 your character level + your Charisma modifier). Panicked characters suffer a —2 morale penalty on attack rolls, saves, and checks, they have a 50% chance to drop what they are holding, and they run away from you as quickly as they can. The effects of being panicked supersede the effects of being shaken.
|
Specifics:When you make a ki shout, your opponents are panicked for 2d6 rounds unless they succeed at their Will saves (DC 10 + 1/2 your character level + your Charisma modifier). Panicked characters suffer a -2 morale penalty on attack rolls, saves, and checks, they have a 50% chance to drop what they are holding, and they run away from you as quickly as they can. The effects of being panicked supersede the effects of being shaken.
|
||||||
Use: Automatic.</entry>
|
Use: Automatic.</entry>
|
||||||
<entry id="213086" lang="en" sex="m">Ki Shout</entry>
|
<entry id="213086" lang="en" sex="m">Ki Shout</entry>
|
||||||
<entry id="213087" lang="en" sex="m">Type of Feat: General
|
<entry id="213087" lang="en" sex="m">Type of Feat: General
|
||||||
|
|||||||
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Reference in New Issue
Block a user